AlbionOracle

Codex

Every item — stats, abilities, crafting and live prices.

Group Dungeons

3–5 player randomized dungeons — far more fame-efficient than solo thanks to the group multiplier.

Access

  • Contestable Hidden Entrances in T4+ zones (visible to everyone, not private), or via Dungeon Maps bought/looted that grant your party first rights to a harder, higher-reward instance.
  • Four faction themes: Hidden Mines = Heretic, Hidden Sanctum = Morgana, Hidden Keep = Undead, Hidden Caverns = Keeper.

Layout

  • PROCEDURAL — spawn zones are semi-fixed but the interior regenerates each time, so there is no static map.
  • Enemy HP and damage scale with party size; bosses hit harder and demand coordinated mechanics vs solo.

Recommended build

  • Player-reported IP: ~T5 ≈ 800, T6 ≈ 900, T7 ≈ 1000+ (clearable below it at higher risk). Comp: 1 Tank, 1 Healer, 3–5 AoE DPS.
  • Meta: Tank Incubus Mace (holds aggro), Healer Holy/Divine Staff, DPS Blazing / Permafrost / Lightcaller / Shadowcaller support.

Tactics & mistakes

  • Only the TANK pulls and clumps packs — overeager DPS wipe the group. Kill priority: mages/summoners → archers → melee.
  • Don't pull multiple un-clumped packs; don't over-extend in Red/Black where the open Hidden Entrance can be dived by another group.

Profit (player estimates)

  • Higher fame and better loot than solo. Community estimate ~8–10M fame/hour for efficient 8.2/8.3 groups.
  • Silver/hour is not reliably documented — the draw is fame efficiency plus rune/artifact drops from gold chests.