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I've never thought of them in that way, I've always categorised them more in terms of their difficulty, especially when that is complicated by when you need to tackle them
02/20/2024, 10:45:57

    Peter2 writes:

    Darkmoor is always difficult for all the reasons you've stated, but you don't actually need to tackle it before you've reached level 70 or thereabouts. At that point it's not hard as long as you don't get yourself lost. In contrast, you have to tackle Goblinwatch and the Abandoned Temple of Baa early and with a pretty inexperinced party, and you have to be quite careful in how you do it. Similarly, if you take on the Silver Helm Outpost too soon, those soldiers and monks will take your party to pieces.

    In Darkmoor, Dragon Breath will very swiftly dispose of the Eyes, and nothing else will survive Shrapmetal at contact range. Just blast away and then beacon out, recharge from the Fountain of Magic, and beacon back. Rinse, and repeat.

    The two dungeons that I've never particularly liked are Varn and the Hall of the Fire Lord, both of them because they are big and complicated, and in the case of the Hall of the Fire Lord, you have to go over the same ground again and again to make sure you haven't missed something.

    Similarly, I always do the "octagon room" in the Shadow Guild, but I try never to do it more than once. I've always thought it a bit of pain to have to go trogging slowly and carefully around the floor to trigger the teleport to just outside the "4-teleporter room". I never go back there unless I lose the King of Thieves after I've captured him and before I've delivered him to Anthony Stone.

    Apart from those limitations, I don't find any of the dungeons particularly hard if tackled by a party of sufficient experience.





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