Mondain's Legacy Dungeons


General note:
To bring things more inline with the way ML is intended, the keys scripts have been modified. The keys to spawn some of the ML boss Portals now have a limited lifespan. This means that when you get one of the keys, it must be used within 8 hours else it disappears. This is intended to keep the keys from being stockpiled.


Bedlam Blighted Glove
Labyrinth Painted Caves
alace of Paroxysmus
Prism of Light Sanctuary
The Citadel Twisted Weald


Description of dungeons




Once a prestigious academy for necromancers striving to enhance their craft, Bedlam is now the home of a monstrosity created by their grisly experiments. Most of the students have fled and the remaining instructors struggle to regain control of the school, with very little success. Outsiders are not welcome to assist without invitation; a dubious honor which must be earned. Characters enter through the main gatehouse of the fortified manor.
Entrance to this dungeon is located in southeast part of Umbra. There is Iron maiden in the corner - doubleclick it and you will entrance dungeon. (Entrance coordinates: 2067, 1371)
The usual undead can be found here: Bone Knights, Bone Magi, Gore Fiends, Patchwork Skeletons, Rotting Corpses, Skeletal Knights, Skeletal Mages, Skeletons, Zombies and Red Deaths. And, of course, the Monstrous Interred Grizzle and the necromancers that are striving to bring this creature back under control. Deep into crypt live Bone Demons, Skeletal Dragons and Rotting Corpses.



Blighted Grove

Blighted GroveOne of the oldest trees in existence, the ancient Yew that is tied to Lady Melisande is twisted and grotesque. Too powerful to die in the swampy ground, as the others of its kind have, its mighty roots draw upon blighted soil to live. The immense trunk and squat shape tilts dangerously, with tangled mud clotted roots exposed along an entire third of its perimeter. The tree leans precariously but endures, the poison of its needles and seeds bringing agonizing death to wildlife that wanders too near. Adventurers enter the blighted grove by passing under the exposed roots of the tree and work their way along the downed branches and the rotted out interior of the trunk. Every aspect of the Yew tree is poisonous and dangerous.
Entrance to this dungeon is in Yew area. It's located southeast of entrance to Shame dungeon. (Entrance coordinates: 588, 1637)
Changelings delight in tormenting characters, while Bog Things, Boglings, Corpsers, Whipping Vines, Giant Toads, and Reapers are much in evidence. Giant serpents, Silver serpents and monstrous hydras weave their way through branches and swampy ground.




LabyrinthAn immense avalanche has revealed the existence of a previously inaccessible ancient structure. Through a winding gorge, players descend to the crumbling edifice built into the cliff wall. The mysterious building is covered in bas relief sculptures of terrifying men-beasts, with bull heads and powerful human torsos. The building is smaller than the exterior would suggest and exits into an immense courtyard, open to the sky and surrounded by other buildings to explore.
There is gate north west from Umbra in Malas (coordinates 1717, 1156) which move you near enter to this dungeon.
Portions of the ancient city are still inhabited by its founders, the minotaur. A powerful tormented minotaur rules her people from the center of an ornate labyrinth. Scavengers and winged creatures have nests and dens in ruined portions of the city including: Rend, Minotaurs, Air Elementals, Drakes, Reptalons and a Pyres. This dungeon is also home for little pretty Squirrels.



Painted Caves

Painted CavesA series of small caves which interconnect with one another serve as the home of troglodytes and their domesticated pets. Gathering and meeting places are larger caverns with primitively decorated floors and walls.
Entrance to this small dungeon is South West from Trinsic (outer South East part of Hidden Valley). (Entrance coordinates: 1714, 2996)
 Living within the cave system are Lurg, a powerful troglodyte, Grobu, a strong black bear, many lesser troglodytes, rats and mutant rats.



Palace of Paroxysmus

Palace of ParoxysmusThe underworld lair of Chief Paroxysmus has been exposed to the surface. Minions and inhabitants of his realm are already seeping out into the world to wreak havoc and feed. Adventurers enter through a huge sinkhole and work their way through twisting passageways, traveling past deformed shapes melted into the stone by theChief of Paroxysmus corrosive acids that ooze through the stone cracks and flow in the venomous river to reach the palace proper. The very air of the place is acrid and tainted, making exploration deadly.
Entrance to this dungeon is located northwest of Papua in The Lost Lands. (Entrance coordinates: 5578, 3018) To gain access to the peerless boss, Chief Paroxysmus, you must collect 4 keys - three are from Acid Slimes (acid skull, acid leg and acid torso) and last one from Putrefier (putrefier spleen). After you collect all keys, drop them into Collector. This will launch a dark moongate that takes you to the lair of Chief Paroxysmus.
As a daemon prince, Chief Paroxysmus has Balrons, Succubi and Daemons under his misshapen thumb. Other lethal creatures simply enjoy the ambiance of his realm and make their homes there. These creatures include: Plague Beasts, Plague Spawns, Slimes, Poison Elementals and Toxic Elementals.



Prism of Light

Prism of LightConfused and trapped within crystalline caves, the shimmering effusion waits, fascinated with its own light and reflections in the bright clear water.
Entrance to this dungeon is in North East part of Nujel'm. (Entrance coordinates: 3785, 1097) To gain access to the Peerless boss, the Shimmering Effusion, you must gather 6 different crystals from the creatures in the dungeon and drop them into the box in the room with the Unfrozen Mummies.

Needed keysYou can see all kinds of keys at the picture. The first key is dropped by crystal serpent, second by crystal demons, third by crystal hydra, Shimmering Effusionfourth by crystal vortex, fifht by crystal lattice seeker and the last one by unfrozen mummy. Each key has a 30 % chance to be dropped, so don't worry if you kill something and get no key.
Other creatures of energy and light exist within the shimmering passageways, including Crystal Elementals, Snow Elementals, Crystal Daemons, Giant Ice Serpents, Crystal Serpent, Crystal Hydra, Crystal Lattice Seekers and many others.




Sanctuary 1

 This makeshift town is the homes all sorts of creatures that don't fit into mainstream elven society but share similar views and ethics with one another. A ragged camp of misfits and ethically challenged individuals, Sanctuary welcomes murderers with reckless abandon. Lethal encounters are common in and around the structures as housing is limited and the settlement operates on the basic assumption that taking what you want is the best Szavetraapproach to life. No one is ever safe in Sanctuary, but some of the most amazing tales are told there. Some are even true. Adventurers enter Sanctuary through a stockade entrance and quickly find themselves in terrain reminiscent of a giant garbage dump.
Sanctuary 2Entrance to this dungeon is located in the mountain south of Yew, near the Brigand Camp. (Entrance coordinates: 766, 1645)
Inhabitants of the town are varied and can include: orcs, orc bombers, orc captains, orcish lords, orcish mages, ratmen, ratman archers, ratman mages, giant rats, mutant rats, ettins, ogres, titans, gargoyles, gargoyle destroyers and doppelgangers. Each part of dungeon has its own "little boss".



The Citadel

The CitadelThe Black Order has new leadership, unbeknownst to the majority of the elite guild of thieves and assassins. The Travesty, an ultimate doppelganger, has taken control and is now directing the actions of the membership for its own malign purposes. The base of operations for this incredibly dangerous secret society is a great fortress that is hidden from view through powerful illusionary magic. The entire place is riddled with traps, illusions, hidden areas, and secrets. The entrance to the dungeon is still somewhat of a mystery, but is said to involve a box of some sort that isn't always found in the same place.
Entrance to this dungeon is South East of the Volcano on the Tokuno Islands. To get there, doubleclick on small magic crate located near the small dock. In order to spawn Travesty, you must first collect the 3 different keys from the NPCs throughout the dungeon. Grand Mage (green), High Executioner (blue) and Master Thief (red). After you collect the keys, drop them into the Collector basket on the podium n the main room. This will launch a dark moongate that takes you to the lair of Travesty. The Moongate stay up for 46 seconds.Travesty
Note: Don't forget: The keys to spawn travesty have a limited lifespan. When you get one of the keys, it must be used within 8 hours else it disappears.(Entrance coordinates: 1353, 762)

Members of the brotherhood (powerful thieves, ninjas, assassins, and mages) and doppelgangers guard the Citadel and their leader.



Twisted Weald

Twisted WealdOnce a pristine forest glen nestled amidst mountains, this area is now the tainted home of Dread Horn. Gnarled trees, stagnant pools of brackish water, huge spider webs, and thorny obstructions create a terrain ruled over byDread Horn the influence of the blighted unicorn. Adventurers enter the dungeon by passing between a narrow gap in the bramble covered trees. Thorns bite into boots and entangle feet. Vast spider webs cling to players slowing their movement and drawing the attention of the arachnids who make this area their home.
Entrance to this dungeon is in small "Mushroom cave" in Ilshenar (coordinates 1450, 1470). To summon Dread horn you have to collect 6 keys - 2 are spawned on the ground (Thorny Briar and Blighted cotton). You may find other four in some creatures. There is 30% chance that creatures will have those keys (Lissith Silk, Irks Brain, Sabrix Eye, Gnaws Fang).
Note: The keys have a limited lifespan too. When you get one of the keys, it must be used within 8 hours else it disappears.

Needed keys

Creatures that make this tortured landscape their homes include: Dire Wolves, Changelings, Whipping Vines, Quagmires, Satyrs, Evil Pixies, Corpsers, Dread Spiders, Giant Black Widows, Irk and Gnaw.