← Wiki Hub← Quest Outline Shattered MC · Internal Design Document

Dungeon Design

Chapter 1 · Two Dungeons · Early Game & Mid Progression

Dungeon 01 · Early Game · Required for M4 The Hollow Seam

"A Seam Watch patrol went dark here. The seam is bleeding void energy into the surrounding fragment — not enough to break through, but enough to change what lives here." — Warden Seris

Difficulty Early Game
Recommended 2–4 Players
Quest Tie M4 — First Blood of the Void
Location Outer Fragment — Seam Point 3
Est. Completion 25–40 mins
Overview

A fragment of the pre-Fracture world partially consumed by void energy seeping through a weakened seam. The structure is a collapsed portion of what was once an Arcane Council outpost — the Seam Watch used it as a forward base before it was overrun. Most of it is still recognisable. None of it is safe.

The dungeon introduces players to Void Remnant combat in a contained environment. Difficulty is forgiving — the intent is orientation, not punishment. A solo player with reasonable gear can clear it; the challenge scales meaningfully with the boss encounter.

The environment itself is a mechanic: void bleed zones — visually distinct areas of pulsing dark energy — deal gradual damage if players linger. These are avoidable but teach players to move and think rather than stand still.

Room Layout
1
The Approach Collapsed entrance. Void bleed visible in cracks in the floor. Light Remnant presence — two or three standard mobs introducing combat feel. The patrol camp is visible but unreachable until the path clears.
2
The Patrol Camp Abandoned Seam Watch camp. Gear scattered, fire out. The patrol leader's journal is here — optional pickup for Side Chain B. No enemies, brief atmospheric pause before descending.
3
The Seam Chamber The visible seam — a jagged line of dark energy running floor to ceiling. Moderate void bleed zone covers the centre. Three elite Remnants guard the seam directly. Players must fight through or around the bleed zone to engage.
4
The Lower Archive Sub-level. Pre-Fracture Council records storage, now partially void-corrupted. Contains lore collectibles and the void residue samples required for M4. Two standard and one elite Remnant.
5
The Ruptured Core — Boss Room The epicentre of the bleed — the point where the seam is closest to breaking. Boss encounter: The Seam-Starved. Circular arena with expanding void bleed zones as the fight progresses.
Enemy Roster
Void Remnant — Seam Crawler Standard

Basic void-corrupted creature. Slow, telegraphed attacks. Mechanic: Leaves a small void bleed patch on death. Low threat individually; dangerous in clusters. Teach players to manage positioning.

Void Remnant — Seam Lurker Standard

Faster, lower HP. Attacks from range with void bolts. Mechanic: Permanently translucent — visible but difficult to track. On taking any damage, turns fully invisible for 3 seconds, then reappears. Forces players to commit to an attack and immediately reposition rather than trading hits. Teaches the core habit of hit-and-move before the boss encounter.

Void Remnant — Bleed Walker Elite

Larger, higher HP. Carries a sustained void bleed aura that damages nearby players. Mechanic: Applies Void Touched debuff on hit — reduces max health by 10% for 30 seconds, stacking up to 3 times. Incentivises players to avoid getting hit rather than tanking through.

Remnant Cluster Elite

Three Seam Crawlers fused together. Slow-moving but extremely high HP, hits hard. Mechanic: Splits into three standard Crawlers at 30% HP. The split is telegraphed — players learn to disengage and reposition. Introduces the concept of burst-phase awareness.

Environment Mechanics
Void Bleed Zones

Visually distinct areas of pulsing dark energy on the floor and walls. Deal 2 hearts of damage per second to players standing in them. Clearly telegraphed — players can see and avoid them. Expand slowly throughout the dungeon as the seam destabilises. By the boss room, roughly 30% of the floor is bleed zone.

Seam Pulse

Every 90 seconds, the seam releases a pulse of void energy. All players take 3 hearts of damage if not standing behind cover (designated stone pillars in each room). Teaches players to track environmental timers and use cover. Pulse is announced with a 5-second audio and visual warning.

Void Touched (Debuff)

Applied by Bleed Walker on hit. Reduces max health by 10% per stack, max 3 stacks. Clears after 30 seconds of no further hits. Punishes players who ignore elites in favour of focusing standard mobs — introduces priority target awareness early.

Dungeon 1 Boss The Seam-Starved Remnant Amalgam · Former Seam Watch Captain · Void-Consumed

The Seam Watch patrol that went dark wasn't killed — their captain was captured by the void energy bleeding through the seam and consumed over days, becoming something the Arcane Mages have no name for yet. The other patrol members fled. The captain stayed, because captains stay.

The Seam-Starved is recognisable as humanoid but wrong. It still carries the captain's equipment. It still moves like someone who knew how to fight. There is nothing left of the person, but the patterns remain. This is the point: void corruption doesn't destroy what something was — it just removes what made it choose differently.

HP: High — designed to require sustained group DPS

Phases: 2 (transition at 50% HP)

Enrage Timer: 6 minutes — arena fills with void bleed

Void Touched vulnerability: Boss can be afflicted by its own debuff if players use Void Shard items against it — reduces damage output by 15% per stack

Phase 1
100% → 50% HP

Aggressive melee focus. The Seam-Starved attacks with heavy swings that leave void bleed patches on the floor. Void Drain — cone attack in front that applies Void Touched. Seam Call — summons two Seam Crawlers every 60 seconds. Void bleed zones in the arena slowly expand. Players should be moving constantly.

Phase 2
50% → 0% HP

Transition: The Seam-Starved emits a full-arena void pulse (unavoidable, 4 hearts damage — players should pre-heal). Movement speed increases. Void Rush — charges across the arena leaving a bleed trail. Seam Rupture — drops three large bleed zones simultaneously at player positions, requires movement reads. Crawler summons increase to every 45 seconds. The arena is significantly smaller by this point due to accumulated bleed.

Heavy Swing: Large melee arc, leaves void bleed patch. Telegraphed wind-up. Step sideways, not back.
Void Drain (P1): Forward cone, applies Void Touched ×1. Face boss away from party.
Seam Call (P1): Summons 2 Seam Crawlers. Priority target — crawlers drop death patches.
Phase Transition: Full-arena void pulse, 4 hearts unavoidable. Pre-heal window is the 5s before 50%.
Void Rush (P2): Charges in a straight line leaving a bleed trail. Step perpendicular to charge direction.
Seam Rupture (P2): Three bleed zones drop at player positions simultaneously. Move immediately on cast animation start.
Seam Call (P2): Now summons every 45s instead of 60s. Same mechanic, tighter timing.
Drop Table
Item Rarity Drop Source Drop Rate Notes
★ Void Residue ×3–5 Quest Item Any Remnant / Boss 100% (M4 guaranteed) Required for M4. Drops in quantity sufficient to complete quest in one run.
★ Patrol Leader's Journal Quest Item Room 2 — Patrol Camp 100% (one-time) Optional — triggers Side Chain B unlock. Fixed location, not a random drop.
Void Shard Fragment Uncommon Elite Remnants / Boss 25% per elite · 60% boss Crafting component for void enchants. Sells to Tane for 80 Silver each.
Remnant Hide Common Any Remnant 40% per kill Sellable material — mid-tier value at Tane's shop.
Void-Infused Bone Common Any Remnant 30% per kill Crafting material for void enchanting components.
Seam Watch Insignia Rare Boss only 15% Lore collectible. Displays in Guild housing. No gameplay function.
Hollow Seam Equipment (random) Rare Boss only 35% Dungeon-tier weapon or armour piece, void-enchanted. Random from a pool of 6 items.
The Seam-Starved's Remnant Epic Boss only 5% Named accessory. Passive: +8% damage vs void mobs. Flavour text: "It held the line."
Unknown ArtifactEpic25%Soul-bound. Exchange with Archivist Soven at the Sanctum lower wing for a reward from the artifact pool.

Dungeon 02 · Mid Progression · Required for M7 The Collapsed Fragment

"The Council sealed this fragment after his expulsion. They collapsed the access point and removed it from the charts. They thought that was enough." — Artificer Rhael

Difficulty Mid Progression
Recommended 3–5 Players
Quest Tie M7 — Zaveth's Exile Notes
Location Sealed Fragment — Outer Cluster
Est. Completion 50–75 mins
Prerequisite Side Chain A Complete (A1–A4)
Overview

The fragment the Arcane Council collapsed after Zaveth's expulsion, containing his personal research laboratory and the last records of his early void experiments. Two centuries of sealed void energy have transformed the interior — the structure is intact in places and completely unrecognisable in others.

This dungeon is substantially harder than The Hollow Seam. Void bleed is denser, enemies hit significantly harder, and the boss encounter introduces two distinct phases requiring fundamentally different strategies. A group that tries to brute-force it the same way they cleared Dungeon 1 will fail.

New mechanic introduced: Void Saturation. The dungeon tracks a server-side saturation meter. The longer players take, the more the environment saturates — increasing enemy damage and spawn rates. This creates a soft time pressure without an explicit enrage timer until the boss room.

Room Layout
1
The Collapsed Entrance The Council's sealed access point, partially reopened by Rhael's analysis of the fragment's current position. Heavy void atmosphere. Low-light. Two standard Remnants immediately — no warm-up this time.
2
The Outer Laboratory Zaveth's early research space — pre-expulsion experiments, now void-saturated. Contains a readable research console (lore text). Moderate enemy presence: a mix of Crawlers, Lurkers, and one Bleed Walker. First appearance of Void Construct enemies.
3
The Fracture Scar A section of the fragment that partially separated during the Fracture and was pulled back together — the join is visible as a jagged structural seam across the floor and ceiling. Environmental hazard: the scar pulses at irregular intervals (unlike the regular Seam Pulse in Dungeon 1), dealing 5 hearts of damage to players standing on it. One mini-boss: The Scar Keeper.
4
The Archive of Exile Zaveth's long-term exile research — the decades of work that produced his void direction theory. The quest objective (Exile Notes) is here, in a sealed container the players must unlock by solving a three-part environmental puzzle. High enemy density during the puzzle — designed to force split attention.
5
The Convergence Point The deepest chamber — where Zaveth conducted his final pre-Fracture experiments. The void saturation is extreme here. Boss encounter: The Convergence. Players who retrieve the Exile Notes and attempt to leave without clearing the boss will trigger an ambush that forces the encounter anyway.
Enemy Roster
Void Construct — Shard Golem Standard

Crystallised void energy shaped into a roughly humanoid form. Slow, hits extremely hard. Mechanic: Immune to knockback. Drops a large void bleed zone on death. Must be kited and killed from range or the death-drop zone traps melee players.

Void Construct — Echo Standard

A translucent Remnant that mirrors the movement of whoever it targets. Fast, low HP. Mechanic: Every 10 seconds, cycles its active resistance — taking 60% reduced damage from one damage category (physical, projectile, or elemental), cycling in order. The active resistance is telegraphed by a particle colour change. Forces players to vary attack types and watch the resistance timer rather than tunnel-visioning a single strategy.

Void Construct — Siphon Elite

Stationary unless within 8 blocks of a player. When active, drains 1 heart per second from all players within range and uses it to heal nearby enemies. Mechanic: Priority target — must be killed quickly. Introduces the concept of threat prioritisation under pressure.

The Scar Keeper Mini-Boss

A Bleed Walker significantly larger than standard, bound to the Fracture Scar in Room 3. Mechanic: Periodically forces all players toward the Fracture Scar with a pull attack — timed to coincide with the scar's irregular pulses. Players must resist the pull or be damaged by both the pull and the scar simultaneously. Tests positioning and reaction time before the final boss.

Environment Mechanics
Void Saturation Meter

A dungeon-wide meter (0–100%) that increases at 2% per minute and by 5% per player death. At 50% saturation: standard enemies gain +20% damage. At 75%: spawn rates increase by 50%. At 100%: boss gains enrage immediately upon engagement. Players should aim to reach the boss room below 60% saturation.

Irregular Fracture Pulse

The Fracture Scar in Room 3 pulses at intervals of 8 to 22 seconds (random within that range), unlike the regular 90-second pulse in Dungeon 1. Deals 5 hearts of damage to players standing on the scar. The unpredictability is intentional — players can not memorise the timing and must watch the visual tell (the scar brightens 1.5 seconds before the pulse).

Archive Puzzle — Three Seals

The Exile Notes container in Room 4 is secured by three Arcane Council seals. Each seal requires a specific action: Seal 1 — activate three pressure plates simultaneously (requires splitting the group). Seal 2 — activate three levers in the correct sequence, deduced by reading a nearby research console entry; the sequence is encoded in Zaveth's notation, not stated directly (lore reward for attentive players). Seal 3 — survive a 60-second Remnant wave while the seal unlocks. High-density combat during Seal 3 with the Siphon enemy type present.

The Forced Encounter

Players who retrieve the Exile Notes and move toward the exit trigger a void seal on all exits. The boss spawns and the exits remain sealed until the encounter is complete. There is no bypassing the boss once the notes are retrieved. This prevents speed-running the quest objective without engaging the dungeon's intended climax.

Dungeon 2 Boss The Convergence Void Amalgam · Failed Experiment · Zaveth's Unfinished Work

Zaveth's experiments in the final years before the Battle of Valdenmoor involved attempting to give void energy a direction — to make it go where he wanted rather than simply consuming everything it touched. Most of the experiments failed. One of them didn't fail cleanly.

The Convergence is what happens when two centuries of void energy continue an experiment without the experimenter. It has developed something resembling awareness — not intelligence, not intent, but an orientation. It is trying to complete something it does not understand. The players are the closest thing to an interruption it has encountered since Zaveth left.

HP: Very high — requires full group sustained DPS over both phases

Phases: 3 (transitions at 65% and 30% HP)

Enrage Timer: 8 minutes — or immediately if saturation meter hits 100%

Weakness: Phase 2 vulnerability to Arcane enchantments — Arcane-tier gear deals +25% damage during Phase 2 only

Void Saturation interaction: Each 10% of saturation above 50% increases boss damage output by 5%

Phase 1
100% → 65% HP

The Convergence moves erratically, drawn toward the highest concentration of players. Void Tendril — fires three tendrils that pull targeted players toward the boss. Saturation Burst — damages all players proportional to current saturation meter level (low at this stage if group was efficient). Summons two Echoes every 75 seconds. Relatively manageable — Phase 1 is designed to be cleared before groups feel the real difficulty.

Phase 2
65% → 30% HP

Transition: The Convergence splits into two halves — cosmetic separation, but both halves share a single HP pool displayed as two mirrored healthbars. Damage to either half counts toward the shared total. Resistance Cycle — each half independently cycles its active resistance (physical, projectile, elemental) on a 10-second offset from the other, requiring the group to split and apply the correct damage type to each half simultaneously for full efficiency. Convergence Pull — both halves periodically pull toward each other; players caught between them take heavy damage and must step clear of the line. Phase 2 ends at 30% shared HP, triggering the merge and Phase 3 transition.

Phase 3
30% → 0% HP

The halves merge into a final form with increased size and speed. Transition deals 6 hearts unavoidable to all players. Void Overload — every 20 seconds, the boss releases a full-arena void burst that deals damage equal to the current saturation meter percentage in hearts (e.g. 60% saturation = 6 hearts). Groups with high saturation are severely punished here. Fragmentation — periodically shatters void energy outward in eight directions — players must track and dodge. Ends when HP hits zero. No mercy phase.

Void Tendril (P1): Three targeted pulls toward boss. Spread out — pulls are targeted on closest players.
Saturation Burst (P1): AoE proportional to saturation. Keep saturation low before this phase.
Echo Summons (P1): Two Echoes every 75s. Kill fast — vary attack types to limit echo effectiveness.
Split Transition (P2): Cosmetic split — shared HP pool. Assign one group to each half and match the active resistance cycle. Both halves must be kept engaged.
Resistance Cycle (P2): Each half cycles resistance every 10s (offset). Watch the particle colour on each half and apply the non-resisted damage type. Split your group so each half is covered.
Convergence Pull (P2): Halves pull toward each other through player group. Step perpendicular to the line between halves immediately on cast.
Merge Transition: 6 hearts unavoidable on merge. Pre-heal to full before Phase 2 ends.
Void Overload (P3): Saturation-scaled AoE every 20s. Low saturation = manageable. High saturation = potentially fatal.
Fragmentation (P3): Eight-direction burst. Identify safe angles (between the eight lines) immediately.
Drop Table
Item Rarity Drop Source Drop Rate Notes
★ Zaveth's Exile Notes Quest Item Archive of Exile — Room 4 100% (puzzle reward) Required for M7. Fixed location — not a random drop. Triggers the Forced Encounter on retrieval.
Void Shard Fragment Uncommon Any enemy / Boss 35% per elite · 70% boss Higher drop rate than Dungeon 1. Crafting component for void enchants.
Convergence Core Rare Boss only 50% Void enchant crafting material — required for Void tier enchants. Not available anywhere else in Chapter 1.
Scar Keeper's Binding Rare Scar Keeper mini-boss 40% Armour component. Provides mild void damage resistance when equipped.
Collapsed Fragment Equipment (random) Epic Boss only 45% Epic-tier weapon or armour with pre-applied Void enchant. Random from a pool of 8 items.
Zaveth's Research Seal Epic Boss only 10% Lore collectible — displays in Guild housing. Counts toward the Codex of the Fracture collectible set.
Fragment of Convergence Legendary Boss only 3% Off-hand accessory. Passive: void damage dealt by the holder has a 15% chance to apply Void Touched to the target. Active: once per combat, trigger Saturation Burst centred on a target location. Flavour: "It was still trying to finish something."
Unknown ArtifactEpic25%Soul-bound. Exchange with Archivist Soven at the Sanctum lower wing for a reward from the artifact pool.