Asylum
Notes
- The entrance is located under the house in the center of the Hedge Maze. You can wind your way through the maze and then fight past some demons or just visit your local rune library!
- Creatures and dangerous traps are found just inside Asylum. Prepare yourself to be driven insane with frequent trips to the ankh outside!
- Special color keys are required to access the four sections of Asylum. The keys drop from the creatures in the dungeon.
- If the RNG overlords are with you, you may be granted some special rares. A selection of these are listed here.
Ward - Entrance
The Entrance of the Ward is a dangerous lobby of traps and gaurds of whom drop the Yellow Key required to venture deeper into the Asylum. This lobby splits off into two symmetrical areas that contains:
- Prisons and Prisoners
- Guards and Patrol Routes
- Imps and Altars
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The Entrance to the Asylum Dungeon, beware this is a no-mount zone upon entering! This building is located in the center of the maze and is a hidden basement beneath the Farmers Building.
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The Entrance to the Ward of the Asylum. Here you can find a moongate back to the Hedge Maze and an Ankh is here as well. Beware this is a no-mount area, however you may find that you will still be mounted for a short amount of time.
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One of the prisons where guards and prisoners can be found.
Monsters - Entrance
Slayer Group | Monsters |
Abyss | Asylum Guardian(Imp) |
Elemental | Blood Elemental |
Humanoid | Asylum Inmate |
Undead | a meaty construct |
None | Asylum Guardian(Guards), Hellcat |
Rares - Entrance
- Impish watch (imps, very rare)
- Enchanted manacles blue guards, very rare)
- Throwable feces (inmates, rare)
- Rotting meat (meaty constructs, common)
Ward - Chamber 1
Chamber 1 is the first magically sealed area of the Ward and requires the Yellow Key. The Protectors in these halls will drop the Red Key required for Chamber 2.
Monsters - Chamber 1
Slayer Group | Monsters |
Abyss | Daemon, Elder Daemon, Imp |
Elemental | Blood Elemental, Defiled Blood Elemental |
Humanoid | Blood Titan |
Undead | a meaty construct, Vampire |
Rares - Chamber 1
- Blood stained jewelry, ring, necklace (vampires, very rare)
- Blood smears (defiled blood elements, rare)
- Defiled blood crystals (defiled blood elements, common)
- Demon dust (elder demon, common)
Ward - Chamber 2
Chamber 2 is the inner magically sealed area of the Ward and requires the Red Key. The Guardians of these chambers will drop the Green Key required for Chamber 3.
Monsters - Chamber 2
Slayer Group | Monsters |
Abyss | Blood Daemon |
Elemental | Blood Elemental |
Undead | Vampire |
Rares - Chamber 2
- Blood stained jewelry, ring, necklace (vampires, very rare)
- Blood smears (defiled blood elements, rare)
- Defiled blood crystals (defiled blood elements, common)
- Vial of demon blood version 1 (demons on level 3, common)
Ward - Chamber 3
Chamber 3 is the last magically sealed area of the Ward that can be accessed with keys and requires the Green Key. The Sanctum Guardians will drop the Ankh of Blinding required to enter Chamber 4.
Monsters - Chamber 3
Slayer Group | Monsters |
Abyss | Sanctum Guard |
Rares - Chamber 3
- Vial of demons blood version 2 (Sanctum Guard, common)
- Ankh of blinding (Sanctum Guard, common - used as a key to access boss chamber)
Ward - Chamber 4
Chamber 4 is the Wardens Chamber where an Ankh of Blinding must be worn in order to proceed past the Asylum Guardian statue, otherwise you will die instantly! It is recommended to use a jewelry bless deed on this Ankh of Blinding so that it is not lost upon death.
Monsters
Slayer Group | Monsters |
Abyss | Blood Daemon |
Elemental | Blood Elemental |
Undead | a meaty construct, Imp, Succubus, Vampire |
Dungeon Boss
Beware adventurers, The Warden can be found ready to deal punishment to those that step into his chamber!
Rares
- Warden armor (boss, rare)