Sanctum Catacombs Entrance
Sanctum Catacombs is a Dungeon Zone in ATLYSS. The Executioner's Tomb lies at the entrance to the dungeon, near the portal. It is only accessible during multiplayer. The entrance to Sanctum Catacombs is located in Arcwood Pass.
About
The Sanctum Catacombs is the first dungeon experience in ATLYSS. It serves as the introductory dungeon, challenging the player with a simple sweep and clear objective.
Completion of the dungeon can be done solo or with a party of up to 4 players. Unlike Open Field Zones, Dungeons are the only party-instanced locations when in a multiplayer lobby.
The entrance of the dungeon is a linear hallway. The World Portal Waypoint lies in the second chamber, next to the entrance to the Executioner's Tomb, a PvP zone. Further in, players will find the entrance to the catacombs proper. Two engraved plaques on pillars in this room can be read. Heading right instead of entering the dungeon will bring players to the local badge merchants. A Magibrute lies behind the inoperable gate to the left of the dungeon's entrance. The dungeon itself is baked in a dark turquoise fog and features parkour, keys, switches, combat arenas, and secrets.
The Catacombs feature 4 unique layouts, 3 difficulty levels, and 2 bosses. Nesh and Tesh are the dungeon's badge merchants.
Difficulty Levels
Currently there are three difficulty options the party leader can attempt. The party leader can only take on dungeons they meet the minimum level for. Party members do not have this restriction and can join any difficulty.
Only the 2nd and 3rd difficulties feature a Boss Creep at the end.
Difficulty Differences
Catacombs (1 - 6) is very simplistic offering little challenge outside of enemy rooms. Despite this some traps still remain such as Beam Statues but they are exclusively found in enemy free areas.
Enemies
Creeps
- Tar Spawn
- Similar to Slimes but a little stronger. Mostly appear with other Tar Spawn.
- Mini Geist
- Common Enemy that swings their scythes around virtually or horizontally that can send a player flying via knockback.
Bosses
Catacombs (1 - 6) features no bosses.
Hazards
- Beam Statue
- Occupies empty rooms and can be easily avoided. Does a guaranteed 10 damage per second while the beam is hitting you. The beam can be blocked and even parried.
Difficulty Differences
Catacombs (6 - 12) is a step up in difficulty from the previous level having stronger enemies and more hazards. This level is the first to feature a boss, Lord Zuulneruda.
Enemies
Creeps
- Geist
- Replaces Mini Geists as a common spawn. Will usually spawn in groups of 2 to 3. Has larger swings with their Scythe compared to Mini Geists.
Bosses
- Lord Zuulneruda
- Upon reaching the end of the dungeon a new purple portal will be waiting. Once all players enter the portal they will be teleported to an arena with a statue of Lord Zuulneruda in front of them. Once approached he will break free from the statue and initiate the fight.
- Lord Zuulneruda features many attacks, focusing on multihit ranged moves. He can also do a quick melee attack which can be parried.
- Once at half HP Lord Zuulneruda can summon Geists and Toxins as minions.
Hazards
- Beam Statue
- Still occupies empty rooms and can be easily avoided. Does a guaranteed 10 damage per second while the beam is hitting you. The beam can be blocked and even parried.
- Blade Trap
- Can spawn in hallways and empty rooms either orbiting the center or patrolling parallel. Always does 10 damage and cannot be blocked.
Difficulty Differences
Catacombs (12 - 18) is a much harder level where intermediate players will be tested. The entire dungeon is baked in a red fog instead of the usual torquise, and traps now inhabit some combat rooms. This level also features a harder boss, Lord Kaluuz
Enemies
Creeps
- Poltergeist
- Replaces Geists as a common spawn and will usually spawn in groups of 2 to 3. Has even larger swings with their Scythe compared to Geists.
Bosses
Hazards
- Beam Statue
- Can now occupy specific combat rooms. Still does a guaranteed 10 damage per second while the beam is hitting you. The beam can be blocked and even parried.
- Blade Trap
- Can spawn in hallways, empty rooms, and combat arenas either orbiting the center or patrolling in a line. Always does 10 damage and cannot be blocked.
Drops
Breakable Pot Drops
Creeps
Patterns
Sanctum Catacombs features 4 distinct patterns. These patterns share the same map but change the dungeon layout and modify rooms to make each pattern unique.The general map layout can be seen below:
Lore
The plaques in the entrance to the dungeon can be read. The northern engraving says:
This place is the first testament to the newfound souls of this world, as they must face their own twisted kind.
The southern engraving says:
The souls who have given up on their task will fall into the state of maddness [
sic] and decay, residing here as their eternal punishment.
Achievements
The following achievements are related to this dungeon:
Trivia
- During early development, the minimap showing other instanced players was initially unintended, but became a feature after positive feedback during early playtests.
- Prior to Alpha 2.0.0, Sanctum Catacombs was a static, though labyrinthine, explorable zone with overworld Mini Geist spawns. Players could travel ever deeper into the catacombs by falling down a deep pit, requiring vertical platforming to get back up. A chest sat at the end of a corridor at the bottom of the pit.
History
Gallery
The interior of the catacombs, with a portal leading deeper inwards...
Entrance, interior during Alpha 0.2.4a (
Deprecated)
The end of the pit (Alpha 0.2.4a)
The end of the pit (Alpha 0.2.4a)