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Blackthorne Castle Dungeon

A dense hunting area filled with undead, daemons and hidden traps. Watch nearby creatures while fighting an enemy, and stay alert even in passages that appear empty.

Entering and Leaving the Dungeon

In Felucca and Trammel, enter the dungeon through the passage inside Lord Blackthorne’s Castle in Britain. The coordinates below identify the entrance and return passages. Return through the passage in the dungeon’s entrance area. The castle above ground and Castle Blackthorn Dungeon are separate regions; do not assume that the castle’s region rules also apply inside the dungeon.

PassageMapXYZ
Dungeon EntranceFelucca / Trammel15171417–14209
Return PassageFelucca / Trammel64382677–268217
The northern, sea-facing passage of Lord Blackthorne’s Castle. Dungeon entrance: X: 1517, Y: 1417–1420, Z: 9.
The northern, sea-facing passage of Lord Blackthorne’s Castle. Dungeon entrance: X: 1517, Y: 1417–1420, Z: 9.

Dense Creature Spawns

Felucca and Trammel each have 160 creature spawn points, with one creature per point. This does not mean that 160 living enemies will always be present. Combat, respawns and creature movement affect how many enemies you encounter. Check nearby enemies and traps before drawing a creature toward you.

Creatures and Weapon Loot Groups

The listed group identifies each creature’s existing weapon loot pool; a weapon of that tier is not guaranteed on every kill. Search for the creature by name in the Loot Guide for gold, other items, quantities and drop chances. Creatures in this dungeon use their existing loot rules.

CreatureSpawn Points per FacetWeapon Loot Group
Skeleton44Ruin (+3)
Zombie28Ruin (+3)
Ghoul28Ruin (+3)
Rotting Corpse24Might (+6)
Lich, Lord20Might (+6)
Daemon, Blackgate12Force (+9)
Dragon, Skeletal2Power (+12)
Balron2Vanquishing (+15)

Traps in This Dungeon

The following ten trap types are present in the dungeon. Discovery with Detect Hidden is personal: you do not automatically see traps found by another player. A successful Remove Trap attempt disables a device for 10 minutes; a failed attempt can trigger it. See the Dungeon Traps guide for each device’s effects and actual gameplay footage.

  • Poison Arrow Mechanism
  • Flame Corridor
  • Spirit Seal
  • Mana-Draining Crystal
  • Collapsing Spikes
  • Frost Jet
  • Acid Leak
  • Lightning Conductor
  • Echo Bell
  • Falling Rocks

Preparing for the Hunt

  • Prepare bandages, healing and Cure supplies; if you cast spells, keep track of your reagents and mana.
  • Watch for mana loss near Mana-Draining Crystals and stamina loss near Frost Jets and Echo Bells.
  • Avoid drawing an enemy onto a trap you have not noticed. Check the ground when you see flames, dust or other warnings.
  • Keep track of Food/Water, carrying weight and your route back; leave room in your backpack for loot.

Respawning and Empty Spawn Points

Creature spawn points use a 3–5 minute respawn interval. Corpse-waiting rules still apply, so do not treat that interval as an exact countdown from the moment of a kill. An empty point does not mean that its creature has been removed or that the surrounding area is free of traps.

Dungeon Views

Actual gameplay views from inside Castle Blackthorn Dungeon.

A Skeleton in the stone corridor connecting the rooms; nearby torches illuminate the passages.
A Skeleton in the stone corridor connecting the rooms; nearby torches illuminate the passages.
The Lich Lord area of the dungeon: a passage between torchlit timber buildings.
The Lich Lord area of the dungeon: a passage between torchlit timber buildings.
The Balron in the deeper area surrounded by waterways and stone bridges.
The Balron in the deeper area surrounded by waterways and stone bridges.

Volantis gameplay guide during development. Characters, stock and balances shown in images are usage examples.