Airship Dungeon

Overview
The Airship Dungeon is located at the base of the tree in the City of Highsteppe.

This dungeon is a little different from all the other dungeons in the game:
 * Enemies spawn in on a timer, one group after another, instead of being there right from the start.
 * Dungeon Shards for this dungeon only go up to level 10. Any shards that will level up/down to a level above 10 will never be for Airship.

Enemies
Groups of enemies spawn in in one of four locations every 2 minutes, bosses spawn in the middle of the airship. If all groups are defeated, a new group spawns after about 15 seconds.

The Chaos Purity spawns in after the 5th add group, the Chaos Hunter after 7 more.

Dungeon Trash
The enemy groups in this dungeon consist of Staf, Tear and/or Scav enemies. They spawn in at one of four locations (back of the ship, front of the ship, or near the balconies at the sides).

Tips and Strategies

 * Watch out for groups that spawn near the front of the ship, as they can attack players that reawaken immediately. If the party keeps getting spawn-killed by one of these groups, have only the tank reawaken and pull the monsters as far back to the back of the ship as possible before dying, then reawaken together.
 * Pull the groups with Pistoler Scavs up on the slope towards the back of the airship where the exit portal is. Slopes will throw off their aim, and they won't be able to hit you. Another possibility is walking inside of one of the walls near the small fins at the back of the airship. Be careful, because while the bullets can't hit you up on slopes or inside the wall, melee and magic attacks still can.
 * Use a Decurse Orb for groups with Pistoler Scavs, Stafrages or Marksman Scavs. The splash from the Pistoler's poison can hit you even up slopes.

Attacks

 * Circles: Every few hits, a large pink pool appears below the player the Chaos Purity is currently focused on (the tank, hopefully). These puddles take a long time to disappear, and can stack on each other.
 * Falling Orbs: Purple orbs slowly fall from the sky and explode on the ground, deal splash damage, and create a pink puddle on the ground. The orbs will disappear if they fall directly on a player's head, dealing only minor damage.
 * Tankbuster: The boss telegraphs his tankbuster attack with a spin. This attack is used once after five normal attacks, and will deal a lot of damage. Block it.

Tips and Strategies

 * Have a player call out the locations of the falling orbs.
 * Especially on higher Shards, it is recommended to catch as many falling orbs as possible, because with longer bossfights you might run out of space. But be careful, as the orbs can easily one-shot on higher level shards if they fall to the ground near you.

Attacks

 * Shotgun: The Chaos Hunter turns towards a random player and shoots out three orbs.
 * Influence Fate: The boss's attacks get faster. This ability is interruptible.
 * Impending Doom: The boss inflicts a status effect to all players that deals a lot of damage once after about 20 seconds. The debuff will clear if the player touches one of the green circles that appear at the beginning of the fight.
 * Line Attack: A line of purple orbs travels from the front of the ship, where the entrance portal is, to the back of the ship. The orbs don't deal any initial damage, but inflict a Bleed DoT effect that cannot be Decursed to any player that gets hit by them. The line covers only half the of the ship, and there is usually one orb missing, creating a gap.

Tips and Strategies

 * Stand south of the boss, facing the back of the ship, to be able to see the Line Attacks early.
 * A Paladin can jump in front of the Chaos Hunter and use their Shield on the Shotgun for charges and to keep the DPS players safe.

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