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For other articles with related titles, see Ancient Dreamland.
File:Map - Ancient Dreamland.jpg

Map of Ancient Dreamland

Zone Information
Continent Candara
Type Instanced Dungeon
Expansion
Level Range 85 to 100
Connecting Zones Ancient Dreamland (Lobby)
ResourcesThere are no harvestable resource nodes in this zone.
Max Players 6
Progress Saved? No
Quests Mobs Loot Shops ObjectsPOIs

How do I get to Ancient Dreamland (Zone) the first time?: Use the Seal of the Secret Dreamland Chamber portal in Forsaken Abbey to get into Ancient Dreamland Lobby, then talk to Pioneer Dawn.

Please see Instance List for a table of all Instances, by the zone they are found in, and the quests that are involved with them.


Ancient Dreamland is a multi-round arena-style instance for two to six players. The monsters inside can be killed for Dreamland Crystal Dust Dreamland Crystal Dust, Flawed Dreamland Crystals Flawed Dreamland Crystals, and Perfect Dreamland Crystals Perfect Dreamland Crystals, which can be freely traded to other players, or traded with the dreamland pioneers in the Lobby for a variety of rewards. Many players also find dreamland to act as a good source of experience and talent points.

Originally, Dreamland was a level 62 instance which opened and closed over time. When it was re-released at level 85, it was also kept open permanently. Dreamland has since been updated with each rise in level cap. Only Normal difficulty mode is available. There is no Easy or Hard Mode.

Getting There[ | ]

There are two ways to access the Ancient Dreamland: Lobby. The first way to access is the Seal of the Secret Dreamland Chamber, a door located at the bottom of the Forsaken Abbey in Silverspring. This door is available to everyone. The second way to access is by talking to Lazzern the Drinker, who is next to the auction house in Muckgale Port, in Wailing Fjord. He will take you to dreamland after you have completed a short quest chain for him.

The Lobby[ | ]

The NPCs and portals related to Ancient Dreamland are found here in The Lobby. There is no limit to the number of times you can enter or leave this area (see Wall of Will).

There are also three portals here.

NPCs[ | ]

The following Dreamland Pioneers are available to trade and interact with you:

Overview[ | ]

As Pioneer Genja explains, the forces at work in dreamland do not allow you to enter the arena by yourself. You must be in a party, and all party members must be present in the dreamland lobby to begin.

By default, dreamland can be run once per day. Pioneer Frank can reset this limit if you talk to him and "remove the dreamland energy fluctuations from your body." This service costs Dreamland Crystal Dust Dreamland Crystal Dust ×20. It can also be bought for Flawed Dreamland Crystal Flawed Dreamland Crystal ×4 or Perfect Dreamland Crystal Perfect Dreamland Crystal ×2, but this is not recommended. Buying this reset only applies to one person, not the entire party. If a player disconnects in the middle of dreamland, they may be sent to the Silverspring resurrection stone. To rejoin the current run, they will need to pay Dreamland Crystal Dust Dreamland Crystal Dust ×20.

Wall of Will[ | ]

Dreamland has a unique set of death mechanics, known as the Wall of Will. By default, the Wall of Will consists of a 30 minute timer and three bonus party lives. When either of these resources is consumed, the party is immediately sent back to the Dreamland Lobby.

The default timer of 30 minutes can be extended to 60 minutes with the use of an increase stone. This stone can be bought from Pioneer Frank for Dreamland Dust Dreamland Dust ×15 if you ask him, "Is there any way to explore the dreamland for longer?" It can also be bought for Flawed Crystals Flawed Crystals ×2, but this is not recommended. When you talk to Pioneer Dawn to begin the rounds, you must select the second chat option to use the stone, otherwise you will begin a normal 30 minute version.

The number of bonus party lives can not be increased, even with an Increase Stone Increase Stone. If any player loses all of their hit points inside the dreamland arena, they do not remain dead. Instead the player is immediately restored to full health with no death debt or durability loss, but one of the party's lives is consumed. Any combination of party members can die three times with no ill effects. A fourth death will immediately end the instance and send the party back to the Dreamland Lobby, regardless of the time remaining.

Party Recommendations[ | ]

A dreamland party must consist of at least two players and no more than six. At least one player should be wearing chain or plate, to act as the tank. At least one player should be able to provide healing spells. Other than these two guidelines, the other four party slots can consist of basically any mix of other players. Stats higher than those listed of course make dreamland easier. Lower values are also acceptable, but require the party to be more careful on certain rounds, detailed below.

Recommended stats for level 95 dreamland (buffed).
Role HP Physical Defense Attack
Tank 150k 190k sufficient to hold aggro
DPS 40k N/A 95k
Healer[heals 1] 40k N/A N/A
Low level (non-combatant) 21k N/A N/A
  1. A healer should be prepared to keep up with 5k damage-over-time effects and 9% hp poisons on the entire party, in addition to 100k hits on the tank.

Loot Recommendations[ | ]

Each round only ends once all monsters have been fully looted. To make this process faster, it is recommended to use free-for-all looting, or set the loot threshold to roll white items (this can be done by the party leader using the command "/run SetLootThreshold(0)" while on dice loot, or by using an addon to do the same). Both of these settings allow for any players to loot each monster, which speeds up rounds. Having as many drop rate buffs as reasonably possible will increase the amount of dreamland dust and crystals that drop. Guild castle buffs, lucky target potions, and so on, are all recommended.

Round Information[ | ]

Dreamland consists of 30 rounds of monsters, after which it resets. That is to say, the monster types and boss order in rounds 31-60 is the same as rounds 1-30, but they hit slightly harder. The same is true for rounds 61-90, and so on.

The first four rounds of dreamland contain five monsters each, and the fifth round contains a single boss. Similarly, rounds six to nine contain five monsters each, and round ten has another boss.

Round Name Threat Level Special Moves
1-4 Dreamland Parasite High The apply a 9% hp poison to all players near them. It does not stack, but can be reapplied.
1-4 Dream Energy Stinger Low none?
1-4 Dreamland Scorpion Low none?
5 Kaleks Nightmareclaw Medium
  • Charge: Charges at a random player, before returning to the tank.
  • Ice prison: Encases a player in ice. That player cannot perform any action until the ice is destroyed by other players.
6-9 Dream Reaver Medium They fear the first person they target, for four seconds. DPS should not attack if the tank is feared before gaining aggro.

Alternatively, a player can run ahead of the tank to take the fear, while the tank comes up second, and then grabs aggro once the first played has been feared. They can apply this fear again about 15 seconds into the fight.

6-9 Twisted Pus Beast Low Stacking self buff, increase attack speed by 8% per stack.
6-9 Dreamland Float Low weaken(aoe? how much?), heal(self? or aoe?)
10 Herugrim Dreamlava Medium
  • Dark Pool: Places an area of black bubbles on the ground, centred on a random player. Any player standing in the pool will constantly take 5k damage. Simply walk off the affected area if the healer cannot keep up.
  • Nightmare Spirits (adds): they can not be attacked, but will come out to attack a random player.
11-14 Dreamland Wanderer Low none?
11-14 Muse Heart Low debuff
11-14 Hypothermic Realdream Low debuff
15 Mayvel Nightmaremuse Low
  • Shatter attack: single target, relatively hard hitting
  • debuff: lowers your maximum hp, but increases your attack and casting speed
  • Players or pets at random will be teleported underneath the boss.
  • Short (2s) fear
16-19 Disembodied Dream Minion Medium they begin the fight with a charge + knockdown
16-19 Nightmare Blacksmith High
  • Jackhammer Attack: disables physical abilities of their target. be aware if this happens to your tank.
  • Nightmare Enhancer: (self buff)
16-19 Dreamland Skeleton Low none?
20 Hlethfir Deliriumscribe High
  • Random players will get a stacking dot. This can also be applied to, and kill, pets.
  • At approximately 45%, 30%, and 15% health the boss will summon two clones. While these clones are alive, the boss will be immune to all damage.
21-24 Nightmare Puppet Swordsman Medium They begin the round with a cast bar called moon cleave. Stay out of their melee range until after it has been cast. A well geared tank can simply take the hits.
21-24 Nightmare Puppet Warrior High Eye of the warrior: powerful self buff (but lowers defence?), and can often one-shot non-tanks, stun or root effects recommended.
21-24 Nightmare Puppet Sage Low They apply a short (~2 seconds) fear (single target/aoe?) about 15 seconds into the round.
25 Infected Dreamland Guardian Low
  • Stacking dot, 200 per stack.
  • Four shocking balls. Each will continuously deal 4k to any nearby player.
26-29 All Varies These rounds consist of a random mix of all the previous (non-boss) monsters.
30 Nightmare Beast Atollop High
  • Nightmare Spirit: Exists at the start of the boss fight, can not be attacked
  • Fear: Short, but often. Party wide.
  • Black Pool: Similar to round 10, standing in the pool will constantly deal 5k damage.
  • Paired debuff: Two player will get a debuff. They can move close to each other to remove it.
  • Random aggro switch: The boss can switch to any player or pet. If necessary, the player who gained aggro should apply a physical immune.

Rewards[ | ]

Once the Wall of Will has run out, the party will be transported back to the dreamland lobby with a number of dreamland crystal dust and flawed crystals.

The dust and crystals can be used to reset or extend the dreamland timer, as described above, or sold to other players. Primarially, however, these can be traded to Pioneer Mogen for deamland sigils. These sigils appear on the player's currency list, beneath phirius shells and energy of justice. (Exchange rate: 10 dust = 1 flawed crystal = 2 sigils.)

These sigils can be used to buy items from Pioneers Sara, Mirago, and Genja.

Sara offers 8 amulets, which do not change with level cap.

Mirago offers a variety of weapons with non-typical ghost stats, all equal to the level cap.

Genja offers armour of five types: plate, chain, leather, cloth (mage), and cloth (healer). Each type has four pieces at level cap, and four pieces from the previous level cap.

Similar to phirius shells, older rewards are no longer available.

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