Silver Falls Pass
Silver Falls Pass
Silver Falls Pass is a level 25+ Dungeon within Return of Reckoning.
This Dungeon teaches basic mechanics players will see in future Dungeons, introduces entirely new mechanics, and offers Hard Modes for higher level players to challenge.
From strong gear to fun mechanics, the Dungeon features a little something for everyone, and is generally worth running when a player reaches level 25.
The Dungeon was one of the two debut Dungeons built with the team's new Terrain Editor in 2026; the other being Blood River Canyon for Destruction.
Entering the Dungeon
Silver Falls Pass can be entered via Karaz-a-Karak, with the entrance located in the Southeast Corner of the City's upper level.
Players in a guild of rank 26 or higher can also purchase teleport scrolls in the Guild Hall, which will port them directly to the entrance.
Gear and Rewards
The Dungeon offers the Oathkeeper Set for those who defeat bosses and clear the Quests.
By completing the Dungeon two times, a player may earn a full set of Oathkeeper gear.
Additionally, finding Shiny Treasures for various achievements will reward the player pieces of the Accessory set, which is also very strong for this level and well-worth acquiring.
Dungeon Story
Dragonback Pass guides Grom and Gruff make a return, now accompanied by a new character named "Amos".
By first interacting with each of these characters, the player will unlock a short story for each within their Tome of Knowledge, which grants insight on events that happened prior to the player arriving in the Dungeon.
To begin the story, click on Grom (he has a bright beam on him) in the Tavern once your party is ready.
Dungeon Bosses and Mechanics
There are six bosses within Silver Falls Pass, and each Boss has unique mechanics which must be managed and respected.
Before arriving at the first boss, your party will encounter a Loot Goblin NPC. This NPC will drop bonus buffs for the group depending on how hard you hit it; the more damage you do, the more buffs he will drop.
- Green buffs increase your group's movement speed while within the Dungeon
- Red buffs will increase your group's outgoing damage while inside the Dungeon
Soon after exiting the cave, you'll encounter Guktar Waaghfist, the first boss.
Guktar Waaaghfist
Guktar is an Orc Shaman who has taken up Math, and now realizes it's the key to... well, everything.
There's only one problem: he's really bad at it.
Key Mechanics:
- Buckets of Water: This fight has a number of Buckets of Water near the edges of the arena. Non-tanks should pick these up once the fight begins. This will enable a granted ability (like a Rune Priest or Zealot buff) to allow you to throw water in front of you.
- Tank: The boss will periodically gain a Sword icon, marking a damage increase. This can be shattered or stripped by the tank or other players.
- Gorknado: The boss will periodically spawn a Gorknado, a large green Tornado of fire. If this is allowed to reach the Book of Numbas, the Math will flow into Guktar's mind, healing him for a huge amount.
- Bucket of Water: Use the Bucket of Water first here to extinguish the Tornado. While normal attacks will do minor damage to it, the Bucket of Water does huge damage, quickly extinguishing it.
- Defiled Statue: At 50% HP and at 10% HP, the boss will defile the statue, covering it with mud while he prepares a devastating attack.
- Throw the water!: Here, multiple players should all run next to the Statue and use their granted ability to quickly cleanse the Statue. The water must be poured a total of 6 times to cleanse it, so keep pouring until it's spotless!
Boss 2: Krubs da Jawbreaka
Boss 2 is a dual boss fight with the main boss (Krubs) and a secondary mini-boss (Fastfingas). This fight introduces a key aggro generating mechanic also seen later in Mount Gunbad, as well as important Cleanse and Game Object destruction mechanics.
Key Mechanics:
- Keep 'em Split!: When Fastfingas spawns, be sure to keep him away from Krubs. If both are near each other, Krubs will steadily increase his damage, eventually wiping the entire party.
- Fastfingas Shinies': Players can pick up Fastfingas Shinies around the arena to force his aggro to them. As he will periodically reset and pick a random target, it's good to leave a couple of these available to grab.
- Don't kill Fastfingas: If Fastfingas is killed, Krubs will enrage, wiping the group.
- Cleanse: Periodically, Fastfingas will throw a poisoned dagger at a party member at random. This will deal true damage and tick steadily, and should be cleansed by your healer.
- Effigy of Mork: The boss will gain both reduced damage taken or increased damage dealt from the Effigy that spawns near the elevator. DPS should shift over and destroy this quickly when it activates. (You can see the location of this before the fight begins.)
- Guard-Swap: The Tank should prepare to Guard Swap to the target Krubs picks as the fight continues. Remember that for Guard to work, the targeted player must be within 30 feet of the tank while Guard is active on them, so stay close!
Boss 3: Murdra Redkilla
Boss 3 is a Choppa named Murdra who really, really, really wants red paint to smear on his face. Since he can't find any, he's quite upset -- perhaps you can find some red things to help calm him?
Key Mechanics:
- Brittle Brazier: There are four Brittle Brazier objects in this fight. Remember their locations, as you'll need them for a key mechanic.
- Enraged Charge: The boss will periodically begin an Enraged Charge, rooting himself in place. The tank should quickly run behind one of the Brittle Braziers.
- If lined up correctly, the boss will charge right into the Brazier, stunning himself and allowing the DPS to deal free damage after. If not done correctly, he will one shot the tank.
- Damage Increase: The boss will continue to gain more and more damage as the fight continues. A player should pick up one of the Baskets of Apples around the arena and run it towards the boss, which will reduce his stacks once he takes it.
- Forward Cleave: This boss has a forward cleave, so be sure to face it away from your group.
- Upwards Punt: The boss will periodically punt a player into the air. Teammates should move away from that player's location to avoid taking damage when they land.
- The Punted player can also use Detaunt to reduce the damage this ability deals.
Boss 4: Fanks Ferdat
Boss 4 introduces a totally new mechanic that had never been seen before in Age of Reckoning when introduced: Red Circles! These circles show where incoming damage is going to soon land, creating a dance for players as they weave in and out to safety while fighting the boss. You'll see these Red Circles introduced first in the 3-wave warm-up after firing the flare.
Key Mechanics:
- Incoming Boulders!: Red Circles will light up the floor to show where the Trolls' Boulders are going to hit. Move out of them quickly, or you'll take large damage, and gain a stacking debuff!
- Weakened Defenses: Each time you're hit by a boulder, you'll take 25% more damage from all sources for the duration of the fight. This stacks, so dodge well!
- Adds: Twice in the fight, the boss will spawn adds. These are generally only dangerous if allowed to pile up on healers or squishy DPS allies, but beware: they have a knock! In Hard Mode, this can be extremely dangerous, though in normal mode it's usually fairly easy to manage.
- AP Drain and Dots: The adds will apply an AP drain to their target, which can be cleansed by healers.
Boss 5: Qizzig da Elderest
Qizzig Da Elderest, not to be confused with Qizzig Da Elder in Mount Gunbad, is the original (and thus even 'more' Elder) goblin boss. Though old age has made him a bit slower than he once was, he still has an ace up his sleeve that can one-shot players who don't take him seriously!
Key Mechanics:
- Line-of-sight: The boss will begin to channel his power a few times in this fight. Each time he does, your party should quickly break line of sight and hide behind a pillar or cave wall.
- If you do this correctly, you'll be fine and the boss will run to your tank afterwards to continue the fight. If he sees you, you'll die instantly.
- Ore: Players can pick up either Gold or Gromril ore during this fight. Each will grant a specific buff but will also weight the player down by 10% per ore picked up.
- Gold Ore will increase a player's outgoing damage and healing by 3% per stack. (Useful for all classes)
- Gromril Ore will reduce a player's incoming damage per stack. (Best used on Tanks or MDPS pulling adds.)
- Add Spawns: Adds will periodically appear to reinforce Qizzig. DPS should kill them quickly.
- Tunnels: Twice during the fight, 3 Tunnels will open in a triangle formation in the room. DPS should split up and pop these tunnels quickly to stop adds from spawning.
- It is also possible to ignore the tunnels and simply focus the boss; eventually the Tunnels will run out of reinforcements.
Cannon Barrage Mini-Game
As you make your way to the final boss, the Goblins will turn the captured Dwarf cannons upon you. Click Gruff to begin the escort walk, then stay near him to take 90% less damage as you make your way forward.
If Gruff senses too few allies around him, he will reset to the start, so be sure to keep your party near him!
Boss 6: Griket Redspear
The final boss is a crafty and merciless Nasty Skulker who will throw together a number of mechanics from previous fights at once. Be ready to use some brain cells and swap targets, and clearing the Dungeon is within your sights!
Key Mechanics:
- Don't hurt me!: The boss has a large amount of bonus armor. This can be removed by keeping him near an explosive red barrel, and then utilizing the next mechanic, Gork's Flames.
- Gork's Flames: A random player will be marked with a red beam, and will drop a green fire at their location soon after. If this is run into one of the three explosive barrels, and the boss is near, it will remove one of his stacks of Don't Hurt Me.
- Wyvern Air Support: Wyverns will fly in when the boss hits 90% HP. One or two party members should move over and use the cannons to shoot them down. Once all Wyverns are shot down, the boss will lose any damage reductions or increases he had.
- If you ignore this mechanic, the boss will slowly enrage, and eventually wipe the group.
- Squig Spawns: The Boss will summon forth three of his favorite squigs. Each does something useful for him, so the order in which you kill them does matter:
- Harry: This Horned Squig will heal Griket's wounds, slowly recovering his HP the longer it stays alive.
- Snipey: This squig will steadily increase Griket's damage, eventually giving him a huge damage boost after 40-50 seconds.
- Gassy: This Squig will give Griket and both other squigs a huge damage reduction. It's generally recommended to kill Gassy first, then decide between the other two depending on your party's needs.
- Zeppelin: As the fight progresses, a Zeppelin will appear to give even more support to Griket.
- This Ship will randomly spawn red circles on the ground like on the fourth boss, so move out of these quickly to avoid taking damage!
- At 20%, Amos will sense energy swirling in the air around him. By moving near him, a player will gain a granted ability encouraging him to make use of it -- call upon his power and lightning will begin to rain down upon the Zeppelin, destroying it soon after!
Once the boss is defeated, Gruff and Amos will reconvene for the outro section, and a Git Lobba will appear that players may use to launch themselves back to camp. It's totally safe... mostly!
Secret Boss ?
There are rumors of a seventh secret boss hidden somewhere in the Dungeon, though few can confirm if it's real or not...
Hard Mode Fights
Once a player has cleared the Dungeon once, they may activate the Lamp on the ramps outside the tavern to turn on the Hard Mode objects at each boss.
These are unique objects so that a party may toggle on or off a Hard Mode on each boss, depending on which they want to challenge.
Hard Mode fights generally take the same mechanics from the original fight, but ramp up the difficulty and offer more punishing, challenging fights meant for players level 40+ and all the way up to BiS.
For each Hard Mode boss defeated, all players will be given a Champion's Mark if it's their first time defeating it.
Secrets and Achievements
By completing achievements and secrets in the Dungeon, players will a dark silver Shiny Treasure, which can be traded for various Accessories at the merchant in the starting Tavern.
While not all achievements are listed here, a few that have been discovered can be found below:
| Achievement | Requirement | Rewards |
|---|---|---|
| Grand Visions | After loading into the Tavern, wait near Grom for 90 seconds without speaking to him, then listen to the hidden cutscene | Shiny Treasure |
| What goes up... | Defeat Griket Redspear once. (This ToK allows for Hard Mode fights to be enabled) | Shiny Treasure |
| Splat! | Went slightly off-course when using the Git-lobba after clearing the Dungeon (Random chance on use) | Grants Title: No No No No No No No! |
New Lighting
Silver Falls Pass was one of the first maps to make sure of the team's new Lighting Tool, which adds glows and light sources, shadows, and more to make the pop truly pop.
Though it may seem like a small thing at first, this lighting detail paired with the moonlit night sky gives Silver Falls Pass a picturesque beauty... if you can look past all the Greenskins.
Special Thanks
This Dungeon was built thanks to the combined efforts of many volunteers, who the team would like to thank and honor below:
Voice Talent:
- (Coming soon!)
Artists:
- Kaneda
- Archexecutor
- Eldriel
RoR Staff:
- Ekalime - Map and terrain designer + Writing + Creative Direction
- Max Hayman - New Lighting and Tool creation + general support
- ScumbagFerret - Lua Support, Cutscenes & Bosses
- Katzchen - Lua Support, Cutscenes
- Makh - Lua Support, Cutscenes & Bosses
- Detheros - Testing
- Tallinah - Testing and Community Coordination
- Perseus - VO Director
- Rydiak - Itemization
- R1CH - Ability support
- Emissary - Lua support, Cutscenes & Bosses + VFX Updates
- Rubius - Boss Design + Lua Support + Writing + Creative Direction