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*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.  
*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!
** 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.

Revision as of 11:58, 22 September 2026

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.

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.

The only problem is, 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.