|Last updated: Exalt Version 188.8.131.52 (Sep 2021)|
The Parasite Chambers is a high-level dungeon that is a source of Potions of Mana along with three untiered abilities for robe classes. The dungeon also drops two pieces of the Horrific Sorcerer ST Set and the Flesh Collector ST Set.
The dungeon always drops from Scout Colonies, which spawn in parasite ruin setpieces in the Highlands. The dungeon has a very high difficulty level considering its drop location, and should therefore be avoided by weak characters without maxed DEF, especially if alone.
This dungeon must be completed to earn ‘Travel of the Decade‘, ‘Hero of the Nexus’ and ‘Realm of the Mad God’ fame bonuses.
|The Realm Eye says:|
None truly know where the parasites came from, not even I. They simply showed up one day in the realm, and their chambers were uncovered soon after.
The presence of infected adventurers within the catacombs suggests that they may have been lurking for far longer than people realized.
Some theorize that the chambers are actually the decrepit remains of a guild hall after something went terribly wrong, but this is pure speculation.
The Parasite Chambers Key is available in the Nexus for 200 .
See the Parasite Chambers Guide for a walkthrough on the dungeon.
The dungeon consists of a series of varying rooms linked by hallways that are blocked off by destructible barriers. The boss is found in a larger room, accessible only from the sides. There are always exactly 3 dead ends (not including spawn or boss rooms), each of which can be a Treasure Room.
Explosive barrels are scattered liberally throughout the dungeon. If a player touches a barrel, it will roll in the direction that the player was moving in before exploding in a wide radius, dealing 900-1100 armor-piercing damage (that counts towards the player that rolled it’s Soulbound) to any enemies caught in the blast while inflicting Armor Broken for 3 seconds. In addition, getting hit by a barrel will remove any Invulnerability the enemy had. Once a barrel explodes, it will respawn in the same place shortly after, flasing green after a few seconds to indicate it is ready to be thrown again. If a player is caught in the explosion, they will not take any damage but will be Armor Broken for 3 seconds. Since many of the enemies (including the boss) have absurdly high amounts of Defense and permanent invulnerability, utilizing these barrels is crucial to defeating them.
The Treasure Rooms in the dungeon are always at dead ends. This room is a small circular chamber with several Blood Slurps within and is the only room with candelabras. In the center of the room, there will be a harmless Infested Chest that can be destroyed for additional loot. It is possible to find 3 Treasure Rooms, but this is very rare.
An important thing to note is that uniquely for a Highlands dungeon, the larger enemies and colonies use adaptive HP scaling.
The Parasite Chambers is part of the Mighty Quest pool from the Tinkerer and has three associated quests.
|The Nightmare||Defeat the Nightmare Colony in the Parasite Chambers.|
|Unsettling Foes||Defeat these creepy combatants for a prize!|
|Lost and Found||People say some things are best left forgotten. I heartily disagree!|
The dungeon has a very high difficulty level considering that it drops from a setpiece enemy in the Highlands biome and is more difficult than most Mountains dungeons. It should be avoided by characters without maxed DEF if not in a large group.
Since the colonies (including the boss) have an absurd amount of defense, any class that can deal Armor-Piercing damage will make the dungeon somewhat easier by removing the need to use the Explosive Barrels. Examples include Priests/Sorcerers with the Crystal Wand, Rogues/Assassins/Tricksters with the Queen’s Stinger, and Wizards with the Ancient Spell.