There should be 2 dungeons one instanced and one ffa open world. Each will have unique items only available there that give incentives depending on which one for clan activity, pvp, gold, and bragging rights. The cosmetics should be a universal asthetic that is cool enough to warrant farming. The instanced dungeon 1) The instance dungeon will have much lowered/no xp gain rates so people can't grind in there non stop and skill up uncontested. 2) The instanced dungeon will have unique weapon, armor recipes and house/player city unique placeables of (Tier 1) quality but the drop rate will be very low compared to the other dungeon. 3) Drop rates will be .5% for non bosses, 1% for bosses and 2% for boss. If there are 100 normal mobs, 5 bosses and 1 final boss that would be 12% chance to drop. 4) The dungeon can be done only once per day with a 24 hour cooldown. Mobs will not respawn once killed. 5) If a group is killed or leave the dungeon they will not be able to re-enter the dungeon until the timer is done and forfeit their loot and graves. 6) Mobs will only drop the unique recipes and house/city placeables. The non instanced dungeon 1) Will have normal xp in a ffa lawless enviroment. 2) Will have a higher percentage chance to drop unqiue weapon, armor cosmetic recipes of (Tier 1) and house/player city unique placeables compared to the other dungeons 3) Drop rates for (Tier 1) will be 1% for non bosses, 3% for bosses and 7% for the final boss. 122% if totally completed. Normal loot will be adjusted per mob toughness. 4) Also this dungeon will have a much rarer .001 chance to drop cosmetic(s) house/city placeable,mount,armor sets, or weapon recipe skin of (Tier 2) that is only avaible from the final boss drop. 5) Mobs can drop normal items from outside the dungeon as well. IE: Essence, runestones, gold, ect. 6) Mobs re-spawn every 8 hours and a message comes across the screen for everyone when it is reset. 7) Until the dungeon is reset only the non boss mobs will be available and will not drop the unique items. Placeables/cosmetic skins recipes and dungeon detail 1) The Tier 1 house/city placeables will be a single use item similar to housing and able to be picked up by the owner and replaced. 2) The Tier 1 cosmetic recipes will be 10 uses only and can be used in conjunction with a crafting station when crafting weapons, and armor pieces. cosmetic only. 3) The Tier 2 recipes(.001 chance) will be permanent uses added to your available crafting recipes with the blueprint and can be used in conjunction with a crafting station/tools when crafting weapons, mount and armor. This is a blueprint that must be in your inventory when used. 4) The Tier 1 armor drops will be by piece not set. 5) The Tier 2 armor drops will be by full sets. 6) Each mob in the both dungeons has a chance to drop Tier 1 recipes, while the bosses and final boss have a higher drop rates per dungeon type. 7) Only the final boss in the non instanced dungeon has a chance to drop Tier 2 recipes. 8) These items are only cosmetic to reiterate. 9) Both dungeons will be the same in terms of layout and monsters. Should be in the centre of the map. 10) Drop rate chance is just examples and subject to balance changes. 11) Weapons that have been cosmetically altered will show their rank and enchantments in the system log when hit. IE: You've Been damaged by Isilith Tehroth for 50 slashing damage(Rank 50, q1 keen, q1 manslayer). 12) The non bosses will be a hard level mob of difficulty, the bosses will be choppa level of difficulty and the final boss will be the strongest in game(demi-god that was suppose to be added). 13) The unique cosmetic item is a blueprint that must be in your inventory when crafting that specific piece/set.