Rift Dungeon Guides: Darkening Deeps

The goblins of Gloamwood are up to no good, and we've got the guide to help Guardian players defeat them.

The second dungeon that Guardian players will encounter in Rift is the goblin infested zone known as Darkening Deeps. This multi-level instance is similar in many ways to its Defiant counterpart with tons of trash and a choose-your-own adventure feel that allows you to pick the order in which you encounter some of the bosses. 

darkening deeps

Group Configuration:

A more traditional group configuration may be beneficial in Darkening Deeps. While tank and healer roles can be filled by any capable calling, crowd control is necessary in many sections of the dungeon so bring the best CC DPS you can find. 


There are several quests for Darkening Deeps, with one needing to be picked up before you run the dungeon. Two are located within the instance and one is granted on your initial zone in. Check with each group member for their needed quests as it can make a difference in the pathing you take as you make your way through.

The Toxic Source

Starts: Gloamwood
From: Paladin Oakheart
Find the missing paladins. They are located just inside the zone instance and will chain into another quest. The second part of the chain asks you to figure out the Geldo Council's secret - defeat the final boss encounter of the zone to complete.

Dragon Worship

Starts: Darkening Deeps
From: Crusader Bertrand
Destroy the Idols of the Maelforge.

The Bosses of Darkening Deeps

Starts: Darkening Deeps
From: Zone in.
Defeat all the bosses in the instance.

Darkening Deeps feels much larger than its predecessor, Realm of the Fae, due in large part to the amount of trash mobs and its non-linear layout. Most groups will want to start out by heading up and away from the first boss to knock out some quests and make zone traversal a bit easier. Clearing the upper trash packs regardless of quests is usually a good idea as they seem to aggro off of Z-axis and not actual proximity.


Alchemist Braxtepel

rift Alchemist

The first boss encounter of the zone is a two phase affair that starts with engaging the Alchemist’s two minions; Mursh and Squersh before the boss himself is targetable. The tank will need to grab the adds and pull them away from the boss as he will intermittently nuke the party, burn Mursh and Squersh quickly as Braxtepel will become active somewhere around the fourth nuke cast or upon their deaths. If the adds are dead you can proceed to burning down the boss who will now have two primary abilities: Hot Tar, a single target DoT and Flame Cleave – a frontal arc attack. Hot Tar must be healed through and the cleave should be avoided by everyone except the tank.

Michael Bringhurst


A more appropriate surname for this boss would be BringHurt as he can be one of the most difficult in the instance. Our foe starts out as human, but it is soon revealed through dialogue that he is now one of the two-natured; a werewolf. Once he transforms and the encounter begins he will be bathed in moonlight that pours in to the center of the room – the moonlight provides a massive stacking buff that will continue to grow the longer he remains illuminated. To add insult to injury, our lupine friend will let out a howl that does huge AoE damage whenever there is no one in melee range.

This fight is a true test for tanks and healers as tanks have to make sure to move him out of the light and position him properly. It is also wicked for healers due to the heavy pounding the tank will be taking. To further complicate matters, every 33% off life removed from the boss will cause him to AoE fear the group and return to the light source in the middle of the room – luckily he won’t howl until the fear wears off. If your tank doesn’t have a charge mechanic you can be in for a long night as the cumulative damage plus the heavy hits the boss lays down can overwhelm most tanks. Having a DPS with a secondary healing role, such as a Bard or Chloromancer can be a huge benefit here. This isn’t much of a DPS race as the fear mechanic will go off at its preset intervals no matter what. Managing damage and mastering the light mechanic are the keys to success here.

Tegenar Deepfang

Now that you have vanquished Team Edward you’re due a nice easy tank and spank right? Wrong. Next up is a menacing spider boss that can also test a group’s reaction time and coordination. Unlike the prior encounter, Tenegar Deepfang isn’t taxing on the tank, who will simply keep her faced away from the group at all times due to a nasty frontal attack that reduces defenses and deals damage over time. No, this time it’s the DPS and partly the healer who will need to be on their toes to be successful. In addition to normal healing, the tank will need to be dispelled as soon as they are afflicted by the bosses DoT.  At random intervals throughout the first phase of the encounter she will also cast a web wrap on a random member of the party. This effect is not interruptable but it is able to be avoided by line of sight and it has a long enough cast time to allow quick reaction by the party. If anyone does get web wrapped, DPS needs to break them out as soon as possible and then resume damage on the boss.

At 50% Phase 2 begins. The web wrap will now cease, but 6 small adds will now enter the fray. DPS has to burn down these adds as quickly as possible to keep the healer from becoming overwhelmed while still maintaining damage on the boss as the spiders will continue to spawn until the boss is killed. If you tank has sufficient health and all their available survival cooldowns available, you can have them pick up all the adds and have DPS concentrate on burning the boss as quickly as possible.

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