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Gates and Ranks

MKI edited this page Oct 21, 2026 · 3 revisions

Gates and Ranks

How the rank is chosen

Important

The gate rank comes from your gear. Whoever opens or triggers a gate is rated by their armor and their best weapon. Upgrading your gear makes gates harder, and their rewards better.

Armor score = average over the four armor slots (an empty slot counts 0):

Material Score
Leather 1
Chainmail, copper 2
Iron, gold 3
Diamond 4
Netherite 5
World Bosses "Worldbreaker" gear 6

Weapon score = your best sword, axe, mace, trident or bow anywhere in your inventory: wood/stone 1, gold 2, iron 3, diamond 4, netherite 5.

Gate score = the higher of armor score and weapon score − 1. So a diamond sword alone does not push you above rank B.

When the run starts, the rank is calculated again from all ready players (by default the strongest player counts, see groupRankMode in Configuration). With 3 or more ready players the rank goes up by one step.

The ranks

Rank Monsters (before modifiers) Monster damage Monster health Time limit
E 18–24 ×1.15 ×1.25 20 min
D 20–28 ×1.35 ×1.60 25 min
C 24–32 ×1.55 ×2.00 30 min
B 30–40 ×1.80 ×2.55 35 min
A 36–50 ×2.15 ×3.25 40 min
S 50–68 ×2.75 ×4.60 45 min
S+ 72–96 (+22–39) ×3.60 ×6.50 50 min
S* 96–132 (+52–96) ×4.80 ×8.75 55 min

Monster numbers are then multiplied by dungeonMonsterCountMultiplier (default 1.4) and by the gate type. Higher ranks also mean more combat zones (6 at rank E, up to 16), an elite guardian, harsher Death Modes and more loot.

Finding a gate

Every open gate has a light beam in the color of its rank, visible from far away and at night. It disappears together with the gate.

Gate types

Every gate also rolls a type. It is shown when the gate appears and again in the waiting room.

Type Monsters Strength Boss Extra loot rolls Notes
Normal Gate ×1.00 normal normal – The usual gate.
Treasure Gate ×0.65 weaker weaker +7 Fewer, weaker monsters and lots of loot.
Elite Gate ×1.12 stronger stronger +3 Always has an elite guardian.
Boss Gate ×0.82 slightly stronger ×1.65 +5 Focus on the boss; often several bosses.
Red Gate ×1.28 much stronger ×1.45 +6 No way out once the run has started. Always has an elite guardian. +1 Hunter point.
S* Special Gate ×1.45 strongest ×1.85 +10 Only at rank S*.

How often (natural gates, approximately):

Rank Normal Treasure Elite Boss Red
E–C 79% 9% 8% 4% –
B 73% 12% 7% 8% –
A 65% 10% 14% 7% 4%
S and above 58% 9% 12% 12% 8%

At rank S*, 35% of gates are S* Special Gates instead. Gates from the Gate Catalyst lean slightly more towards special types.

Tip

Jackpot Gates: independent of the type, about 3% of all gates are jackpots. You are told when you enter, and the boss chest holds twice the loot.

Red Gates

Caution

A Red Gate locks you in. Once the run has started, the Exit Crystal, the exit gate and /solomining exit do not work, and logging out does not get you out either: you will be back in the valley when you log in. The way out opens when the boss falls or the time runs out.

If you really have to stop, you can give up: type /solomining exit twice within 10 seconds. You are out of this run for good and get no reward. If every player gives up, the gate fails.

Gate modifiers

Gates get random modifiers that make every run a bit different: one from rank C, two from rank A, three from rank S+. They are listed when you enter.

Modifier Effect
Haste Monsters are faster.
Armored Monsters take less damage.
Regenerating Monsters slowly heal.
Giants Monsters are bigger and tougher.
Lurkers Some monsters are invisible.
Volatile Monsters explode when they die (no terrain damage).
Berserk Monsters hit harder.
Swarm 40% more monsters, but each one is weaker.
Gold Rush More loot – the one good one.

Natural gates

  • A gate opens near you every 25–45 minutes of play time (only in the Overworld by default).
  • On servers, gates are shared: a PartyLink party counts as one group, and without PartyLink the timer is stretched for busy servers.
  • An unused gate expires after 15 minutes: it explodes (without breaking blocks) and releases a wave of 10 monsters.
  • Before that, the gate breaks open – see below.
  • Server owners can set a gate plaza with /solomining plaza set; natural gates then open there instead of next to players. See Commands.

Gate breakout

An ignored gate does not stay quiet. From half of its lifetime on, it becomes unstable: the players it opened for get a warning, and one of the area's creatures breaks out every minute – up to 4 per gate, and only while the area around the gate is loaded. Entering the gate stops it. Gates on a gate plaza and paused gates never break out. Server owners set the limit with gateLeakMaxMonsters (0 = off).

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