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Gates and Ranks
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 |
|---|---|
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1 |
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2 |
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3 |
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4 |
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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.
| 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.
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.
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.
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.
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. |
- 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.
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).
Solo Mining wiki · version 2.0.0 · all Minecraft versions and loaders · Values are defaults and can be changed in the Configuration.