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The Endless Dungeon
The veil between worlds is thinner than scholars like to admit. Cut deeply enough, and you can step through.
The Demon Realm is a dimension unto itself, registered as neovitae:dungeon and reached only through bloodletting. Once across the threshold, you find yourself wandering corridors of pale-blue Demon Stone, past sealed doors, hostile Daemonium, and treasures that no surface mason ever built a chest for.
This page is the road map. For what to fight, see Daemonium Bestiary. For the traps, blocks, and crops you will encounter, see Dungeon Mechanics.
Two rituals puncture the veil, and they correspond to two distinct depths of the dungeon.
| Ritual | Tier | Destination |
|---|---|---|
| Breaching the Edge of Demon Realm | II | The Antechamber (lobby, Starter tier) |
| Highway to Hell | III | The Endless Realm (Endless tier, persistent) |
A successful ritual leaves an Inversion Pillar standing where the diagram once sat. Touch it and the pillar drags you across the threshold, depositing you in front of a mirror pillar on the other side; that mirror is your way home. Memorise its location before you wander.
The Tier II ritual lands you in the Antechamber, the outermost vestibule of the Demon Realm. It is small, deliberately so, and serves as a tutorial pocket before the real dungeon opens up. Expect:
- A solitary chest, sometimes containing Simple Dungeon Keys.
- Several Doorways, each barred by a Dungeon Seal. Present a key to a seal to break it; the chamber beyond unlocks for you. A seal with nothing left behind it burns out instead, going dark to mark that route as spent.
- A second Inversion Pillar that returns you to the overworld.
Each sealed chamber may hide treasure, traps, dormant rituals, or angry Daemonium. The spoils to look for here include enchanted books, enchanted weapons and armor, anointments, Spiritus essences, potion ingredients, Tau Fruit, Saturated Tau, and Tau Oil. (See Dungeon Mechanics for what each of those does.)
The pale stonework of the Antechamber is itself an item; if its aesthetics suit your base, help yourself. Just be aware that Demon Stone is aggressively transmutative, combining it with ordinary stone yields more Demon Stone, never the reverse.
The Tier III ritual skips the vestibule and drops you directly into the Endless Realm, the heart of the dimension. The air is thicker here, the shadows deeper, and the chambers are far more dangerous. You emerge before an Inversion Pillar with a lone chest left by some prior explorer who, judging by the chest still being there, did not leave by choice.
The realm generates as a procedural jigsaw structure: hand-authored NBT rooms stitched together along a graph of corridors, with sealed seal-doors at every junction. Every visit is laid out differently, but the underlying rooms are the same set of curated pieces, so you learn the building blocks even as the maps shuffle. As you explore deeper, tile difficulty escalates; the rooms further from the entry pillar carry tougher trial spawners and richer loot.
The realm itself narrates your progress through dungeon-wide messages, so pay attention.
After enough rooms have been cleared, you receive the first warning:
Strange noises and creatures begin to stir in the depths...
This signals that a Spatial Distortion has manifested somewhere in the dungeon. Spatial Distortions are fractures in the architecture, marked by erupting tendrils of void energy and an ominous sound when their chamber is first unsealed. They never appear in the Antechamber; they are exclusive to the Endless Realm proper. Each distortion conceals one of two things, either an entrance to The Mines or the sealed chamber of the Foreman.
Press deeper and a second warning echoes:
A monstrous roar echoes through the corridors...
The Foreman's chamber has manifested. Like the mine entrance itself, its door yields only to a Mine Entrance Key, and what lies inside is The Foreman, a vastly empowered Daemonium Doloris (600 HP, 25 damage, 16 armor, full boss bar). Slay it, claim the clutch of Mine Dungeon Keys it drops, and the deeper workings of the Mines open to you.
The Mines are a significant escalation. Veins of Demonite Ore thread the walls here, the only naturally occurring source of the Hellforged metal used in Tier V Ara Vitae construction and the most advanced potion-craft. Within the Mines, the Mine Dungeon Keys dropped by the Foreman and by the spawners down there open the remaining sealed doors. Alongside Demonite, you may pull enchanted armaments, anointments, potions, and rarer spoils from chests.
Not every doorway leads somewhere. The realm assembles itself around you as you open it, and a seal can end up hemmed in on all sides with no chamber left that will fit behind it. Present a key to one of these and the seal simply dies: its glow drains away to a dull, lifeless gray, and it will not open again for any key you carry. Your key is not consumed, so nothing is lost but the walk.
The darkened seals are worth reading as a map. Anywhere you see one, you have already exhausted that direction, and your remaining keys are better spent on doors that still burn.
A spent seal is not a dead end for the dungeon itself; it counts as resolved, and the realm carries on toward the rift below.
Once every sealed doorway in the dungeon has been opened or collapsed, a Spatial Rift tears open near the exit portal. Dark blood-tendrils radiate from the fracture. Step into it and you are transported to a brand new Endless Realm, freshly generated, with its own keys to find and its own Foreman to kill. A return portal in the new dungeon leads back to the previous one; the standard Inversion Pillar always takes you home.
This loop is infinite. Each rift leads deeper.
All keys, whether crafted or found, are listed below. See Hellfire Forge and Sentient Equipment for crafting.
| Key | Source | Opens |
|---|---|---|
| Simple Dungeon Key | Antechamber and dungeon chests, or forged in the Hellfire Forge (2 Iron Ingots + Corrupted Dust) | Ordinary sealed doors |
| Standard Dungeon Key | Dungeon chests and standard-dungeon trial spawners | Sturdier standard rooms |
| Mine Entrance Key | Forged in the Hellfire Forge (Tabula Animata + Echo Shard + Diamond + a Simple Dungeon Key), or found in standard-dungeon chests and trial spawners | The Mines entrance and the Foreman's chamber |
| Mine Dungeon Key | Dropped in a clutch by The Foreman boss, and by trial spawners inside the Mines | The deeper sealed doors inside the Mines |
| Boss Key | A unique, uncraftable key concealed by Spatial Distortions | Boss, special, and treasure rooms |
The Mine Dungeon Key and the Boss Key cannot be crafted; they are only wrested from their guardians, cleared from a spawner, or pried from a distortion. One wonders why the demons never thought to pick the locks themselves.
Set into the walls of the Endless Realm and gleaming with a pale, unwavering light, Dungeon Eyes illuminate the corridors with no fuel or flame. Whether they are sentinels or mere decoration is unclear; what is certain is that they are valid light sources you can claim and place yourself.
Variants exist tinted by Raw, Ruina, Nihilum, Invictus, and Vindicta Spiritus. Consult JEI for crafting recipes. Like a log, an eye turns to match the face you place it against, so it can lie along a horizontal pillar.
Dungeon Pillars turn like logs, so they can stand upright or run along a wall or ceiling. A Pillar Cap finishes either end. Set on the end of a pillar, the cap points away from it. Set on a floor, ceiling or wall, it points into that surface, ready for the pillar to grow out of it, so a cap on the floor becomes a base and a cap under a ceiling becomes a crown. Sneak while placing a cap to flip it.
Delve deep enough and fortune may yield Intricate Hellforged Parts. These rare components double the potency of an existing rune, effectively giving you the runic output of two Ara Vitaes from a single structure. They are among the most coveted drops the realm offers, and they cannot be crafted; only found.
- Do not enter without a full Tier III anima and a tested sigil loadout.
- Bring more food than you think you need. The realm offers Tau Fruit and demon meat, but both come with strings attached (see Dungeon Mechanics).
- Carry a spare Mine Entrance Key; both the Mines entrance and the Foreman's chamber demand one.
- The Blood Lantern does not ward spawns inside the dungeon dimension. It is a surface tool only.
- When the realm starts speaking to you, listen. Both warnings are mechanical signals, not flavour text.
Cross the threshold once. You will come back. The realm has a way of keeping its guests interested.
Start Here
Core Systems
- Ara Vitae and Runes
- Blood Orbs and Anima
- Sigils
- Tabula Vitae, Flasks and Anointments
- Hellfire Forge and Sentient Equipment
- Sentient Armor
- Rituals
- Spiritus, Aspects and Crystals
- Alchemy Arrays
- Athanor and Materials
The Endless Dungeon
Automation
- Routing Network
- Automating the Ara Vitae
- Automating the Athanor and Tabula Vitae
- Sanguine Crafter
- Automating Spiritus
- Teleposer
- CC: Tweaked
Pack Makers
Developers
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