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Gameplay
MCEndgame is built around a repeatable dungeon loop: you prepare, enter instanced dungeons, fight scaled content, loot mod gear and currencies, and grow stronger for the next trip. Nothing here requires perfect play—runs are short enough to experiment, and failure has a clear cost so risk still matters.
Tune your next run on the Dungeon Device → step through a portal → clear rooms and bosses → bring loot home → upgrade and repeat at a higher tier.
Before you go anywhere:
- Dungeon level & progress — Your account has a dungeon level and a progress bar toward the next. You mostly raise this by finishing runs (see Dungeons for how completion messages work). Dying in a dungeon sets you back a step, so the bar is both a goal and a stake.
- Aspects — Optional items placed in the Dungeon Device change the next dungeon: more enemies, extra bosses, special rules, bonus rewards, and more. Read each tooltip; some combinations are very strong.
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Totems — Equip passive bonuses that matter inside dungeons (
/totemsor the device). You can also earn new totems from Totem Encounters. -
Loot filter — Optional blacklist so you do not vacuum junk (
/dungeonfilter).
When you are ready, press Open on the device and use the portals that appear.
Each run is a separate map with a theme (for example stronghold- or Nether-style), procedural rooms, and a handful of boss arenas. Along the way you will see:
- Regular foes — Familiar mob types, but tuned up with mod gear and stats (Dungeon Enemies).
- Spikes of danger & reward — Elites and Loot Goblins (Elite Enemies, Loot Goblins).
- Side content — Optional totem shrines and other encounter pockets if the map rolled them (Totem Encounters).
- Bosses — Several major fights per run; they drop crystals used for crafting and forging (Bosses).
Combat rewards reading tooltips: weapons and armor roll custom attributes, so comparing items is part of mastery.
Runs feed several “currencies” of power:
- Gear — Enemies and special spawns drop equipment with random attributes. Uniques and rare rolls can define a build.
- Crystals — Bosses (primarily) supply crystals for the Crystal Forge block—rerolls, targeted upgrades, and other modifications on your items.
- Aspects — Elites can drop aspects; bosses drop crystals. Aspects fuel future runs when slotted in the device.
- Totems — Earned from totem encounters or other sources; slot them before the next dive.
Between runs, reforge, compare, and re-equip so the next portal feels easier—or so you can crank aspects higher.
- Success — You get chat feedback when the run counts as cleared for progress (“Dungeon completed!” style—details in Dungeons), and your dungeon level moves forward unless the dungeon was too easy for your account.
- Death — Dying in a dungeon is punishing: you lose dungeon level progress in the way the mod describes in chat. Treat it as feedback to adjust gear, aspects, or pacing—not as a brick wall.
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Learning tools — After a death, Latest Killer (
/killer) shows what killed you so you can adapt.
Then you return to step 1: new aspects?, new totems?, forge upgrades? and open another dungeon.
| Phase | Player question |
|---|---|
| Prep | What am I risking, and what do I want from this run? |
| Dungeon | Which threats do I kill first, and what loot matters? |
| Home | What changed in my build, and what should I try next time? |
| Topic | Page |
|---|---|
| Install & first steps | Getting Started |
| Dungeons in general | Dungeons |
| Device UI & aspects | Dungeon Device |
| Trash mobs | Dungeon Enemies |
| Bosses | Bosses |
| Elites & loot goblins | Elite Enemies, Loot Goblins |
| Totem shrines | Totem Encounters |
| Commands | Commands |
This mod rewards slowly learning your items and aspects more than memorizing a single optimal route—experimentation is the loop.
Join the Discussion section if you have questions, or open an issue if anything is unclear or needs improvement.
Some wiki pages are AI-generated right now, will improve it progressively