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Dungeons
Dungeons are procedurally generated structures inherent to dedicated dimension and therefore detached from the normal worlds.
The bigger part of the gameplay loop takes place in dungeons, where you fight monsters and gather loot - mainly in form of equipment.
To enter dungeons you have to obtain a dugneon device which can be crafted using a nether star, four netherite ingots and four obsidian.
A placed dungeon device lets you open six portals to a newly generated dungeon by interacting with it and pressing the "Open" button.
Interact with those portals to get teleported into the dungeon.
Each portal can only be used once.
A players dungeon level determines the difficulty and rewards of dungeons.
Enemies in higher level dungeons wear better armor, have more/better status effects and have additional modifiers affecting them.
The dungeon level is displayed inside the dungeon device aswell as in chat messages upon change.
Killing at least one boss inside a dungeon grants one progress to all players inside with a level lower or equal to the dungeon level.
Killing multiple bosses does not grant multiple progress points.
Upon reaching three progress a players level increases and the progress is set to zero.
Dying inside a dungeon will remove a level and set the progress to zero.
Aspects can be placed into the dungeon device before opening a dungeon to modify it.
Up to four aspects can be used at a time.
When opening a dungeon one item from each stack will be removed.
Aspects that are not applicable due to being blocked by another aspect or exceeding its limit will not be consumed.
Aspects can, among other things, increase the amount of enemies, make enemies stronger in exchange for more loot and force special encounters.
You have a personal Dungeon Level and a small progress bar toward the next level (shown on the Dungeon Device).
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On success — When the run counts as cleared for progress, chat shows Dungeon completed! in gold, followed by your new level and progress (for example “Progress 1/3” toward the next level).
- If this dungeon was too easy compared to your account level, you may see that no progress was granted instead (you still keep loot from the run).
- On death — Dying inside a dungeon shows You died! and sets your dungeon level back by one step (down to a minimum) and resets your partial progress toward the next level. So risky runs matter.
Aspect of Zeal and similar effects can grant extra progress when you complete a run.
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Totems — Equip these for bonuses that apply while you are in a dungeon. Manage them from the device or with
/totems. -
Dungeon filter — Optional pickup blacklist so you do not vacuum junk.
/dungeonfilter -
Latest killer — After a death, review what killed you.
/killer
Commands are summarized on Commands.
- Use exit portals spawned in the dungeon (for example after boss kills) to leave safely.
- Breaking the Dungeon Device in the overworld can tear down related portals — be careful if friends are still inside.
| Topic | Player takeaway |
|---|---|
| Entry | Dungeon Device → Open → use portals |
| Themes | Stronghold-like or Nether-like procedural maps |
| Content | Mobs, elites, loot goblins, multi-boss runs |
| Loot | Mod gear, crystals from bosses, aspects from elites |
| Aspects | Optional modifiers placed in the device before you go |
| Level | Goes up on successful clears; down on dungeon deaths |
For install and mods list, see Getting Started.
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