Skip to content

Dungeons

Moewe342 edited this page Apr 13, 2026 · 27 revisions

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.


Entering Dungeons

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.


Dungeon Level

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

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.


Your dungeon level (account progress)

You have a personal Dungeon Level and a small progress bar toward the next level (shown on the Dungeon Device).

  • 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.


Tools that help inside dungeons

  • 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.


Leaving and losing the run

  • 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.

Summary

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.

Clone this wiki locally