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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.


How you get into a dungeon

  1. Place a Dungeon Device in the normal world.
  2. Optionally put aspects in the device to change that run (difficulty, rewards, layout quirks).
  3. Press Open to generate a dungeon.

Portals appear near the device you used. Step through to enter the dungeon world. When you are done, use portals inside the dungeon (they appear as you clear content) to return home.

More on the device UI: Dungeon Device.


What a run feels like

  • Procedural layout — Each run stitches together rooms so the path is not identical every time. Two broad themes exist today: a stronghold-style stone path and a Nether-style route (lava, different blocks). You do not pick the theme from a menu; it is rolled when the dungeon is created.
  • Enemy mix — Expect vanilla-style foes (skeletons, zombies, variants, and similar) tuned up with the mod’s stats and gear. Some spawns are elites or loot goblins for extra danger and rewards.
  • Bosses — Runs are built around several boss fights in dedicated arenas. Bosses use the mod’s custom creatures and their own attack patterns.
  • Loot — Enemies can drop equipment and items with the mod’s custom attributes. Bosses drop crystals used at the Crystal Forge. Elites can drop aspects among other bonuses.

See also: Bosses, Elite Enemies, Loot Goblins.


Aspects: changing the rules

Aspects are items you place in the Dungeon Device before opening a portal. They can:

  • Raise or fix the dungeon level of the run
  • Add more enemies, elites, loot goblins, or bosses
  • Change rewards or add special encounters (for example totem rooms)

Each aspect explains itself in its tooltip. Some aspects cannot be combined; the item text usually calls that out.


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.

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