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Dungeons
Dungeons are separate adventure spaces MCEndgame generates for you: themed maps, crowds of enemies, special loot, and boss fights. They are the main place you use the mod’s gear, totems, and aspects.
This page is a broad overview. Details live on the linked pages.
- Place a Dungeon Device in the normal world.
- Optionally put aspects in the device to change that run (difficulty, rewards, layout quirks).
- 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.
- 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 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.
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