A six-level tower, climbed with a party of up to four, in a private copy of it that nobody else can walk into. A hundred tiers, the Tower Warden at the summit, and Galleons for every clear.
Everything else on this server is one shared world. A dungeon is not — it is yours, for as long as the run lasts.
When your party goes in, a fresh copy of the tower is opened for you alone. Nobody else can enter it, nobody can see or hear you, and nothing that happens in it touches the map outside. Up to 16 runs can be under way across the server at once, and none of them knows about the others.
The tower has six levels. Each one seals the way up until it is cleared, so the party climbs it a floor at a time. The sixth is the summit, where the boss is.
There is no PvP in here. Not on Dungeon Island and not inside a dungeon — players cannot damage each other in either place, by sword, bow, potion or TNT. A run is your party against the tower, and it cannot end in somebody turning on the group at the last gate.
The hub every run starts from. Take the arch at spawn and walk into it.
The island is a safe place to stand around in: nothing there can hurt you and you never get hungry, and you are held in adventure mode so the build stays as it was made. Walk off the edge and you are simply put back on the arrival plaza.
The portal on the dais. Walk into it and you are asked to confirm before anything starts — it shows the tier, who is coming with you, and anyone being left behind.
She reads Dusted Runes into real ones. Dungeons do not currently drop them — see the Runes page.
A chest holding everything your runs have paid out. It is private to you and it never fills up — collect when you like.
The highest tier you have opened, and how many dungeons you have cleared, attempted and walked out of.
Opens the party window without typing anything.
The small arch behind the plaza takes you back to spawn.
Walking into the gate commits nothing. A portal is something you can drift into by accident, so the window is the real decision — nothing is opened until somebody presses Start.
You can run a dungeon alone. It is built for a party of up to four.
There is no "create a party" button, because the first invite makes one: invite somebody and the party exists from that moment, with you as its owner.
| Command | What it does |
|---|---|
/party | The party window — who is in it, who has been invited, and buttons for the rest. |
/party invite <player> | Invite someone. This is what starts your party. |
/party join <player> | Accept an invite. The invite in chat has a [CLICK ME] you can click instead. |
/party tier <1-100> | Set the difficulty the party will run. |
/party kick <player> | Owner only. Removes somebody. |
/party leave | Leave. The party carries on without you. |
/party disband | Owner only. Ends it for everybody. |
One tower, 100 tiers. The map, the six levels and the boss are the same shape every time, and so are the mobs — a tier 90 zombie hits exactly as hard as a tier 1 one. What changes as you climb is the challenges on each floor, and what a clear is worth.
Tiers do not scale the tower. This is not a health-bar ladder where the same fight takes four times as long at the top. A tier 100 zombie has the same health and hits for the same damage as a tier 1 one, and the boards on every floor are drawn from the same set at every tier.
So what does a tier actually change today? The payout. Nothing else — we would rather say that plainly than describe a difficulty curve that is not in the game yet. Per-tier challenges are the plan; climbing the ladder is currently a way of raising what a clear is worth, and of proving you have cleared everything below it.
| Tier | Opens when | Mob health | Mob damage | Bonus | A clear pays |
|---|---|---|---|---|---|
| Tier 1 | Open to everyone | ×1 | ×1 | — | 1,000–2,000 |
| Tier 10 | Clear tier 9 | ×1 | ×1 | +9% | 1,090–2,180 |
| Tier 25 | Clear tier 24 | ×1 | ×1 | +24% | 1,240–2,480 |
| Tier 50 | Clear tier 49 | ×1 | ×1 | +49% | 1,490–2,980 |
| Tier 100 | Clear tier 99 | ×1 | ×1 | +99% | 1,990–3,980 |
Five of the hundred, as a sample. Every tier in between follows the same rule: +1% Galleons per tier above the first.
The party is put down at the foot of the tower — and then nothing happens.
The run does not start until every one of you is standing in the start area. The board stays blank, the music stays off and not one mob is summoned until the last person walks in. That is deliberate: nobody gets jumped while they are still loading the world.
From the moment the last of you is inside, the clock is running.
Dungeon mobs ignore your armour. Everything in the tower deals true damage — a level 1 mob takes one heart, a level 2 takes two, a level 3 takes three, and full enchanted netherite does not change any of those numbers. The level is on the nameplate, so you can read what a floor costs before it reaches you. Absorption still soaks it; armour does not.
The seal is the whole stairwell, not a doorway. The way up is filled from the step you are standing on to the ceiling above it, so there is no jumping it, blasting over it or squeezing past the side. Clear the floor and it disappears.
The second floor holds four chests, and which is which is shuffled every single run — there is no learning the right chest. Each one disappears the moment it has been used.
The buff boxes have no menu at all. Right-click and it has already happened — no window opens and there is nothing to accept. It reaches every member of your party wherever they are standing in the tower, not just whoever clicked, so getting to one first is doing everyone a favour rather than taking something. One use each.
The floor is not finished until the mobs are down and both matching boards have been solved.
On these three floors, killing does not open the way up.
Their mobs are topped back up for as long as you are standing there — four more a player every couple of seconds. You cannot clear a ward floor by fighting, and trying to is how parties lose runs on them. The way out is the pair of chests.
The sigil sequence repeats on a loop, and it re-arms. It keeps playing rather than showing once, so somebody who runs up ten seconds late can still learn it. When the dome falls the chest lights again a few seconds later with a new sequence — a party that needs four windows to finish the challenge can have four, each one paid for.
The sigils are a memory test, not a puzzle, on purpose. That board has to be solvable in about five seconds by somebody who is being hit. The thinking belongs to the challenge chest next to it; the sigils are the price of being allowed to think.
The top of the tower is the boss arena, and clearing it ends the run and pays it out.
The boss is the Tower Warden. He carries a boss bar, he has 3,000 health per level that is his own number rather than a vanilla health bar, and three times during the fight — at three quarters, half and a quarter — he stops and calls the tower up around him. Kill the adds or fight through them; the choice is yours, but he does not take damage politely while they are up.
The Warden does not scale with your tier either. He is the same fight at tier 1 and tier 100. What changes higher up the ladder is what the floors below him ask of you.
A track plays for the length of a run. If you would rather not hear it, turn music down in your own settings — it is played as a record, so your music slider still controls it.
Dying is not the end of a run. It costs you part of the payout, not the climb.
/dungeon leave walks you out to the island whenever you want./rejoin and go back to the run./dungeon on its own tells you where you are: the tier, the floor and the clock.Galleons, and nothing else. Between 1,000 and 2,000 at tier 1, plus 1% for every tier above the first.
Everybody who finishes gets their own roll. Three of you clearing together might take 1,350, 1,800 and 1,020 off the same run — the money is minted for each of you, never divided between you.
The payout arrives as a marked gold ingot worth a set number of Galleons. Right-click it to redeem. Until you do, it is just an item you are carrying.
Ingots go to the Dungeon Rewards chest on the island, not into your inventory. Nothing in it expires.
Why the chest and not your balance. A run ends with a teleport, and a full inventory at that moment would drop your payout on the floor of a tower that is about to be handed to the next party. The chest is private to you and there is no rush to empty it.
Two clears never merge. Each ingot carries its own amount, so they do not stack — six clears is six ingots, and each one is worth what it says.
Dungeons used to pay Dungeon EXP, Dusted Runes and a summit prize of a spawner or a purse. All three are gone while the reward system is rebuilt. Dungeon EXP does not exist any more in any form; see Runes for where that leaves runes.
There is no currency for this and nothing to grind. Clearing a tier opens the next one. That is the whole rule.
Everyone starts there. Clear it and tier 2 opens, clear that and tier 3 opens, all the way to 100.
Dying out of a run, walking out, or timing out unlocks nothing. You have to put the summit down.
Re-running an old tier for the money is fine and cannot cost you progress. Your highest unlocked tier only ever goes up.
A party can only enter a tier everybody has unlocked. The Tier Map names who is short before you walk to the tower, and the gate checks again when you get there. If you are carrying a friend, run the highest tier they have open.
Your highest unlocked tier is on the island's stats board, in /dungeon, and at the top
of the Tier Map.
/party the party window/party invite invite a player/party join accept an invite/party tier 1-100 pick the difficulty/party kick /party leave /party disband manage it/dungeon where you are in a run/dungeon leave walk out/rejoin back into a run you dropped fromThe arch at spawn is the way in; there is no command for it.
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