The World/Dungeons·

Dungeons

A Dungeon is a private, party-sized instance built around one real boss fight — not a wave gauntlet, a single opponent that changes how it fights as it loses health. Gather your party at the entrance gate, and /cultivation dungeon enter <id> spawns a fresh instance for you alone.

The whole system is gated behind Dungeon-Enabled (default true).

The Two Dungeons

v0.10.0 A second dungeon joins the original.

DungeonBoss
The Sunken FoundryThe Foundry Warden
The Ember WastesThe Ashen Colossus

/cultivation dungeon list prints every valid id, and /cultivation dungeon enter <id> is what you type to go in.

Entering

Every party member must stand within the entrance gate — a fixed point and radius the server owner sets — before the party leader can start a run. A party is 1 to 4 members (Dungeon-Party-Min-Size / -Max-Size); a lone cultivator can enter alone if they choose to.

The Boss Fight

Both bosses share the same shape: 6,000 max health (Dungeon-Boss-Max-Health), fought in three phases that advance on falling health and never revert, even if the boss is somehow healed back up.

PhaseEnters atAdds
1The startNative melee and slam attacks only
275% health (Dungeon-Boss-Phase2-Threshold)A telegraphed molten-floor hazard
340% health (Dungeon-Boss-Phase3-Threshold)An enraged brace attack, and a real movement-speed boost

Phase 2 — the molten floor

Every Dungeon-Hazard-Interval-Seconds (6s), a hazard zone is telegraphed near the boss and, Dungeon-Hazard-Warning-Seconds (2s) later, deals Dungeon-Hazard-Damage (14) to every party member within Dungeon-Hazard-Radius-Blocks (4) of it. Standing still in a lit zone is the mistake it punishes.

Phase 3 — enrage

The boss's native attacks continue unchanged, but every Dungeon-Enrage-Brace-Interval-Seconds (9s) it also telegraphs a heavy brace hit — a title and a particle warning — then Dungeon-Enrage-Brace-Warning-Seconds (1.5s) later deals Dungeon-Enrage-Brace-Damage (55) to everyone within Dungeon-Enrage-Brace-Radius-Blocks (6). Phase 3 also applies a genuine speed-up entity effect to the boss the moment it begins, on top of the brace attacks — the fight gets faster, not just harder.

Ending a Run

How it endsResult
The boss fallsEvery contributor is paid, scaled by their own damage share
TimeoutDungeon-Timeout-Minutes (25) with no killRun force-ends, no reward, everyone exits
The boss vanishes outside a normal kill (e.g. a chunk unload)No reward, everyone exits

The reward

Paid in Spirit Stones, from Dungeon-Reward-Contribution-Tiers — ascending threshold:reward pairs, the default being 50:15, 200:40, 500:80. Your own damage-contribution share decides which tier you land in; a party member offline the moment the boss falls is not skipped — their reward is queued and paid on their next login.

Tuning

Everything above lives in DungeonConfig.json — the entrance gate, party sizing, the boss's health and phase thresholds, both hazards, the timeout, and the reward tiers apply to every dungeon equally. What differs per dungeon — the instance itself, the boss's role and spawn point, the room geometry — is fixed in code, not configurable.

Related Commands
CommandDoes
/cultivation dungeon listLists every dungeon id you can enter
/cultivation dungeon enter <id>Starts (or joins) a run, once your whole party is at the gate