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. Form a party, gather it at the entrance gate, and /cultivation dungeon enter <id> spawns a fresh instance for that party alone and carries everyone in together.
The whole system is gated behind Dungeon-Enabled (default true).
The Two Dungeons
v0.10.0 A second dungeon joins the original.
| Dungeon | Boss | Id |
|---|---|---|
| The Sunken Foundry | The Foundry Warden | sunkenFoundry |
| The Ember Wastes | The Ashen Colossus | emberWastes |
/cultivation dungeon list prints every dungeon with the id it takes, and /cultivation dungeon enter <id> is what you type to go in. The id has to be named: a bare /cultivation dungeon enter only reminds you to use list. A bare /cultivation dungeon shows whether the system is on, the party size limits and where to gather.
Entering
A dungeon run starts from a party, and only the party's leader can start it. Every party member must stand within the entrance gate — a fixed point and radius the server owner sets (Dungeon-Entrance-Radius-Blocks) — before the leader types the command. A party is 1 to 4 members (Dungeon-Party-Min-Size / -Max-Size).
Forming the party. Nobody creates a party up front. The leader invites each player with /cultivation party invite {player} (they must be online), and each of them answers within a minute with /cultivation party accept {leader}, naming the inviter. The party exists from the first accepted invite and holds up to four, leader included. The Party page has the full rules, including leaving and disbanding.
Going in alone still takes a party. There is no solo mode: a party only comes into being when an invite is accepted, so a lone cultivator cannot simply walk in. The way around it is to invite a friend, have them accept, and then have them /cultivation party leave. You stay behind as the leader of a one-member party, which a dungeon with a minimum size of 1 accepts.
When the leader is refused. /cultivation dungeon enter answers with the first of these that applies:
| Refusal | Meaning |
|---|---|
| You must be in a party | You are not in a party |
| Only your party's leader may lead the way | You are in one, but you are not the leader |
| Party needs at least N members / is too large | Outside Dungeon-Party-Min-Size or -Max-Size |
| Every party member must be closer to the entrance | Someone is outside the gate, in another world, or offline |
| Your party is already inside | A run for any member of the party is still going |
| The entrance has not been set up | The server owner has not set Dungeon-Entrance-World and the entrance point |
A cultivator whose Nascent Soul is mid-escape also blocks the whole party; see Nascent Soul Escape.
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.
| Phase | Enters at | Adds |
|---|---|---|
| 1 | The start | Native melee and slam attacks only |
| 2 | 75% health (Dungeon-Boss-Phase2-Threshold) | A telegraphed molten-floor hazard |
| 3 | 40% 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 ends | Result |
|---|---|
| The boss falls | Every contributor is paid, scaled by their own damage share |
Timeout — Dungeon-Timeout-Minutes (25) with no kill | Run 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.
| Command | Does |
|---|---|
/cultivation dungeon list | Lists every dungeon id you can enter |
/cultivation dungeon | Shows whether dungeons are on, the party size limits and where to gather |
/cultivation dungeon enter <id> | Starts a run for your party, leader only, once everyone is at the gate. Always name the id |
/cultivation party invite {player} | Starts forming the party that a run needs. See Party |