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.
| Dungeon | Boss |
|---|---|
| The Sunken Foundry | The Foundry Warden |
| The Ember Wastes | The 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.
| 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 enter <id> | Starts (or joins) a run, once your whole party is at the gate |