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Dungeons

Valor's dungeons: finding a gate, earning the Kokkalon Key, opening the door for your party, shared XP, falling and Raise, and clearing Danse Macabre for coins and its soul.

A dungeon is a place of its own, behind a walled-up gate in the Overworld. You earn its key once, then open the gate as often as you like. Each run builds a new dungeon, and up to six players go in together.

The first dungeon is Danse Macabre, an undead cathedral. Its key is the Kokkalon Key. More dungeons are coming.

Earning the Key

The steps show in the What Is Kept tab of your advancements (L), and the Almanac's What Waits Below pages open as you go.

Find a gate. A gate is the ruined front of a cathedral in dark stone, with a skull on the gable and its great door walled up. Gates stand in forests, birch and dark forests, swamps, taigas, windswept hills and groves.

A cartographer villager will give you a Map to a Shut Door, marked with the nearest gate, until you have found one. Ask them about doors that stay shut.

Try the socket. It is on a pedestal in front of the walled door. Right-click it. The door does not know you yet, and refuses.

Ask a cleric or a librarian. Talk to one in a village and ask about the door in the woods. They tell you what it wants: a Warden.

Kill a Warden. Wardens live in ancient cities, deep under mountains and hills. The Warden must die to a player. Everyone within 48 blocks when it dies, who has asked the cleric or librarian, earns the key. That includes anyone who died in the fight.

You only earn the key once. It is not an item: it shows in a panel beside your inventory, and it can't be lost, dropped or given away. The other two sockets in the panel are for dungeons still to come.

The Warden

The Warden is one of the hardest fights in the game. It hears your steps and finds you by sound, and its ranged attack goes through shields and armour. Sneak to move quietly. Raise your stats and buy good gear first, and bring friends.

Opening the Door

Use the socket. The key rises out of you into the socket, and the walled door opens. Nothing is used up.

Walk through. The door stays open for 30 seconds, or until six players have gone through. Players near the gate see how many more may follow.

  • Only the player who opens the door needs the key. Their friends don't.
  • Whoever walks through that door is your party for this run.
  • While a door is open, nobody else can open that gate.
  • The gate can't be broken or blown up.

Inside

Each run builds a new dungeon. You arrive in a gatehouse with no monsters in it. From there a chain of rooms leads to a cathedral at the far end, with side rooms off the way.

  • Monsters are undead: zombies, husks, skeletons, strays, cave spiders and wither skeletons. They are placed when the dungeon is built, and nothing respawns.
  • Chests are in the side rooms, off the way to the end. Take the doors you didn't have to take.
  • Nothing can be broken or placed. Buckets can't be emptied, and explosions don't break blocks.
  • Players can't hurt each other.
  • Distance, height and time don't make monsters stronger here. See Monsters Get Stronger.

Shared XP

When a monster your party fights dies, every living member of the party inside gets all of its XP, given straight to them. No orbs drop, so nobody has to pick them up. Mending repairs from it as usual. Spectres and members who are logged out get none.

A Bigger Party Means Tougher Monsters

For each player after the first, every monster gets half again its health and a tenth more damage. The keeper instead gets its full health again for each extra player. The count is everyone who went in, so a death doesn't make it easier.

Party Frames

While you are in a run, the other members of your party show at the top left of the screen, with their face, name, health and role.

The role is the mark over its trainer in the Keep: a shield for a Guardian, a golden apple for a Cleric, an iron sword for a Warrior, a bow for a Hunter and an ender eye for a Warlock. A member with no role has none.

Frame showsMeans
HealthAlive and inside
KeptFell, and is now a spectre
Away and a countdownLogged out. They still count as inside for 3 minutes

Members who went home, or stayed logged out past the 3 minutes, drop off the frames. A long party ends in a +N more line. F1 and F3 hide the frames.

Falling in a Dungeon

You never drop your items or XP when you die in a dungeon.

  • If others in your party are still alive inside, you don't die. You become a spectre: a small soul that floats through the rooms. You can't touch anything, open anything or pass through walls. You can follow the living members of your party, and teleport to them from the spectator menu.
  • A Cleric can raise you. See Raise, below.
  • When the keeper falls, spectres go back out to the gate.
  • When the last living member leaves, spectres go back out too.
  • If the last living member falls, the run is lost. Everyone dies and wakes at their bed.
  • Alone, a death is an ordinary death, without the item drop.

A spectre can't come back in through the same door.

Raise

A Cleric who has taken the Raise talent can bring a spectre back. See Cleric Talents.

Go within 3 blocks of the spectre. It must be from your own run. The Cleric is told Crouch to raise and the name.

Crouch for 10 seconds. Both of you see the seconds left over the hotbar.

The spectre stands up there with 3 hearts.

  • Taking damage, standing up or moving more than 4 blocks away breaks it. Stand up before you start again.
  • It also breaks if the spectre goes home or the run ends.
  • Two Clerics can raise one spectre at once. The first to finish raises them.
  • Raise doesn't work in hardcore worlds.

The Keeper

The keeper stands on the dais at the far end of the cathedral. For Danse Macabre it is the Executioner, a boss with a boss bar.

  • It wakes when a living player comes within 14 blocks of it, or when it is hurt.
  • It speaks three lines before it moves. As it starts to speak, the doorway into the last room is sealed until the keeper falls. Go in together.
  • The undead in the cathedral stand still and can't be hurt until the fight starts. Then they wake too.

Rewards

When the keeper falls:

  • Your first clear gives you a Kept Soul of Danse Macabre. Every member of the party who has not had one yet gets one, alive, kept or logged out. Later clears give no soul.
  • Spectres go back to the gate 3 seconds later.
  • The way home opens. It is a lodestone on the dais at the far end of the cathedral. Right-click it to go back to the gate. It does nothing while the keeper lives.

Nothing else gives souls. No monster drops one.

Chests hold coins, from 2 silver up to 1.2 gold each, with ingots, gems, golden apples, bottles o' enchanting and more. Weapons, armour and enchanted books are taken out, as everywhere. Now and then a chest holds an inscription.

Souls

Use a soul to open the next ring of your talent web: hold it and right-click.

  • Within 48 blocks of the keeper, the soul floats to you. A member who is logged out gets theirs on their next join, and a spectre once they are back out of the dungeon.
  • With a full inventory, the soul drops at your feet, and only you can pick it up.
  • A soul only works once you have earned that dungeon's key. A friend who came in without the key keeps theirs until they earn it.
  • Each kind of soul opens a ring once.

See Talents.

Leaving Early

Type /dungeon leave to go back to the gate at any time. A spectre can use it to go home early. /dungeon where shows how many are in your party and how many have fallen.

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