User:Mrlm1105/Sandbox

Dungeons are PvE raid activities in which a team of up to 5 players works together to defeat mobs within a procedurally-generated arena, culminating in a boss fight. They are awarded based on their performance; the more difficult missions can yield some of the strongest items in the game.

Currently, the only released Dungeon is Catacombs. 2 other types of Dungeons are planned for release.

Overview
Dungeons consist of a series of connected rooms. The main goal of each Dungeon run is to unlock each door, beat The Watcher guarding the way to the boss room, and defeat the boss. Along the way, special Dungeon Mobs will spawn and attack the player. Certain Dungeon rooms will also contain special items and buffs to help players accomplish their goal.

Generation
Each Dungeon is a series of rooms, connected by doorways. The path to the Blood Room is always guarded by a series of Wither doors, and the Blood Door at the end; the Fairy room will always generate along this path.

The size and number of rooms in each dungeon depends on the listed size:

Within each Dungeon, the following special rooms will always generate:


 * 1 starting room
 * At least 2 puzzle rooms
 * 1 yellow room
 * 1 Fairy room
 * 1 Blood room
 * 1 Danger room (Floor 3 and above only)

The rest of the space is filled in with normal rooms.

Dungeon Mobs spawn in all normal rooms. Their spawning locations are set, and in some cases their type, as in Lonely Spider spawns in the spider room.

Each room also has a number of Dungeon Secrets, which appear in fixed locations. Each Secret, when found, awards the player with loot or a team-wide buff, and adds to the score for that run.

General Mechanics
Within a Dungeon, Dungeon items gain stat buffs according to the player's respective Dungeon level, as well as the number of stars added to the item via Essence.

Certain mechanics are also tweaked within Dungeons:


 * Every time you hit an enemy, you regain 1% max + 5 mana. This applies to:
 * Melee strikes (Livid Dagger, etc.)
 * Bow hits (Hurricane Bow, Bonemerang, etc.)
 * This does not apply to:
 * Item abilities (Spirit Sceptre ability, etc.)
 * Class abilities (Explosive Shot, etc.)
 * Mage Staff ability on Mage class
 * The Purse is not displayed; the bonus from items buffed by the Purse (Emerald Blade) will not work. Shops in the dungeon will first take from the purse, then directly from the player’s bank.
 * The following enchantments are changed:
 * Aiming and Telekinesis are disabled.
 * Healing from Life Steal, Syphon and Vampirism is 10% as effective.
 * Slowing effect from Venomous is reduced.
 * The following items are changed:
 * The item ability of Explosive Bow and End Stone Sword does not work.
 * All fired arrows do not respect invincibility frames, but deal reduced knockback.
 * The player is not allowed to do the following:
 * Warp to private islands. (Warping to the Hub and other locations is still allowed.)
 * Summon and ride mounts such as the Horse.
 * Use /ah, /et or /av with the Cookie Buff on. (/bz is enabled.)
 * Players may only consume or splash 1 potion during a Dungeon run.
 * Healing, Mana and Stamina potions are exceptions.
 * Players can receive effects from multiple potions if they are splashed or consumed simultaneously.

Floors
Each Dungeon contains a number of Floors. Each Floor is harder than the previous by about 50%, but drops stronger loot. In order to enter a floor, the player must have completed the floor before it at least once.

Certain Dungeon items require the player to have completed a floor before it can be used. For example, Shadow Assassin Armor requires a Catacombs - Floor V completion.

Classes
Currently, there are 5 playable classes within Dungeons:


 * The Healer uses their Healing Circle and other tools to keep the team alive.
 * The Berserk specialises in close-quarter combat, relying on life-steal and high melee damage to defeat enemies.
 * The Mage relies on high Intelligence levels and magic damage to shut enemies down with magic weapons. Its Mage Staff ability deals formidable single-target damage from a safe distance.
 * The Archer’s ranged weapons deal high single-target damage, allowing it to take down high-health enemies from a distance.
 * The Tank keeps the team safe by drawing enemy attention to itself and away from more vulnerable members.

Each class gains class-specific buffs and abilities within Dungeons. The power of those buffs and abilities are increased by leveling up those classes. Class abilities can be used with the Dungeon Orb, or by pressing the drop (ultimate) or drop stack (regular) key with an Orb in inventory.

If within a dungeon run there is only 1 instance of a class, the class buffs are increased by 100% of their base stats. For example, if an Archer level 25 (50% base extra arrow chance, 25% additional extra arrow chance from levels) is the only Archer in a run, their extra arrow chance will be increased to 125%.

Loot
Dungeon loot is obtained in three ways: from Secrets, dropped from mobs, or bought from Dungeon Post-Boss Chests.

Death and Revival
In Dungeons, instead of dying, players become Ghosts. In the Ghost state, players can freely fly, but not through walls. They are unable to normally interact with the world. Players also become Ghosts if they leave and return to the dungeon for any reason.

Ghosts gain their respective Ghost abilities in that state. They also gain a Haunt ability, which teleports them to a random alive teammate. Ghosts are also able to view the Magical Map.

In Ghost form, players are unable to use the majority of the features in the Skyblock Menu, or warp out of the Dungeon.

Ghosts may be revived in the following ways:


 * Killing, or having a teammate kill, a Fairy.
 * Having a Revive Stone in their inventory prior to death.
 * Having a teammate use a Revive Stone on them.
 * Defeating the corresponding Wandering Soul in the Watcher boss fight.
 * By the Healer class passive or ghost ability Revive.
 * Automatically after 10 seconds in Entrance and floor 1, in floor 2 and in floor 3.

Finishing, Scoring and Rewards
The Dungeon is finished when one of the following occurs:


 * The Boss is defeated.
 * All players in the Dungeon have either become a Ghost or left.
 * 70 minutes pass without defeating the Boss.

Note that players need not complete every room or kill every mob to complete the dungeon.