Dungeons

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 mini-boss room -
 * 1 Fairy room -
 * 1 Blood room -
 * 1 Trap room (Floor 3+ only) -

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

Special rooms are always generated in 1x1 space, and generate at the end of a chain of connected rooms. Normal rooms can generate in 1x1, 1x2, 1x3, 1x4, 2x2 or L-shaped space.

A Magical Map of the Dungeon replaces the SkyBlock menu once the Dungeon begins. This map shows the location of all rooms as well as their completion status. It is taken away once entering the boss room.

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.

Gear Mechanics
Most items obtained from Dungeons with stats are Dungeon items; normal items can be converted to Dungeon items with Essence. Dungeon items can be differentiated from normal items in the rarity, for example, "RARE DUNGEON SWORD".

Dungeon items receive stat buffs according to the dungeon level of its user. In addition, certain items can be upgraded with Essence, which applies up to 5 stars to the item. Each star adds a 10% stat buff to that item, up to 50%. The dungeon level and star stat buffs are additive; if a player has a 20% stat buff from levels and 50% from stars, the total stat buff will be 70%.

The following stats are boosted by both catacombs levels and stars:

The following stats are only boosted by stars:

For the following stats, it is unknown how they are boosted:

Most Dungeon items, including converted items, require a certain Dungeon level to use. For example, Zombie Knight Armor requires Catacombs level 14.

General Mechanics
Certain mechanics are 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 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.)
 * 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.
 * God Potions may not be consumed.

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 and has to have the required dungeon level. 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 abilities and tools to keep the team alive and dealing damage.
 * 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 allow it to take down high-health enemies from a safe distance.
 * The Tank keeps the team safe by drawing enemy attention away from and taking damage on behalf of more vulnerable members of the team.

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%.

Show/Hide Healer 

Healer
Class Passives


 * Your healing abilities heal the target for 50% additional HP.


 * Passively heals all living teammates within a 8 block radius for 1% per second.


 * Spawns a fairy that follows you and uses it's energy to revives dead teammates, while no-one is dead it will stick around and provide support. Vanishes for 100 seconds after reviving a player.


 * Enemies that you help kill have a 15% chance to drop an orb that anyone can pick up. The orb heals the player that picked it up and grants them a random buff.


 * Clicking on a teammate creates a tether connecting yourself to them. Tethered teammates received 0.5% of your maximum health as healing every second while they are within 30 blocks of you. Every 5 melee hits you deal while tethered will heal both players for 1% of their maximum health.

Dungeon Stone Abilities


 * Launches a healing orb that creates a healing circle where it lands. The healing circle heals friendly players inside for 2% of their health every second.


 * Heals everyone in your group to full health and grants them a shields for 20% of their maximum health. The cooldown is reduced by 10 seconds for every player below 25 health.

Ghost Abilities


 * Throw a potion which heals all teammates in a 10 block radius for 10% of their max health and +100


 * Revive yourself after 50 seconds.

Leveling Bonus You can level up the healer class while playing as a healer or if you have a teammate that is Healer, you get some of its healer XP as a team bonus.

For every healer level you get:

+ 1% Renew Healing

+ 2 Ghost Healing Potion Health Restored

+ 1% Wish Shield Percent

- 1 Revive Cooldown

For every other healer level you also get:

+ 1% Ghost Healing aura Healing

And for every 5 Healer Levels you also get:

+ 0.1% Healing aura Healing

+ 0.5% Healing Circle Healing

+ 0.5 Healing Circle Radius

+ 1 Healing Circle Duration

Show/Hide Mage 

Mage
Class Passives


 * All your melee weapon attacks become ranged. Those attacks deal 40% +5 of their melee (increased by your ) up to 15 blocks, after which damage is reduced.

Formula for Mage Staff damage is: ${MeleeDamage \times (0.3 + 0.0009Intelligence)}$


 * All abilities have a 25% shorter cooldown.

Dungeon Stone Abilities


 * Shoots a Guided Sheep, dealing damage based on your Mage level!


 * Unleash a Thunderstorm, striking enemies in a 10 block radius for 15 seconds dealing damage based on your Mage level!

Ghost Abilities


 * Create a 5x3 wall at the block you are looking at which lasts for 10 seconds


 * Shoots a fireball, dealing damage based on your Mage level!

Leveling Bonus You can level up the Mage class while playing as a Mage or if you have a teammate that is Mage, you get some of its Mage XP as a team bonus.

For every Mage level you get:

+ 5 Intelligence

+ 100-2000 Guided Sheep Damage

+ 80-1600 Fireball Damage

For every other Mage level you also get:

+ 1% Cooldown Reduction Show/Hide Berserk 

Berserk
Class Passives


 * Your next hit after killing a monster deals 20% increased damage and heals you for 1% of the damage dealt. This Bonus will expire after 5 seconds.


 * Every time you hit an enemy, increases the damage you deal to that enemy by 10% up to a maximum of 50%.

+ 30 Speed

+ 40% Melee Damage

Dungeon Stone Abilities


 * Throw an Axe, dealing the same damage as your highest hit in the last minute.


 * Summon 3 Zombie minions to aid you in battle!

Ghost Abilities


 * Throw a potion which temporarily gives all teammates in a 10 block radius


 * Throw an Axe, dealing damage based on your berserk level!

Leveling Bonus

For every Berserk level you get:

+ 0.4% Melee Damage

+ 0.4% Bloodlust Damage

+ 1% Throwing Axe Damage

+ 250-5000 Ghost Axe Damage

+ 4000-80000 Ragnarok Summon Health

+ 0.8% Lust For Blood Damage Increase Per Hit

For every 5 Berserk Levels you also get:

+ 0.4 Walk Speed

+ 2 Ghost Buff Potion Strength

For every 5 Berserk Levels starting from level 10 you also get:

+ 100% Lust For Blood Damage Increase Cap Show/Hide Archer 

Archer
Class Passives


 * 50% Chance to shoot a second arrow.

Cooldown: 25s
 * Reduces your next incoming hit by 240.0 damage (scales with Archer Level and Critical Damage)

Dungeon Stone Abilities


 * Shoots an Arrow that explodes on impact, dealing the same damage as your highest bow hit in the last minute in a 4 block radius.


 * Shoots 8 Arrows per second for 4 seconds! Arrows deal 80.0% of your highest Bow hit in the last minute.

Ghost Abilities


 * Shoots an arrow healing teammates for 20.0% of their Max Health and granting 50 Strength for 5 seconds.

Show/Hide Tank 
 * Temporarily stuns any non-boss dungeon monster for a short period of time when shot.

Tank
Class Passives


 * Gain a permanent +25% Total . Upon falling below 50% health, gain a 10% health absorption shield. Cooldown: 90s


 * Increases the chance for mobs to target you when you are above 25% HP.


 * Divert 80% of the damage taken by your teammates within 30 blocks around you.


 * Grants immunity to knockback from mobs.

Dungeon Stone Abilities


 * A Seismic Wave emerges from underneath you and travels in a straight line. Deals 20000 + 10% every in damage to any enemy in its path. Cooldown: 15s


 * Fortifies your defense, reducing the damage you take by 70% for 20 seconds. Also aggros all enemies in a 10 block radius. Cooldown: 150s

Ghost Abilities


 * Throw a potion which temporarily stuns all monsters in a 10 block radius.


 * Throw a potion that gives all teammates in a 10 block radius 200.0 HP worth of absorption for 3 seconds.

Leveling Bonus

For every Tank level you get:

+ 1 Defense

+ 0.1% Total Defense

+ 1000-20000 Seismic Wave Damage

+ 10 Absorption Health The Guided Sheep and Explosive Shot abilities can blow up the same things as Superboom TNT.

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:


 * Having a Revive Stone in their inventory prior to death.
 * Having a teammate use a Revive Stone.
 * Defeating the corresponding Wandering Soul in the Watcher boss fight.
 * By the Revive passive and Revive ghost ability of the Healer class.
 * Automatically after 15 seconds on Entrance, 45 seconds on Floor I, and 100 seconds on Floor II.

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.

At the end of the dungeon, a Score is assigned to the run depending on how much of the dungeon has been explored, the number of Secrets found, the number of times the players died, the number of puzzles failed, and the time taken to clear the dungeon. If the dungeon boss is completed, the player is offered up to 6 Dungeon Reward Chests, which contain rewards of loot and Essence and can be opened for a cost.

Trivia

 * The Dungeoneering skill is most likely a reference to the skill of the same name in RuneScape. In RuneScape, Dungeoneering is mainly leveled up in Daemonheim, where players complete randomly generated dungeons. Likewise, Dungeons uses similar mechanics possibly inspired by RuneScape's Dungeoneering skill.

Alpha Release Videos
던전