Dungeons are PvE raid activities in which a team of 1 to 5 players work together to defeat mobs within a procedurally generated series of rooms, ending in a boss fight. Players are rewarded based on their performance within the Dungeon with Dungeoneering XP and items within chests. The rewards scale up with the difficulty of the Dungeon; the more difficult missions can drop some of the strongest items in the game.
Currently, the only released Dungeons are the Catacombs and its Master Mode. Two other Dungeons have been hinted at with a desert and forest theme.
Normally, you must have a party of at least 2 players to start a dungeon run, with the exception of Ⓑ Bingo profiles. However, if you have completed Floor III and defeated The Professor, you may claim Saul's Recommendation and give it to Mort, who will then let you run dungeons alone.
If a player has the requirements to enter a floor solo, sometimes they will go into the floor and get to the blood room as fast as they can, and will kill The Watcher's resurrected giants for their fragments. This is how the money-making method "Frag Running" is done on Floor VII.
Completing a new dungeon floor (including Master Mode) rewards SkyBlock XP, which is used to level up an important stat called SkyBlock Levels.
Mechanics[]
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, then 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:
Dungeon Size | Size in rooms |
Tiny | 4x4 |
Small | 5x5 |
Medium | 5x6 6x6 |
Within each Dungeon, the following special rooms will always generate:
- Starting room - Green Room
- At least 2 puzzle rooms - Purple Room
- Mini-boss room - Yellow Room
- Fairy room - Pink Room
- Blood room - Red Room
- Trap room (Floor III+ only) - Orange Room
The rest of the space is filled in with normal rooms - Brown 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 a 1x1, 1x2, 1x3, 1x4, 2x2 or L-shaped space.
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 called Blessings, and adds to the score for that run.
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. When right-clicked, it functions as a SkyBlock Menu.
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 five stars to the item. Each star adds a 2-10% buff outside of Dungeons and 10%-50% inside the Dungeon. 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%. If a slayer item is converted into a Dungeon item with Essence, it can be used within Dungeons even if the player does not have Slayer level requirement of that item. Please note that all stats are boosted by the General's Medallion.
The following stats are boosted by both Dungeon levels and stars:
- ❤ Health (e.g. Sniper Helmet)
- ❈ Defense (e.g. Bonzo's Mask)
- ❁ Strength (e.g. Flower of Truth)
- ❁ Damage (e.g. Giant's Sword)
- ✦ Speed (e.g. Shadow Fury)
- ☠ Crit Damage (e.g. Livid Dagger)
- ✎ Intelligence (e.g. Precursor Eye)
- α Sea Creature Chance (e.g. Chimera Weapon with Ammonite Pet)
- ✧ Pristine (e.g. Previous Maxor's Armor with Topaz Gemstone equipped)
- ⸕ Mining Speed (e.g. Chimera Weapon with Scatha Pet)
- ☘ Mining Fortune (e.g. Chimera Weapon with a Pet that has a Quick Claw)
- ☘ Farming Fortune[1] (e.g. Chimera Weapon with Mooshroom Cow Pet)
The following stats are only boosted by stars:
- ✯ Magic Find (e.g. Divine Gift Weapon)
- ❂ True Defense (e.g. Astraea)
- ☣ Crit Chance (e.g. Livid Dagger)
- ⚔ Bonus Attack Speed (e.g. Zombie Soldier Cutlass)
- ⫽ Ferocity (e.g. Valkyrie)
- ๑ Ability Damage (e.g. Wither Goggles)
For the following stats, it is unknown how they are boosted:
- ♣ Pet Luck (e.g. Chimera Weapon with Endermite Pet)
- ☘ Foraging Fortune
Most Dungeon items, including converted items, require a certain Dungeon level to use. In addition, gear dropped from mobs from a Floor have the same Dungeon level requirement as the requirement to enter that Floor, but only in that Dungeon. For example, a Zombie Knight Armor piece dropped from Floor VII will require Catacombs 14 to use, as well as Catacombs 24 within the Catacombs.
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
- Bow hits
- Mage Staff ability (for Mage class)
- This does not apply to:
- Item abilities (Spirit Sceptre ability, etc.)
- Class abilities (Explosive Shot, etc.)
- The Purse is not displayed. The bonus from items buffed by the Purse (Emerald Blade, etc.) will not work. Shops in the Dungeon will first take from the purse, then directly from the player's bank.
- Any ✦ Speed above 100 is reduced by 2/3.
- The following enchantments are changed:
- Dragon Tracer is disabled.
- Healing from Vampirism is reduced 10x.
- Slowing effect from Venomous is reduced.
- The following items are changed:
- The item ability of the 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 Pet.
- Use /ah, /et, /av or /bz with the Cookie Buff on.
- Players may only consume or splash one 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 better loot.
Catacombs | 7 + 1 entrance |
Master Mode | 7 |
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 Floor V completion.
Classes[]
Currently, there are five playable classes within Dungeons:
- Healer - Uses their healing abilities and tools to keep the team alive and dealing ❁ Damage.
- Berserk - Specialises in close-quarter combat, relying on Life Steal and high melee ❁ Damage to defeat enemies.
- 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.
- Archer - Ranged weapons allow it to take down high-health enemies from a safe distance.
- 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 one instance of a class, the class buffs are increased by 100% of their base stats. For example, if a level 25 Archer (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%.
Class Passives
Renew: Your healing abilities heal the target for 50% additional ❤ HP. Grants 1.5x ☄ Mending, which increases your healing on others.
Healing Aura: Passively heals all living teammates within a 8 block radius for 1% ❤ HP per second.
Revive: 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.
Orbies: 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.
Soul Tether: 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.
Overheal: Healing a player that is full health will convert the healing into an absorption shield up to 20% of their ❤ Health.
Dungeon Stone Abilities
Healing Circle: 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. Cooldown: 2 Seconds
Wish: 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. Cooldown: 120 Seconds
Ghost Abilities
Healing Potion: Throw a potion which heals all teammates in a 10 block radius for 10% of their max health and +100 ❤ Health
Revive: 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
- +0.4% Wish Shield Percent
- -1 Revive Cooldown
- +0.4% Overheal Maximum Shield
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
Class Passives
Mage Staff: All your melee weapon attacks become ranged. Those attacks deal 30% of their melee ❁ Damage (increased by your ✎ Intelligence) up to 10 blocks, after which damage is reduced.
Formula for Mage Staff damage is: [2]
Efficient Spells: All abilities have a 25% shorter cooldown.
Dungeon Stone Abilities
Guided Sheep: Shoots a Guided Sheep, dealing ❁ Damage based on your Mage level! Cooldown: 30 Seconds
Thunderstorm: Unleash a Thunderstorm, striking enemies in a 10 block radius for 15 seconds, dealing ❁ Damage based on your Mage level! Cooldown: 500 Seconds
Ghost Abilities
Instant wall: Create a 5x3 wall at the block you are looking at which lasts for 10 seconds.
Fireball: 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
- +500-10000 Guided Sheep Damage
- +400-8000 Fireball Damage
- +1000-20000 Thunderstorm Damage
For every other Mage level you also get:
- +1% Cooldown Reduction
Class Passives
Bloodlust: Your next hit after killing a monster deals 20% increased ❁ Damage. This bonus will expire after 5 seconds. Ruduces the cooldown remaining on Throwing Axe by 1 second on activation. Heals you for 3% of your ❤ Health every melee hit.
Lust For Blood: Every time you hit an enemy, increases the ❁ Damage you deal to that enemy by 15% up to a maximum of 250%.
Indomitable: Gain 5% of your ❁ Strength as ❈ Defense.
Weapon Master: Your melee weapons hit up to 5 enemies within your Ⓢ Swing Range in a frontal cone. Increases your maximum Ⓢ Swing Range by 2 blocks.
Dungeon Stone Abilities
Throwing Axe: Throw an Axe, dealing the same ❁ Damage as your highest hit in the last minute. Cooldown: 10 Seconds
Ragnarok: Grants 100 ⚔ Bonus Attack Speed, 400 ✦ Speed and 1.5x melee ❁ Damage increase for 15 seconds. Also summons 3 Zombie minions to aid you in battle! Cooldown: 60 Seconds
Ghost Abilities
Buff Potion: Throw a potion which temporarily gives all teammates in a 10 block radius +30 ❁ Strength
Ghost Axe: Throw an Axe, dealing ❁ Damage based on your Berserk level!
Leveling Bonus
You can level up the Berserk class while playing as a Berserk or if you have a teammate that is Berserk, you get some of its Berserk XP as a team bonus.
For every Berserk level you get:
- +0.4% Melee Damage
- +0.4% Bloodlust Damage
- +1% Throwing Axe Damage
- +250-25000 Ghost Axe Damage
- +4000-400000 Ragnarok Summon Health
- +0.6% Lust For Blood Damage Increase Per Hit
- +0.1% Indomitable Strength to Defense
- +0.1 Weapon Master Swing Range Increase
For every 5 Berserk levels you also get:
- +0.4 Walk Speed
- +2 Ghost Buff Potion Strength
- +70% Lust For Blood Damage Increase Cap
Class Passives
Doubleshoot: 50% chance to shoot a second arrow.
Bone Plating: Reduces your next incoming hit by 150 ❁ Damage (scales with Archer level and ☠ Crit Damage)
Bouncy Arrows: 0% change for your arrows to bounce to an additional target. Cooldown: 15 Seconds
Dungeon Stone Abilities
Explosive Shot: Shoots a volley of 3 Arrows that explodes on impact, dealing the same ❁ Damage as your highest bow hit in the last minute in a 4 block radius. Cooldown: 40 Seconds
Rapid Fire: Shoots 5 Arrows per second for 5 seconds! Arrows deal 75.0% of your highest Bow hit in the last minute. Cooldown: 100 Seconds
Ghost Abilities
Stun Bow: Temporarily stuns any non-boss dungeon monster for a short period of time when shot. Cooldown: 10 Seconds
Healing Bow: Shoot a teammate to heal them for 20% of their max ❤ HP and grant them +50 ❁ Strength for 10 seconds.
Leveling Bonus
You can level up the Archer class while playing as a Archer or if you have a teammate that is Archer, you get some of its Archer XP as a team bonus.
For every Archer level you get:
- +1% Extra Arrow Change
- +1.6% Arrow ❁ Damage
- +2 Bouncy Arrow Change
For every 5 Archer levels you also get:
- -2 Explosive Arrow Cooldown
For every 10 Archer levels you also get:
- +1 Rapid Fire Duration
Class Passives
Protective Barrier: Grants 1.2x ❈ Defense. Upon falling below 50% ❤ Health, gain a 10% health absorption shield. Cooldown: 90 Seconds
Taunt: Increases the chance for mobs to target you when you are above 25% ❤ HP.
Diversion: Divert 80% of the ❁ Damage taken by your teammates within 30 blocks around you.
Defensive Stance: Grants immunity to knockback from mobs.
Dungeon Stone Abilities
Seismic Wave: A Seismic Wave emerges from underneath you and travels in a straight line. Deals 20000 + 10% ❁ Damage for every +50 ❈ Defense to any enemy in its path. Cooldown: 15 Seconds
Castle of Stone: Fortifies your defense, reducing the ❁ Damage you take by 70% for 20 seconds. Also aggros all enemies in a 10 block radius. Cooldown: 150 Seconds
Ghost Abilities
Stun Potion: Throw a potion which temporarily stuns all monsters in a 10 block radius.
Absorption Potion: Throw a potion which gives all teammates in a 10 block radius 200 ❤ HP worth of absorption for 3 seconds.
Leveling Bonus
You can level up the Tank class while playing as a Tank or if you have a teammate that is Tank, you get some of its Tank XP as a team bonus.
For every Tank level you get:
The Guided Sheep, Explosive Shot and Seismic Wave abilities can blow up crypts and walls like Superboom TNT does.
Loot[]
Dungeon loot is obtained in three ways: from Secrets, dropped from mobs or bought from Dungeon Reward Chests.
Death and Revival[]
In Dungeons, instead of dying, players become Ghosts, where they are invisible except for a ghost icon that follows them and is visible to other players. Players also become Ghosts if they leave and return to the dungeon for any reason. In the Ghost state, players can fly freely, but not through walls. They are unable to normally interact with the world, except for killing Fairies in order to revive themselves, and through the use of their respective Ghost Abilities.
In Ghost form, players are unable to use the majority of the features in the SkyBlock Menu, or warp out of the Dungeon. Ghosts cannot attack Dungeon Mobs, with the exception of through their Ghost Abilities. For additional ghost abilities, players can get the Spirit Sword and Spirit Bow, both of which appear in the player's hotbar when the player is dead, if they had the items beforehand. These are usable as normal. They also gain the Haunt ability, which teleports them to a chosen alive teammate. Ghosts are also able to view the Magical Map.
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.
- Killing a Fairy in a Fairy Room.
- 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.
- Entering a boss fight (all teammates in the dungeon are revived beforehand)
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 died and become Ghosts or left the dungeon.
- 70 minutes pass without defeating the Boss.
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 six 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, where it is mainly leveled up in Daemonheim, where players complete randomly generated dungeons. Likewise, Dungeons uses similar mechanics.
History[]
SkyBlock Prototype | ||
---|---|---|
June 27, 2019 | First tease of Dungeons in a since-deleted tweet from Hypixel. | |
Dec 18, 2019 | 0.7.5 | Mob AI technology for what would become the Lost Adventurer and Angry Archaeologist is showcased in a video. |
Feb 21, 2020 | 0.7.6 | The overall gist and general mechanics of Dungeons are shared in the update post. |
The release date for Dungeons is estimated to be "late March or early April". | ||
May 19, 2020 | Dungeons testing begins on the Alpha Hypixel Network. | |
Jayavarmen posts a series of videos explaining the mechanics of Dungeons. | ||
July 1, 2020 | 0.7.11 | Dungeons infrastructure released onto the main server. |
The Catacombs and its 11 floors can be viewed in the Dungeon Hub. | ||
July 7, 2020 | 0.8 | Released The Catacombs Dungeon. |
Released Catacombs Entrance and Floors 1-3. | ||
July 14, 2020 | Buffed berserker healing effect and melee damage. | |
Reduced the cooldown of the Tank Ultimate by 30 seconds | ||
Players are now unable to ride pigs inside Dungeons | ||
Combat level requirements now go up by 1 every floor | ||
Added Boss Collections for all Catacombs bosses | ||
July 15, 2020 | Arrows now bypass invulnerability frames in Dungeons. | |
Archer Rapid Fire arrows now have Aiming 1 | ||
Journal pages and Dungeon NPCs no longer count as secrets | ||
July 16, 2020 | Added a queue system for entering Dungeons when servers are full. | |
July 17, 2020 | The Dungeon Map now shows 2 kinds of check marks: a white checkmark for when all required mobs have been slain, and a green checkmark for when all secrets have been found in a certain room. | |
Added a secret counter to the action bar | ||
Containers now can only be opened once. After they are opened, they will remain opened instead of disappearing and their contents will drop on the ground. | ||
July 30, 2020 | Added Catacombs Floor 4. | |
Added Ice Essence, which drops from Frozen Adventurers. | ||
Changed mana regen in Dungeons. Players regenerate 90% less mana, but any hit on enemy mobs grants 1% + 5 mana. | ||
Improved aggro system. | ||
Fixed Berserk melee damage buff and Archer melee damage nerf applying to all damage types. | ||
Unstable Lost Adventurers now deal lightning damage; Holy ones heal faster. | ||
Mana regen ticks are now rounded up. | ||
Non-mage mana regen debuff decreased to 75%. | ||
Buffed passive mana regen for all classes: Mage to 20%, Tank and Berserk to 35%, Healer and Archer to 50%. | ||
Added Frozen Adventurers to regular rooms, fixed an issue that was making them too tanky and gave them 1 extra Ice essence drop. | ||
Aug 1, 2020 | Mort won't give Dungeon Orbs anymore in floor 3 and up if the player does not have one already. | |
Aug 7, 2020 | Added the Essence Shop, where players can buy perks for large amounts of Undead and Wither essence. | |
Players can now enter Catacombs level requirements not higher than their own when creating a party. | ||
Mana regen for all classes reverted to 100%. | ||
Mana on hit no longer applies to the mage staff. | ||
Added magic damage resistance to Dungeon mobs: 10% for most melee, 30% for ranged, 50-80% for magic-type. Certain bosses and mini-bosses have this resistance. Chaos Guardian magic damage resistance reduced from 90% to 80%. | ||
Archer's Explosive Shot now fires 3 arrows in an arc, and can blow up anything Superboom TNT can. | ||
Archer now has an extra passive: Arrow Bounce Chance | ||
Archer Bone Plating cooldown reduced by 5s | ||
Healing Circle is now 1 block wider | ||
Healers can sneak to activate their healing circle beneath them. | ||
Activating the Healer ultimate when a teammate is in the red reduces the cooldown of the Wish by 10s per red health bars. | ||
Berserk's Bloodlust used to increased the Base damage of their sword, it'll now apply post multipliers (essentially a large buff to bloodlust). | ||
The damage scaling per level on every class ability is now 5 times higher. If a class ability would gain 1000 damage on level up, it now gains 5000 damage. | ||
Entering the boss room now fully replenishes the mana pool and resets class ability cooldowns. | ||
Sep 17, 2020 | 0.9.1 | Leaving a dungeon without killing the boss will now reduce the score by 30% |
Added stats to Golden and Diamond boss heads. On their respective floor, their stats are doubled. | ||
Dungeons stats are now added to the API | ||
Added upgrades level 3 to 5 for a few Wither Essence shop perks. | ||
Catacombs Floors 2, 3 and 4 are now approximately 5% easier | ||
Added Catacombs Floor 5. | ||
Starting Floor 5, obtaining an S+ rank will unlock the Bedrock chest, that can contain extremely strong items. | ||
Killing mobs in the dungeons will now drop their loot client side.
Whenever a mob drops loot, the system now randomly distribute the item among eligible players. The killer, and all players within 20 blocks of the monster are all eligible for the roll. Nearby players have a weight of 1, and the killer has a weight of 5 to be selected. | ||
Oct 1, 2020 | 0.9.4 | Added Catacombs Floor 6. |
The "Drop Arrow" archer ghost ability is changed to a bow that allows players to heal and buff their alive teammates. | ||
Fixed an issue where the minimap would sometimes be cut on the sides. | ||
Reviving will now replenish your mana fully. | ||
Improved the UI of the Catacombs Menu and the icon of the Dungeoneering Skill. | ||
Fixed a couple edge cases that would cause players to lose their inventory on respawn, and added debugs and alerts to monitor potential new edge cases. | ||
Ghosts are now able to use abilities while in Danger rooms. | ||
Oct 3, 2020 | End Stone Sword ability is now disabled in Dungeons. | |
Fixed exploit where players could use ender pearls to avoid entering boss rooms. | ||
Nov 17, 2020 | 0.9.13 | Added Catacombs Floor 7. |
The previously planned Catacombs floors 8, 9 and 10 are now cancelled. | ||
Catacombs floors 1-6 are now slightly easier. | ||
Guided Sheep can now blow up anything Superboom TNT can. | ||
Jan 6, 2021 | Flight exploit with Tarantula Boots in Catacombs Floor 7 boss room fully patched. | |
Jan 19, 2021 | Fixed exploit where the Mage ability cooldown reduction perk could apply outside of Dungeons. | |
Mar 30, 2021 | 0.11.3 | Released Catacombs Master Mode, Floors 1-5. |
Added Catacombs level requirements to enter Catacombs Floors 1-7. | ||
Added Diversion and Defensive Stance abilities to Tank. | ||
+15s Castle of Stone duration (from 5s to 15s). | ||
Changed Castle of Stone to reduce only 70% of damage instead of granting total invulnerability. | ||
Added Orbies and Soul Tether abilities to Healer. | ||
Added Bloodlust2 ability to Berserk. | ||
Reduced Catacombs level requirements for many items. Click here to view the full list. | ||
Reduced Essence upgrade costs for many items. | ||
All current catacombs floor will grant more catacombs exp based on how many times that floor has been beaten, up to 150% extra exp granted on floors 1 to 5, up to 100% on floor 6 and up to 50% extra on floor 7. | ||
Decreased damage of minibosses. | ||
Life Steal and Syphon are no longer nerfed in Dungeons. | ||
Fixed Rabbit Hat jump boost exploit in Floor 7 boss room. | ||
Fixed Lesser Orb of Healing and Spirit Mask not working in Dungeons. | ||
Fixed a rare case where one could "complete" a class milestone without having the requirements for it. | ||
Mar 31, 2021 | Renamed Bloodlust2 ability to Lust For Blood. | |
Added barrier blocks to Floor 5 boss room to prevent cheese strategies. | ||
๑ Ability Damage is no longer boosted by Catacombs levels. | ||
Apr 21, 2021 | 0.11.4 | Released Catacombs Master Mode Floor 6. |
Berserker's passive "Lust for Blood" is now half as effective when there is more than one berserker. | ||
All master mode floors now have the same stacking completion EXP bonus as Regular Floor 7. | ||
Mob loot in Master Mode is now stronger by 3 floors compared to normal mode. | ||
Mar 1, 2022 | 0.12.3 | Added Maxor, Storm, and Goldor to Catacombs Floor 7. |
Made multiple changes to Catacombs Floor 7. | ||
Mar 2, 2022 | Released Catacombs Master Mode Floor 7. | |
Aug 21, 2022 | Disabled Dungeons due to an inventory wipe glitch. | |
June 14, 2023 | Fixed a few formatting issue on the scoreboard in Dungeons. | |
June 29, 2023 | Fixed menus closing unintentionally when a Dungeon starts. | |
July 12, 2023 | 0.19.1 | Fixed being able to write notes when creating a dungeon party for muted players. |
July 18, 2023 | Fixed a few places in Dungeons not respecting nicks. | |
Aug 1, 2023 | 0.19.2 | Improved Dungeons tab list, mainly adding Milestone progress. |
Spirit Leaping into the Ice puzzle room in Dungeons now places you at the room spawn instead of at the player location. | ||
Aug 3, 2023 | Dungeons can now be re-joined directly if you accidentally leave SkyBlock by simply re-joining SkyBlock. | |
The party leader can now instantly requeue a Dungeons instance when it has finished by clicking on the prompt in chat displayed after the end of the instance. | ||
The queuing system will now retry up to 3 times to queue you into an instance upon error or generation failure. | ||
Players will now respawn with 3 seconds of invulnerability after being revived in Dungeons. | ||
Players will no longer take damage before a Dungeon fight has started or after they have ended. | ||
The Archer Ghost Stun Bow ability now actually works in Dungeons. | ||
Telekinesis is now no longer disabled in Dungeons. | ||
Additional checks have been put in to prevent players from skipping directly to the boss fight ("blood skipping"). | ||
Aug 8, 2023 | Fixed Dungeon party finder not changing floor setting again when trying to queue. | |
Aug 22, 2023 | 0.19.3 | Added an Auto Ready-Up option to Mort's interface. |
All players will now be healed back to full HP when they enter a boss portal in dungeons. | ||
Can now use Spirit Leap/Infinileap in Dungeon trap rooms. | ||
Fixed Dungeon potions consumed during the run being removed when leaving and rejoining an instance. | ||
Aug 25, 2023 | Fixed the cost of shiny gear and discs in dungeon chests. | |
Sep 26, 2023 | Fixed being able to join Dungeons Master Mode although not meeting the requirements. | |
Fixed fire ticks not being removed when teleporting to a Dungeon boss room. | ||
Dungeon Chests now list Dungeon Chest Key in their cost when applicable. |
References[]
Alpha Release Videos[]
Dungeons | |||||||
---|---|---|---|---|---|---|---|
List of Dungeons |
| ||||||
NPCs |
| ||||||
Mobs | |||||||
Classes | |||||||
Locations | |||||||
Mechanics |