Player guide
Every run is scored out of 300 and graded D to S+. The dungeon changes every Monday, a harder week pays more, and the best chests are locked behind the grade you actually earned.
Dungeons are marked on the live map and each has a sign at its entrance showing whether it is open, who is inside, and how long until it resets. /dungeon list gives you the same thing in chat.
Woodland Manor is the one that is open now. It takes one to ten players and resets three days after it is cleared.
Click the sign to enter. Bring an mcMMO party - the dungeon scales to how many of you there are, and everything below is scored for the party as a whole, not per person.
The clock starts the first time anybody walks in on this cycle, not when the dungeon reset. A dungeon that reset at 3am and is first entered at 8pm is timed from 8pm.
| Skill - 100 | Full marks, less 2 for every death in the party. It floors at zero |
| Explore - 100 | 60 for chests opened, 40 for encounter rooms beaten |
| Speed - 100 | Full under the par time, then falling away the longer you take |
Past par you lose a point every 12 seconds at first, then every 24, then every 30, then every 40. The first minute over costs you 5 points; the twentieth costs 1. Being slow hurts, being very slow hurts less and less.
| D | 0 |
| C | 100 |
| B | 160 |
| A | 230 |
| S | 270 |
| S+ | 300 |
A bad run is still worth something
You get a title with your grade the moment you clear, and the breakdown in chat. Your best score on each dungeon is remembered.
Two affixes run together each week and change every Monday, on a published six-week rotation - so you can always see what is coming. /dungeon affix tells you what is live, and it is announced when you walk in.
| Fortified | Lesser enemies are far stronger. +10% |
| Tyrannical | Bosses are far stronger. +10% |
| Bolstering | A slain enemy empowers everything near it, stacking up to four times. +15% |
| Sanguine | The slain leave a pool that heals their allies standing in it. +15% |
| Volcanic | The ground erupts under anyone standing still. There is a warning. +20% |
| Storming | Whirlwinds drift through the halls, damaging and lifting you. +20% |
The percentage is added to the money the run pays. Two affixes multiply together, so a Volcanic and Storming week is +44%, not +20% - the hardest weeks really are the ones worth showing up for.
Some chests cost money and require a grade. They are sealed until the dungeon is actually cleared - there is no grade to check before that - and then they will tell you what they need.
| Sealed | You have not cleared it yet |
| Refused | Your grade was below what that chest asks for. It names what you scored |
| Charged | The price comes out on open, so bring money as well as a good run |
One priced chest per run - the rest are held for you
/dungeon claims lists them with/dungeon claim <number> opens one.A chest key buys you one extra claim from a run, up to three. Keys turn up in crates. A renamed lookalike will not work - the key is stamped, not just named.
Some chests are not chests. Open one and it may stand up, and it is carrying exactly the loot that was inside it - so what you were going to get is still what you get, you just have to fight for it now.
Six kinds, from something a first-week player can handle to one that belongs at the end of a dungeon. The slime is the awkward one: it will not let you walk away.
Nothing is ever lost to a mimic
/coinshop./rank. Torchbearer at 1 clear, Deathless at 200.| /dungeon | Your status and what you are in |
| /dungeon list | Every dungeon and whether it is open |
| /dungeon affix | This week's two affixes and the bonus |
| /dungeon claims | Your banked reward chests, with prices and time left |
| /dungeon claim <n> | Open one of them |
Two more dungeons are built and waiting to go live: The Great Tree, for two to eight players on a seven-day reset, and The Skyfall Ruin - six floating ruins, each harder than the last, with PvP on and a thirty-day lockout. Neither is open yet.