Dungeon | |
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Dungeons are randomly generated rooms that contain monsters and rewards that scale as you make progress.
Overview
Dungeons are a series of randomly generated rooms that contain monsters and various rewards. Dungeons will include multiple floors that increase in difficulty as you progress. Dungeons are composed of enclosed, small rooms, with intricate architecture full of danger and secrets.
Throughout the Dungeon, you can find Blessings that can give various buffs to help you stay alive and kill mobs. In order to progress through some rooms you may encounter Mini Bosses and Starred Mobs. There are also Bosses at the end of the Dungeon Run. The Bosses are, Bonzo, Scarf, The Professor, Thorn, Livid, Sadan or Necron.
Rules And Tips
Dungeons have special gameplay rules that make things work differently than they do in the rest of SkyBlock.
- General Changes
- Combat Changes
- Enchantment Changes
- Gear Changes
- Death Rules
- Tips
- Wither Skull Hints
General Changes:
- Auto-pickup perk is disabled.
- You cannot warp to your Private Island.
- You cannot use the Auction House, Bazaar, or Anvil, even with a Booster Cookie active.
- Horses and other mounts cannot be spawned.
- Shops inside Dungeons take directly bank. You do not have a coin purse.
- Your drop key triggers your Ultimate Class Ability.
- Your drop stack key triggers your normal Class Ability.
- You gain 5 + 1% of your maximum
Mana every time you hit an enemy with a sword/bow.
- God Potions cannot be consumed.
- You can only consume up to 1 Potion per Dungeon run, with the exception of Stamina, Healing, and Mana Potions.
Combat Changes:
Enchantment Changes:
- Healing from the Vampirism Enchantment is nerfed 10x.
- The Venomous Enchantment's slowness effect is heavily nerfed.
Gear Changes:
- The Explosive Bow doesn't explode on impact.
Death Rules:
- Dying turns you into a Ghost, granting special abilities. Ghosts can be revived during the course of a Dungeon.
- If you leave during a Dungeon run, you can still return as a Ghost and be revived.
Tips:
- Try to use all 5 Classes in your party to gain Class bonuses!
- When opening doors, players playing as Tanks should go first. Opening doors is dangerous!
- Monsters with ﴾ ﴿ next to their name should be killed as soon as possible!
- Dungeons are filled with secrets. Keep your eyes peeled!
- Even if you die and become a Ghost, use your Ghost Abilities to help your team until you are revived!
- Always keep your Dungeon Orb in your hotbar! It magically adjusts to fit your Dungeon class, allowing you to activate class-specific abilities!
- Superboom TNT can be used to blow up cracked walls and crypts!
Wither Skull Hints
- You need a Wither Key to open this door!
- This is the way.
- That's a door, and I keep the door...there.
- Death awaits you on this path, and everywhere else to be fair
- If you didn't find the Wither Key yet, it probably means you need to go back!
- Monsters with a star next to their name have Wither Keys...sometimes.
Floors
Floors are the different "levels" a dungeon has. The higher the floor, the higher the difficulty. Almost every floor also has a Master Mode version which is unlocked after the final boss is beaten on normal difficulty.
To enter a floor, the player must have beaten the previous floor as well as meet the other requirements listed.
Catacombs Floors
Normal Mode | ||||
Floor | Boss | Dungeon Size | Requirements | Boss Description |
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Entrance | ![]() |
Tiny | Combat XV | This strange creature is roaming the Catacombs to add powerful adventurers to its collection. |
Floor I | ![]() |
Tiny | Catacombs I | Involved in the dark arts due to his parents' insistence. Originally worked as a Circus clown. |
Floor II | ![]() |
Small | Catacombs III | First of his class. His teacher said he will do "great things". |
Floor III | ![]() |
Small | Catacombs V | Despite his great technique, he failed the Masters exam three times. Works from 8 to 5. Cares about his students. |
Floor IV | ![]() |
Small | Catacombs IX | Powerful Necromancer that specializes in animals. Calls himself a vegetarian, go figure. |
Floor V | ![]() |
Medium | Catacombs XIV | Strongly believes he will become the Lord one day. Subject of mockeries, even from his disciples. |
Floor VI | ![]() |
Medium | Catacombs XIX | Necromancy was always strong in his family. Says he once beat a Wither in a duel. Likes to brag. |
Floor VII | ![]() |
Large | Catacombs XXIV | Disciples of the Wither King. Inherited the Catacombs eons ago. Never defeated, feared by anything living AND dead. |
Master Mode | ||||
Floor | Boss | Dungeon Size | Requirements | Boss Description |
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Floor I | ![]() |
Tiny | Catacombs XXIV | Involved in the dark arts due to his parents' insistence. Originally worked as a Circus clown. |
Floor II | ![]() |
Small | Catacombs XXVI | First of his class. His teacher said he will do "great things". |
Floor III | ![]() |
Small | Catacombs XXVIII | Despite his great technique, he failed the Masters exam three times. Works from 8 to 5. Cares about his students. |
Floor IV | ![]() |
Small | Catacombs XXX | Powerful Necromancer that specializes in animals. Calls himself a vegetarian, go figure. |
Floor V | ![]() |
Medium | Catacombs XXXII | Strongly believes he will become the Lord one day. Subject of mockeries, even from his disciples. |
Floor VI | ![]() |
Medium | Catacombs XXXIV | Necromancy was always strong in his family. Says he once beat a Wither in a duel. Likes to brag. |
Floor VII | ![]() |
Large | Catacombs XXXVI | Disciples of the Wither King. Inherited the Catacombs eons ago. Never defeated, feared by anything living AND dead. |
Generation
Dungeons generate as a series of rooms connected to each other through small doorways. Some of these doors are automatically unlocked, though some require a Wither or Blood Key to be unlocked.
Dungeons also generate in different sizes depending on the floor of the Dungeon. These dungeon sizes can be seen as follows:
Name | Dungeon Size |
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Tiny | 4x4 |
Small | 5x5 |
Medium | 5x6 and 6x6 (special rooms can generate outside of the 5x5 border) |
Large | 6x6 |
In order to go through doors that require a Wither or Blood Key, you must kill every mob in the room with a ﴾ ﴿ in their name. After all the mobs are killed, the key will spawn on the ground, and it can be picked up manually instantly or automatically after 10 seconds.
The Blood Room can be accessed after going through each room that requires a Blood Key to open. A Fairy Room will always generate in between the path to the entrance and blood room.
Map Locations
There are different types of rooms to explore as you go through the Catacombs floors.
A room with the minimum objectives completed will display a white 🗸 (checkmark) over it, while a fully completed room (with all secrets) will display a green 🗸 checkmark. A failed room will display a red X.
- Regular: There are several types of these rooms and they are needed to travel through the dungeon. There are 2x2, 1x1, 2x1, 3x1, 4x1 and L shaped rooms.
- Starting room: The starting room where Mort is and where the dungeon players queue up to start the dungeon.
- Fairy: A room with a healing pool and Fairies that drop Revive Stones once you kill them.
- Puzzle: A room that shows up on every floor that has the dungeon players do various tasks in order to complete the puzzle.
- Miniboss: A room that will either hold an Angry Archaeologist, Lost Adventurer, Frozen Adventurer, Shadow Assassin, or King Midas.
- Trap: A room that shows up on Floor 3 and higher that disables abilities and the player has to navigate through traps in order to complete the room.
- Blood: The final room before the boss, with The Watcher spawning in mobs the dungeon players must kill them all in order to pass into the Boss room.
Classes
Classes are the five different roles that the player can choose from at the beginning of a Dungeon. Each class has its own set of passive abilities, Dungeon Orb abilities, and ghost abilities.
Class Buff
Each class is the most effective if only one is present per dungeon. This is due to the class buffs a class receives at the start of a dungeon. If only one of each is present, the class buff each class receives is 100%.
For example, if there was one Berserk 20 in a dungeon run, they would have +20% additional throwing axe damage earned through their Berserk level + the 100% class buff, giving them +120% throwing axe damage.
Main Article: Classes
Class Name and Page | Description |
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Healer | The Healer's primary purpose is to provide healing and support to themselves and other players in the Dungeon. |
Mage | The Mage's primary purpose is to deal as much ![]() |
Berserk | The Berserk's primary purpose is to deal as much ![]() |
Archer | The Archer's primary purpose is to deal ![]() |
Tank | The Tank's primary purpose is to take the damage that other players in the Dungeon normally would. |
Blessings
Blessings are a type of stat buff that can be found in Dungeons.
Main Article: Blessings
Loot
Dungeon loot can be obtained through three different methods:
- From Dungeon Secrets
- From Dungeon Mob Drops
- From Dungeon Reward Chests
To view all of the loot obtainable from the Catacombs Dungeon, view this article:
Main Article: Catacombs Items
Bonus Stats
Items dropped from Dungeon Mobs can drop with different base stats. These stats depend on the floor they were dropped in, as well as a randomly generated number. There up are to 10 possible sets of base stats, which are referred to are "tiers".
The tiered stats are determined by the floor from which the item is obtained. Entrance floor drops count as Floor 1 drops for the "tier". If the floor is a Master Mode, then 3 tiers are added. You can find the stat for each tier on their respective pages.
Example Item Page: Ice Spray Wand
The base stats of items dropped from Dungeon Mobs can also be increased by up to 50%.
If the drop chance of the item is less than 1% or the bonus percentage is 50%, then only you can pick up the dropped item.
If the bonus percentage is 50%, the Rarity of the item is automatically upgraded.
Dungeon Items
Dungeon Items are items that are either obtainable from Dungeons or convertible into dungeon items. These items can have various stat boosts while in Dungeons depending on your Dungeoneering level as well as the amount of Dungeon and Master Stars applied on the item.
The Dungeoneering stat bonus only applies to its respect Dungeon type. And since the Catacombs are the only type of Dungeon in SkyBlock, this doesn't end up mattering anyways.
Both stat bonuses are applied separately and are multiplied on top of the player's final stat value. The stat bonuses for the item only modify the stats of the item, and do not affect other stat bonuses.
The following stats can be multiplied from the following sources in Dungeons:
From Dungeoneering and Stars | Just from Stars | Cannot be Multiplied |
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Formulas
The Dungeoneering stat bonus formula can be seen as follows:
For Dungeon and Master Stars, it's a little different. Each Dungeon Star grants a +10% stat bonus, meaning the maximum bonus from them is +50%. While in Master Mode, each Master Star grants a +5% bonus on top of the base +50% bonus, meaning the maximum bonus from them is +75%.
The Dungeon and Master Star formula can be seen as follows:
Death and Revive Mechanics
Ghosts
Ghost | |
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When a player dies in a Dungeon, they turn into what is called a Ghost. They can be seen by other players from the ghost texture on their head.
Ghosts can only interact with parts of the Dungeon through the use of Ghost Abilities. They can also damage fairies to revive themselves, but other than that, they can only assist their teammates using their ghost abilities.
Reviving Ghosts
There are 7 different ways that a player can be revived from being a ghost:
Method Users | Method |
---|---|
Alive Players | Starting the boss fight from entering the portal in the Blood Room |
Ghosts | Having a Revive Stone in your inventory before becoming a ghost |
Alive Players and Ghosts | Killing a Fairy in the Fairy Room or Catacombs Floor IV boss fight arena |
Alive Players | Using a Revive Stone |
Alive Players | Killing a Wandering Soul with the ghost's skin and name |
Alive Players | Using the Revive ability or passive ability from the Healer class |
Ghosts | Automatically reviving in the Catacombs Entrance, Floor I, and Floor II |
Completion Mechanics
Finishing
A Dungeon run is finished when one of the following events takes place:
Success or Fail | Method |
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Success | The Boss is defeated |
Fail | All players have turned into Ghosts or left |
Fail | 70 minutes have passed |
Scoring
Dungeon Scoring consists of 4 separate categories: Skill, Exploration, Speed, and Bonus. The three main categories, Skill, Exploration, and Speed, each have a score that ranges from 0 to 100. The Bonus score can vary depending on floor and Mayor perks but ranges from 0 to 17.
The Skill score ranges from 20 to 100, with 20 being the lowest score achievable. The Skill Score is calculated as such:
Each death counts as 2 points unless the player has a Legendary Spirit Pet, in which case the first death only loses 1 point.
The Exploration Score depends on the percentage of dungeon completed, along with the percentage of secrets achieved. It is calculated as such:
Where the percentage of needed secrets is:
The Speed Score depends on the time needed to complete the dungeon. It is calculated as such: <Check>
The bonus score can be increased through several means:
Method | Bonus Score Gained |
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Paul's EZPZ Perk | +10 |
Killing Crypt Undeads | +1 per kill, up to +5 |
Killing Mimics | +2, only on Floor VI and VII |
Score Rankings are dependent on the score achieved:
Ranking | Score Required |
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S+ | At least 300 |
S | At least 270 |
A | At least 230 |
B | At least 160 |
C | At least 100 |
D | Less than 100 |
Rewards
Dungeon Reward Chests are chests that spawn at the end of every Dungeons run. They come in up to six different tiers, which each one generally granting better rewards than its previous tiers.
Main Article: Dungeon Reward Chest
History
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July 7th, 2020 | Catacombs Release | Dungeons Added. |