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Dungeons: Difference between revisions

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== Entering a dungeon ==
== Entering a dungeon ==
Dungeons are launched from the dungeon entrance near spawn. Right-click a dungeon sign there to begin (admins can also use <code>/md play</code>).
Dungeons are launched from the dungeon entrance near spawn. Right-click a dungeon sign there to begin.


* '''Solo:''' you are sent straight into your own private instance.
* '''Solo:''' you are sent straight into your own private instance.

Latest revision as of 12:11, 21 July 2026

Dungeons are instanced player-versus-environment challenges on Prosperity SMP. One to four players enter a private copy of a dungeon, fight through custom monsters, defeat a boss, and earn rewards. Dungeons are the focus of the Hunter career and are graded by Hunter rank.

Entering a dungeon

Dungeons are launched from the dungeon entrance near spawn. Right-click a dungeon sign there to begin.

  • Solo: you are sent straight into your own private instance.
  • Party: the party leader starts the dungeon, each member confirms with /ready, and the whole group enters a shared instance together.

Dungeons work for both Java and Bedrock players.

Ranks

Dungeons are graded from E (easiest) to S (hardest), matching the Hunter rank system. Your Hunter rank is set by your Hunter job level:

Rank Hunter level
E 1
D 10
C 20
B 30
A 40
S 50

Higher-rank dungeons have tougher monsters and richer rewards. Leveling the Hunter job raises your rank and opens harder content. The E-rank dungeon is open now, with further ranks rolling out over time.

Parties

To run a dungeon as a group:

  1. Form a party with /party invite <player>; invited players accept with /party join <leader> or by clicking the chat prompt.
  2. The party leader starts the dungeon.
  3. Each member confirms with /ready; once everyone is ready, the party is teleported in together.

Up to four players can share a single dungeon instance.

Rewards

Defeating a dungeon's boss rewards every participating player with:

  • a cash bounty,
  • a loot crate (opened normally — no key needed), and
  • Hunter experience toward your next rank.

Monsters inside also drop materials. Reward payouts have a short cooldown, so dungeons are repeatable — though the wear your gear takes is the real cost of farming them.

Coming prepared

Dungeons are a serious fight. Bring full armor, a good weapon, plenty of food, and golden apples, and expect your equipment to take heavy durability damage on a full run. Death in a dungeon is a setback, so play carefully.

The first dungeon

The opening E-rank dungeon winds down through a flooded, abandoned mine and opens into a vast stone hall, where The Deepwarden — an ancient stone guardian — awakens. It calls reinforcements, slams the ground with a telegraphed shockwave, and turns more dangerous below half health. A solo player in full diamond gear can clear it with some effort; a party makes it smoother.

Tips

  • Rooms wake as you enter them — clear the monsters before pushing on.
  • Watch for the boss's slam wind-up and step out of the impact zone.
  • Skeletal archers are dangerous at range — close in or break line of sight.
  • Carry spare gear or repair materials; a full clear is hard on your equipment.

See also

  • Hunter — the dungeon-clearing career and rank system
  • Jobs — all six careers
  • Crates — the loot crates dungeons award
  • Getting started — new-player guide