Mechanics
This page explains the core gameplay mechanics of KS Dungeons.
Difficulty System
Every dungeon run is started at a chosen difficulty. Higher difficulties increase mob stats, reduce team lives, apply more modifiers, and yield better rewards.
| Difficulty | Mob Health | Mob Damage | Lives Multiplier | Modifiers | Token Multiplier |
|---|---|---|---|---|---|
| Normal | 1.0x | 1.0x | 1.0x (5 lives) | 0 | 1.0x |
| Hard | 1.5x | 1.3x | 1.0x (5 lives) | 1 | 1.5x |
| Nightmare | 2.0x | 1.6x | 0.6x (3 lives) | 2 | 2.5x |
| Mythic | 3.0x | 2.0x | 0.4x (2 lives) | 3 | 4.0x |
Difficulties can be unlocked progressively — clearing a biome on Normal unlocks Hard for that biome, and so on. Configure unlock requirements in the biome config.
Modifiers
Modifiers are random gameplay changes applied at the start of a run. The number of modifiers depends on the difficulty tier. Players see active modifiers on the dungeon HUD.
Available Modifiers
| Modifier | Effect |
|---|---|
| Thorns | Mobs reflect 15% of incoming damage back to the attacker |
| Haste | Mobs move 30% faster and attack 20% faster |
| Darkness | Reduced visibility range — fog and dimmed lighting |
| Fragile | Players take 25% increased damage from all sources |
| Bounty | Loot quantity increased by 50%, but team loses 1 extra life |
| Venomous | Mob attacks apply a poison effect (2s duration) |
| Armored | Mobs have 30% damage reduction |
| Explosive | Mobs explode on death, dealing area damage |
| Famine | Food and potions are 50% less effective |
| Enraged | Mobs below 30% health deal double damage |
Custom Modifiers
Add custom modifiers via the modifiers.json config file:
{
"id": "custom_gravity",
"name": "Low Gravity",
"description": "Reduced gravity — higher jumps but slower falling.",
"icon": "modifier_gravity.png",
"effects": [
{ "type": "PLAYER_STAT", "stat": "gravity", "operation": "MULTIPLY", "value": 0.5 }
]
}
Modifier Scoring
Each active modifier grants a 25% score multiplier bonus. A Mythic run with 3 modifiers adds 75% to the final score, rewarding players who take on greater challenges.
Boss Encounters
Each biome features a unique boss fight as the final room. Bosses have multi-phase mechanics that change at health thresholds.
Boss Phases
Bosses transition through phases at specific health percentages:
| Phase | Health Threshold | Description |
|---|---|---|
| Phase 1 | 100% - 66% | Standard attacks, learning the mechanics |
| Phase 2 | 66% - 33% | New attack patterns, environmental hazards activate |
| Phase 3 | 33% - 0% | Enraged — faster attacks, more damage, ultimate ability |
Boss Mechanics
Each boss has unique mechanics tied to its biome:
- Stone Golem (Caverns) — ground slam AoE, rock throw, summons minions at Phase 2
- Ancient Treant (Jungle) — vine grab, poison cloud, root wall at Phase 2
- Frost Wyrm (Frost) — ice breath cone, freeze debuff, blizzard arena at Phase 2
- Void Sentinel (Void) — teleport strike, gravity well, platform destruction at Phase 2
- Lich King (Undead) — soul drain, skeleton summons, resurrection mechanic at Phase 2
Boss Loot
Boss loot is guaranteed — every player in the party receives loot from the boss table. Higher difficulties add exclusive items to the boss loot pool (configured via minDifficulty in loot tables).
Team Lives
Dungeon runs use a shared team lives pool. When a player dies, the team loses one life. If the pool reaches zero, the run fails.
| Setting | Description |
|---|---|
| Default Lives | 5 (configurable in config.json) |
| Difficulty Scaling | Lives are multiplied by the difficulty's livesMultiplier |
| Bounty Modifier | Reduces lives by 1 if active |
| Respawn | Dead players respawn at the current room's entrance after 5 seconds |
| Wipe | If all players are dead simultaneously, an extra life is consumed |
Solo players receive the full team lives pool. The system is balanced for parties but fully functional for solo runs.
Scoring
Each dungeon run receives a score based on performance. Scores are tracked on the server-wide leaderboard.
Score Calculation
Final Score = (Base Score + Kill Bonus + Time Bonus + Boss Bonus - Death Penalty) x Modifier Multiplier
| Component | Calculation |
|---|---|
| Base Score | 1000 points (configurable) |
| Kill Bonus | 10 points per mob killed |
| Time Bonus | Up to 500 points — scales linearly from timeBonusMaxSeconds to 0 |
| Boss Bonus | 500 points for defeating the boss |
| Death Penalty | -50 points per team death |
| Modifier Multiplier | +25% per active modifier (e.g., 3 modifiers = 1.75x) |
Leaderboard
Scores are tracked per biome and difficulty:
- Personal best per player per biome/difficulty combination
- Server leaderboard shows top 100 runs
- Party runs — all members share the same score
Tokens
Dungeon Tokens are a currency earned by completing dungeon runs. They can be spent in the dungeon shop for exclusive items.
Earning Tokens
| Source | Amount |
|---|---|
| Dungeon completion | Base reward (50) x difficulty multiplier |
| Boss loot | Bonus tokens from boss loot table |
| Daily first clear | 2x token bonus on first completion each day |
Spending Tokens
Tokens are spent through the dungeon shop UI (accessible via /ksdungeon open):
- Exclusive cosmetic items
- Consumables and potions
- Lootbags tied to dungeon biomes
- Upgrade materials
Token Balance
View your balance with /ksdungeon tokens. Admins can manage tokens with /ksdungeon admin give tokens <player> <amount>.