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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.

DifficultyMob HealthMob DamageLives MultiplierModifiersToken Multiplier
Normal1.0x1.0x1.0x (5 lives)01.0x
Hard1.5x1.3x1.0x (5 lives)11.5x
Nightmare2.0x1.6x0.6x (3 lives)22.5x
Mythic3.0x2.0x0.4x (2 lives)34.0x

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

ModifierEffect
ThornsMobs reflect 15% of incoming damage back to the attacker
HasteMobs move 30% faster and attack 20% faster
DarknessReduced visibility range — fog and dimmed lighting
FragilePlayers take 25% increased damage from all sources
BountyLoot quantity increased by 50%, but team loses 1 extra life
VenomousMob attacks apply a poison effect (2s duration)
ArmoredMobs have 30% damage reduction
ExplosiveMobs explode on death, dealing area damage
FamineFood and potions are 50% less effective
EnragedMobs 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:

PhaseHealth ThresholdDescription
Phase 1100% - 66%Standard attacks, learning the mechanics
Phase 266% - 33%New attack patterns, environmental hazards activate
Phase 333% - 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.

SettingDescription
Default Lives5 (configurable in config.json)
Difficulty ScalingLives are multiplied by the difficulty's livesMultiplier
Bounty ModifierReduces lives by 1 if active
RespawnDead players respawn at the current room's entrance after 5 seconds
WipeIf all players are dead simultaneously, an extra life is consumed
Solo Play

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
ComponentCalculation
Base Score1000 points (configurable)
Kill Bonus10 points per mob killed
Time BonusUp to 500 points — scales linearly from timeBonusMaxSeconds to 0
Boss Bonus500 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

SourceAmount
Dungeon completionBase reward (50) x difficulty multiplier
Boss lootBonus tokens from boss loot table
Daily first clear2x 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>.