Skip to content

Mechanics


A dungeon map is an item (KS_Dungeon_Map_Common … KS_Dungeon_Map_Legendary) named after its rarity, for example “Epic Dungeon Map”. Its details are shown in the hover tooltip (with DynamicTooltipsLib), in the maps window, with /ksdungeon mapinfo and in chat when you use the map. Picking up a map or a stone posts a short chat line, for example ”+ Rare Forest Ruins Map (Lvl 12)”.

Each map stores:

FieldMeaning
BiomeWhich biome the arena uses
RarityCommon, Uncommon, Rare, Epic or Legendary; sets the difficulty and the modifier cap
LevelTaken from the mob that dropped it
Quality1–100 %; scales every modifier value (from 0.5× to 1.5×)
SizeSmall, Medium, Large or Massive arena
ShapeCircular, Rectangular or Irregular
ModifiersUp to the rarity’s cap, about half prefixes and half suffixes
  • Open world: every regular mob kill has a chance to drop a map (mapDrops.chance, default 5 %). Higher rarities lean toward larger arenas, higher quality and more modifiers.
  • Bosses: a boss killed inside a dungeon always drops boss-tier maps, one per party member. Boss-tier maps are never Common (about 22 % Epic and 11 % Legendary).
  • Regular mobs inside a dungeon drop no maps.

Right-click a map, or select it in the maps window (/ksdungeon maps) and press Open Dungeon. The map is used up and the run starts with exactly the map’s values. Players already in a dungeon keep their map.

In the Crafting mode of the maps window, put three maps of the same rarity into the slots and press Combine. You get one map of the next rarity with new modifiers and the highest quality of the three. Legendary maps cannot be combined further.


The map’s rarity sets the difficulty. Runs started from the dungeon browser use the difficulty you pick there.

DifficultyMap rarityMob healthMob damageTeam lives
EasyCommon0.7×0.7×default + 2
NormalUncommon1.0×1.0×default
HardRare1.5×1.5×default − 1
HeroicEpic, Legendary2.0×2.0×default − 2

The default team lives come from dungeon.defaultTeamLives (3). A run always has at least one life.


ModifierKindRangeEffect in this build
Monster DamagePrefix10–100 %Mobs deal more damage to players in the run
Monster LifePrefix10–150 %Mobs have more health
Reduced TimePrefix10–40 %Shorter time limit
Monster SpeedPrefix5–40 %No effect yet
Monster Attack SpeedPrefix10–50 %No effect yet
Reduced HealingPrefix20–60 %No effect yet
Monster CountSuffix10–50 %More mobs
Elite ChanceSuffix5–30 %Some regular mobs spawn as elites
ExperienceSuffix10–50 %More tokens at the end of the run
Stone DropsSuffix5–30 %Higher stone drop chance inside the run
Item QuantitySuffix5–50 %No effect yet (item loot is not handed out yet)
Item RaritySuffix5–40 %No effect yet (item loot is not handed out yet)

The range is the rolled base value; the map’s quality then scales it between 0.5× and 1.5×.


Stones drop from any mob kill (stoneDrops.chance, default 2 %; inside a run the map’s Stone Drops suffix raises it). Right-click a stone to apply it to the first dungeon map in your inventory, or choose a map in the maps window and use Apply Stone. A stone is only used up when it changed something; for example a Regal Stone on a Legendary map stays in your inventory.

StoneEffect
Chaos StoneRe-rolls all modifiers
Regal StoneUpgrades the rarity by one tier
Cartographer StoneChanges the biome (always to a different one)
Alchemy StoneTurns a Common map into Uncommon with fresh modifiers
Scour StoneRemoves all modifiers
Mirror StoneDuplicates the map (extremely rare)
Annul StoneRemoves one random modifier
Exalt StoneAdds one modifier, up to the rarity cap

Every run is an open arena that is prepared for the party and removed afterwards.

  1. Surface — the first mob wave on the surface.
  2. Caves — when the surface is clear, a new wave spawns in the cave network below; follow the shaft down.
  3. Bosses — when the caves are clear, the biome’s bosses spawn at the center.
  4. Finale — bosses dead, the run completes.

Reinforcements arrive while a stage drags on. The time limit depends on the arena size (Small 20 min, Medium 40 min, Large 60 min, Massive 90 min) and the Reduced Time modifier.

The team shares its lives. A death costs one life; players skip the death screen and respawn automatically. When no lives are left, the run fails. /ksdungeon leave leaves a run early.

Runs are solo in this build. /ksdungeon party create and /ksdungeon party leave exist, but inviting other players is not available yet.


When a run is completed, every member gets a chat summary: time, deaths, score and rank. The score depends on time, deaths, the share of mobs killed and the difficulty.

Each member also receives dungeon tokens. The amount depends on difficulty, score, party size, arena size and the Experience suffix. Tokens are stored per player; there is no shop to spend them yet.

After a completed run the biome is marked as on cooldown for the party members (cooldown.defaultMinutes, default 30), and the dungeon browser shows “On cooldown” for it. In this build the cooldown is only shown; it does not block a new run.


With KyuubiSoft Achievements installed, finished runs send the triggers dungeon_complete_any, dungeon_complete_<biome>, dungeon_rarity_<rarity> and dungeon_no_death. Achievements ships “Dungeon Diver” achievements that use them.