Your first run
There is one dungeon a day. Everybody on the server gets the same layout, the same element and the same boss. At midnight it is replaced.
To go in:
/dungeon runThat builds the day’s dungeon and drops you at its entrance. Your party has a private copy, however many other people are running theirs at the same time.
What you are carrying
Section titled “What you are carrying”Two things arrive in your inventory.
A compass, “Something is down there”, points at the boss lever rather than at north. A day’s maze runs to about 150 rooms across five floors, and without it you will spend the run looking for the fight.
A map draws the floor you are standing on, with the floor above sketched faintly over it. It is drawn for you personally, so a party member one storey up is not shown next to you. Anyone off the edge is pinned to the edge rather than disappearing.
What the day decides
Section titled “What the day decides”Each day has an element: fire, ice, earth, jungle or air. The monsters, the boss and the interesting half of the loot all come from it, which is what makes a run read as one place rather than a shuffle of unrelated rooms.
Getting out
Section titled “Getting out”There is a 90-minute limit so a forgotten run cannot hold a world open, and nothing pressures you before that.
Two ways out:
/dungeon leave, from anywhere, at any time. This ends your run.- The portal the boss opens when it dies, which returns you to the entrance so you can go back for chests. See The boss.
Leaving is per person. Someone else finishing does not pull you out.
Dying ends your run, though not your day. See Loot and shards.
When you cannot get in
Section titled “When you cannot get in”/dungeon run refuses if you have used today’s run and hold no shards. Check
with:
/dungeonwhich prints whether today’s daily is still available, how many shards you have, and what run you are in.