Table of contents
Dungeons
A dungeon is group content with a fixed structure: you enter an arena, survive three waves, defeat the boss, and receive loot. Anyone who dies is out — one life per player.
/dungeon opens the overview, /dungeon <Name> starts directly. /dungeon status shows the current run, /dungeon leave aborts.
The Rules
| Players | 1 to 5 |
| Lives | 1 per player |
| Time limit | 30 minutes |
| Pause between waves | 6 seconds |
| Cooldown after a run | 60 minutes |
Each dungeon has several pre‑built arenas. A running round occupies one of them exclusively — you’ll never be in each other group’s way. After finishing or aborting you return to the spawn.
The three Dungeons
Verlorene Mine
The entry. Recommended Powerlevel: 150.
Waves of zombies, skeletons and cave spiders; from wave 2 witches join, and in wave 3 husks and strays. At the end awaits Minenvogt Kaelen — a Wither skeleton with 450 health and just under double damage.
Reward: 35,000 Coins, 2,500 XP, plus diamonds, netherite scrap pieces and enchanted golden apples.
Wither Zitadelle
Recommended Powerlevel: 450.
Wither skeletons, hoglins and magma cubes, later piglin brutes and ghasts. The boss is Erzfürst Malakor, a Wither with 1,200 health and more than double damage.
Reward: 100,000 Coins, 10,000 XP, plus netherite ingots, Totem of Undying and Wither skeleton skulls.
Schatten-Hort
The endgame. Recommended Powerlevel: 800.
Endermen, phantoms and shulkers, then evokers, vindicators and ravagers. At the end stands Schatten-Drache Veylor — an Ender dragon with 2,500 health and almost triple damage.
Reward: 250,000 Coins, 25,000 XP, plus dragon egg, Elytra and Heavy Core.
Preparation
- Go as a Party. Five people are far more than five times a single player, because the boss does not scale with you.
- One life means one life. No
/back, no second chance in the same run. Totem and Phoenix Rebirth are worth their weight. - The Powerlevel recommendation is serious. Going into the Schatten-Hort with 150 is not a challenge, just an hour of cooldown for nothing.
The 60‑minute cooldown runs even after an abort. /dungeon leave saves your gear, but not your schedule.
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