v1.7.0: Dungeons and Power
22 October 2026
Dungeons: the Sunken Crypt
Section titled “Dungeons: the Sunken Crypt”Cross the new bridge west of the Spire camp to the Delver’s Gate and meet Orla Deepwatch, the Delver.
- The Sunken Crypt is open: the Ossuary, a Flooded Hall, the Tide Warden, the Sluice (pull the levers to lift the gates) and the Drowned King, who floods his throne room twice. Climb the tiers or the undertow drags at you.
- Four difficulties: Initiate (new players, about 5 minutes), Easy, Normal (after an Easy clear) and Hard (after a Normal clear).
- Alone or up to 4. Enemies get tougher with more of you.
- Checkpoints: if you fall you come back at the last one. If everyone falls during a boss, that fight starts over. You keep your items.
- Loot: set armour comes only from the vault chest at the end. Delver’s gear can turn up along the way, and the Tide Warden always drops some. Every clear pays Stardust, Cinders and Rift Shards; your first clear of each difficulty each day pays extra. Hard can drop a Riftforge mod.
- Mentor bonus: veterans who bring a newer player through Initiate or Easy get extra once a day.
- The Copper Depths and the Pale Labyrinth are still sealed. They’re coming in a later update.
Power and Gear Stats
Section titled “Power and Gear Stats”- Power: every weapon and armour piece has Power. Iron is 10, diamond 20, netherite 30, and dungeon gear goes higher. Your Power is your armour plus your best weapon, averaged. Higher Power than an enemy’s Level means you hit harder and take less. Type /power.
- Ordinary mobs in survival, mining, the Nether and the End never punish low Power. They only stop being a challenge as you gear up. Dungeons, the Spire and world bosses have real Levels.
- Stats: dungeon gear rolls random stats in three families. They aren’t classes; mix them for the role you want:
- Tank: Fortitude, Rage, Steadfast, Vigor
- DPS: Ferocity, Precision, Executioner, Marksman
- Support: Lifelink, Bastion, Rally, Potency
- Stats work everywhere on Main, survival included. Support stats help your dungeon or Spire group, or players near you (never in a duel). Each stat has a cap. /power shows your role mix.
- Aggro: in dungeons, the Spire and world bosses, enemies go for whoever has the most threat. Rage builds more threat. Out-damage the tank and the boss turns on you.
- Tidebound set: 2 pieces give long breath underwater; 4 pieces give tridents +15% damage.
Gear No Longer Breaks
Section titled “Gear No Longer Breaks”- On Main, gear works like the elytra now: at 1 durability it doesn’t break, it just stops working (no armour, enchantments, Power, stats or mods) until you repair it at an anvil or with Mending. Mending and curses stay on a worn-out item.
- A worn-out item can’t go in a grindstone or smithing table, and goes on the left side of an anvil to repair.
- Anything already at exactly 1 durability will show as worn out after this update.
- Auto-refill no longer swaps in a new tool, since tools don’t break any more.
The Delver’s Path
Section titled “The Delver’s Path”- After Orin’s tour, Orin sends you on to Orla: five steps, paid one by one (Stardust, Rift Shards, an Uncommon and a Rare key), ending with the title [Delver]. Players who already finished the tour can start it right away.
- New topics: /help dungeons and /help gear.
Anarchy is unchanged.
