Dungeons

Dungeons are PvE raid activities in which a team of 1 to 5 players work together to defeat mobs within a procedurally generated series of rooms, ending in a BOSS fight. Players are rewarded based on their performance within the Dungeon with  Dungeoneering XP and items within chests. The rewards scale up with the difficulty of the Dungeon; the more difficult missions can drop some of the strongest items in the game.

Currently, the only released Dungeons are the The Catacombs and its MASTER MODE variant. Another two Dungeons have been hinted at, one with a forest theme and another with a desert theme, shown in the Dungeon Hub and Dungeoneering skill menu as "Not Coming Soon". A Kuudra section has taken the place of the desert themed section, making the status of the "Not Coming Soon" Dungeons unknown.

Normally, players must have a party of at least 2 players to start a dungeon run, with 2 exceptions regarding The Catacombs:

Completing a new dungeon floor (including in MASTER MODE) rewards SkyBlock XP.

Overview

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  • Dungeons consist of a series of connected rooms.
  • The main goal of each Dungeon run is to unlock each door, defeat A sprite icon representing The Watcher in Hypixel SkyBlock The Watcher then the BOSS. Along the way, hostile Dungeon Mobs will spawn.
  • Certain Dungeon Rooms will also contain special nolink=y items and Blessing buffs to help players accomplish their goal.

Mechanics

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Generation

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  • Each Dungeon is a series of rooms connected by doorways.
  • The path to the nolink=y Blood Room is always guarded by a series of nolink=y Wither Doors, and the nolink=y Blood Door at the end; the nolink=y Fairy Room will always generate along this path.
  • The size and number of rooms in each Dungeon depends on the listed size:
Dungeon Size Size in rooms Floors[2]
Tiny 4x4 The Catacombs - Entrance The Catacombs - Entrance
The Catacombs - Floor I The Catacombs - Floor I
Small 5x5 The Catacombs - Floor II The Catacombs - Floor II
The Catacombs - Floor III The Catacombs - Floor III
The Catacombs - Floor IV The Catacombs - Floor IV
Medium 5x6 The Catacombs - Floor V The Catacombs - Floor V
The Catacombs - Floor VI The Catacombs - Floor VI
Large 6x6 The Catacombs - Floor VII The Catacombs - Floor VII

Within each Dungeon, the following rooms will always generate:

  • "Special" rooms are always generated in 1x1 space, and generate at the end of a chain of connected rooms:
  • "Normal" rooms can generate in a 1x1, 1x2, 1x3, 1x4, 2x2 or L-shaped[3] space.


  • A Magical Map Magical Map of the Dungeon replaces the SkyBlock Menu SkyBlock Menu once the Dungeon begins, this is reverted upon entering the BOSS Room.
    • This map shows the location of all players, the rooms as well as their completion status :
      • ? on a gray background
      • Nothing: the room is uncleared.
      • : the room has been failed.
      • : the room has been cleared and at least 1 of its secrets are undiscovered.
      • : the room has been cleared and all its secrets have been discovered.
    • When Right Click or Left Click is pressed, it runs /sbmenu.

« Normal » Items and Dungeon Items

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Items are either "Normal" Items or Dungeon Items.

« Normal » Items

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"Normal" Items do not bear the DUNGEON mention.

  • Some of these can be converted into Dungeon Items (or "dungeonized") using Essence.
  • If a "Normal" item bearing a Slayer level requirement is dungeonized, it will instead use a  Dungeoneering level requirement in Dungeons.

Dungeon Items

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Dungeon Items bear the DUNGEON mention in their item type and are found in Dungeons.

While in Dungeons, Dungeon Items receive stat buffs according to the following factors, stacking additively:

Additive multiplier Type of source Source
1%5% Accessory General's Medallion General's Medallion, +1% per digit of Secrets found.
10%‎485% Skill  Dungeoneering
10%‎50% Stars: each Star is applied using Essence, for a +10% buff, up to 5 times.
5%‎25% Master Stars: each Master Star is applied using a Master Star and   Experience, for a +5% buff, up to 5 times.
This only applies in a harder version of Dungeons called MASTER-MODE.
Stats affected on Dungeon(ized) Items
Stat Factors Example
Health  Dungeoneering;
Stars and Master Stars
Sniper Helmet Sniper Helmet
Defense Bonzo's Mask Bonzo's Mask
Strength Flower of Truth Flower of Truth
Damage Giant's Sword Giant's Sword
Speed Shadow Fury Shadow Fury
Invalid stat name Livid Dagger Livid Dagger
Intelligence Precursor Eye Precursor Eye
Sea Creature Chance Chimera weapon using an Ammonite Pet Ammonite Pet
Pristine Previous Maxor's Helmet.png Maxor's Armor with a Perfect Topaz Gemstone Perfect Topaz Gemstone equipped
Mining Speed Chimera weapon using a Scatha Pet Scatha Pet
Mining Fortune
Farming Fortune[5] Chimera weapon using a Mooshroom Cow Pet Mooshroom Cow Pet
Magic Find Stars and Master Stars Weapon enchanted with Divine Gift
True Defense Astraea Astraea
Crit Chance Livid Dagger Livid Dagger
Attack Speed Zombie Soldier Cutlass Zombie Soldier Cutlass
Ferocity Valkyrie Valkyrie
Ability Damage Wither Goggles Wither Goggles
For the following stats, more info is needed[More Info Needed]:

Rules

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Certain mechanics are disabled within Dungeons:

    • warping to private islands;
    • using /ah, /et, /av, /bz, or their alternatives with the Cookie Buff on;
    • spawning Mounts.

Certain mechanics are tweaked within Dungeons:

  • General Changes:
    • Shops inside Dungeons take directly from the Purse, else from the Bank. The Purse is not displayed.
    • The Drop key triggers the Ultimate Class Ability. The Drop Stack keys trigger the Normal Class Ability.
    • The player gains 5 + 1% of their maximum Mana for every hit on an enemy with Melee strikes, bow hits and for the Mage class exclusively, its Mage Staff passive ability. This does not apply on Item Abilities (Guided Bat from the Spirit Sceptre Spirit Sceptre) and other Class abilities (Explosive Shot from Archer class).
  • Death Rules:
    • Dying does not remove Coins held in the Purse nor degrade the Piggy Bank Piggy Bank regardless of the Booster Cookie Booster Cookie status.
    • Dying turns the player into a Ghost, granting special Ghost abilities.
    • Ghosts can be revived during the course of a Dungeon.
    • If a player leaves during a Dungeon run, they can still return as a Ghost and be revived.
  • Potion rules:
    • Potions effects from outside of Dungeons are paused while in Dungeons.
    • Each player may only consume or splash 1 potion per Dungeon run.
    • Players can receive effects from multiple potions if they are splashed or consumed simultaneously.

Floors

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Each Dungeon contains a number of Floors. Each Floor is harder than the previous by about 50% and contains better loot.

Dungeon # of Floors
The Catacombs 8
The Catacombs MASTER-MODE 7

In order to enter a Floor, the player must have (A) successfully completed the previous Floor before at least once and (B) have the required  Dungeoneering level.

Floor Requirements
Floor Requirements Floor Requirements
Entrance  Combat XV (15)
Floor I  Catacombs I (1) Master Mode
Floor I
 Catacombs XXIV (24)
Floor II  Catacombs III (3) Master Mode
Floor II
 Catacombs XXVI (26)
Floor III  Catacombs V (5) Master Mode
Floor III
 Catacombs XXVIII (28)
Floor IV  Catacombs IX (9) Master Mode
Floor IV
 Catacombs XXX (30)
Floor V  Catacombs XIV (14) Master Mode
Floor V
 Catacombs XXXII (32)
Floor VI  Catacombs XIX (19) Master Mode
Floor VI
 Catacombs XXXIV (34)
Floor VII  Catacombs XXIV (24) Master Mode
Floor VII
 Catacombs XXXVI (36)

Classes

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Currently, there are five playable classes within Dungeons:

  • Healer - Uses their healing abilities and tools to keep the team alive and dealing Damage.
  • Berserk - Specialises in close-quarter combat, relying on Life Steal and high melee Damage to defeat enemies.
  • Mage - Relies on high Intelligence levels and magic Damage to shut enemies down with magic weapons. Its Mage Staff ability deals formidable single-target Damage from a safe distance.
  • Archer - Ranged weapons allow it to take down high-health enemies from a safe distance.
  • Tank - Keeps the team safe by drawing enemy attention away from and taking Damage on behalf of more vulnerable members of the team.

Each class gains class-specific buffs and abilities within Dungeons. The power of those buffs and abilities are increased by leveling up those classes. Class abilities can be used with the Dungeon Orb, or by pressing the drop (ultimate) or drop stack (regular) key with an Orb in inventory.

If within a Dungeon run there is only one instance of a class, the class buffs are increased by 100% of their base stats. For example, if a level 25 Archer (50% base extra arrow chance, 25% additional extra arrow chance from levels) is the only Archer in a run, their extra arrow chance will be increased to 125%.

Class Passives
Renew: Your healing abilities heal the target for 50% additional HP. Grants 1.5x Mending, which increases your healing on others.
Healing Aura: Passively heals all living teammates within a 8 block radius for 1% HP per second.
Revive: Spawns a fairy that follows you and uses it's energy to revives dead teammates, while no-one is dead it will stick around and provide support. Vanishes for 100 seconds after reviving a player.
Orbies: Enemies that you help kill have a 15% chance to drop an orb that anyone can pick up. The orb heals the player that picked it up and grants them a random buff.
Soul Tether: Clicking on a teammate creates a tether connecting yourself to them. Tethered teammates received 0.5% of your maximum Health as healing every second while they are within 30 blocks of you. Every 5 melee hits you deal while tethered will heal both players for 1% of their maximum Health.
Overheal: Healing a player that is full health will convert the healing into an absorption shield up to 20% of their Health. Dungeon Stone Abilities
Healing Circle: Launches a healing orb that creates a healing circle where it lands. The healing circle heals friendly players inside for 2% of their Health every second. Cooldown: 2 seconds
Wish: Heals everyone in your group to full health and grants them a shields for 20% of their maximum health. The cooldown is reduced by 10 seconds for every player below 25% health. Cooldown: 120 seconds Ghost Abilities
Healing Potion: Throw a potion which heals all teammates in a 10 block radius for 10% of their max health and +100 Health
Revive: Revive yourself after 50 seconds. Leveling Bonus
You can level up the Healer class while playing as a Healer or if you have a teammate that is Healer, you get some of its Healer XP as a team bonus. For every healer level you get:

  • +1% Renew Healing
  • +2 Ghost Healing Potion Health Restored
  • +0.4% Wish Shield Percent
  • -1 Revive Cooldown
  • +0.4% Overheal Maximum Shield
For every other healer level you also get:
  • +1% Ghost Healing aura Healing
And for every 5 Healer Levels you also get:
  • +0.1% Healing aura Healing
  • +0.5% Healing Circle Healing
  • +0.5 Healing Circle Radius
  • +1 Healing Circle Duration


Class Passives
Mage Staff: All your melee weapon attacks become ranged. Those attacks deal 30% of their melee Damage (increased by your Intelligence) up to 10 blocks, after which damage is reduced.
Formula for Mage Staff damage is: MeleeDamage×(0.3+0.0009×Intelligence)[6]
Efficient Spells: All abilities have a 25% shorter cooldown. Dungeon Stone Abilities
Guided Sheep: Shoots a Guided Sheep, dealing Damage based on your Mage level! Cooldown: 30 seconds
Thunderstorm: Unleash a Thunderstorm, striking enemies in a 10 block radius for 15 seconds, dealing Damage based on your Mage level! Cooldown: 500 seconds Ghost Abilities
Instant wall: Create a 5x3 wall at the block you are looking at which lasts for 10 seconds.
Fireball: Shoots a fireball, dealing Damage based on your Mage level! Leveling Bonus
You can level up the Mage class while playing as a Mage or if you have a teammate that is Mage, you get some of its Mage XP as a team bonus. For every Mage level you get:
  • +5 Intelligence
  • +500-10000 Guided Sheep Damage
  • +400-8000 Fireball Damage
  • +1000-20000 Thunderstorm Damage
For every other Mage level you also get:
  • +1% Cooldown Reduction

  • +40% Melee Damage
  • +30 Walk Speed

Class Passives
Bloodlust: Your next hit after killing a monster deals 20% increased Damage. This bonus will expire after 5 seconds. Ruduces the cooldown remaining on Throwing Axe by 1 second on activation. Heals you for 3% of your Health every melee hit.
Lust For Blood: Every time you hit an enemy, increases the Damage you deal to that enemy by 15% up to a maximum of 250%.
Indomitable: Gain 5% of your Strength as Defense.
Weapon Master: Your melee weapons hit up to 5 enemies within your Swing Range in a frontal cone. Increases your maximum Swing Range by 2 blocks. Dungeon Stone Abilities
Throwing Axe: Throw an Axe, dealing the same Damage as your highest hit in the last minute. Cooldown: 10 seconds
Ragnarok: Grants 100 Attack Speed, 400 Speed and 1.5x melee Damage increase for 15 seconds. Also summons 3 Zombie minions to aid you in battle! Cooldown: 60 seconds Ghost Abilities
Buff Potion: Throw a potion which temporarily gives all teammates in a 10 block radius +30 Strength
Ghost Axe: Throw an Axe, dealing Damage based on your Berserk level! Leveling Bonus
You can level up the Berserk class while playing as a Berserk or if you have a teammate that is Berserk, you get some of its Berserk XP as a team bonus. For every Berserk level you get:
  • +0.4% Melee Damage
  • +0.4% Bloodlust Damage
  • +1% Throwing Axe Damage
  • +250-25000 Ghost Axe Damage
  • +4000-400000 Ragnarok Summon Health
  • +0.6% Lust For Blood Damage Increase Per Hit
  • +0.1% Indomitable Strength to Defense
  • +0.1 Weapon Master Swing Range Increase
For every 5 Berserk levels you also get:
  • +0.4 Walk Speed
  • +2 Ghost Buff Potion Strength
  • +70% Lust For Blood Damage Increase Cap

  • +150% Arrow Damage
  • -25% Melee Damage

Class Passives
Doubleshoot: 50% chance to shoot a second arrow.
Bone Plating: Reduces your next incoming hit by 150 Damage (scales with Archer level and Crit Damage)
Bouncy Arrows: 0% change for your arrows to bounce to an additional target. Cooldown: 15 seconds Dungeon Stone Abilities
Explosive Shot: Shoots a volley of 3 Arrows that explodes on impact, dealing the same Damage as your highest bow hit in the last minute in a 4 block radius. Cooldown: 40 seconds
Rapid Fire: Shoots 5 Arrows per second for 5 seconds! Arrows deal 75.0% of your highest Bow hit in the last minute. Cooldown: 100 seconds Ghost Abilities
Stun Bow: Temporarily stuns any non-boss dungeon monster for a short period of time when shot. Cooldown: 10 seconds
Healing Bow: Shoot a teammate to heal them for 20% of their max HP and grant them +50 Strength for 10 seconds. Leveling Bonus
You can level up the Archer class while playing as a Archer or if you have a teammate that is Archer, you get some of its Archer XP as a team bonus. For every Archer level you get:
  • +1% Extra Arrow Change
  • +1.6% Arrow Damage
  • +2 Bouncy Arrow Change
For every 5 Archer levels you also get:
  • -2 Explosive Arrow Cooldown
For every 10 Archer levels you also get:
  • +1 Rapid Fire Duration


Class Passives
Protective Barrier: Grants 1.2x Defense. Upon falling below 50% Health, gain a 10% health absorption shield. Cooldown: 90 seconds
Taunt: Increases the chance for mobs to target you when you are above 25% HP.
Diversion: Divert 80% of the Damage taken by your teammates within 30 blocks around you.
Defensive Stance: Grants immunity to knockback from mobs. Dungeon Stone Abilities
Seismic Wave: A Seismic Wave emerges from underneath you and travels in a straight line. Deals 20000 + 10% Damage for every +50 Defense to any enemy in its path. Cooldown: 15 seconds
Castle of Stone: Fortifies your defense, reducing the Damage you take by 70% for 20 seconds. Also aggros all enemies in a 10 block radius. Cooldown: 150 seconds Ghost Abilities
Stun Potion: Throw a potion which temporarily stuns all monsters in a 10 block radius.
Absorption Potion: Throw a potion which gives all teammates in a 10 block radius 200 HP worth of absorption for 3 seconds. Leveling Bonus
You can level up the Tank class while playing as a Tank or if you have a teammate that is Tank, you get some of its Tank XP as a team bonus. For every Tank level you get:

The Guided Sheep, Explosive Shot and Seismic Wave abilities can blow up crypts and walls like Superboom TNT does.

Dungeon loot is obtained in three ways: from Secrets, dropped from mobs or bought from Dungeon Reward Chests.

Finishing, Scoring and Rewards

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The Dungeon is finished when one of the following occurs:

  • The Boss is defeated.
  • All players in the Dungeon have either died and become Ghosts or left the dungeon.
  • 60 minutes pass without defeating the Boss.
    • In practice, a few more minutes may be allowed before the run is forcibly failed.

Players need not complete every room or kill every mob to complete the dungeon.

At the end of the Dungeon, a Score is assigned to the run depending on how much of the Dungeon has been explored, the number of Secrets found, the number of times the players died, the number of puzzles failed and the time taken to clear the Dungeon. If the Dungeon boss is completed, the player is offered up to six Dungeon Reward Chests, which contain rewards of loot and Essence and can be opened for a cost.

Trivia

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  • The  Dungeoneering skill is most likely a reference to the skill of the same name in RuneScape, where it is mainly leveled up in Daemonheim, where players complete randomly generated dungeons. Likewise, Dungeons uses similar mechanics.
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History

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SkyBlock Prototype
Jun 27, 2019First tease of Dungeons in a since-deleted tweet from Hypixel.
Dec 18, 20190.7.5Mob AI technology for what would become the Lost Adventurer and Angry Archaeologist is showcased in a video.
Feb 21, 20200.7.6The overall gist and general mechanics of Dungeons are shared in the update post.
The release date for Dungeons is estimated to be "late March or early April".
May 19, 2020Dungeons testing begins on the Alpha Hypixel Network.
Jayavarmen posts a series of videos explaining the mechanics of Dungeons.
Jul 1, 20200.7.11Dungeons infrastructure released onto the main server.
The Catacombs and its 11 floors can be viewed in the Dungeon Hub.
Jul 7, 20200.8Released The Catacombs Dungeon.
Released Catacombs Entrance and Floors 1-3.
Jul 14, 2020Buffed berserker healing effect and melee damage.
Reduced the cooldown of the Tank Ultimate by 30 seconds
Players are now unable to ride pigs inside Dungeons
Combat level requirements now go up by 1 every floor
Added Boss Collections for all Catacombs bosses
Jul 15, 2020Arrows now bypass invulnerability frames in Dungeons.
Archer Rapid Fire arrows now have Aiming 1
Journal pages and Dungeon NPCs no longer count as secrets
Jul 16, 2020Added a queue system for entering Dungeons when servers are full.
Jul 17, 2020The Dungeon Map now shows 2 kinds of check marks: a white checkmark for when all required mobs have been slain, and a green checkmark for when all secrets have been found in a certain room.
Added a secret counter to the action bar
Containers now can only be opened once. After they are opened, they will remain opened instead of disappearing and their contents will drop on the ground.
Jul 30, 2020Added Catacombs Floor 4.
Added Ice Essence, which drops from Frozen Adventurers.
Changed mana regen in Dungeons. Players regenerate 90% less mana, but any hit on enemy mobs grants 1% + 5 mana.
Improved aggro system.
Fixed Berserk melee damage buff and Archer melee damage nerf applying to all damage types.
Unstable Lost Adventurers now deal lightning damage; Holy ones heal faster.
Mana regen ticks are now rounded up.
Non-mage mana regen debuff decreased to 75%.
Buffed passive mana regen for all classes: Mage to 20%, Tank and Berserk to 35%, Healer and Archer to 50%.
Added Frozen Adventurers to regular rooms, fixed an issue that was making them too tanky and gave them 1 extra Ice essence drop.
Aug 1, 2020Mort won't give Dungeon Orbs anymore in floor 3 and up if the player does not have one already.
Aug 7, 2020Added the Essence Shop, where players can buy perks for large amounts of Undead and Wither essence.
Players can now enter Catacombs level requirements not higher than their own when creating a party.
Mana regen for all classes reverted to 100%.
Mana on hit no longer applies to the mage staff.
Added magic damage resistance to Dungeon mobs: 10% for most melee, 30% for ranged, 50-80% for magic-type. Certain bosses and mini-bosses have this resistance. Chaos Guardian magic damage resistance reduced from 90% to 80%.
Archer's Explosive Shot now fires 3 arrows in an arc, and can blow up anything Superboom TNT can.
Archer now has an extra passive: Arrow Bounce Chance
Archer Bone Plating cooldown reduced by 5s
Healing Circle is now 1 block wider
Healers can sneak to activate their healing circle beneath them.
Activating the Healer ultimate when a teammate is in the red reduces the cooldown of the Wish by 10s per red health bars.
Berserk's Bloodlust used to increased the Base damage of their sword, it'll now apply post multipliers (essentially a large buff to bloodlust).
The damage scaling per level on every class ability is now 5 times higher. If a class ability would gain 1000 damage on level up, it now gains 5000 damage.
Entering the boss room now fully replenishes the mana pool and resets class ability cooldowns.
Sep 17, 20200.9.1Leaving a dungeon without killing the boss will now reduce the score by 30%
Added stats to Golden and Diamond boss heads. On their respective floor, their stats are doubled.
Dungeons stats are now added to the API
Added upgrades level 3 to 5 for a few Wither Essence shop perks.
Catacombs Floors 2, 3 and 4 are now approximately 5% easier
Added Catacombs Floor 5.
Starting Floor 5, obtaining an S+ rank will unlock the Bedrock chest, that can contain extremely strong items.
Killing mobs in the dungeons will now drop their loot client side.

Whenever a mob drops loot, the system now randomly distribute the item among eligible players. The killer, and all players within 20 blocks of the monster are all eligible for the roll.

Nearby players have a weight of 1, and the killer has a weight of 5 to be selected.
Oct 1, 20200.9.4Added Catacombs Floor 6.
The "Drop Arrow" archer ghost ability is changed to a bow that allows players to heal and buff their alive teammates.
Fixed an issue where the minimap would sometimes be cut on the sides.
Reviving will now replenish your mana fully.
Improved the UI of the Catacombs Menu and the icon of the Dungeoneering Skill.
Fixed a couple edge cases that would cause players to lose their inventory on respawn, and added debugs and alerts to monitor potential new edge cases.
Ghosts are now able to use abilities while in Danger rooms.
Oct 3, 2020End Stone Sword ability is now disabled in Dungeons.
Fixed exploit where players could use ender pearls to avoid entering boss rooms.
Nov 17, 20200.9.13Added Catacombs Floor 7.
The previously planned Catacombs floors 8, 9 and 10 are now canceled.
Catacombs floors 1-6 are now slightly easier.
Guided Sheep can now blow up anything Superboom TNT can.
Jan 6, 2021Flight exploit with Tarantula Boots in Catacombs Floor 7 boss room fully patched.
Jan 19, 2021Fixed exploit where the Mage ability cooldown reduction perk could apply outside of Dungeons.
Mar 30, 20210.11.3Released Catacombs Master Mode, Floors 1-5.
Added Catacombs level requirements to enter Catacombs Floors 1-7.
Added Diversion and Defensive Stance abilities to Tank.
+15s Castle of Stone duration (from 5s to 15s).
Changed Castle of Stone to reduce only 70% of damage instead of granting total invulnerability.
Added Orbies and Soul Tether abilities to Healer.
Added Bloodlust2 ability to Berserk.
Reduced Catacombs level requirements for many items. Click here to view the full list.
Reduced Essence upgrade costs for many items.
All current catacombs floor will grant more catacombs exp based on how many times that floor has been beaten, up to 150% extra exp granted on floors 1 to 5, up to 100% on floor 6 and up to 50% extra on floor 7.
Decreased damage of minibosses.
Life Steal and Drain are no longer nerfed in Dungeons.
Fixed Rabbit Hat jump boost exploit in Floor 7 boss room.
Fixed Lesser Orb of Healing and Spirit Mask not working in Dungeons.
Fixed a rare case where one could "complete" a class milestone without having the requirements for it.
Mar 31, 2021Renamed Bloodlust2 ability to Lust For Blood.
Added barrier blocks to Floor 5 boss room to prevent cheese strategies.
Ability Damage is no longer boosted by Catacombs levels.
Apr 21, 20210.11.4Released Catacombs Master Mode Floor 6.
Berserker's passive "Lust for Blood" is now half as effective when there is more than one berserker.
All master mode floors now have the same stacking completion EXP bonus as Regular Floor 7.
Mob loot in Master Mode is now stronger by 3 floors compared to normal mode.
Mar 1, 20220.12.3Added Maxor, Storm, and Goldor to Catacombs Floor 7.
Made multiple changes to Catacombs Floor 7.
Mar 2, 2022Released Catacombs Master Mode Floor 7.
Aug 21, 2022Disabled Dungeons due to an inventory wipe glitch.
Jun 14, 2023Fixed a few formatting issue on the scoreboard in Dungeons.
Jun 29, 2023Fixed menus closing unintentionally when a Dungeon starts.
Jul 12, 20230.19.1Fixed being able to write notes when creating a dungeon party for muted players.
Jul 18, 2023Fixed a few places in Dungeons not respecting nicks.
Aug 1, 20230.19.2Improved Dungeons tab list, mainly adding Milestone progress.
Spirit Leaping into the Ice puzzle room in Dungeons now places you at the room spawn instead of at the player location.
Aug 3, 2023Dungeons can now be re-joined directly if you accidentally leave SkyBlock by simply re-joining SkyBlock.
The party leader can now instantly requeue a Dungeons instance when it has finished by clicking on the prompt in chat displayed after the end of the instance.
The queuing system will now retry up to 3 times to queue you into an instance upon error or generation failure.
Players will now respawn with 3 seconds of invulnerability after being revived in Dungeons.
Players will no longer take damage before a Dungeon fight has started or after they have ended.
The Archer Ghost Stun Bow ability now actually works in Dungeons.
Telekinesis is now no longer disabled in Dungeons.
Additional checks have been put in to prevent players from skipping directly to the boss fight ("blood skipping").
Aug 8, 2023Fixed Dungeon party finder not changing floor setting again when trying to queue.
Aug 22, 20230.19.3Added an Auto Ready-Up option to Mort's interface.
All players will now be healed back to full HP when they enter a boss portal in dungeons.
Can now use Spirit Leap/Infinileap in Dungeon trap rooms.
Fixed Dungeon potions consumed during the run being removed when leaving and rejoining an instance.
Aug 25, 2023Fixed the cost of shiny gear and discs in dungeon chests.
Sep 26, 2023Fixed being able to join Dungeons Master Mode although not meeting the requirements.
Fixed fire ticks not being removed when teleporting to a Dungeon boss room.
Dungeon Chests now list Dungeon Chest Key in their cost when applicable.

References

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  1. If a player has the requirements to enter a floor in SOLO MODE, sometimes they will go into the floor and get to the Blood Room as fast as they can, and will kill A sprite icon representing The Watcher in Hypixel SkyBlock The Watcher's resurrected giants for their fragments as a money-making method, called "Frag Running". This is done on The Catacombs - Floor VII The Catacombs - Floor VII.
  2. This also applies to the respective MASTER MODE counterpart of each floor.
  3. L-shape refers to a 2x2 space subtracted by a 1x1 space
  4. A special case is the A sprite icon representing Mimic in Hypixel SkyBlock Mimic.
  5. https://imgur.com/a/zdkVOg9
  6. https://www.reddit.com/r/HypixelSkyblock/comments/lmvb5b/how_i_dealt_the_most_lethal_hit_ever_36_trillion/gny1o1o?utm_source=share&utm_medium=web2x&context=3

Alpha Release Videos

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