For the complete documentation index, see llms.txt. This page is also available as Markdown.

Dungeon Sword

The Dungeon Sword is a bound progression item used for automatic dungeon combat. Players can receive or refresh it with /dungeons sword.

Global sword rules

Edit settings/gameplay.yml: sword:

sword:
  slot: 0
  base-critical-chance: 0.0
  base-critical-damage: 1.50
  souls-per-attack: 1.0
  xp-base: 250.0
  xp-growth: 1.001
  max-level: 10000
  crystal-slots:
    '1': 1
    '50': 2
    '100': 3
  prevent-drop: true
  prevent-storage: true

slot is zero-based. With storage prevention enabled, the sword is kept in that exact hotbar slot and cannot be moved into unsupported inventories.

XP required for level N is calculated as:

Crystal socket milestones must start at level 1 and increase. The final socket count must match the number of crystal socket slots in menus/crystals.yml.

Skins and damage tiers

content/swords.yml defines the ordered skin catalogue. Each skin controls its display, material, optional custom model data, purchase currency, and damage tiers.

The order-1 skin and its first tier are always available to new players. Later tiers are bought in sequence, and a later skin requires the previous skin's progression.

Sword Attributes

content/sword-attributes.yml defines sequential, rebirth-gated attribute levels. Each level can add:

  • damage percent;

  • enchant proc percent;

  • Money, Souls, and Essence percent;

  • attack-speed reduction in milliseconds.

The number of configured levels must fit the slots in menus/sword-attributes.yml, and rebirth requirements must strictly increase.

  • menus/sword-skins.yml controls skin selection.

  • menus/sword-tiers.yml controls tier purchasing.

  • menus/sword-attributes.yml controls attribute presentation.

  • menus/sword-settings.yml controls player toggles.

  • language/messages/items.yml controls sword name and lore fragments.