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: trueslot 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.
Related presentation
menus/sword-skins.ymlcontrols skin selection.menus/sword-tiers.ymlcontrols tier purchasing.menus/sword-attributes.ymlcontrols attribute presentation.menus/sword-settings.ymlcontrols player toggles.language/messages/items.ymlcontrols sword name and lore fragments.
Always validate after changing socket counts, tier ordering, or attribute levels because those values are checked against menu capacity.