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Towers

Tower dungeons chain multiple dungeon templates into one run.

dungeon-type: tower
tower-stage-type: first
next-dungeon: "tower_floor_2"

Stage Types

Type Meaning
first Entry point. Can be opened by command and may have entry costs.
middle Intermediate chain stage between the first and last dungeon.
last Final tower dungeon. Completing it completes the tower.

Tower Chains

Tower chains can be short or span several floors:

FIRST -> LAST
FIRST -> MIDDLE -> LAST
FIRST -> MIDDLE -> MIDDLE -> ... -> LAST

FIRST and every MIDDLE stage must define next-dungeon. LAST ends the chain and ignores next-dungeon.

Behavior

  • Players open only the FIRST dungeon directly.
  • Completing FIRST moves the same party into next-dungeon.
  • Completing a MIDDLE stage moves the same party into its own next-dungeon.
  • FIRST and MIDDLE use tower transition messages instead of normal completion messages.
  • Completing LAST completes the tower and sends players to exit.
  • Failure in any tower stage fails the whole tower.
  • Entry costs are allowed only on FIRST.

Floor Cooldowns

Each floor may grant its own player cooldown. Automatic floor transitions are always allowed. New global deadlines replace existing ones, even when shorter; they are not added together. See Player Cooldowns for configuration and START/END/WIN timing.

Announcements

Tower global announcements are controlled by the entry dungeon.

# In the FIRST dungeon config
announce-complete: true
announce-fail: true

announce-complete is broadcast only after the final tower stage completes. The broadcast uses the final stage dungeon name.

Important

Set announce-complete in the FIRST dungeon. The same setting in MIDDLE or LAST does not control tower announcements.

Spectators During Tower Transitions

Players who become dungeon spectators through death or sacrifice stay with the party as spectators when the tower moves to the next stage.

External spectators from /dungeon spectate <leader> move to the next stage with the party. Their original inventory and game mode are restored when they stop spectating or the run ends.

Visibility

/dungeon list and /dungeon open tab completion hide tower middle/last stage dungeon IDs. Players reach those dungeons through tower progression.