AscensionGates
Gates, dungeons, bosses, loot, spawning
Features
- Rank-tier gates with charge → open → collapse lifecycle
- Private dungeon instances per player or party
- Themed dungeon families — per-theme mob pools, bosses, and block palettes (ant tunnels, golem mines, void citadels, monarch rifts, …)
- Boss encounters, loot tables, mana crystals (themed bosses use Shadow
wild-model-engine-id; optionalbosses.*.model-engine-idfor vanilla fallback) - Red gates — high-risk sealed dungeons (no exit until the boss dies) with boosted rewards and an extra boss-loot roll
- World events — scheduled boss gates with pre-announcements, a reward multiplier, and a first-guild-to-clear bonus
- Dungeon modifiers — randomized per-instance affixes that change combat, with boss stats scaling to online party size and a matching loot multiplier
- Exit gates — every dungeon has an exit portal on the back wall of the entry room (opposite the corridor, so it does not block walking deeper). It uses the same dungeon-portal ItemDisplay as overworld entrances (proximity leave — no solid END_GATEWAY frame). Defeating the boss spawns a second exit on the far wall of the boss arena and starts the extraction countdown (
instances.post-boss-countdown-seconds, default 30s). Leaving via/spawn//hometells you in chat;/backinto a closed/orphan instance is blocked. - Dungeon weapon effects — loot items with
weapon-effect(ice slow, bleed, cleave, …) - Dungeon breaks when gates expire uncleared
- Gate parties — shared squad instances
- Wild auto-spawn near online players
- Optional spawn zones and spawn points (admin)
- Exclusion zones where gates never spawn
Red gates
On spawn, each gate rolls red-gates.chance-percent for its tier. A red gate is visually
distinct (&c[RED GATE]), seals the entry — the exit portal isn't placed and leave
commands are blocked until the boss dies — and applies red-gates.reward-multiplier plus a
guaranteed extra boss-table roll. Safety valves (hard timeout, /gate admin break, and
login crash-recovery) evict players safely; death releases you normally. Spawns can be
broadcast. See Gates configuration.
World events
world-events defines scheduled boss gates (fixed weekly time or a repeating interval) that
open in a spawn zone with pre-announcements, a reward multiplier, and a bonus for the first
guild to clear. Next-fire times are persisted so a restart between announcement and spawn
doesn't double-spawn. See Gates configuration.
Dungeon modifiers & party scaling
Instances can roll modifiers — affixes that affect combat and rewards. Boss stats scale with the number of online party members entering (solo hunters keep the base fight), and the loot multiplier grants bonus boss-table rolls (which stack with the red-gate extra roll). See Gates configuration.
Key files
| File | Purpose |
|---|---|
config.yml | Spawning, animation, HUD, entry, parties |
gates.yml | Tier timings, bosses, loot, instances |
spawns.yml | Zones, points, exclusion cuboids |
placed-gates.yml | Persistent manual gates |
Related docs
- Gate commands
- Gate admin
- Gates configuration
- Dungeon families — themed mob pools, bosses, palettes
- Spawns & exclusions