Skip to content

Dungeons

HTSkyBlock supports dungeon instances — temporary worlds with wave-based combat encounters. Enter a dungeon, fight through waves of enemies, and clear every room to complete the dungeon.

How Dungeons Work

Dungeons are separate instance worlds that you get teleported into. Each dungeon has combat areas with proximity triggers. When you walk near a trigger zone, waves of enemies start spawning.

Wave Progression:

  1. Walk near a combat area → "Enemies approaching!"
  2. Mobs spawn → "Wave 1 incoming!"
  3. Kill all mobs → "Wave 1 cleared!"
  4. Short delay, then the next wave spawns
  5. Clear all waves → "Area cleared!"
  6. Clear every area in the dungeon → "Dungeon complete!"

Commands

View Available Dungeons

/dungeon list

Shows all configured dungeons. Dungeons you have access to appear in green; locked dungeons appear in red.

Enter a Dungeon

/dungeon <name>

Enter a dungeon by its template ID. You must have the appropriate permission to access each dungeon.

Examples:

/dungeon skydungeon1
/dungeon caverns

Permissions

Each dungeon can be locked behind its own permission:

Permission Description
htskyblock.dungeon Base /dungeon command access
htskyblock.dungeon.<id> Access to a specific dungeon (e.g., htskyblock.dungeon.skydungeon1)
htskyblock.dungeon.all Access to all dungeons

Ask Your Admin

If a dungeon shows as [Locked] in the list, ask your server admin to grant you the permission for that dungeon.

Combat Tips

  • Waves get harder — Later waves typically have more or tougher enemies
  • Explore carefully — Walking into a new room may trigger a new group of enemies
  • Mobs use full AI — Dungeon enemies have the same behavior as their overworld counterparts
  • No building — Block breaking and placing are disabled inside dungeon instances

Leaving a Dungeon

Dungeon instances use Hytale's built-in instance return system. When the dungeon is complete (or if you need to leave early), you'll be teleported back to where you entered from.

Block Protection

Inside dungeon instances, block breaking and block placing are automatically disabled. This protects the dungeon structure from being modified during combat.