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[O.S] Dungeons - Bosses & Trials
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Three procedural dungeons with locking arena rooms, traps, keys and three animated bosses.
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[O.S] Dungeons - Bosses & Trials
Dungeons you fight through, not just loot. Eight dungeons, each with two lieutenants and a final boss with its own model, phases and attacks you can dodge. Step through the Dungeon Gate and you get your own copy of the dungeon: Normal, Heroic or Mythic+ with a keystone, a timer and weekly modifiers. Threat, tanks, adds, "don't stand in the fire" and an enrage timer, the way MMO dungeons work, but solo-friendly.

Eight dungeons
| Dungeon | Where to find it | Lieutenants | Final boss |
|---|---|---|---|
| Forgotten Crypt | Most overworld biomes | Gravegorger, the Ossuary Sentinel | The Bone King |
| Frozen Citadel | Snowy biomes and mountains | Frostweaver, the Rimebound Giant | The Frost Warden |
| Infernal Forge | The Nether | the Cinder Wraith, the Ashbone Colossus | The Molten Tyrant |
| The Crimson Throne | Crimson forests in the Nether | the Royal Executioner, the Court Pyromancer | Weiss_Homura, the Crimson King |
| The Desecrated Cathedral | Plains, forests, meadows, swamps and taiga | the Choirmaster, the Desecrated Templar | Bishop Clement |
| The Sunken Temple | Beaches and stony shores | the Tidecaller, the Coral Colossus | Nerath, the Drowned Oracle |
| The Serpent's Lair | Jungles | the Broodmother, Thornback | Xal'tuun, the Serpent Idol |
| The Void Citadel | The outer End islands | the Voidwalker, the Purpur Sentinel | Vael, the Hollow Sovereign |
A ruined gatehouse marks the entrance, and a spiral staircase leads down. You can explore the dungeon right there in the world, as before: arena rooms, a key keeper, a sealed door and the final boss. Or use the Dungeon Gate in its entrance hall to start an instanced run, where both lieutenants wait before the final boss.
The Dungeon Compass points to the nearest dungeon. Craft it or find it in chests.
Instanced runs
Right-click the Dungeon Gate, pick a difficulty and enter. You and the players next to you (up to 5) are taken to a private copy of the dungeon in its own dimension. Nobody can steal your run, and every run starts fresh.
- Normal: the dungeon as it was meant to be first seen.
- Heroic (after a Normal clear): tougher monsters and bosses, more elites, better loot. Your first Heroic clear gives a Mythic Keystone.
- Mythic+ (with a keystone): a timer starts. Beat it and the keystone rises by 1 to 3 levels, depending on how much time was left. Run out of time and it drops by one. Every death adds 10 seconds.
Each keystone level makes monsters stronger. From +2, +4 and +7 the weekly modifiers join in, and they change every week for everyone:
| Modifier | What it does |
|---|---|
| Fortified | Monsters that are not bosses have 30% more health and 20% more damage |
| Tyrannical | Bosses have 30% more health and 15% more damage |
| Bolstering | When a monster dies, monsters near it grow stronger |
| Sanguine | Dead monsters leave a pool of blood that heals monsters and hurts players |
| Raging | Monsters below 30% health deal 50% more damage |
| Necrotic | Monster hits wither you, and it stacks |
| Volcanic | Fire bursts out of the floor under players during fights |
| Storming | Lightning strikes marked spots near players during fights |
The run panel shows the dungeon, the difficulty, the timer, the bosses, deaths and modifiers, and a map of the rooms you have seen. Inside an instance you keep your items on death and come back at the entrance.

A crafted Dungeon Gate can open any of the eight dungeons. Craft it from crying obsidian, an eye of ender, two Dungeon Compasses and a diamond block.
Bosses fight like raid bosses
- Threat. The boss attacks whoever made the most threat. The threat meter in the corner shows who it is. Holding a shield triples your threat, and hitting the boss while sneaking with a shield taunts it.
- Telegraphs. Rings, lines and circles show where the hit will land. Step out of them.
- Adds. Bosses call guards into the fight.
- Shield phase. Some lieutenants become immune at half health until you kill their glowing guards.
- Enrage. After a few minutes a boss enrages and hits much harder.
- Spread and stack. The newest bosses mark players: a mark bursts on you, so stand apart; a shared blow is split between everyone standing with the target, so gather up.
- Solo-friendly. Health grows with the number of players, and one hit can't take more than 5% of a boss's health.

Lieutenants
Each lieutenant has four moves from this list, its own model and a chest of loot.
| Move | What it does |
|---|---|
| Ground Slam | A ring of red sparks shrinks around it, then the floor bursts |
| Cleave | A wide swing in front of it |
| Charge | A line marks the path to the farthest player, then it charges |
| Pools | Circles under every player turn into burning, poisonous or frozen pools |
| Call the Guard | Calls monsters into the fight |
| Barrage | Volleys at every player |
| Snare | Roots players with webs or ice |
| Hook | A chain drags the farthest player in |
The sea, the jungle and the End

Nerath, the Drowned Oracle — the Sunken Temple

She drowned in the middle of a prophecy and has been finishing it ever since. Coral crown, kelp hair, a verdigris trident and a glowing pearl.
- Tidal Wave: a wall of water sweeps the hall. Find the calm lane in it.
- Whirlpool: she drags everyone in, then it bursts. Swim out in time.
- Trident Volley: tridents at every player.
- Mark of the Deep / Pearl: a mark bursts on you (stand apart); a pearl strikes one player (stand together and share it).
- Call of the Drowned and, in the last phase, a rising tide around the hall.
Drops the Abyssal Harpoon.
Xal'tuun, the Serpent Idol — the Serpent's Lair

A cobra the size of a house, coiled on its altar, with a jade mask and a crest of feathers.
- Venom Spit: volleys of venom that leave poison pools.
- Burrow: it sinks under the floor and bursts up under a player. Watch the moving earth.
- Constrict: it seizes a player. Hit it hard to break the hold — the captive can strike too.
- Mark of Venom: marked players burst. Stand apart.
- Hatchlings and, in the last phase, Shed Skin: it grows faster.
Drops Serpent's Kiss.
Vael, the Hollow Sovereign — the Void Citadel

An empty suit of royal armour, held together by the void, with crystal shards circling it.
- Shard Rain: shards fall on marked spots, one under every player.
- Void Rifts pull you in. Blink: he vanishes and strikes from behind the farthest player.
- Void Mark / Collapse: stand apart from a mark, stand together for a collapse.
- The Twin Seals: at two thirds he shields himself and two seals light up. Stand on each one until it breaks — split up to be quicker — and he is stunned and takes extra damage. Too slow, and the seals collapse on everyone.
- Starfall: in the last phase stars fall all over the hall.

Drops the Sovereign's Scepter.
Six new lieutenants

The Tidecaller and the Coral Colossus guard the Sunken Temple, the Broodmother and Thornback the Serpent's Lair, the Voidwalker and the Purpur Sentinel the Void Citadel.
In honour of the founders of Obmorok Studio
Weiss_Homura, the Crimson King

The lord of the Crimson Throne. Calm, lazy and deadly, with red fire in his hands.
- Fire Decree: shapes of flame runes appear on the floor and burst. Every decree also marks you.
- Fire Dash: two or three dashes along marked lines, leaving burning trails.
- Royal Strike: a wide greatsword arc in front of him.
- Royal Guard: from the second phase he calls vindicators.
- The Crown Ignites: in the last phase the edge of the hall burns and the air around him scorches.

He drops Homura, Blade of the Crimson King. The chance is 8% and grows by 2% with every kill without it. The blade grows with you:
| Stage | Needs | Power |
|---|---|---|
| 1 | — | Flame Slash: every hit burns |
| 2 | 100 kills | Fire Wave: use to send fire forward |
| 3 | 300 kills, 1 soul of a king | Ignition Aura: monsters near you catch fire |
| 4 | 600 kills, 3 souls | Fire Dash: sneak and use to dash through enemies |
| 5 | 1000 kills, 5 souls | Phoenix: once every 10 minutes you rise from a killing blow |
A soul of a king is taken when Homura deals the killing blow to a final dungeon boss.
Bishop Clement

The fallen bishop of the Desecrated Cathedral, still holding the service for the dead.
- Cursed Light: light falls on marked spots, including yours. Step out.
- Censer: he whirls it and poisoned incense rolls out around him.
- Bell of Silence: three tolls. Whoever is near on the last one is silenced and can't use items. Run!
- Choir of the Dead: glowing acolytes sing to heal him. Kill them.
- Ritual of Renewal: twice he kneels to heal. Hit him hard to break it.
He drops the Censer of Clement: use it and its incense heals nearby players and poisons monsters, strike with it and its bell stuns the target.
Both bosses carry a note in the Dungeon Journal: "In honour of a founder of Obmorok Studio". With [O.S] Loot installed they also drop their own armour sets: the Regalia of the Crimson King and the Vestments of Bishop Clement.
Dungeon Journal

Craft it from a book, a compass and a bone. It holds every dungeon you have found with its story, each boss with a live model and what it does, your clears on every difficulty, your best Mythic+ run, the server leaderboard and this week's modifiers.
Puzzles, traps and keys
- Arena rooms lock their gates and send waves of monsters.
- Traps: spikes in corridors and treasure rooms pop out in turn.
- Puzzle halls: step on rune tiles to light them all, or repeat the order in which they light up. Solve it and a side room opens. A wrong step wakes the guardians.
- The key room and the sealed door in dungeons out in the world.

While the boss lives, dungeon walls can't be broken or blown up. Inside an instance nothing can be broken or placed at all.
Rewards

- Each lieutenant leaves a chest. The final boss leaves a vault that every player opens with their own Victor's Seal.
- Boss weapons, each with a 3D model in the hand: Gravecleaver, Glacial Maul, Emberbrand, the Abyssal Harpoon, Serpent's Kiss, the Sovereign's Scepter, Homura and the Censer of Clement.

| Relic | Boss | Power |
|---|---|---|
| Abyssal Harpoon | Nerath | Reels targets in. Wet targets take a tidal blow; in rain or water you gain Conduit Power |
| Serpent's Kiss | Xal'tuun | Hits poison. Striking a poisoned target withers it and heals you |
| Sovereign's Scepter | Vael | Every third blow tears a void rift: magic damage around the target and a brief lift |

- Experience grows with the difficulty.
- With [O.S] Loot: epic gear from every boss on Normal, legendary gear more often on Heroic and Mythic+, and a chance for a unique item or a set piece.

Works with other O.S mods
- [O.S] Loot: epic and legendary gear for every player who defeats a boss, uniques and set pieces on Heroic and Mythic+, and the founders' own armour sets from Weiss_Homura and Bishop Clement.
- [O.S] Elites: room monsters spawn as Veterans (more often on harder difficulties, sometimes Elites at +7), and the key keeper becomes an Elite.
- [O.S] Races and Classes: class experience for rooms and bosses. Players marked as tanks by their class make triple threat, healers make less.
All of these are optional. O.S Dungeons works fine on its own.
For servers and modpacks
- Config: wall protection, room reset time, waves, elite chance, boss health and damage, extra health per player, damage cap per hit, O.S Loot rewards, Races and Classes experience, and for instances: party size, countdown, when empty runs close, keep inventory, whether Heroic needs a Normal clear, enrage timers and fixed weekly modifiers.
- Datapacks: where dungeons spawn (biome tags and structure sets), chest and vault loot tables, a block tag for what can be broken inside a dungeon.
- Commands (operators):
/osdungeons info,/osdungeons reset,/osdungeons boss <type>,/osdungeons clear,/osdungeons guard,/osdungeons run start <dungeon> <difficulty>,/osdungeons run goto <room>,/osdungeons run close,/osdungeons run list,/osdungeons key <dungeon> <level>. - Works on dedicated servers. Install it on both the client and the server.
- Fully translated into English and Russian.
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