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* RewardsPass: The Seasonal Adventures act as this. By completing dungeons or by completing weekly tasks, you'll be awarded with adventure points, which are added to whichever season the player has active. All seasons have 50 levels that reward the player with either cosmetic items like skins, flairs, emotes, capes and pets, or give them emeralds or gold. There are also Adventure Passes the player can purchase with real money to unlock more (primarily cosmetic) items.
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** Levels that can have Geomancers spawn in them can become this if the game decides to spawn high amounts of them within a mission, doubly so if it's in the same area. Geomancers are designed to impede you by summoning walls around the player and summoning explosive totems to damage them. When you enter an area with multiple Geomancers, you will know immediately as you'll be walled in in a matter of ''seconds'' to the point where you are unable to even move. You'll probably also get blown up while trapped there for good measure.
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** Missions taking place in the End are particularly egregious. Enchanted mobs spawning in small areas or at areas that you have to fly to using an elytra could be an early sign that you aren't going to be alive for much longer.

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** Missions taking place in the End are particularly egregious. Enchanted mobs spawning in small areas or at areas that you have to fly to using use an elytra to reach could be an early sign that you aren't going to be alive for much longer.



** The Leeching enchantment can be applied to melee weapons that heals the player after defeating a mob. The amount healed is based on the enchantment's level and the max health of the mob. The Hearstealer and The Beginning and The End have this enchantment applied by default.

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** The Leeching enchantment can be applied to melee weapons that heals the player after defeating a mob. The amount healed is based on the enchantment's level and the max health of the mob. The Hearstealer Heartstealer and The Beginning and The End have this enchantment applied by default.

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* LevelOfTediousEnemies: The placement of enchanted mobs can potentially make any part of a mission this, and is much more common on higher difficulties, more so on Apocalypse+. The game tends to place big clusters of enchanted mobs (and sub-bosses) in sub-areas rather than the main area of a mission, which can make levels like Soggy Swamp, which requires you to go through a sub-area, more difficult than it should be. And depending on the enchantment combination, walking into a sub-area could potentially be a death sentence.

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* LevelOfTediousEnemies: The placement of enchanted mobs can potentially make any part of a mission this, and is they're much more common on higher difficulties, more so on Apocalypse+. The game tends to place big clusters of enchanted mobs (and sub-bosses) in sub-areas rather than the main area of a mission, which can make levels like Soggy Swamp, which requires you to go through a sub-area, more difficult than it should be. And depending on the enchantment combination, walking into a sub-area could potentially be a death sentence.sentence.
** Missions taking place in the End are particularly egregious. Enchanted mobs spawning in small areas or at areas that you have to fly to using an elytra could be an early sign that you aren't going to be alive for much longer.
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* LevelOfTediousEnemies: The placement of enchanted mobs can potentially make any part of a mission this, and is much more common on higher difficulties, more so on Apocalypse+. The game tends to place big clusters of enchanted mobs (and sub-bosses) in sub-areas rather than the main area of a mission, which can make levels like Soggy Swamp, which requires you to go through a sub-area, more difficult than it should be. And depending on the enchantment combination, walking into a sub-area could potentially be a death sentence.
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** [[ArrowsOnFire Flaming Quiver]]: Gives 7 burning arrows that ignites enemies.

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** [[ArrowsOnFire Flaming Quiver]]: Gives 7 burning arrows that ignites enemies. They also create a small AreaOfEffect when hitting an enemy or wall.
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* SinisterScythe: One of the randomly found melee weapon types is a Soul Scythe, which allows you to collect souls, which can be used to power certain Artifacts.

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* SinisterScythe: One of the randomly found melee weapon types is a Soul Scythe, which allows you to collect souls, which the soul scythe. It can only be used to found when playing on Adventure difficulty and higher and, [[ExactlyWhatItSaysOnTheTin as its name implies]], collects souls. It has a 2-hit combo and has a slow swing speed, but these are mostly made up for the weapon's high power certain Artifacts.and range.

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* CarryABigStick: The great hammer and mace are both weapons that have high power but have a very low attack speed, and in the great hammer's case, high splash damage.

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* CarryABigStick: CarryABigStick:
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The great hammer and mace are both weapons that have high power but have a very low attack speed, and in the great hammer's case, high splash damage.damage.
** Much like the obsidian claymore, the bone club is almost the same size as the player and is one of the strongest weapons in the game in terms of power and has high knockback on enemies. The description of the weapon even notes how the people who wield it "prefer a less-subtle approach to problem-solving."

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* FireIceLightning: The Howling Peaks DLC introduces the Satchel of Elements, which can randomly burn, freeze, or summon lightning on seven nearby enemies.

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* FireIceLightning: FireIceLightning:
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The Howling Peaks DLC introduces the Satchel of Elements, which can randomly burn, freeze, or summon lightning on seven nearby enemies.enemies.
** As for enchantments, a melee weapon can have the Fire Aspect, Freezing and Thundering enchantments while armor can have the Burning, Chilling and Electrified enchantments. It's possible to have these enchantments all be active at the same time on a weapon or armor.
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** One of the melee weapons introduced in the Flames of the Nether DLC is the bone club, a {{BFS}} built from a giant chunk of bone attached to a very small handle with several bindings. It sports maximum damage and a high reach at the cost of being one of the slowest weapons in the game.

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** One of the melee weapons introduced in the Flames of the Nether DLC is the bone club, a {{BFS}} built from which is a giant chunk of bone attached to a very small handle with several bindings. It sports maximum damage and a high reach at the cost of being one of the slowest weapons in the game.



* {{BFS}}: ''Minecraft Dungeons'' has a few of these, with the [[BadWithTheBone bone club]] and the [[PurpleIsPowerful obsidian claymore]] being notable examples. Typically, they will have high power and range but will be very slow to use.

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* {{BFS}}: ''Minecraft Dungeons'' has a few of these, with the [[BadWithTheBone bone club]] and the The [[PurpleIsPowerful obsidian claymore]] being notable examples. Typically, they will have from the Echoing Void DLC is a large sword that is just as big, if not bigger, than the player. It has high power and range but will be has a very slow to use.swing speed.
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* AwesomeButImpratical: The Love Medallion's ability to {{charm|Person}} mobs ends up being rendered this when you consider the duration that charmed mobs remain active for (10 seconds) and the cooldown before you can use the medallion again (30 seconds). Chances are you've killed five times as many mobs (if not more) as your charmed mobs would've killed within that time frame. The medallion also only works on certain weak mobs, meaning that mobs like Iceologers and Ravagers are immune, and the player might end up accidentally charming mobs that can be easily killed, like unarmored zombies, and they'll likely die faster than 10 seconds when they go to fight anything.

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* AwesomeButImpratical: AwesomeButImpractical: The Love Medallion's ability to {{charm|Person}} mobs ends up being rendered this when you consider the duration that charmed mobs remain active for (10 seconds) and the cooldown before you can use the medallion again (30 seconds). Chances are you've killed five times as many mobs (if not more) as your charmed mobs would've killed within that time frame. The medallion also only works on certain weak mobs, meaning that mobs like Iceologers and Ravagers are immune, and the player might end up accidentally charming mobs that can be easily killed, like unarmored zombies, and they'll likely die faster than 10 seconds when they go to fight anything.

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* AwesomeButImpratical: The Love Medallion's ability to {{charm|Person}} mobs ends up being rendered this when you consider the duration that charmed mobs remain active for (10 seconds) and the cooldown before you can use the medallion again (30 seconds). Chances are you've killed five times as many mobs (if not more) as your charmed mobs would've killed within that time frame. The medallion also only works on certain weak mobs, meaning that mobs like Iceologers and Ravagers are immune, and the player might end up accidentally charming mobs that can be easily killed, like unarmored zombies, and they'll likely die faster than 10 seconds when they go to fight anything.



** Redstone Mines takes place within a mountain used by the illagers for redstone mining. The mission takes place entirely within its caves with brief areas that have exposed ceilings to let snow get inside. The mission also features minecarts on tracks that can deal damage to anything they collide with.
** Fiery Forge, which can be accessed after completing the above, takes place in a factory responsible for building the redstone golems used by the illagers located underneath a neighboring mountain that is rife with lava. The first area of the dungeon sees the player enter from the exposed part of the forge on the surface before continuing through the rest of the forge that is hidden within the mountain.

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** Redstone Mines takes place within a mountain used by the illagers Illagers for redstone mining. The mission takes place entirely within its caves with brief areas that have exposed ceilings to let snow get inside. The mission also features minecarts on tracks that can deal damage to anything they collide with.
** Fiery Forge, which can be accessed after completing the above, takes place in a factory responsible for building the redstone golems used by the illagers Illagers located underneath a neighboring mountain that is rife with lava. The first area of the dungeon sees the player enter from the exposed part of the forge on the surface before continuing through the rest of the forge that is hidden within the mountain.
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* InjuredVulnerability: The Committed weapon enchantment increases the player's damage towards injured mobs with the enchanted weapon. How much damage the player inflicts depends on both the enchantment's tier and the health of the mob. The enchantment is naturally found on the growing staff, resolute tempest knife and truthseeker.

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