Appearance
Dungeons
Some of the best loot in the Cove isn't sitting in a chest in the open world. It's behind a boss at the bottom of an instanced dungeon. Open /dungeons to browse what's available and dive in.
How Dungeons Work
Dungeons are instanced challenges: you pick one, enter, and fight your way through custom mobs to a boss at the end. The basic loop:
- Open
/dungeonsto see the list of available dungeons. - Pick one, ideally with a party of friends (more on that below).
- Fight through the custom enemies (see Combat & Bosses).
- Beat the boss and collect your rewards.
- Check
/rewardsafterward to claim anything that didn't land in your inventory.
Always check /rewards
If a dungeon run ends and your pockets feel light, run /rewards: unclaimed loot waits for you there. Don't leave it on the table.
The Rules
Every dungeon on the Cove runs by the same core rules:
| Rule | Detail |
|---|---|
| Lives | 1 life per player. Die and you spectate. When everyone is down, the run ends. |
| Party size | 1 to 4 players. Sewer Beast trials are solo only (1 player). |
| Time limit | None. Take as long as you need. |
| Entry cooldown | None. You can re-enter after a failed run immediately. |
| Mob HP scaling | Mobs do NOT scale with party size. A full party of 4 fights the same HP totals as a solo run. |
One life. That's it.
There are no extra lives built into a run. If you die, you spectate until every other player is also dead. Bring Dungeon Life vouchers if you want a safety net.
Dungeon Keys
Some dungeons are locked and need a key to enter. Keys come from a few sources: the Merchant NPC sells dungeon keys for around 20,000 gold, they drop from crates, and certain quests reward them. Every party member needs their own key to enter.
The JartonDungeonKeys system strips your key when you enter or leave the dungeon. Holding a key is what opens the door. Once it's been checked, it's gone.
More on keys
See Dungeon Keys for all the ways to get keys and how the key system works.
The Dungeons
Here's what's waiting beneath the Cove. Bring friends.
| Dungeon | What awaits |
|---|---|
| Abandoned Mine | The dark heart of the story's finale: the first Tablet fragment and the dreaded Miner's Wrath lie buried here |
| Ancient Ruins | Crumbling halls heavy with old secrets and older guardians |
| Dracula's Manor | A shadowed estate ruled by its brooding master |
| The Jungle | A wild, overgrown gauntlet teeming with custom beasts |
| Key Boss Dungeons (x4) | Four escalating solo challenges, each gated behind a key from Astrid |
| Storyline Defence Dungeons (x2) | The two defence trials from Chapter I of the Cove's story |
For the Tablet, the Miner's Wrath, and the defence dungeons, the full context lives in The Story.
Inside the Dungeons
A look at what's waiting in each one.
Abandoned Mine






Ancient Ruins






Dracula's Manor






The Jungle






Party Play & Loot
Dungeons are built to be tackled with a group, and the Cove runs a full party system so you and your friends share one instance.
How parties work:
- Invite your friends to a party with
/party invite <player>before you enter. You all run the same dungeon instance together rather than each getting your own copy. - Everyone needs their own key. For locked dungeons, the door checks every member for the right key on entry. No free rides. Make sure the whole party is holding a key before you queue.
- The party shares the dungeon. Mobs, objectives, and the boss are the same fight for everyone inside. Split the danger and cover each other.
- Mob HP does not scale. Adding more players does not buff the enemies. A larger party means more firepower against the same HP totals.
- Stay together. If the whole party wipes, the run ends. There are no extra lives built in.
- Everyone loots. Each member collects their own rewards from a successful clear. Check
/rewardsafterward.
Solo is allowed, but...
You can run most dungeons alone, but the harder ones are tuned for a group. If a dungeon keeps flattening you solo, bring friends before you blame your gear.
Boss Loot
Every dungeon boss drops exactly 3 items per run, drawn from the boss loot pool. The pool includes:
- Dungeon Life vouchers
- Nectar vouchers
- Experience vouchers
- Gold vouchers
- Enchanted golden apples
- Netherite ingots
- Accessories
- Pet eggs
Dracula and the Jungle Boss also add a netherite sword to their loot pool.
Check /rewards
Boss loot that doesn't fit in your inventory goes to /rewards. Always claim it before you queue another run.
Dungeon Loot Crates
Clearing a dungeon drops loot crates, and the better you do, the better the crate. They come in tiers: the boss crate from felling the final boss holds the richest rewards.



| Crate | Dropped by |
|---|---|
| Common Loot Crate | Clearing standard dungeon encounters |
| Rare Loot Crate | Tougher rooms and minibosses |
| Boss Loot Crate | Defeating a dungeon's final boss. Best rewards in the run. |
Dungeon Lives & the Life Machine
By default, each player has 1 life per dungeon run. You can stock up on extra lives ahead of a tough run and redeem them at the Dungeon Life machine.

- Redeem at the machine. Click the Dungeon Life machine to cash in the lives you've earned.
- Where lives come from: buy them from the
/vouchershop, or pull them as dungeon loot from successful runs. - Bank them for the hard runs. Stockpile lives before the tougher dungeons, where one extra attempt can mean the difference between a clear and a failed run.
Commands & Quick Reference
| Want to... | Do this |
|---|---|
| Browse and enter dungeons | /dungeons |
| Claim leftover loot after a run | /rewards |
| Invite a friend to your party | /party invite <player> |
| Prep for the boss | Upgrade your gear and brush up on combat |
Gather your friends, pocket the right key, and step into the dark. The Cove keeps its richest treasures where its fiercest guardians can see them.
See also: The Story · Custom Items · Combat & Bosses · Side Quests