Lorahworld Wiki

A wiki for Lorahworld's items, spells, mobs and terrain generators, generated from the game's own data.

Dungeons

The rifts that tear open in the overworld, the monster-filled dungeons behind them, and how to fight your way back out.

Every 1 min or so there is a 40% chance a rift tears open somewhere between 12 units and 28 units from a player — a crimson tear in an arch of glowing rift stone, on level, dry ground. At most 2 stand open in a world at once, and each closes by itself after 20 min. Whether rifts open at all is a per-world setting admins switch with /dungeonportals; a restart closes every rift.

Behind each rift is a dungeon of its own, made the moment the first adventurer steps through and shared by everyone who follows: a dark cavern where nobody can build or break a block — its walls stand however hard you dig — and its monsters wait at their posts (wandering no more than 8 units from them until they see you — walls hide you). They never despawn, nothing else ever spawns there, and a monster slain stays slain even if everyone leaves and comes back while the rift is open. Die inside and you are back in the entry hall.

The way out only opens once the dungeon's objective (below) is met — in most, every monster dead; in some, only the boss. Then a rift rises where the dungeon keeps it and carries you back to the spot in front of the rift you came in by. Beside it stands the dungeon's hoard — a chest of the fallen's arms and stores, and always a grimoire (see Hoards, below). A cleared dungeon crumbles away once the last adventurer has left — and so does one whose rift has closed.

The Old Crypt

A forgotten crypt of soot-black halls, the same every time: slimes in the hall of bones, imps in the gallery, goblins in the ossuary and the sepulchre, and an evil wizard in the tomb guarding the way out.

LayoutThe same halls in every dungeon of its kind
Hand-drawn
Size
32 × 32 blocks
MonstersPosted in the same places every time
23
ObjectiveThe way out only opens once every monster in the dungeon is dead.
Slay every monster
WallsDungeon walls cannot be broken
Dungeon Wall, 4 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
Dungeon Hoard
Rifts leading hereOf the rifts that open in the overworld
11.1%
Cleared, it leaves:Dungeon Hoard

The map: # wall, S where you arrive, E where the way out opens, c a brazier, s Slime, i Imp, g Goblin, e Evil Wizard.

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The Catacombs

Winding catacombs that are never the same twice: burial chambers joined by dark corridors, each holding a few slimes, goblins or imps, and an evil wizard in the deepest chamber guarding the way out.

LayoutA fresh maze of chambers and corridors behind every rift
Rolled
Size
48 × 48 blocks
ChambersJoined by corridors 3 blocks wide; you arrive in one, the deepest holds the way out
6–9, 5–9 blocks across
Monsters per chamberEvery chamber but the one you arrive in
2–4
ObjectiveThe way out only opens once every monster in the dungeon is dead.
Slay every monster
WallsDungeon walls cannot be broken
Dungeon Wall, 4 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
Dungeon Hoard
Rifts leading hereOf the rifts that open in the overworld
22.2%
Cleared, it leaves:Dungeon Hoard

One example roll: # wall, S where you arrive, E where the way out opens, c a brazier, e Evil Wizard, g Goblin, s Slime, i Imp.

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The Barrow

A sunken barrow of mossy fieldstone, never the same twice: burial chambers where skeletons rise from their graves and wraiths drift between them hurling grave-cold gusts, and the barrow-king's shade — a wraith — guarding the way out.

LayoutA fresh maze of chambers and corridors behind every rift
Rolled
Size
44 × 44 blocks
ChambersJoined by corridors 3 blocks wide; you arrive in one, the deepest holds the way out
5–8, 5–9 blocks across
Monsters per chamberEvery chamber but the one you arrive in
2–4
ObjectiveThe way out only opens once every monster in the dungeon is dead.
Slay every monster
WallsDungeon walls cannot be broken
Barrow Stone, 4 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
Dungeon Hoard
Rifts leading hereOf the rifts that open in the overworld
22.2%
Cleared, it leaves:Dungeon Hoard

One example roll: # wall, S where you arrive, E where the way out opens, c a brazier, w Wraith, s Skeleton, l Slime.

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The Spider Warren

A maze of cobwebbed chambers joined by tunnels barely a body wide, never the same twice, crawling with cave spiders and the skeletons of earlier adventurers — and the broodmother herself, waiting in the deepest chamber beside the way out.

LayoutA fresh maze of chambers and corridors behind every rift
Rolled
Size
50 × 50 blocks
ChambersJoined by corridors 1 blocks wide; you arrive in one, the deepest holds the way out
8–12, 5–7 blocks across
Monsters per chamberEvery chamber but the one you arrive in
1–3
ObjectiveThe way out only opens once every monster in the dungeon is dead.
Slay every monster
WallsDungeon walls cannot be broken
Webbed Rock, 3 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
Dungeon Hoard
Rifts leading hereOf the rifts that open in the overworld
22.2%
Cleared, it leaves:Dungeon Hoard

One example roll: # wall, S where you arrive, E where the way out opens, c a brazier, b Broodmother, s Cave Spider, k Skeleton.

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The Golem Forge

A dwarf-hewn forge of glowing basalt halls, taller than any other dungeon and the same every time: imps in the bellows gallery, stone golems in the anvil hall, skeletons in the slag pits, and the forge's warden — the greatest golem of all — guarding the way out.

LayoutThe same halls in every dungeon of its kind
Hand-drawn
Size
36 × 34 blocks
MonstersPosted in the same places every time
21
ObjectiveThe way out only opens once every monster in the dungeon is dead.
Slay every monster
WallsDungeon walls cannot be broken
Forge Basalt, 6 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
Dungeon Hoard
Rifts leading hereOf the rifts that open in the overworld
11.1%
Cleared, it leaves:Dungeon Hoard

The map: # wall, S where you arrive, E where the way out opens, c a brazier, i Imp, s Stone Golem, k Skeleton.

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The Demon King's Castle

A towering demonstone castle on a moated island in a cavern of glowing basalt, never the same twice: cross the drawbridge, fight through courtyards of hellhounds, skeletons and imps past the dread knights at every gate — or climb to the battlements and walk the walls round them — and storm the keep. Only the Demon King himself, waiting before his throne, has to die for the way out to open.

LayoutA fresh castle behind every rift: its size, courtyards, towers and keep rolled anew
Rolled castle
CastleCurtain walls 5 high, towers 11, the keep 10 — crenellated all round
37–43 × 44–50 blocks
MoatCrossed by the drawbridge; too deep to jump out of but at the steps along its outer bank
3–4 wide, 2 deep
CourtyardsEach walled off from the next, its gate kept by two of the Dread Knights
2–3
Monsters per courtyard
5–8
Throne roomIn the keep: the boss before the throne, and a court of 4–6
11–15 × 11–15 blocks
ObjectiveThe way out opens the moment the dungeon's boss falls — the rest of its monsters can be fought or slipped past.
Slay the boss
WallsDungeon walls cannot be broken
Demonstone, 5 blocks high
HoardThe loot chest that appears beside the way out once the objective is met
The Demon King's Hoard
Rifts leading hereOf the rifts that open in the overworld
11.1%
Cleared, it leaves:The Demon King's Hoard

One example roll: # wall, S where you arrive, E where the way out opens, c a brazier, ~ the moat, = the drawbridge, T the throne, d Demon King, k Dread Knight, e Evil Wizard, s Skeleton, i Imp, g Goblin, h Hellhound.

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Hoards