Scorched Ruins
The first real dungeon is open, through the portal east of town. It has five rooms in sequence: three regular ones, a mini-boss in the middle and the Salamander at the end.
Why
Until now every fight was a single arena. A dungeon asks for a different rhythm: clear, catch your breath, open the door, step into the unknown. And it was the right place to use everything that landed over the last few weeks: the five classes, the reactions, swapping and equipment.
How it works
Each room has stone obstacles that block both players and mobs. Enemies slide along the wall to get around them, and you can use the columns to hide from a Flare.
The regular rooms are drawn from five hand-made layouts, without repeats in the same run: Pillar Corridor, Collapsed Courtyard, Brazier Hall, Frozen Gallery and Broken Stairway. Each has its own mix of imps and spirits. The door, on the right, stays locked until the room is clear. Once it opens, it only takes one party member to walk in and everyone goes along to the next room.
In the middle you meet the Ember Guardian, a mini-boss with a stunning slam and a ranged flare. After the Salamander, each player gets a Ruins Chest, which costs one key, on top of the personal loot from each mob along the way.
The automated test runs the whole descent: it enters through the portal, goes through the five rooms crossing each door, and checks the chest at the end.
Next step
More dungeons, each with its own elemental theme.
Changes
- feat(dungeon): Ruínas Escaldantes, five-room dungeon with obstacles
Room kind dungeon: stages from data/rooms.json, common rooms drawn from five hand-made layouts without repeats, a mini-boss (Guardião de Brasa) and the Salamandra at the end. Obstacles block players and mobs with sliding; the door opens when the room is clear and one player stepping in moves the group. Each player gets a 1-key dungeon chest at the end. City gets the east portal; room meta syncs obstacles and door to clients. Integration test walks the whole dungeon. Protocol 11.