Dungeons II:Difficulty

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For the article for Dungeons, see MCD:Difficulty.

The term difficulty refers to the mechanics in Minecraft Dungeons II that set how challenging the game is: the difficulty chosen by the player, and the threat level, which rises as the player's character levels up.

Difficulties

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The difficulty selection screen.

The difficulty can be changed at any time from the Difficulty Selection menu. It changes the damage the player deals and receives, and the Easy difficulty also changes the rewards.

Difficulty Description Damage dealt Damage taken Rewards
Easy A fun challenge! Great if you've played some games. ×1.5 ×0.5 No special or unique loot[1]
Normal The recommended experience, offering a fair challenge for anyone who's played a game or two ×1 ×1 Normal
Hard A true test of skill, demanding mastery of the game's mechanics. ×0.6 ×1.25 Normal

Each difficulty also has a difficulty scalar of −1 (Easy), 0 (Normal) or +1 (Hard)[2]. This scalar is then added to the current threat level.

The game also contains descriptions for a Very Low and a Very High difficulty, but no difficulty is defined for them[3].

Milestones

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An example of a milestone that has been reached.

A milestone is reached each time the threat level rises. The Milestone Reached banner shows the new threat level out of the maximum, and announces that Mobs are more challenging, Item drops are better and that there is a Higher chance to drop uniques[4].

Threat Level

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The threat level starts at 1 and rises by 1 every 5 character levels[5], up to a maximum of 20. Each increase is shown in game as a milestone.

A higher threat level:

  • makes rarer rarities and higher effect tiers more likely on newly dropped items (see Loots).
  • makes stronger mob variants more common. For example, Royal Guards and Spider Jockeys appear from threat 2, Ravagers and Vanguards from threat 3, and soul corrupted mini-bosses from threat 4.
  • lowers the player's damage and damage resistance, so that mobs are more challenging:
Threat Damage dealt Damage resistance
1 100% 100%
5 77% 71%
10 56% 53%
15 43% 46%
20 36% 41%

Loots

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On the Easy difficulty, special and unique items never drop[1].

The rarity of dropped items depends on the threat level[6]. Sources such as chests and bosses, change these odds.

Threat Common Rare Special Unique
0–1 76.9% 23.1% 0% 0%
2 69.8% 27.1% 3.1% 0%
3 62.5% 31.2% 6.2% 0%
4 54.7% 35.2% 9.4% 0.8%
5 46.9% 39.1% 12.5% 1.6%
6 40.7% 40.7% 16.3% 2.4%
7 39.1% 39.1% 18.8% 3.1%
8 37.6% 37.6% 21.1% 3.8%
9 36.2% 36.2% 23.2% 4.3%
10 35.0% 35.0% 25.2% 4.9%
11 35.0% 31.5% 28.0% 5.6%
12 36.0% 28.8% 28.8% 6.5%
13 37.0% 25.9% 29.6% 7.4%
14 38.5% 23.1% 30.8% 7.7%
15+ 40.0% 20.0% 32.0% 8.0%

The tier of each random effect rolled on an item also depends on the threat level. Each item remembers the threat level it was created at, including the difficulty offset[7], so rerolling an effect at the Blacksmith uses that threat level rather than the current one. Old gear can therefore still roll tier I effects.

Threat I II III
0–2 100% 0% 0%
3 90.9% 9.1% 0%
4 83.3% 16.7% 0%
5 76.9% 23.1% 0%
6 66.7% 26.7% 6.7%
7 58.8% 29.4% 11.8%
8 52.6% 31.6% 15.8%
9 47.6% 33.3% 19.0%
10 43.5% 34.8% 21.7%
11 37.5% 37.5% 25.0%
12 32.0% 40.0% 28.0%
13 28.0% 40.0% 32.0%
14 24.0% 40.0% 36.0%
15 20.0% 40.0% 40.0%
16 16.7% 41.7% 41.7%
17 13.0% 43.5% 43.5%
18 9.1% 45.5% 45.5%
19 4.8% 47.6% 47.6%
20 0% 50.0% 50.0%

History

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References

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  1. ↑ a b "DT_RarityChanceDefinition": { "LowDifficulty": { "TypeTag": "SW.Difficulty.Low", "TagList": [ { "SW.Rarity.Special": "Multiply 0" }, { "SW.Rarity.Unique": "Multiply 0" } ] } }
  2. ↑ "DT_DifficultyDefinition": { "Low": { "DifficultyScalar": -1, "DifficultyCurveOutgoingDamage": "DifficultyMultiplierLowAttackPower" (1.5), "DifficultyCurveIncomingDamage": "DifficultyMultiplierLowResistance" (2.0) }, "Normal": { "DifficultyScalar": 0 }, "High": { "DifficultyScalar": 1, "DifficultyCurveOutgoingDamage": "DifficultyMultiplierHighAttackPower" (0.6), "DifficultyCurveIncomingDamage": "DifficultyMultiplierHighResistance" (0.8) } }
  3. ↑ "Text/Release/ThreatLevelSelectionLabels.csv": { "ThreatLevel_VeryLow_Description": "Super simple to start! Perfect if you've never played before.", "ThreatLevel_VeryHigh_Description": "A brutal gauntlet, reserved only for the most dedicated players." }
  4. ↑ "W_PlayerLevelUpThreatIncreaseNotification": { "BannerLabels.csv": { "milestone_reached": "Milestone Reached", "threat_increase_current_threat": "{0}/{1}", "threat_increase_higher_threat": "Mobs are more challenging", "threat_increase_item_drop": "Item drops are better", "threat_increase_dropchanceincrease_unique_simple": "Higher chance to drop uniques" } }
  5. ↑ "DT_GameBalanceDefinition": { "SecondPass": { "CharacterLevelsPerThreat": 5 } }. The ruleset used by the game, Active, inherits from SecondPass.
  6. ↑ The exact formula used to compute weights is:
    Threat Common Rare Special Unique
    n max(50, 110 − 10 × max(n, 1)) max(25, min(50, 25 + 5 × max(n, 1), 100 − 5 × n)) 4 × min(10, max(n, 1) − 1) max(0, min(10, n − 3))

    (Percentages can then be computed from those weights.)

  7. ↑ "ItemDataSaveV1": { "GeneratorData": { "GenesisRandomSeed", "PowerGeneratorValues": { "PlayerLevel", "AreaThreatLevel", "RecommendedThreatLevel", "ThreatSliderOffset", "ItemPowerMin", "ItemPowerMax", "RNGRoll", "ItemPower", "ItemPowerOriginal" } } }
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