Game Guide

This is a comprehensive guide to playing Age of Dungeons. If you just want the fast version, you can do the /tutorial command in-game which quickly covers the most important topics without going into too much detail.


Age of Dungeons primarily functions as a roguelike dungeon crawler, you enter the dungeon and overcome the enemies presented in each randomly-generated area. Each time you decend deeper, you encounter new enemies and the difficulty increases significantly.

You find gold and various items along the way, and can spend the gold to buy specific items from the starting town or from randomly generated shops inside the dungeon.

You'll also gradually gain EXP and level up; levels increase all your stats, make you faster and jump higher, and you can carry more items.

However, you will encounter other players while playing; and those players can decide to fight you or work together with you. Be careful who you trust.

Table of Contents


Health is the universal resource you must always keep an eye on. You only regenerate health naturally when you level-up, otherwise you'll have to use a health potion or healing spell. If you're low on health and have no ways to restore your health, you should consider using your recall scroll to return to town so you can heal at the fountain and buy more supplies. (Reminder: You can buy new recall scrolls for 1 gold at the magic shop in town. You should never leave town without one!)

There are three primary combat classes, fighter (melee), ranger (ammo-based ranged), and mage (mana-based ranged).

Melee fighters don't have any range but also don't have to worry about resources aside from their health, and they have access to the most protective armor.

Rangers have high damage, range, and accuracy; but they have the hardest resource management since their ammo doesn't regenerate. They must buy more ammo from shops or find ammo in chests in order to sustain their ability to fight.

Mages have high damage and can fight at a range, but spells tend to have low accuracy. They also must manage their mana usage correctly or else they might find themselves defenseless during a fight.

Classes are not defined by the game though, it is possible to mix-and-match just by picking up the items for multiple classes. However, some things aren't allowed. For instance, melee armor strongly impedes mana regeneration; and metal armor will prevent the wearer from casting spells at all while worn. Mage armor increases spell damage and mana regeneration, which allows a mage to sustain their mana during a fight much more easily, but it also makes them take more damage depending on the effectiveness of the mana regeneration.


Upon dying, you will lose a significant portion of what you've earned. You lose 10% (25% for player killers) of all your collected EXP and your level is then recalculated based on that, drop 25% of all your gold, and you will drop all but your second most valuable item. You cannot lose spells you have learned.

If you are a player killer, dying is when your status as a player killer will be reconsidered by the game. If your goal is to get rid of your player killer status, you essentially need to die with significant investment in your current run. Level 10 or higher is good area to aim for. I can't fully elaborate on the specifics of this mechanic due to the potential for career player killers gaming the system to constantly rid themselves of player killer status. Getting rid of the status is difficult for a good reason.


In order to do magic, you must learn spells. To learn a spell, you usually will want to buy a sealed spell tube at the magic shop in town. Upon using the spell tube, it will be consumed and you will learn the spell permanently.

There are also spell scrolls which are consumable items that cast a spell once only without a mana cost and without learning the spell. You should not mix these up with the sealed spell tubes.

To cast a spell you have learned, you can do /cast [spellname] in the chat (or /c [spellname] for shorthand). This cannot be done in combat, but you might find yourself doing it a lot if you pick up a utility spell or healing spell.

To use magic during combat, you will need a staff. If you buy a magic staff from the magic shop, you can bind a spell to it by doing /autocast [spellname] while holding the staff. Once a spell is bound to the staff, you can simply click while holding the staff to cast the spell. Depending on the type of staff, you can also get a significant refund on the manacost of a spell bound to the staff.

If you can't remember the name of a spell you learned, you can do /listspells to view all spells you have learned.


The bank in AoD is the Safe Deposit Chest located behind the town fountain.

Items stored in the bank are safe from being lost when you die.

Clicking the chest will inform you of all the items you have banked currently and how many available slots you have in it. You start with only one bank slot, but you can purchase more for a considerable amount of gold. There is no limit to the number of bank slots you can have, but they get ridiculously expensive.

To put an item in the bank, first make sure you have clicked the chest recently and are standing nearby it, then hold the item you want to store and do /deposit to store it.

To retrieve an item from the bank, after checking the chest, do /withdraw [slot number]. The slot number is indicated next to the item in the bank when you click the chest to check the items in the bank.

To buy an additional bank slot, do /upgradeBank. The price for the upgrade is 5000 + 5000 x [the number of slots you have purchased previously] gold. So the first slot you buy is 5000 gold, the second 10000 gold, the third 15000 gold...


In order to trade with another player, you must both be alive and be standing relatively close to each other. To begin the trade, do /trade [playername] and the target player will be prompted to do /acceptTrade in order to begin the trade. Either player can also do /declineTrade at any time in order to cancel the trade completely.

Once the trade has been accepted, either player can do the /offer [slot] command to offer an item in their inventory. The item at the top of your inventory is slot 1, the next one down is slot 2, and so on...

You can also offer gold in a trade. The only limitation to this is that you must offer more than 50 gold. To offer gold simply do /offer [amount] where amount is greater than 50.

Once you are satisfied with the trade, do /confirmTrade to indicate that you are ready to complete the trade. When both players do this command, the trade will complete and the offered items and gold will be exchanged. If either player adds more to their offer, you will have to do /confirmTrade again.


Guilds are a grouping system which allow players to share EXP and prevent friendly fire while adventuring together in the dungeon. The guild also has its own chat channel that members can access using team chat (default keybind for team chat is the 'Y' key).

To create your own guild, do /createGuild [guildname].

Once your guild is created, you can do /invite [playername] to invite other players to your guild. If you recieve an offer to join a guild, you simply do /accept to accept the invite and join the guild.

You can only be part of one guild at a time, and while you're in a guild other players will not be able to invite you to their guilds. To leave the guild you're in, do /leaveGuild. If you're currently the leader of a guild, you'll have to either appoint someone else in the guild as the leader first with /promoteLeader [playername], or disband the guild completely with /disbandGuild.

The guild leader can also kick/dismiss people from their guild using /dismiss [playername].

To view general information about your guild and the list of members, do /guildInfo.

Unlike most things in Age of Dungeons, guilds are world-specific and are not cloud saved. Your guild will only exist in the specfic world it was created on, and players can belong to different guilds as long as they are on different worlds. This might change in the future, but for now this is how it works.

PvP (Player versus Player)

One of the unique aspects to Age of Dungeons is that despite appearing to be primarily a cooperative dungeon crawler, it at the same time hosts the potential for spontaneous PvP combat. Players can kill each other for loot and EXP. This is a high-risk high-reward gameplay style for those that thrive off of stomping out the hopes and dreams of innocent children adventurers.

When you kill another player, you will gain most of the EXP they lost from dying; and you obviously get to loot all the gold and items they drop. You will also gain a bounty partially proprotionate to investment lost by that player.

Once you kill a player, you will be marked as a player killer and will have a red name as well as a skull indicator that warns other players about you being a player killer.

Being a player killer will significantly impact your player's alignment. You will likely become chaotically aligned. ©2020 Pecon