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Minecraft Dungeons 2 · Community Atlas
Systems & merchants
Progression, currencies, crafting services, tides and world rules.
How the Game Works
NPCs & merchants
Map & loot routes
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18 entries
Hero level & base stats
systems
Inventory & salvage
systems
Rarities & Storm Called
systems
Currencies
systems
Threat levels & rarity weights
systems
Blacksmith
systems
Enchantsmith
systems
Town Merchant
systems
Soul Storms
systems
Sift tides
systems
Fast travel
systems
Consumables
systems
Capes
systems
Passive creatures
systems
Companions & pets
systems
NPCs & quest givers
systems
Ambushes & Soul Walls
systems
Multiplayer & Soul Imbalance
systems
Keep exploring
Getting started
How the game works: levels, power, scaling, difficulty, currencies and your first upgrades.
NPCs & merchants
Every documented character, quest contact and merchant service, with costs and unlocks.
Research & data audits
Published damage, health, ability values and drop events: new findings, source conflicts and missing formulas.
Weapons
Melee combos, ranged shots, reach and equipment effects.
Armour
Helmets, chest pieces, leggings and boots.
Artifacts
Cooldowns, soul costs and active effects.
Talismans
Passive bonuses, levels and quest rewards.
Enchantments
Book acquisition, compatible gear and every known tier.
Book pools
Which books share a pool and where to find them.
Locations & maps
Regions, interiors, encounters, map points and regional loot.
Enemy dictionary
Weaknesses, status immunities, attacks, variants and encounter conditions.
Status effects
What statuses do, which enemies apply them and which are immune.
Enemy enchantments
Soul enchantment modifiers, minimum threats and exclusions.
Secret encounters
Hidden routes, collection requirements and evidence.
Bosses & drops
Base stats, attacks, weaknesses and reward conditions.
Quests
Progression links, first completion and repeat rewards.
Gear effects
Roll values, conditions and equipment archetypes.