When Dungeons Arise guide for All the Mods 10 1.7 to 8.1

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When Dungeons Arise guide for All the Mods 10

Written for All the Mods 10 8.1 · also fits 1.7 to 8.0 · updated Oct 17, 2026

Last verified for All the Mods 10 v8.1 on Oct 17, 2026 · text last changed Oct 17, 2026

A newer release (8.3) is out Guide for the current version

Sections
6
Items named
2
Quests covered
11

Every recipe and number here was checked against All the Mods 10 8.1's own files.

What is When Dungeons Arise?

1 part

When Dungeons Arise is a dungeon generator. It adds a big collection of elegant, and likely hostile, roguelike dungeons and structures that generate randomly in your worlds. The project page says it currently generates 30+ unique structures.[1]

The idea is to step away from standard vanilla structures. You get imposing dungeons to lose yourself in. The page's advice is to be wary when you venture into a palace in search of precious loot, and to land safely after raiding a hostile airship.[1]

Dungeons generate foes to keep you away, at least until you're ready to walk across countless, dangerous passages.[1]

In this pack

This pack includes When Dungeons Arise 2.1.68, from the file DungeonsArise-1.21.1-2.1.68-release.jar. It was first included in version 2.25 of the pack or earlier.[2]

Unverified No quests in this pack involve this mod, and it is not on the ATM Star path, so the sources here show no quest chapter or group for it.

How do you get started with When Dungeons Arise?

2 parts

When Dungeons Arise adds 30 or more unique roguelike-style dungeons and structures that generate randomly in your world. So your first steps here are about exploring and preparing for what you find.[1]

What to do first

  1. Start exploring. The structures generate on their own as you travel, and the mod describes them as imposing dungeons to lose yourself in.[1]
  2. Use the mod's advancements as a checklist. The root advancement is described as 'Dungeons arise on a brave new world'. After that come many 'find' advancements for structures like the Abandoned Temple, Bandit Village, Illager Fort, Mushroom Village, Lighthouse, Shiraz Palace and Undead Pirate Ship.[3]
  3. Keep an eye out for an Infested Temple explorer map. There is an advancement for discovering one.[3]
  4. Head into a dungeon when you feel ready. The loot is worth it, but the dangers are real, and you shouldn't forget to land safely after raiding a hostile airship.[1]
Watch out: Dungeons generate foes to keep you away from them. Be wary when you venture into a palace in search of precious loot.[1]

Enchantments to look out for

The mod also has custom enchantments: Discharge, Ensnaring, Lolth's Curse, Purification and Voltaic Shot. Here is what each one does, according to the mod's own descriptions.[3]

  • Discharge: attacking enemies builds up speed, but high levels of speed are discharged in a violent explosion that damages both victim and attacker.[3]
  • Ensnaring: a chance to inflict greater slowness when damaging enemies, and it summons fangs that attack all monsters around them.[3]
  • Lolth's Curse: a chance to regenerate health when attacking enemies, but spiders may sprout from the wielder's body. Damaging an arthropod reflects damage to the wielder.[3]
  • Purification: a chance to negate all incoming poisonous and withering effects, releasing a burst of energy that damages nearby enemies.[3]
  • Voltaic Shot: charges arrows with electrical energy, so they fly in a straight line and deliver an explosion.[3]

Unverified Crafting recipes for this mod's items and quest book entries involving the mod are not shown in the sources here. Check the pack's recipe viewer and quest book to see whether any exist. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.

How does When Dungeons Arise work?

3 parts

Here's the thing to know up front: When Dungeons Arise is a structure mod, not a tech mod. The sources describe it as a dungeon generator that adds roguelike dungeons and structures to your worlds, with 30+ unique structures. Nothing in them covers machines, multiblocks, power, fluids or item automation, so this section is short.[1]

How the structures work

Dungeons generate randomly in your world. The project page also warns that dungeons generate foes to keep you away, and that palaces hold precious loot. Expect a fight on the way in.[1]

Some structures are tied to travel, too. The project page mentions raiding a hostile airship and landing safely afterwards, so don't go in without a plan for the drop.[1]

Finding structures through advancements

The mod has a set of advancements that reward you for locating its structures. They double as a handy checklist of what can generate. A few examples:[3]

  • Abandoned Temple, Infested Temple and the Infested Temple explorer map[3]
  • Bandit Towers and Bandit Village[3]
  • Illager Fort, Illager Campsite, Illager Windmill, and the Illager Corsair or Illager Galley[3]
  • Mining Complex, Mining System, Mushroom Mine and Scorched Mines[3]
  • Shiraz Palace, Kisegi Sanctuary, Plague Asylum and Undead Pirate Ship[3]
  • Heavenly Challenger, Heavenly Conqueror and Heavenly Rider[3]

The root advancement is described as "Dungeons arise on a brave new world".[3]

Enchantments

The mod also adds its own enchantments. These are their in-game descriptions:[3]

  • Discharge: attacking enemies builds up speed. High levels of speed are discharged in a violent explosion that damages both victim and attacker.[3]
  • Ensnaring: gives a chance to inflict greater slowness when damaging enemies, and summons fangs that attack all monsters around them.[3]
  • Lolth's Curse: gives a chance to regenerate health when attacking enemies, but spiders may sprout from their body. Damaging an arthropod reflects damage to the wielder.[3]
  • Purification: gives a chance to negate all incoming poisonous and withering effects, releasing a burst of energy that damages nearby enemies.[3]
  • Voltaic Shot: charges arrows with electrical energy, so they fly in a straight line and deliver an explosion.[3]
Watch out: Discharge damages you as well as your victim, and Lolth's Curse can spawn spiders and reflect damage back at you. Test them somewhere safe before you rely on them.[3]

Unverified The sources here show no config files for this mod in the pack, no recipes that produce its items, and no guidebook or reusable documentation. Any pack-specific changes to the mod are therefore not confirmed.

How do you progress through When Dungeons Arise?

2 parts

When Dungeons Arise adds structures rather than a tier of gear, and the pack's quest book only mentions it once. The mention is in the Chapter 2: Allthemodium quest "The Other" quest, which says the dimension has Piglin Village, Ancient Pyramid and Dungeon structures, plus some structures from When Dungeons Arise and Ice and Fire.[4]

So the path to those structures follows the Allthemodium questline. "The Other" quest comes right after "The Nether" quest, and that quest comes right after "Teleport Pad" quest. The Teleport Pad quest itself follows "Allthemodium Ingot" quest.[4]

How you get there

  1. Get Allthemodium Ingot, the quest "Allthemodium Ingot" quest. It comes after "Ancient City" quest, and the quest says you need a Pickaxe of Netherite tier or higher to mine the ore.[4]
  2. Make a Teleport Pad (Teleport Pad). The quest says it takes 4 Allthemodium Nuggets and an Ender Pearl. To use it you shift right click with both your main hand and offhand empty.[4]
  3. Place the Teleport Pad in The Nether to go to The Other, where the When Dungeons Arise structures are.[4]

What comes after The Other

The quest book continues from The Other into the next tier. "Ancient Pyramid" quest and "Unobtainium Smithing Template" quest both come after it. The Ancient Pyramid quest says that structure holds the Piglich.[4]

The Smithing Template quest says you earn Unobtainium Smithing Template by beating the Trial Spawners in the Dungeon structure's Library Rooms. The quest names the Dungeon structure, not a When Dungeons Arise one.[4]

The Vibranium quests branch off The Nether instead. "Vibranium Ingot" quest and "Vibranium Smithing Template" quest both come after it, and the Vibranium Ingot quest says Vibranium is found abundantly in The Other.[4]

Unverified The sources I was given do not confirm any When Dungeons Arise recipes, loot tables or tier breakdown for this pack, so none are described here.

Which All the Mods 10 quests use When Dungeons Arise?

3 parts

As the quest book currently stands, When Dungeons Arise has no quest chapter of its own in this pack. It shows up in one place, inside Chapter 2: Allthemodium, in the quest "The Other" quest.[4]

What the quest says about the mod

"The Other" quest is a dimension quest, so you complete it by entering The Other. Its current text describes The Other as a realm for adventures with dozens of new biomes, blocks and structures. It names Piglin Village, Ancient Pyramid and Dungeon as the structures there, plus some structures from When Dungeons Arise and Ice and Fire. The quest says all of them hold amazing loot, and some of it is unique to its structure.[4]

The quest, as it is currently written, doesn't name any specific When Dungeons Arise structure, so check the quest book in game when you get there.[4]

How you get there

In the quest book as it currently stands, the quests run in this order before you reach The Other:[4]

  1. "Allthemodium" quest opens the chapter and currently asks for a Netherite ingot.[4]
  2. "Ancient City" quest comes next, and its current text says it is where you look for Allthemodium ore.[4]
  3. "Allthemodium Ingot" quest follows the Ancient City quest. Its current text suggests making 2 Teleport Pads from the nuggets.[4]
  4. "Teleport Pad" quest currently asks for the Teleport Pad. Its text says to shift right click with both hands empty to use it.[4]
  5. "The Nether" quest currently asks you to place the Teleport Pad in The Nether to go to The Other.[4]
  6. "The Other" quest is the one that currently mentions When Dungeons Arise.[4]

What comes after

In the quest book as it currently stands, two quests follow The Other. "Ancient Pyramid" quest sends you to the Ancient Pyramid, and "Unobtainium Smithing Template" quest covers the Unobtainium Smithing Template. The pyramid quest leads on to "Piglich Boss" quest. The Nether quest also leads to "Vibranium Ingot" quest and "Vibranium Smithing Template" quest.[4]

What changed in When Dungeons Arise between versions?

There isn't much version history to share for When Dungeons Arise in this pack, but here is what I can confirm.[2][5]

  • The mod was first included in All the Mods 10 2.25 or earlier.[2]
  • All the Mods 10 4.15 updated When Dungeons Arise from 2.1.64 to 2.1.68.[5]
  • All the Mods 10 8.1 ships When Dungeons Arise 2.1.68, using the file DungeonsArise-1.21.1-2.1.68-release.jar. That is the same version 4.15 updated to.[2][5]

Unverified I don't have the mod's own changelogs for the jars shipped in this pack, so I can't say what actually changed between 2.1.64 and 2.1.68, such as new structures, fixes or balance changes. Check the mod's official changelog if you need those details.

Sources

  1. When Dungeons Arise project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. dungeons_arise tooltips and descriptions (English lang file) · official mod data
  4. All the Mods 10 8.1 quests: "Chapter 2: Allthemodium" · pack file
  5. All the Mods 10 changelog (All the Mods 10 4.15) · changelog
Where this guide comes from

Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

Guides for other versions: 8.2 to 8.3

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