For those who ask what is decked out? Tango answers: “It’s an intense dungeon crawling treasure hunting game where players will enter an incredibly hostile dungeon, have to find their treasure and they have to get out before they get their face eaten off” (paraphrased).
Youtuber TangoTek is building decked out 2 on the Hermitcraft server in survival mode. The first video was published at August 6th 2022. Tango shares that decked out is feature-done in the video of August 28 2023. The game officially opened for the hermits on saturday September 9th 2023 and closed on December 9th 2023.
Only the complete audio and a great map are missing, these will be in a final update.
TangoTek's official tutorial video:
Each new player receives a starting kit containing: 10 frost shards, 3 crowns, a shulkerbox deck with 3 cards: Sneak, Treasure Hunter, Moment of Clarity.
At the start of each non-first phase 8 frost shards are given. Players with a lower overall score get a few more (up to 14) for a chance to catch up. This is bound to the number of frost embers a player had available to spend in the post-run shop.
The game consists of consecutive phases. Each phase lasts around 1 week. The number of phases was unknown beforehand and bound to player interest. 9 Phases took place.
The top 10 players with the most submitted victory tomes in a phase get game points. The game points are visible in-game as snow layers. 1st = 6, 2nd = 4, 3rd and 4th = 3; 5th and 6th = 2; 7th, 8th, 9th and 10th = 1. So the player with the most victory tomes in a phase is awarded 6 game points.
The top 3 players got a custom trophy in the shape of a card.
Trophies can be earned in various ways. These trophies are purely for bragging rights.
Decked Out Phase Winner!
This trophy is awarded for submitting the most tomes in a phase.
Decked Out Gauntlet Survivor!
This trophy is awarded for outsmarting the ravager after the post-run shop.
Decked Out Easter Egg Hunter!
This trophy is awarded to the player who discovered the most eggs in the egg hunt.
Found in the back of the player lounge. There are 20 easter eggs in here. The goal is to find the easter eggs inside the dungeon (levels 1, 2 and 3), look at the block underneath and copy it in the player lounge. All players work together on finding all blocks. When all blocks are correctly placed, the fourth level of the dungeon will be accessible. In phase 6, all eggs had been found and level 4, the burning dark, opened in phase 7. All easter-eggs are visible on the map as well.
Several things changed in phase 5 because of halloween.
The entrance door now shows a pumpkin with the text "Trick or treat".
The ravagers are wearing halloween costumes.
Halloween pumpkins drop as part of treasure.
A halloween house appeared next to the mushroom area on level 2. The halloween pumpkins may be submitted for either a trick (produce 2 clank) or a treat (2 good items). Each good item has a 3/9 chance to be porkshop, a 3/9 chance to be a frost ember, a 2/9 chance to be a key to the black mines and a 1/9 chance to be a crown.
Or 'The grand hall' as TangoTek called it.
When a new player wants to sign up for Decked out 2, they pick one of the 22 side rooms and put their name above the doorway. The inside of the sideroom may be changed by the player to their liking. Each sideroom has 1 fixed storage block which is used as a player inventory. Victory tomes are submitted here. New frozen shards are given here.
In the back of the player lounge there is the entrance to the dungeon, the scoreboard and the outside shop.
To start a dungeon run, a frozen shard is submitted in the back of the player lounge. This will grant the player access to the dungeon. This is only possible if no one else is currently in the dungeon.
Here, the player gets a bed to set their spawnpoint and storage to empty their inventory. Only their deck of cards will come along to the next room to be submitted.
In the room to submit the deck there is also a difficulty chooser. The player chooses a difficulty between 1 and 5. The higher the difficulty, the lower the floor is with the artifact.
After a short minecart ride, the player is dropped at the dungeon door.
Here a compass is given which points to the artifact. The player also gets a map (live gui) with an overview of certain statistics.
After exploring, gathering goodies and evading the baddies, the player leaves the dungeon through the exit (which is right besides the dungeon door). Or the player dies, ending the run.
When a player exits the dungeon, they drop down safely to get far away from the wall-phasing vexes.
If the player found their artifact, they convert it for frost embers to spend in the post-run shop.
If the player did not find their artifact, they are not allowed into the post-run shop.
Items bought in the post-run shop will be sent to the barrel in the starting bed room.
The player will die to return to the bed room. Even after a successful run.
Treasure will drop randomly at set treasure spots. This happens by default and drops can be increased with cards.
On level 1 treasure mostly has a 1/9 chance to be a crown, 6/9 chance to be a coin and a 2/9 chance to be a level key. On the lower levels the chance for coins are lower and crowns are higher. The exact chances are different per location. You can see the chances per treasure location on the map
4 Coins are worth 1 crown. Coins can't be taken out of the dungeon and any coins that are not used to make a crown will be lost. This conversion will happen in the post-run shop.
Whenever treasure is generated, each treasure location has a 1 in 6 or 1 in 7 chance to drop a random treasure item. A card with +1 could cause 0 drops, but also a drop on every single treasure location.
Crowns are part of the treasure drops. Crowns can be taken outside the dungeon and accumulated across dungeon runs. Crowns can be used to buy things in the outside shop.
Level keys can drop as treasure. Level keys are used to open the doors to the next level down. They can only be used for the doors on the same level they drop. These doors are identified by copper blocks.
Frost embers can drop near every treasure spot. This does not happen by default. Only cards can summon frost embers. Frost embers can not be taken outside the dungeon. They are instead used at the post-run shop if the run was successful.
Whenever frost embers are generated, each treasure location has a 1 in 6 or 1 in 7 chance to drop a frost ember. A card with +1 could cause 0 drops, but also a drop on every single treasure location.
A player may spend the lackey item, this means that the dungeon master TangoTek will join them on 1 dungeon run.
For this run, 2 evasion cards will be added to the deck, to counter the clank the dungeon master creates.
The player may command the dungeon master to do whatever they want. The dungeon master will do this to the best of his abilities.
When asked questions about the dungeon, answers will be kept within reason. Nothing to major to favor one player will be shared.
When the player dies, the lackey dies too. When the lackey dies first, the player may pick up the items the lackey dropped.
The lackey comes with 2 cooked porkshops, 1 speed potion, 1 regeneration potion and 2 slowness potions.
Victory tomes can be bought in the post-run shop using frost embers.
Victory tomes may be submitted and counted at the end of each phase of the overall game. The player may choose to hold on to victory tomes and submit them in later phases.
Clank represents how angry the creatures and spirits of the dungeon are. Traversing through the dungeon can produce clank. There are set locations that can produce clank. Not all locations are activated in a run. Which clank locations are activated will change between runs.
Some cards can reduce the production of clank.
A heartbeat is heard throughout the whole dungeon. The more clank is produced in a run, the faster the heartbeat.
When the player finds their artifact, 3 clank will be produced.
On a critical level of clank (this is about 20 clank), evokers will look around levels 1 and 2 and spawn vexes upon passing players. Water leaks also appear on level 1 to slow down players. On level 3 sculk sensors are coupled to broadcast every sound to the warden(s) on that level. If clank is produced while being maxed out, hazard is produced instead.
Hazard makes the dungeon more dynamic and makes the player feel trapped. The longer the player is present in the dungeon, the more hazardous the dungeon gets.
More hazardous means more and more pathways will close off and traps will get armed. There will always be a path back to the entrance of the dungeon, but this will be an inconvenient and dangerous route.
Simply put, the longer a player is in the dungeon, the more difficult it will be for them to safely exit the dungeon.
See the dungeon level maps for places where hazard closes pathways and activates traps.
When a player enters the dungeon, the will also receive a live gui item. This is a map that shows in real time how many cards are left in the deck. It also shows if cards produced any of the following, or when they are processed: generate frost embers, generate treasure, block hazard, block clank.
At the end of a successful dungeon run, cards and victory tomes can be bought with the frost embers collected in the run. The post-run shop is only accessible if the player found their artifact. The artifact will be converted to frost embers to spent here in the post-run shop.
Victory tomes can be bought:
All 5 common cards can be bought.
4 Cards are randomly chosen between all uncomman and rare cards. Uncommon cards are twice as likely to be chosen over rare ones. These 4 cards are shown in the shop and can be bought. A player won't see (and can't buy) most uncommon and rare cards.
Each card can only be bought once per shop visit. The full list of cards and their prices can be found in the cards chapter.
Bought items will be sent to the barrel back in the starting room with the bed. The same barrel that returns the player's deck.
The player may request an artifake here.
Every 4 coins can be converted to a crown here.
This shop is found in the back of the player lounge. A lot of different things can be bought here with crowns at all times. A select few items will be randomly selected to be up for sale. Every 2 hours with someone near the shop, such that it's loaded in memory, the items will be reselected randomly. Each item can only be bought once until it is reselected. Each item has its own probability on reselection.
The items for sale are:
The player can get a "Rusty's Toolkit" on certain treasure locations at the end of level 1 and in level 2. When brougth to Rusty, which is in the lab on level 2, the player is rewarded with 7 items. Each item has a 4/9 chance to be a frost ember, a 3/9 chance to be a coin and a 2/9 chance to be a crown.
The player can choose to make the dangerous dive down from the depth charge room. A chest full of loot awaits at the end of the dive. This loot is re-generated for each dungeon run. It generates at least 1 reward item. The reward item has a 5/9 chance to be a frost ember, a 3/9 chance to be crown and a 1/9 chance to be a key to the caves of carnage. After adding a reward item, there is a 4/5 chance an extra reward item is added. Additionally for each reward item there is a 1/3 chance a bonus item is also added. The bonus item has a 1/3 chance to be a crown, a 1/3 chance to be a coin, a 2/9 chance to be a key to the caves of carnage and a 1/9 chance to be a rusty toolkit.
First the player has to have found the bomb that was randomly placed in one of the 5 towers. Place the bomb in the barrel between the warden statues. The big door will open. The player is here rewarded with 16 frost embers and 17 crowns. There is also a button in here, when pressed the hideout will open. The hideout entrance is under the circular podium south of the big door. When a player gets the best artifact in the game, they can use this to open the hideout door. The player gets 14 more frost embers and the final hint to complete this quest. The player can exit the hideout using a bubble elevator and re-appear inside level 4.
In the hideout a book has the following message: "High within the sculk veins, nine items are to be found. Each contributes to an anagram. Present to me, the dungeon master, in private at the highest point of the Citadel this word you have deciphered and the crown shall be yours."
The 9 items in the sculk veins are: Dirt, Egg, Enderchest, Potato, Fire charge, Respawn anchor, Orange dye, Snowball, Torch. Spelling DEEPFROST with their first letters.
The artifact is the main goal of a dungeon run for the player. Every time a player enters the dungeon using a frozen shard, they get an artifact compass. This compass will point to the place of the artifact and has the name of the level in the name. For the third level 'the black mines', the compass will also show if the artifact is on the lower, middle or upper floor. Which location the compass will point to is completely random. Each artifact location can yield several different artifacts. If you want to know which artifacts can be found on each location, look at the map
The artifact compass will point to a certain x and z coordinate. When the player found the location of the artifact, they throw the compass on the floor. An artifact will appear a few blocks away on the floor. At this time, 3 clank will be produced as well.
There are 28 different artifacts. Each artifact, when safely gotten out of the dungeon, will be converted to a number of frost embers. Each artifact converts to a different amount of frost embers.
A player only has a successful run when exiting the dungeon with an artifact. The post-run shop is therefore also only accessible with an artifact. In the post-run shop, the player can get an 'Official Artifake'. A copy of the artifact they just found to collect outside the dungeon. These Artifakes can not yield frost embers.
The dungeon is 4 levels deep. The levels are named ‘The frozen crypt’, ‘The caves of carnage’, ‘The black mines’ and ‘The burning dark’. The dungeon is home to plenty of baddies. Most notable ravagers, wardens and vexes. The ravagers will roam the first two levels. The last two levels will have wardens instead. Vanilla mob spawning is disabled through moody lighting.
At the critical clank level, all evokers appear. When an evoker appears, it can see a passing player and will summon vexes.
Besides the baddies, the player has to face both clank and hazard.
Some places are only accessible with jump boost from cards. These passages are mostly minor shortcuts, but there are also areas which are solely accessible with jump boost.
Berry bushes can be found. The player can harvest these to get food. Players are not allowed to break the bushes and may not plant new bushes elsewhere.
In the back of the crypt basement is a place that gives a guarenteed level 2 key if you have jump boost.
A dungeon-wide map can be found here. Most of the map is a WIP, all map info will migrate to the new page.
Aureeee, a friend of Tango, made an asthetic map of the dungeon.
Here is a work-in-progress map. The spider cave and rusty's lab are ommited at this time, they will be on a seperate layers. The orange box in the south, is the halloween house that appeared in phase 5. Players enter this level on either entrance on the east and can go down to level 3 in the north-west. This map is not final.
This level is broadly divided in 3 floors. The player enters the higher floor when exiting level 2. Each floor has their own color in this image. Places to change floors are shown with the color of the floor it goes to. The gray rectangle is the open hall. There is a bigger cave that spans all 3 floors on each end. The exit to level 4 is down. The key to level 4 can be provided on every floor, and the player can safely jump down to level 4.
Here is a work-in-progress map. The entrance is in the bottomleft near the lava. The exit is somewhere more left than that, it's not visible on the map. This map is not final.
This level consists of an icy cave system and a crypt in the middle. This level is home to 6 ravagers and 9 evokers.
Powdered snow is used on this level. Players can walk or fall through them, or even use them to navigate the dungeon. There is no telling if the player drops into a trap or treasure room.
There is a chest in a deep body of water. Opening the chest will freeze the water and result in the player dying.
This level consists of many athmospheres: Mushrooms, fiery lava, water cavern, spider-y, stalagmites. This level is home to ravagers and contains 3 cave spider spawners.
A corridor will fire arrows from both sides to any passing player. This will only happen once per dungeon run. This trap is not activated yet.
This level is home to wardens. At full clank, the aggro-net will be activated. When activated all wardens in this level will hear your every step.
This level is home to wardens. This level opened in phase 7. The burning dark looks like an ancient city. It has a lot of passageways forming a maze, several bigger rooms, a few towers and huge sculk things leaking from high above. Whenever a player enters the burning dark, 1 bomb is dropped inside 1 of the towers. This bomb is used for a quest.
No secrets have been shared or found yet.
Cards can be permanent and/or ethereal. Cards also appear in different rarities: common, uncommon and rare.
The player can make a deck of cards. The deck is visualized as a shulkerbox with all the cards in that deck. A deck can have a maximum of 40 cards. Each card has a maximum number per deck. This number is displayed in the top right corner of the card. If the maximum is 3 and 3 cards of a type have been played already, and a card of the same type is about to be played, nothing happens instead.
At the start of each dungeon run, the player submits their deck. All permanent cards will be played at the start. Their effect will last until the dungeon run ends.
After every 30 seconds spent inside the dungeon, a random card will be played. Most cards will have an instantaneous effect. Some cards have an effect for a longer period. If this is the case, this is found in the card description. Whenever a card is played, you will hear the name of the card.
Over time Stumble cards are added to the deck. Stumble is an ethereal +2 clank card. The first stumble card is added after 2 minutes. Consecutive stumble cards are added almost 1 second faster. The first few stumbles are added at the following timestamps: 2.00, 3.59, 5.58, 7.57, 9.56, 11.55.
There are a lot of good cards, but having a big deck will lower the chances of each individual card being played.
Each card can only be played once. Clank and hazard produced by cards can be blocked. This makes more expensive cards with a trade-off even more powerful.
If an ethereal card is skipped. It won't be played this dungeon run and will be returned with the deck at the end of the dungeon run.
The color of a card shows it's rarity. Common's are gray, uncommon's are green and rare's are blue. Permanent cards have a bigger border with skulls. Each card has a number in the top right corner showing how many cards of this type may be in a deck.
Hazard
Clank
Treasure
Frost ember
Permanent card
Ethereal card
These are not in use. The purple ones would be legendary cards.
Decked out 2 uses a resource pack and has many good-looking items.
Opening door 1
Opening door 2
In order of date published by TangoTek:
Tango also built parts on stream. These can be found on TangoTek's second channel.
After the dungeon closed, Tango shared what was left out left out and what went good and wrong.
Tango had more ideas to put in decked out 2, but didn't get to implementing them.