Version 1.0 Live Your progress is permanent. No character wipes.
Dungeon Mastery & Balance Update
Dungeoneering Turns Every Labyrinth Into Progress
Dungeon monsters now scale into real opponents and reward level-based progress, while Dungeoneering, Relics and improved Chest loot deepen every Key.
What changed
- Every Dungeon monster now shows its Level and grants matching XP when defeated. Personal Dungeons award Character XP, while Clan Dungeons award only Clan XP.
- Dungeoneering is now a passive Dungeon-only Battle Skill that rolls automatically after every won Dungeon combat. Your selected Battle Skill rolls separately, so both may level from the same victory. Higher Dungeoneering Levels reduce room monster counts, improve Chest reward rolls and can make you battle two monsters together; Levels 50 and 100 expand the visible map, and Level 100 opens every adjoining direction after the room is cleared.
- Dungeon enemies now scale from the opening player or Clan combat benchmark and become sharply stronger with Key rarity. Losing is safe and costs only the attempted Auto when one was used.
- Every Grand Chest is now guarded by one powerful Dungeon Boss instead of an ordinary monster pack. Its Health persists between attacks, and Clan members fight the same shared Boss until the Chest is unsealed.
- Dungeon Equipment is never below the Key rarity and now includes ordinary equipment as well as Dungeon accessories. Relics have only two Dungeon effects: a chance for fewer monsters and a chance for more Chests when a Key opens.
- Dungeon Auto can ignite Blood Frenzy. Its 25–100 two-second actions are free, while Rage raises the ignition chance from 1 in 1,000 to 1 in 250 before switching into the free streak.
- A character may now keep one active Personal Dungeon of every rarity, and a Clan may keep one active shared Clan Dungeon of every rarity. Only one Dungeon can be entered at a time, so exiting still safely preserves the exact position and progress.
- New Dungeon maps now grow one tile per side with each rarity, from 5 × 5 Common to 14 × 14 Divine, keeping high-rarity labyrinths substantial without the former runaway map size.
- Gold and core resource Chest rewards now use visible fixed min–max ranges based only on Key rarity. Grand Chest rolls use four times the normal range, and unopened older Chests receive the improved amount when claimed.
- Clan Settings can now automatically accept eligible applicants while still enforcing the minimum Level and member limit.
- Named-participant PvP Challenge Codes now show their own opponent-name field and explain who can redeem the code. Mobile World Boss controls and the Last Action controls also use dedicated, non-overlapping phone layouts.