Systems
Endgame
The chapter 1 regions · Chapter 1 instances · Abyss Tower · Ancestral Dungeon · Bossnia · Chosen Hunt and Creature of the Day · Bestiary and amulets · Boss party mechanics
The chapter 1 regions
- level 50–80
- key M
Three new regions, from 50 to 80, each with monsters, minibosses and a two-stage boss. To enter, you need the level and to have defeated the previous region's boss.
- The first kill of the right boss opens the region for you, with a notice. Access is per character.
- Each region drops the set for its range (Ember, Jade or Abyssal) for the five classes and the Archer.
- Each region has a hidden secret boss, with its own art.
- Beneath each region lies a party instance (see Instances).
Chapter 1 instances
- level 55+
Party dungeons with four difficulties, opened by Teodoro at the Vandória fountain. There are three, one per region, and each one has 4 rooms and a boss at the end.
- Enter solo, with your party (companions within 6 tiles of Teodoro enter together) or through Find a party.
- There are 2 entries per day for each instance, across all difficulties. They reset at midnight (Brasília time) and are used up on entry.
- Each difficulty unlocks after you clear the previous one (per character). Each one requires its own visible level.
- The copy holds up to 5 people and lasts 30 minutes. Three rooms have packs and a guardian (in the third, a miniboss) and the fourth is the boss's room, alone. The next door opens when the guardians fall.
- Monster health grows with how many players are in the room (+70% per extra player), so solo is the lightest.
- Anyone who dies respawns in the entrance hall, without losing experience or gold.
- Once the boss is defeated, each player gets a chest: the gold from 25 kills of that level and a piece of equipment from the range, straight into the inventory. The next difficulty unlocks, the realm hears about it and the exit opens for 3 minutes.
- Find a party: a queue per instance and difficulty. The party forms with 3 in the queue, or with 2 after 2 minutes of waiting. You have 30 seconds to accept; anyone who declines leaves the queue.
- The card chance rises with difficulty: ×1, ×1.5, ×2 and ×3.
Abyss Tower
- level 50+
A tower with no top: floor N has monsters of level 50 + N, and every 10 floors there is a boss of the realm. It is the content that keeps pace with the uncapped level.
- Enter through Teodoro, in the Abyss Tower tab, solo or with the party near you (up to 5). You start on the floor after your last milestone of the week.
- Floors come in blocks of 5, in a single arena. When the last monster falls, the next floor spawns 4 seconds later. The 5th floor is the milestone.
- Once the milestone is cleared, two portals open: the northern one takes the party to the next block and the eastern one leads out to Vandória.
- Regular floor: 6 commons and 1 strong. Boss floor: a boss of the realm with 2 strong ones. Each player beyond the first adds one strong monster, and health and experience grow with how many are in the arena.
- A block lasts 30 minutes; once the milestone is cleared, 3 minutes remain. Anyone who falls or leaves returns to the block through the same button while it lasts.
- Death costs nothing: whoever falls respawns on the landing.
- The first time at each milestone of the week gives a chest: gold for the floor's level and 3 Refining Ores. Boss milestones also give 1 Star Ore and a 0.5% chance at the floor boss's card.
- Progress resets on Monday at 0:00 (Brasília). During the week you can climb as many times as you like, continuing from your last milestone.
- Everyone faces the same monsters during the week, so the ranking is fair.
- The ranking (highest floor, then shortest time) gives the top 3 a title for the following week. In chat, /rank torre shows the list.
Ancestral Dungeon
- level All
An hourly event: on the hour, the entrance opens for 15 minutes. Teodoro, in the Vandória plaza, takes you to a five-room castle shared with everyone who enters during the same opening. At the end, the Ancestral Scourge awaits.
- There is no minimum or maximum level. Each monster fights at the power of whoever faces it, and everyone's power moves toward the average of those in the castle, so a strong player and a weak one can play together. Equipment and purchased HP count for little in damage dealt and taken.
- Only those who talk to Teodoro enter: the party does not go along. Inside, form a party by right-clicking another player. Up to 20 fit per castle; when it is full, another one opens.
- The castle stays up until the next hour (45 minutes after the entrance closes). The castle warns at 10, 5 and 1 minute before the end.
- Five rooms linked only by portals: the Ramparts, the Guard Wings, the General's Corridor, the Throne Court and the Hall of the Scourge. Each portal opens when all the room's guardians fall.
- Packs move together: when one sees someone, the whole pack comes. More people in the room give the monsters more health and more experience.
- Ground warnings hurt anyone, and the panel below the minimap shows the time, the room, how many are in it and the guardians left.
- Anyone who dies respawns in the entrance hall, losing nothing, and returns through the portals of the opened rooms.
- Only the castle's bosses drop equipment: guardians, captains and champions 15% of the time and the general 25%. Soldiers and elites leave only the loot bag.
- Once the Scourge is defeated, everyone in the castle gets the chest: experience, the gold from 25 kills and a piece of equipment of uncommon or better (uncommon 60, rare 30, epic 8, legendary 2), straight into the inventory. The golden exit opens for 3 minutes.
Bossnia
- level High level
A huge open field, 512 by 512, full of level 70 to 90 bosses that walk and teleport around the map, with no loose monsters. There is no teleport for you: finding a boss means walking.
- Entry: the Bossnia Traveler, in Vandória, takes a Hunter's Mirror and grants 1 hour inside (up to 3 hours combined). You can leave and come back while the hour lasts. Both Travelers sell the Mirror for gold.
- The map has four regions in increasing level ranges from south to north (70–75, 75–80, 80–85, 85–90) and, at the end, the throne of the Sovereign of Bossnia.
- Who lives there: the Echoes (copies of the game's bosses and minibosses, at the region's level), exclusive two-stage bosses and the Sovereign, with three stages. There are 189 bosses, each Echo in 6 places, always with its band of minions.
- Bosses roam the region in packs and teleport out of combat every 3 to 6 minutes; if cornered, they cannot be hit for about 4 seconds. The teleport has a 1-second warning.
- The Fly Wing and other teleports do not work there. The Vandória Scroll is the way out.
- Dying costs nothing: you respawn at the entrance camp.
- Bosses belong to everyone. The MVP prize, drawn from Flowers, Fruits, Scrolls, Stellars and other rare items, goes to whoever dealt the most damage and is still alive, with +50% of the boss's experience.
- The Bossnia Flower belongs to whoever wounded the boss: each living player rolls their own. Parties do not split it.
- The Florist, at the camp, trades Flowers for items (see the table).
- In the Bestiary's boss tally, each boss Echo is worth 2 points, a miniboss Echo 1, an exclusive boss 5 and the Sovereign 20.
Chosen Hunt and Creature of the Day
- level 50+
- key H
From visible level 50 on, you have 3 hunt slots. In each one, you choose a monster from a list of 9 and get a bonus against it for 2 hours of combat. Every day there is also a featured monster and a featured boss.
- Each slot shows 9 monsters drawn from those that spawn on hunting maps, from 10 levels below to 10 above your visible level. None repeats across slots.
- When you choose the monster, the slot rolls a bonus against it alone. The Hunt mark appears in the target box.
- The 2 hours count only in combat (time passes when a hit was dealt or taken in the last 10 seconds). When it runs out, the slot returns to the list.
- A new list is free every 20 hours. Before that, it costs 80 gold per visible level.
- Rolling another bonus for the same prey costs 200 gold per visible level; the time stays the same.
- Creature of the day: every day at midnight (Brasília), a monster is picked with +50% experience and drop, and a boss with +50% drop and double the card chance. It applies to everyone.
- Party bonus by class: each different class among nearby companions adds +10% experience beyond the first.
Bestiary and amulets
- level 1+
- key X
Each creature has 3 kill marks that unlock its entry. The gold mark gives amulet points, and the 10 amulets work against the species you place them on. The boss tally increases boss drops.
- Each kill counts for whoever gets its experience: whoever brought it down and the party members on screen.
- The gold mark (1,000 kills) gives 5 + level ÷ 5 points (rounded down): 11 for a level 30 species and 21 for a level 80 one.
- Each amulet is bought once with points and placed on a species with the gold mark. Each species takes only one amulet.
- Placing it is free the first time; changing the species costs 150 gold per level of the new species. You cannot remove it without changing.
- Buying all 10 amulets costs 420 points, a long-term goal.
- Bosses count kills but do not take amulets. The boss tally adds up points that become levels, which increase drops from bosses and minibosses.
- The window (X) has three tabs: Creatures, Amulets and Bosses. A species you have never seen appears as a shadow.
Boss party mechanics
- level Bosses
Bosses and minibosses have mechanics that require the party to work together, beyond the ground warnings. The boss bar tells you what to do at each moment.
- A shield to break before the cast finishes: once broken, the boss is dazed and takes more damage.
- Towers to occupy, shared hits (stack on the marked player), spikes (stop attacking) and fixation (the marked player runs).
- Charges that leave the boss dazed if they miss, and helpers that protect it.
- Near the end, the boss gets desperate and casts faster.
- Some skills have ground warnings: you can dodge them. Others, like gear stripping, do not.
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