Dungeons
The Dungeon tab is a combat-based roguelike feature: you enter a dungeon, fight wave after wave, and collect gear, shards and Mebuli fragments.
Roguelike runs
- No energy cost. Access is limited purely by the daily allowance, once you have had your run, you have had it.
- One run per dungeon and day. The prestige node Second Attempt raises that to two.
- Attrition (HP carries over): There is no healing between waves, wounded Mebulis start the next wave with their remaining health. Fallen Mebulis stay out for the rest of the run.
- Team wipe = run over. Rewards already earned are kept.
- Retreat: Between two waves you can end the run and keep everything collected so far.
- When a run counts: As soon as you clear the first wave, your daily run is used up, even if you retreat afterwards.
- No rerolls: A run is rolled once per day and grade. If you abort and start again, you get the same run. It only rerolls the next day.
The dungeons
| Dungeon | Element | From chapter | Waves | Fragment Mebuli |
|---|---|---|---|---|
| Fire / Bone | 2 | 5 | Moltoyeti | |
| Nature / Earth | 3 | 5 | Webbo | |
| Electric / Flying | 4 | 6 | Voltawhirl | |
| Ice / Water | 5 | 6 | Crustello |
The last wave of a dungeon is always the boss.
The "Endless" section of the Dungeon tab also holds the Endless Tower, a separate climbing mode with no daily limit.
Grades
All four dungeons have three difficulty grades. A grade is the same place with the same enemies, waves and artwork. Its inhabitants have simply grown stronger.
| Grade | Epithet | Enemy stats | Rewards | Gear rarity |
|---|---|---|---|---|
| I | × 1 | × 1 | normal | |
| II | Tempered | × 2 | × 2.2 | +2 steps on the wave scale |
| III | Merciless | × 4 | × 4.5 | +4 steps on the wave scale |
Grade II is more than twice as hard
The factor hits attack, defence and health at the same time. Your team needs twice the punch while lasting half as long.
A grade unlocks once you have fully cleared the previous one.
Rewards
Each cleared wave grants shards, Mebuli dust and a chance at gear, deeper means higher rarity, but rare at most. On a full clear you additionally get guaranteed gear, Mebuli fragments and ultimate fragments (1 on grade I, 2 on grade II, 3 on grade III).
Prism seals from dungeon grades
Every completed grade in each of the four dungeons gives 1 prism seal, 12 in total for the prestige tree.
Every cleared wave is also worth 8 player XP.
Combat as usual
Each wave uses the normal battle arena including auto/manual, rows (front/back) and ultimates.
What became of the expeditions
The old timer expeditions with the short / medium / long tiers are gone. The quests took their place: short assignments with varying rewards instead of pure gold.