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Campaigns & modes

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.

Ember CavernsSmouldering caves full of fire creatures. A hot first descent.
Verdant HollowAn overgrown hollow, toxic vines and tough nature mebulis.
Storm SpireA storm-wracked spire, fast lightning and air foes.
Frost CryptFrozen vaults, armoured ice and water mebulis that hit hard.
Endless AbyssFloor after floor, ever deeper, ever stronger. Get as far as you can, milestones every 5 floors.

Roguelike runs

  • No energy cost.
  • 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
Ember Caverns Ember Caverns Fire / Bone 2 5 Moltoyeti
Verdant Hollow Verdant Hollow Nature / Earth 3 5 Webbo
Storm Spire Storm Spire Electric / Flying 4 6 Voltawhirl
Frost Crypt Frost Crypt 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 Gear shards Mebuli dust and fragments Gear rarity
I × 1 × 1 × 1 normal
II Tempered × 2 × 2.2 × 2.2 +2 steps on the wave scale
III Merciless × 4 × 4.5 × 2.2 +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 upgrade fragments: the four regular dungeons give 0 or 1 per dungeon and day, on any grade; special dungeons give 1.

From grade II the guaranteed piece from a full clear can be epic or legendary:

Grade Epic Legendary
I – –
II 5 % –
III 6 % 2 %

Special dungeons do not give this chance.

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.

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