Grimoire
The handbook of Ametria: attributes, effects, classes, pets, dungeons, the Abyss, the Titan and the rules of combat — the same Grimoire you find inside the game.
Attributes

Vitality (VIT)
Increases maximum health and regeneration.
Max Health: +0.31% per point
Regeneration per turn: +2% per point
Last Breath: +0.04% per point chance to survive a killing blowResistance: +0.15% per point chance to shrug off control, poison or weakening (up to 25%)
Thorns: sends part of the damage you take back to the attacker. With 60 VIT, 15%; with 120, 20% — never above 30%.
Precision (PRE)
Improves accuracy, defense penetration, turn bar gain and ricochet chance.
Accuracy: +0.6 per point
Defense Penetration: +0.3% per point
Turn bar: every direct hit that lands brings your next turn closer by up to +174.1, and the gain grows with Precision (a turn comes at 1000)
Ricochet Chance: +0.8% per point
⚠ Cap: ricochet chance never exceeds 40%, even with more Precision.
Ricochet Damage: 80% of the blow that triggered it
Accuracy above 100: each extra point becomes +0.25% penetration (up to 25%)

Concentration (CON)
Raises critical hit chance and damage, and grants a chance of an extra turn.
Crit Chance: +0.69% per point
Crit Damage: +1.36% per point
Extra turn: after a direct hit, a chance to act again — grows with Focus up to 30%
⚠ Cap: at most 3 consecutive actions by the same unit — extra turns never chain beyond that.
Intelligence (INT)
Strengthens heals, poisons and burns, speeds up skill recharge and raises the chance to apply effects. Each skill cast also strengthens the next one.
Power (Heal/Poison/Burn): +0.96% per point
Skill recharge: +2.22 per turn, per point
Chance to apply effects: +0.34% on top of each skill's chance, per point
Skill damage resistance: +0.15% per point (up to 30%)
Resonance: each ability cast gives +0.11% damage per point to the next one, up to 4 stacks

Strength (STR)
Increases damage dealt, reduces damage taken and makes blows weigh: whoever gets hit loses speed.
Damage Bonus: +0.6% per point
Damage reduction: 0.09% per point
Weight of the blow: each direct hit that lands takes 0.16% of the target's speed per point, for 1 turn (up to 30%)
Speed (SPD)
Lets the hero act more often and makes them harder to hit.
Turn bar speed: starts at 1.25, and each point adds a little less than the one before, up to +0.62
Evasion: removes 0.25 accuracy from the enemy, per point
Accuracy: +0.07 per point (far less than Precision)
Effects
Debuffs and Control
StunnedLoses the turn completely for 1 turn.Applied by:
Mage
SilencedPrevents skill use: the target can only use its basic attack.Applied by:
BlindReduces hit chance. Its strength depends on who applies it.Applied by:
RootedReduces speed by half and crit chance by 15 points.Applied by:
Defense brokenIncreases damage taken. Its strength depends on who applies it.Applied by:
Archer
BleedingBlocks all incoming healing and makes the target far more likely to be attacked.Applied by:
MarkedGuarantees critical hits against the marked target.Applied by:
Rogue
Archer
FrozenCannot act while it lasts. The next hit is a guaranteed critical, shatters the ice and splinters part of the damage onto the other enemies.Applied by:
Mage
AsleepCannot act until it takes damage. The hit that wakes the target deals more.Applied by:
Druid
TerrifiedStill acts, but may hit its own team and deals less damage while it lasts.Applied by:
Rogue
CurseHealing received turns into damage. It never kills: the target stops at 1 health.Applied by:
Alchemist
PoisonDeals damage every turn, based on the target's maximum health.Applied by:
Alchemist
BurnDeals damage every turn, based on the target's maximum health, and weakens incoming heals while it lasts. Reapplying refreshes the duration.Applied by:
Mage
Alchemist
ParalysisEach turn, a chance to lose the action. The turn is still consumed.Applied by:
Alchemist
DisarmedWhile disarmed, the hero attacks without a weapon — and a disarmed pet deals half damage.Applied by:
Rogue
CorrosionEach stack increases the damage the target takes (up to 3 stacks).Applied by:Buffs
Damage upIncreases damage dealt. Its strength depends on who applies it.Applied by:
ProtectionReduces damage taken. Its strength depends on who applies it.Applied by:
Knight
Druid
Crit upIncreases critical chance. Its strength depends on who applies it.Applied by:
AimIncreases accuracy. Its strength depends on who applies it.Applied by:
Last breathOn lethal damage, survives at 1 health with immortality for 1 turn. Each time this saves you in the same battle, the chance is halved.
BarrierA shield that absorbs damage before health.Applied by:
Mage
Druid
CleansedRemoves one poison, one crowd control and one debuff from allies.Applied by:
Druid
LinkFor a short time, part of the damage the owner takes is redirected to the guardian pet, which takes it amplified.Applied by:
ProvokedProvoke: a provoked enemy draws every attack while the effect lasts.Applied by:
Knight
TrackingEvery hit the Tracker lands adds a stack to them, and each stack raises the damage of the following hits. Past the threshold, every hit is a guaranteed critical. A marked target counts as two stacks and cannot be missed.Applied by:
Archer
Blood WallThe Gladiator stores the damage they take and, once the charges are full, returns it all at once to whoever hurt them, healing for part of it.Applied by:
Knight
ThornsReturns part of the damage taken to the attacker, based on the defender's health. The returned damage builds up on the attacker and lands all at once when it passes 2% of their maximum health.Applied by:Any fighter
Weighed downA direct hit that lands takes part of the target's speed for 1 turn, proportional to the attacker's Strength (up to 30%).Applied by:Any fighter
Saturating poisonPoisons and burns combined never take more than 30% of maximum health per turn. The more poison there is, the less each extra dose adds — but adding poison always adds something.
Damage floorEvery direct hit takes at least 1% of the target's maximum health. No defense reduces a hit to zero.Weapon synergy
KnightParry: with a sword or axe, the Knight has a 9.5% chance to halve the blow coming at him.
ArcherReaction shot: with a bow or crossbow, the Archer has a 39% chance to answer with a shot for 75% damage whenever an enemy finishes acting.
MageArcane theft: with a staff or tome, the ability has a 53% chance to take the enemy buffs for the Mage, with the time they had left.
RogueTime theft: with a dagger or katana, every blow takes 36 action points from the target and gives them to the Rogue.
DruidEarly sap: with a log or club, every blow from the Druid advances the most wounded ally by 126 points.
AlchemistFlask swap: with a bomb or potion, the Alchemist has a 65% chance to push his own ill effects onto the enemy.Characters
Rebirth
At level 80 the hero can be reborn: back to level 1 as a second class, stronger than before, and leveling 3x faster. Whoever does not rebirth stays the same, and stays in the level ranking.
+5% to every attribute, forever
A new passive Mark that only the Reborn has
The main skill evolves: the trained level stays, with an added effect
Wings in the class color, and the second class name on the card and in the ranking
For 20 attacks or 7 days, fights against non-reborn heroes do not count for the ranking
1
Knight
The Knight is an unyielding force on the front line, withstanding attacks and striking back with determination. They tend to excel through raw physical power.
Rebirth: Gladiator
The Mark of each class: Oath
How the main skill evolves: Consecrated Justice
Skills

Channels conviction into a heavy, disciplined strike that rarely misses the target.

Decades of combat have hardened their skin like steel, and pain only fuels their determination. Their blows strike with such force that they ricochet, hitting nearby enemies — and this passive raises the ricochet chance.

Their imposing presence serves as a shield, protecting loyal companions from any harm.

Once per battle, the blow that would drop an ally pet below 30% health hits the Gladiator instead.

Raises the shield and defies all enemies, returning received aggression back to them — never more than was received.

Mage
The Mage commands powerful arcane forces, shaping the battlefield and unleashing large-scale destruction. Focus and mental control define their strength.
Rebirth: Sorcerer
The Mark of each class: Resonance
How the main skill evolves: Chained Blast
Skills

Condenses pure arcane energy in the palm of the hand and fires it violently at the opponent. The impact leaves the target Burning, eroding health and reducing incoming healing.

Magical power overflows from their body, creating shockwaves that hit enemies near the target.

Deep meditation expands consciousness, making each subsequent spell more potent than the last.

Every 3 abilities used by the team, the next hit from the Sorcerer echoes for 7% extra damage.

Conjures a sphere of chaotic and unstable magic that devastates and confuses those hit. Casting it wraps the mage in a damage-absorbing Barrier.

Rogue
The Rogue moves through the shadows, eliminating vulnerable targets while skillfully avoiding danger. Their speed and reflexes are their greatest assets.
Rebirth: Bandit
The Mark of each class: Sentence
How the main skill evolves: Shadow Execution
Skills

Identifies a vital point and delivers a lethal blow, seeking to end the combat instantly.

Predatory instinct that ignores honor, focusing mercilessly on the most vulnerable prey.

Moves like a shadow, dodging blows and exploiting the weaknesses of wounded enemies.

An enemy hit 4 times by the Outlaw is marked for 3 turns.

A dirty trick that strikes the opponent's wrist, forcing them to drop their weapon and fight unprotected.

Archer
The Archer is precise and relentless, striking critical points and exploiting enemy weaknesses. Their accuracy sets the pace of combat.
Rebirth: Tracker
The Mark of each class: Tracking
How the main skill evolves: Piercing Double Shot
Skills

Draws and fires two arrows in a single fluid and fast movement. The second arrow is a bit weaker than the first.

Eagle eyes trained to find the smallest gap in the opponent's armor.

Each shot reveals more about the enemy, making subsequent attacks progressively more lethal.

The basic attack of the Tracker never misses a marked target.

Marks the enemy's fate, ensuring the next shot hits a vital organ.

Druid
The Druid channels the power of nature to protect and restore, standing firm while sustaining nearby allies.
Rebirth: Naturalist
The Mark of each class: Sap
How the main skill evolves: Wild Healing
Skills

Summons the vigor of ancient forests to close wounds and harden skin like tree bark. The heal also Cleanses the team, removing one poison, one crowd control and one debuff.

The druid's mere presence makes life flourish, enhancing any restorative magic.

The cycle of life fuels their strength; the more they heal, the more nature fights by their side.

Whenever it heals, the Naturalist also recovers 6% of its own maximum health.

Issues a primal command that unites the pack: every beast attacks NOW — and pays almost its whole turn for answering the call.

Alchemist
The Alchemist manipulates volatile substances and toxins, weakening enemies over time and triggering explosive reactions. Their knowledge is their greatest weapon.
Rebirth: Transmuter
The Mark of each class: Chain Reaction
How the main skill evolves: Unstable Catalyst
Skills

Throws a flask containing corrosive acid that burns flesh and poisons blood.

A body altered by experimental elixirs, granting supernatural physical resistance.

Chemical sadism. The alchemist grows stronger watching enemies succumb to disease and poison.

When a poison from the Transmuter kills, the poison leaps: another enemy loses 12% of maximum health over 3 turns.

Detonates chemical compounds in the enemy's blood, causing a devastating chain reaction. The reaction leaves the target Paralyzed, with a chance to lose their action for a few turns.
Pets
Royal Pet
One in every 200 pets is born ROYAL. It cannot be crafted: either the pet was born that way or it was not.
You can spot it by the GOLDEN BADGE on the portrait and by the aura it carries in combat.
What it does differently:
- gains 6 attribute points per level instead of 5
- each Ascension stage grants +1% more base attributes than a common pet
Other than that it is a pet of its species: same skills, same trait, same level cap.
Pet Ascension
By consuming DUPLICATES of the same species and gold, the pet moves up a tier: it gains attributes and its level cap rises.
To ascend, the pet must be AT ITS LEVEL CAP — and that cap rises with every ascension. That is why the first one requires level 60, the second 75 and the third 90.
You ascend from the pet's sheet, on the skills tab.
Duplicates are consumed forever. A pet that is equipped, locked, on an expedition or already ascended does not count as a duplicate.
A Royal pet gains an extra +1% per stage. Gold is charged by YOUR level bracket — early players pay less.
Awakened
Requires level 60
+5% attributes · level cap 75
0Exalted
Requires level 75
+10% attributes · level cap 90
0Primordial
Requires level 90
+15% attributes · level cap 100
0Species trait
From the Elevated stage on, each species gains its own combat passive — it gets stronger at Primordial.

When it enters the fight, the lion intimidates its foes with a roar, lowering the enemy team's attack power for a few turns.

The first time it drops below 30% health, the snake sinks its fangs: whoever hurt it suffers Corrosion, taking more damage for the rest of the fight.

The first time it drops below half health, the bear raises an ancestral shield that absorbs damage — once per fight.

The boar's first strike is a brutal charge that provokes its foes, forcing them to target it.

When a foe falls, the cat spends one more of its seven lives and acts again — once per fight at Elevated, twice at Primordial.

While alive, the wolf leads the pack: all allies fight harder.

The owl watches over the battlefield: on the first turn, it sharpens its allies' aim and cleanses an ailment it carries.

The eagle's first strike comes from above, marking the target for 2 turns (3 at Primordial).

The crocodile's bite runs so deep that the bleeds it inflicts take longer to heal.

The frog's skin secretes toxins: whoever strikes it up close comes away poisoned.

The homunculus turns genetic instability into an advantage: its mutation permanently increases its maximum health.
Pet economy
120
150Special pet ascension: 10 normal pets from the same family also count as 1 duplicate.
Special pet skill training: 1 special from the family OR 10 normals close 1 tier.
1-2A worm that enjoys helping beginners.
Skills

A simple attack that hardens the owner's defense and restores a bit of vitality.

A simple and resilient lifeform. Increases pet max health and slightly boosts the owner's damage.
A symbol of wisdom, its precise talons rarely miss the mark.
Skills

A sharp, psychic screech that can stun the enemy's mind.

A symbol of wisdom, increasing the owner's focus and concentration.

Observes everything. Ensures counterattacks and opportunity strikes are accurate.

The owl watches over the battlefield: on the first turn, it sharpens its allies' aim and cleanses an ailment it carries.

A hypnotic gaze that silences the opponent, preventing ability use, and clouds their aim.
A mountain of fury and muscle. Its brute force is unmatched.
Skills

A heavy swipe that can leave the enemy seeing stars (Stunned).

Shares its brute strength, increasing the owner's physical damage.

Its massive presence intimidates opponents, reducing damage taken by all allies.

The first time it drops below half health, the bear raises an ancestral shield that absorbs damage — once per fight.

Roars to protect its master, granting defense and restoring vitality. Opens the Link window: half of the damage taken by the master is redirected to the bear.
The queen of the skies, whose vision and aim are legendary.
Skills

Dives from the sky like lightning, striking with sharp talons that can break armor.

Detects the slightest movement, guiding attacks with surgical precision.

Long-range vision that detects armor weaknesses, increasing attack penetration.

The eagle's first strike comes from above, marking the target for 2 turns (3 at Primordial).

A sweeping strike that hits multiple enemies and inspires allies, increasing accuracy and the owner's damage.
Stealthy and lethal, it strikes at the perfect moment with astonishing speed.
Skills

A quick strike that injects lethal venom into the target's bloodstream. Each bite stacks Corrosion, increasing the damage the target takes (up to 3 stacks).

A slippery, sinuous body that easily dodges attacks.

Potent venom. Increases damage dealt by all poison effects.

The first time it drops below 30% health, the snake sinks its fangs: whoever hurt it suffers Corrosion, taking more damage for the rest of the fight.

Spits corrosive acid that melts the opponent's defense.
A relentless force of nature, its stamina and vitality are admirable.
Skills

Charges blindly into the enemy with brutal force. The boar's hide becomes a SHIELD for the master: the harder the impact, the bigger the shield.

Thick, calloused hide that ignores part of incoming damage.

Pure stubbornness. Increases the effectiveness of any healing the boar receives and amplifies the shield the charge gives the master.

The boar's first strike is a brutal charge that provokes its foes, forcing them to target it.

A war squeal that hits the enemies and draws their attention.
Created by arcane means, its artificial mind brilliantly processes tactics.
Skills

Fires a concentrated beam of pure magical energy.

Calculates weaknesses in real time: every negative effect on the target increases damage.

Its magical nature amplifies the owner's abilities, spells and healing.

The homunculus turns genetic instability into an advantage: its mutation permanently increases its maximum health.

Sacrifices energy to temporarily overload the owner's power.
Master of the swamp, its patience and focus make it a dangerous opponent.
Skills

Exhales a dense smoke that blinds ALL enemies — heroes and pets —, drastically reducing their accuracy. The mist also wraps the toad in a damage-absorbing Barrier.

Enhances the toxicity of its attacks, making it easier to apply negative effects.

Venomous, hardened skin: reduces incoming damage and punishes those who touch it, with a chance to poison attackers.

The frog's skin secretes toxins: whoever strikes it up close comes away poisoned.

Creates a sticky puddle that traps the opponent, preventing movement or dodging.
The king of the savannas, every roar and paw carries monumental force.
Skills

Lets out a roar that harms the enemy and inspires its owner, temporarily increasing attack power.

Its thick predator hide absorbs part of the impact, reducing the damage the Lion takes.

The King's majesty commands respect, permanently increasing its owner's damage.

When it enters the fight, the lion intimidates its foes with a roar, lowering the enemy team's attack power for a few turns.

Lunges ferociously and sinks its fangs into the enemy, drawing all attention to itself.
An alpha predator that hunts in a pack, its precision in taking down prey is unparalleled.
Skills

Flanks the prey and strikes violently, exposing a weak point that increases the owner's damage.

Critical strikes become more lethal, causing deeper wounds.

The bond of the pack sharpens senses, increasing the owner's critical hit chance.

While alive, the wolf leads the pack: all allies fight harder.

A mournful howl that awakens fury in all allies, increasing the team's critical chance.
Agile and elusive, its speed allows for attacks and escapes that defy sight.
Skills

A sequence of swift scratches. Strikes twice in quick succession.

Always lands on its feet. Increases its ability to dodge enemy attacks.

The thrill of the hunt sharpens its killer instincts, making critical hits devastating.

When a foe falls, the cat spends one more of its seven lives and acts again — once per fight at Elevated, twice at Primordial.

A low strike to the ankles that knocks down and marks the enemy, exposing weak points.
A prehistoric creature with tough hide, capable of withstanding the harshest blows.
Skills

A crushing bite that breaks the opponent's armor and opens a wound that bleeds poison for 3 turns.

Stone-like hide that reduces all incoming damage.

A cruel opportunist. Deals massive damage to low-health enemies.

The crocodile's bite runs so deep that the bleeds it inflicts take longer to heal.

Spins violently, hitting all enemies and pinning them down while strengthening allies' defense and the master's damage.
An engineering marvel, its combat algorithms optimize every action.
Skills

Releases a high-voltage electric current with a chance to fry nerves and stun the target, and leaves a residual charge that burns for 3 turns.

Its reactor transfers excess energy, amplifying the owner's abilities.

Overload: targets stunned by your team take more damage from every ally — the robot creates the condition with its discharge, and the pack cashes in.

The first time it drops below 30% health, the robot overloads its circuits, stunning whoever hurt it — and, in its most advanced form, shields its weakest ally with a barrier.

Emits a shockwave that hits all enemies and overloads the owner's systems, increasing damage, crit, and recharging abilities.
Dungeons
Graveyard Crypt · on Mondays
BossSuccubusMonsters




Most common weapon drops
Stealthy · 50%
Dagger, Katana
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
City Ruins · on Tuesdays
BossAphroditeMonsters




Most common weapon drops
Bladed · 50%
Sword, Axe
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
Scorching Sands · on Wednesdays
BossIsisMonsters




Most common weapon drops
Crushing · 50%
Log, Club
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
Deep Sea Abyss · on Thursdays
BossPoseidonMonsters




Most common weapon drops
Piercing · 50%
Bow, Crossbow
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
Sky Bastion · on Fridays
BossZeusMonsters




Most common weapon drops
Magical · 50%
Staff, Book
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
Volcanic Caldera · on Saturdays
BossHadesMonsters




Most common weapon drops
Explosive · 50%
Bomb, Potion
Other types: 10% each
How to earn the stars
Clear the dungeon
Clear it within the floor's turn limit
Without losing anyone, within the turn limit
Floors
| Floor 1 | Rec. lv. 3 | ≤ 60 turns | 26 | |
| Floor 2 | Rec. lv. 10 | ≤ 55 turns | 28 | |
| Floor 3 | Rec. lv. 13 | ≤ 55 turns | 31 | |
| Floor 4 | Rec. lv. 18 | ≤ 55 turns | 33 | |
| Floor 5 | Rec. lv. 23 | ≤ 55 turns | 35 | |
| Floor 6 | Rec. lv. 28 | ≤ 55 turns | 37 | |
| Floor 7 | Rec. lv. 33 | ≤ 55 turns | 40 | |
| Floor 8 | Rec. lv. 38 | ≤ 55 turns | 42 | |
| Floor 9 | Rec. lv. 43 | ≤ 55 turns | 44 | |
| Floor 10 | Rec. lv. 48 | ≤ 55 turns | 47 | |
| Floor 11 | Rec. lv. 54 | ≤ 52 turns | 49 | |
| Floor 12 | Rec. lv. 60 | ≤ 52 turns | 52 |
Abyss

The bottom of the tower got harder
Down to floor −60 the monsters have the tower's usual strength. Below that they grow tougher floor by floor and, at −100, they are ×2 what they were: reaching the bottom of the Abyss is a challenge for the whole season.
Tartarus is not just a harder Abyss — it is another tower. At the same depth its monsters reach ×10.4 those of the Abyss, and in return they pay double gold and materials.
Bosses resist control: Abyss and Tartarus bosses have 30% more resistance to stun, root, silence, blind, freeze and sleep — wave monsters do not. The control resistance that comes from Vigor still applies to everyone, as in the arena.
Every range pays Abyssal Dust — and the deeper you go, the more each floor pays. The Abyssal Core drops on boss floors.Automatic descent
In auto-run your team descends on its own, but you are not left out: two buttons at the top of the screen let you step in.

Floors 1–10
Monster level: 1–2 · Energy cost on floor 1: 20

Floors 11–20
Monster level: 2–4 · Energy cost on floor 11: 25
Boss on floor 15
Floors 21–30
Monster level: 4–7 · Energy cost on floor 21: 30
Boss on floor 30
Floors 31–40
Monster level: 7–11 · Energy cost on floor 31: 35

Floors 41–50
Monster level: 11–15 · Energy cost on floor 41: 40
Boss on floor 50
Floors 51–60
Monster level: 15–19 · Energy cost on floor 51: 45

Floors 61–70
Monster level: 20–25 · Energy cost on floor 61: 50
Boss on floor 65
Floors 71–80
Monster level: 26–32 · Energy cost on floor 71: 55
Boss on floor 80
Floors 81–90
Monster level: 32–38 · Energy cost on floor 81: 60

Floors 91–100
Monster level: 39–45 · Energy cost on floor 91: 60
Boss on floor 100The Titan

The Titan
A boss the size of the world. It has ONE life bar, and every player who strikes tears a piece out of it.
The health bar belongs to everyone
The Titan is born at the start of the week with a huge health pool, and it is SHARED: the damage you deal shows up on everyone's bar. There is no "soloing" it.
If its health reaches zero it FALLS — and is reborn at full health right there. Every fall is worth one extra chest for everyone who struck that week — up to the number of chests your score earned: whoever did more for the fall gets more from it. The edition closes at the end of the week, and that is when prizes go out.
Two strikes a day
One SOLO strike, from the Titan screen, and one GUILD strike, from your guild screen. Each costs energy and can only be done once a day.
You bring up to 6 heroes, but only 3 stay on the field at a time. Every 2 Titan strikes, the group on the field swaps places with the one waiting — nobody has to fall for the swap to happen, and whoever leaves comes back later with the health they had. If a hero falls, someone waiting takes their place right away.
The Titan strikes 5 times for each group of up to 3 heroes: bring 6 and you face 10 strikes. He arrives without his special attack ready, and your team acts before his first strike.
This is not a fight you win — it is how much damage you can tear off before his strikes run out.
What each strike pays
Right away, without waiting for the end of the week:
- GOLD, by your level bracket and by how much damage you dealt
- One guaranteed WEAPON, at your level
- XP for the account and for the heroes
- Rations
Hitting harder pays more, but nobody walks away empty-handed.
The 11 marks
Damage
Criticals
Affliction
Reflect
Healing
Absorption
Control
Weaken
Support
StrikesEvery strike is measured across 11 different marks. You do not have to be good at all of them — your weekly SCORE is the average of your 3 BEST.
That is what gives every team a shot: the team that heals, the one that poisons, the one that reflects and the one that just hits each compete on their own mark, in a single ranking with every player of the edition.
How your damage becomes a score
Each mark does NOT store your number — it stores your POSITION.
When the edition ends, everyone is lined up on each mark and the game checks where you landed. If you finished ahead of 8 out of every 10 players on the Damage mark, your score on that mark is 80.
That is why the number you see in the fight (the damage) is not the number you see at the end (the score): one is how hard you hit, the other is how many you passed.
And that is what lets a healing team and a pure damage team compete evenly — each is compared, mark by mark, with every player of the edition, and only your 3 best count.
The weekly chest
4 chests · score 95% or higher
3 chests · score 80% or higher
2 chests · score 50% or higher
1 chest · took part
When the edition closes, your score becomes a SEAL, and the seal comes with chests. You open them the following week, on the Titan screen.
The higher the score, the more chests — and whoever merely took part still gets theirs.
The rankings
Two rankings, always from the closed edition: one INDIVIDUAL, with every player, and one BY GUILD, adding up the points of the members who struck.
The points ARE your score: an 87% score becomes 870 points. It is the same number that decides your seal and your chests — whoever is higher in the ranking never gets fewer chests than whoever is below.
During the running week there is a preview, refreshed a few times a day — it shows how things are going, and pays nothing.
Expedition
Expeditions
Send unequipped pets to gather resources while you are away from the game.
Durations
| 4 hours | ×1.0 | |
| 8 hours | ×2.4 | |
| 12 hours | ×4.0 |
Rewards grow faster than time: one 12h run beats three 4h ones.
What they bring back
Never grants account or hero XP — expeditions pay collection, not level.
The pet's level rules the haul
The stronger the pet, the more it brings back: its level counts toward the loot.
Dust, core, rations and shards pay from 20% at level 1 up to 100% at level 60, rising in a straight line.
Gold and pet XP stay out of that math — they already multiply by level on their own.
Rules
2 expedition slots, up to 4 with shop expansions.
Only pets that are not equipped can be sent.
A pet on an expedition cannot be equipped or sacrificed.
A pet that already returned keeps its slot until you collect.
Time runs with the game closed.
Trough
The Trough
Leave the feed you have to spare and come back later: whoever passes through the clearing leaves something behind.
How it works
Leave feed in one of the troughs. It keeps attracting animals while you do something else — or even with the game closed.
Every 30 min an animal comes out of the woods, eats and leaves — even with the game closed.
When you come back, you collect the tracks they left. Every so often one of them decides to stay — and becomes yours.
What each visit leaves
1.0%
~1.5
5.0%
~3.3The search is faster and the chance is higher, but it has a daily limit. The Trough does not: it is where leftover feed keeps being worth something while you do other things.
The trough never gives account XP or gold — what you earn here is collection.
Rules of the clearing
Common and refined go in; mystic does not. Each kind has its own chance, and refined draws far more.
There are 2 troughs, and they work apart: one can be full while the other is empty.
Each trough holds at most 24 hours of visits. After that it stops until you collect.
With a full stable, the animal that was going to stay gets scared and runs off — you receive fragments instead, and collecting never gets stuck.
No need to watch: visits happen on their own, with the game open or closed.
Arsenal
Weapons of the world
These are the twelve types that drop in the game. The ✦ mark on the equip screen shows when a type matches your class.
Beginner
Fishing RodNormal weapons
Staff
Sword
Bow
Dagger
Log
BombSpecial weapons
Book
Axe
Crossbow
Katana
Club
PotionRarities and Limits
The rarer the weapon, the more attributes it carries — and the higher the cap on each attribute's roll.
| Rarity | Attributes | Damage (Normal) | Damage (Special) |
|---|---|---|---|
| Common | 1 | 40 - 50 | 51 - 70 |
| Uncommon | 2 | 45 - 55 | 56 - 77 |
| Rare | 3 | 50 - 60 | 61 - 84 |
| Epic | 4 | 55 - 65 | 66 - 91 |
| Legendary | 5 | 60 - 70 | 71 - 98 |
| Perfect | 6 | 65 - 75 | 77 - 105 |
Rolling each attribute
Every weapon attribute is born with a rolled value. The floor is always 1; the cap depends on rarity — that is where the difference between two weapons of the SAME rarity comes from.
A weapon you already own keeps the roll it was born with. The range below applies to new weapons: found, or reforged.
The Refining Forge
Each refinement level increases:
- Base weapon damage by 9.5%
- All weapon attribute points by 8%
From +16 to +20 PRESTIGE begins: the gain per level is smaller (3% damage and 4% attributes), but it is what sets the top apart. +20 is the cap.
The refinement material must be another weapon of the SAME category as the one being refined.
The risk of refining
The gold cost grows with every level, and the success chance drops: it starts at 100% and reaches 20% on the last attempt — the floor is 15%.
- Failing from +6 on can KNOCK the weapon down one level.
- Failing from +11 on can BREAK the weapon for good.
- Every 5 levels there is a SEAL (+5, +10, and so on): a seal is never lost, and on top of it the weapon can NEITHER drop nor break.
Stability Stone prevents the knockdown. Salvation Stone prevents the break.
Effects by Weapon Category
Chance for Extra Turn · 7%
Grants an additional action immediately.Chance to Heal · 9%
Restores 40% of Max HP on hit.Chance to Stun · 12%
Skips the target's turn for 1 turn.Chance to Blind · 19%
Reduces the target's accuracy by 50 points for 1 turn.Chance for Bonus Defense · 20%
Reduces damage taken by 30% for 1 turn.Chance to Silence · 21%
Prevents skill usage for 1 turn.Chance to Break Defense · 25%
Increases damage taken by the target by 100% for 1 turn.Chance for Bonus Damage · 25%
Increases damage dealt by 60% for 1 turn.Chance to Mark · 25%
Guarantees a critical hit against the target for 1 turn.Chance to Root · 25%
Reduces speed and evasion for 1 turn.Chance to Bleed · 25%
Deals damage over time for 1 turn.Mechanics
Mechanics
The combat rules the game applies but never shows on screen.
Energy
The number is only written when you act: the game credits everything it earned since your last action at once.
PvP and NPC fights do not spend energy: they use contracts, which refill on their own (6 for PvP, one every 4 h; 3 for NPC, one every 8 h).

Accuracy and evasion
Every blow rolls the attacker's accuracy against the target's evasion. Accuracy starts at a base value and grows with Precision; evasion comes from the target's Speed.
Base accuracy: 88 points, plus 0.6 per point of Precision.
Each point of the target's Speed removes 0.25 accuracy from whoever attacks it.
Speed also adds accuracy, but only a little: +0.07 per point against Precision's +0.6.The final chance never drops below 5% nor rises above 100%: there is no target impossible to hit and no blow that never misses.
Accuracy above 100 is not wasted: it turns into armor penetration on the same blow.

Turn order
Every hero, pet and monster builds up turn points continuously. Speed sets how much each one gains at a time. Whoever reaches 1000 acts, then resets to zero. That is why Speed is not only about acting first: it is about acting more often over the battle.

How enemies pick a target
Targets are not picked at random. The game checks the rules below in this order and stops at the first one that applies:
Provoke: a provoked enemy draws every attack while the effect lasts.
Some skills always aim at the lowest-health target, ignoring the rules below.
Type preference: in 7 out of 10 attacks, heroes attack heroes and pets attack pets.
Bleeding: within the chosen group, a bleeding target is 4 times more likely to be hit.
When the weapon is used
Not every basic attack uses your equipped weapon. On each attack the game rolls between your weapons and an unarmed strike:
While disarmed, the hero attacks without a weapon — and a disarmed pet deals half damage.Weapon synergy
Each class has weapons of its own theme. Equipping one grants 6% more damage and 8% more weapon attributes, and also activates the class's special effect, described below. Look for the ✦ mark on the equip screen.
Knight

Parry: with a sword or axe, the Knight has a 9.5% chance to halve the blow coming at him.
Archer

Reaction shot: with a bow or crossbow, the Archer has a 39% chance to answer with a shot for 75% damage whenever an enemy finishes acting.
Mage

Arcane theft: with a staff or tome, the ability has a 53% chance to take the enemy buffs for the Mage, with the time they had left.
Rogue

Time theft: with a dagger or katana, every blow takes 36 action points from the target and gives them to the Rogue.
Druid

Early sap: with a log or club, every blow from the Druid advances the most wounded ally by 126 points.
Alchemist

Flask swap: with a bomb or potion, the Alchemist has a 65% chance to push his own ill effects onto the enemy.
Lockout when swapping gear
When you unequip a weapon or a pet, the item stays unavailable to your other characters for 25 hours. During that window, only the last character that used it can equip it again.
Sudden Death
From turn 35 on, the battle starts penalising both sides, and the penalty grows each turn:
Health loss: 1.5% of maximum health per turn, adding another 1.5% each turn after (capped at 25% per tick).
Damage taken: +15%.
Healing: 15% weaker.
Evasion: 10 points lower.