Dungeon door · published
⚔️ Advanced Class Overhaul
All six second-tier classes got reworked signature skills and bug fixes:
- Dual Blade — Flash Dash now pierces every enemy in its path with a wide area finisher on landing.
- Magic Swordsman — new W skill Elemental Burst: random elemental blasts (lightning/fire/water/wind) around the caster.
- Crossbow Master — Evasive Load (W) now slashes anything it rolls past, then primes the next shot for a guaranteed crit + stun; basic attacks and Power Shot (D) now always auto-lock onto the nearest enemy (including diagonals), and fire ice arrows that slow.
- Twin Bow — visibly fires two arrows per shot.
- Speed Mage — true instant blink restored for W (walls ignored), SP cost almost free; new D skill Arcane Barrage (rapid bolt volley).
- Battle Mage — close-range magic burst retained as designed.
- Warrior — Annihilator (R) nerfed: SP cost drastically reduced instead of fully free.
🌀 New Ultimates
- Archer — R: Deadeye — 14s of auto-homing basic shots, near-zero SP cost.
- Archer — Ctrl+R: Arrow Windmill — 30-second channel, arrows spin outward every ~0.6s striking everything visible.
- Mage — R: Magic Vortex — a black hole that follows the caster for 30s, drags in and instantly absorbs nearby enemies, then detonates for damage scaled by how many it consumed (press R again to detonate early).
- Mage — Ctrl+R: Inferno — kept as the class's bigger, later-unlocked ultimate (keys swapped with Vortex).
🌾 Life Content Expansion
- Fishing — every catch now rolls a real length/weight, biased toward normal size with a chance at a big one; personal bests trigger a 🏆 NEW RECORD banner.
- Farming & Ranching — harvests and animal produce now roll weight/quality too (Normal → Legendary), with matching gold bonuses and personal-best tracking.
- Life Codex (press C at the angler, farm plot, or ranch pen) — three tabs (Fish / Crops / Ranch) tracking discovery, catch counts, and records.
🧭 Town Guide
A new Town Guide NPC stands right by the portal — talk to them for a categorized help menu (Controls, Combat, Dungeon & Growth, Life, Town) covering every core system for new players, fully localized in 5 languages.
🚪 Escalating Dungeon Door Gates
Starting floor 20, non-boss floor doors demand something before they open — six distinct, progressively tougher gate types:
- 20 — Bounty Marker: defeat a marked, empowered enemy.
- 50 — Execution Chamber: clear 70% of the floor's monsters.
- 100 — Sealed Choice: blind-pick 1 of 3 sigils for a random blessing (or a risky HP-for-power curse).
- 200 — Double Bounty: two marked targets, both must fall.
- 500 — Room of Survival: hold out 45 seconds against accelerated spawns.
- 700 — Arena Gate: land 5 Drive Cancels in combat.
- 900 — Trial of the Abyss: the finale — double bounty AND 80% clear, simultaneously.
Each gate shows live progress at the top of the screen and explains itself in detail if you bump the sealed door.