← Patch notes

1.8.0

1.8.0 Patch Notes

Floors above 100 become generations that never end. Drakekin open, two named heroes arrive, the retired return, and retirement follows will, not age.

Generation tower

  • Above floor 100, every 100 floors is a generation. The tower screen says "Floor 138 · Gen 2". Generations follow a formula, so there is no last floor: floor 500 and beyond follow the same rules
  • Enemies gain variants from twelve kinds: Ironhide, Vampiric, Haste, Volatile, Warded, Riposte, Corroding, Splitting, Regenerating, Executioner, Stealth, Berserk. One in Gen 2, two in Gen 3, three from Gen 4. Scouting shows them as chips; tap one for the counter. In battle the variant sits before the enemy's name and a warded hit shows "Nullified"
  • From floor 200, every 100 floors Nebrion, Body of the Abyss, returns with a new form: Second Wind, Summon Echo, Enrage, Pulse Ward, Backline Reaper, Rebirth. One more form per generation, up to three, shown as chips over the battle, and each generation has its own aura, color, and size. The first clear drops two relics, the result screen marks it, and the codex and chronicle keep it
  • Prestige has no cap. Each first boss clear above floor 50 adds a level; from level 6 each adds 4%
  • One gear tier opens per generation, named with a generation prefix from tier 7. Relics carry no prefix
  • Forge relics with shards from the relic card on the gear tab: 60 per rank, up to one rank below your best generation
  • Enemies scale steeper from floor 101. Floors 1 to 100 are unchanged
  • A note appears once on the scouting screen when you first enter Gen 2
  • Saves already above floor 100 get prestige raised to match, never lowered
The tower calls floors above 100 "Gen 2"
The tower calls floors above 100 "Gen 2"
Variant chips sit on the scouting card; tap one for the counter
Variant chips sit on the scouting card; tap one for the counter
Scouting a generation lord floor shows its form chips
Scouting a generation lord floor shows its form chips
Generation lords differ by aura, color, and size each generation
Generation lords differ by aura, color, and size each generation
The Body of the Abyss returns with a new form each generation
The Body of the Abyss returns with a new form each generation

Two named heroes

  • Izel Vargast arrives at floor 150. A drakekin elementalist of the Vargast bloodline who left the nest, went down to the tower's heart, and saw the recurring pact calling her blood. Her bond quest "Blood of the Elder Dragon" has two chapters, "Bloodline Unleashed" and "Severed Pact", with the Shadow of the Pact at the end
  • Ildarin arrives at floor 250. An elf mage who first noticed the tower repeats, climbing the same floors over a hundred times and writing every name and pact into a ledger. His bond quest "The Recurring Tower" has two chapters, "The Scribe" and "The Unclosing Page", with the Scribe of the Pact at the end
  • Both are event heroes. The bond quest opens when you first pass the floor and they join when it is done. Each chapter has lines before and after, and each has nemesis lines
  • Bond quests now show their opening. Not only Izel and Ildarin but Vespera Noct, Brin Copperlock, Yeoncheong, and Rask Winterbane get an opening scene when you first pass their floor, a star on the Dungeon tab, a "Newly open" tag on the card, and a chronicle line. Saves already past the floor count as opened
  • The codex lists fourteen named heroes
Izel Vargast at floor 150 and Ildarin at floor 250
Izel Vargast at floor 150 and Ildarin at floor 250
Their battle art
Their battle art

Drakekin

Illustrations for the seven new combinations

  • Clearing floor 150 opens the Drakekin, a people from the dragon nest: knights, mages, warriors, and elementalists. HP +12%, defense +8%, attack +10%, damage taken −8%, speed −6%. One arrives in the next candidate refresh
  • A drakekin kin synergy steps up at two, three, and four, and applies to the battle multiplier
  • The new Elementalist class opens to humans, elves, and drakekin. A magic infiltrator in the middle row; its skill Chain Lightning strikes one backline target (×1.4) and arcs to two more (×0.7). Elf Priest is new
  • The six new combinations (four drakekin, human and elf elementalist, elf priest) have battle art and illustrations
  • Ten enemy kinds appear only above floor 100: Grave Warden, Bone Archer, Bloodsword Remnant, Venom Taoist, Steel Guard, Imperial Elementalist, Drakekin Caster, Drakekin Lancer, Void Caster, Abyss Swordsman. Two mix into each sub-zone; the drakekin enemies show up first on floors 131 to 140
  • Codex race cards stay silhouettes with "Meet them after floor 150" until the race opens
Illustrations for the seven new combinations

Corridor of Rebirth

  • Bring back a retired mercenary. The Dungeon tab has the Corridor of Rebirth: pick a departed soul, offer the same materials as a revive, and face the shadow of the person you raised across three stages. Staff can be called too, and step down from their post when they return
  • The further you go, the more they keep: back to 16 to 20 years old, one past-life trait of your choice, and potential from their record
  • Ordinary mercenaries may change class within their race, look included, previewed when you pick the soul. Named heroes return as themselves
  • Their weapon and armor return too. If there is no room, the offering comes back
  • The Hall of Fame marks them reborn with a hint to the corridor, the mercenary detail shows a "Past life · class · record · year retired" line, the farewell mentions the corridor, and the chronicle records the return
The Corridor of Rebirth is on the Dungeon tab
The Corridor of Rebirth is on the Dungeon tab
Picking a soul previews the class and look they return with
Picking a soul previews the class and look they return with

Retirement by will

  • The age cliff is gone. Each mercenary has 5 to 10 years of will; an active year costs 0, ordinary 1, bad 2. At 0 they announce retirement
  • Bad means benched over 26 weeks, morale under 40, or aging losses piling up
  • The mercenary detail shows "Will N years · this year: active", and cards show badges for promise weeks left, aging loss, weeks since deployment, and morale. "Retiring soon" appears early and the Base tab counts them
  • At year's end each retiring mercenary visits with a reason: never called this year, not what they were, no heart left, or time for another road. "Promise" means no month-long bench for a year; break it and they leave that week and join the staff. Twice at most, never with money
  • Races age differently. Elves, Abyssals, and Drakekin do not age but lose 1 will even in active years; dwarves decline late, beastkin early
  • At the first year's end after this update, humans 36+, dwarves 43+, and beastkin 32+ announce retirement together. Two promises each
At year's end a retiring mercenary gives a reason, and a promise keeps them
At year's end a retiring mercenary gives a reason, and a promise keeps them
Tap the base's "Check" line for who is about to retire and what to do
Tap the base's "Check" line for who is about to retire and what to do

Abyss rite

The Abyss rite on the base screen takes a qualified mercenary and shards

  • Awakening is a choice. The base has "Abyss Rite · Brands N/3". Pick a mercenary with ten abyss battles and a boss kill, pay shards, and they face their own shadow and two abyss foes alone. Win to awaken; lose and the shards return with two weeks injured
  • The rite has lines before and after, the result shows the portrait before and after, and the chronicle keeps it
  • Up to three brands; two Abyssals take 2% less damage, three take 5% less. A Fourth Brand perk exists
  • Costs 200, 350, 550. The Awakening perk cuts it by 25%. The mercenary detail shows the brand
The Abyss rite on the base screen takes a qualified mercenary and shards

Places to spend shards

  • Re-engrave a relic's option for 40 shards from the relic card; it rolls from the options you do not have
  • Call new recruit candidates for 15 shards from the recruit title row, once a week. Named offers stay
  • Pin a mutation for 25 shards when departing into the abyss: one forced mutation becomes your pick on every abyss floor of that run, without raising the multiplier

Screens

  • The title screen is new. Key art fills the screen with one big "Continue"; new games and save slots live in a "Load a saved adventure" sheet. It waits for fonts and art, showing only the logo meanwhile, and the splash holds for one second
  • The base screen is tidier. Three warning banners and a row of numbers become one "Check N" line and a "This week at a glance" card; tap the line for causes and next steps. Unpaid wages, feuds, and retirements show as dots on the portrait, best floor moves to the hero header, wages sit under "Next week", and the climb row sticks to the bottom
  • The recruit screen is a list plus a detail sheet: skim name, race, age, and potential range, then tap to open. Named arrivals group at the top
  • Ordinary mercenaries show their race and class illustration in the detail screen, the recruit sheet, and the party card, all twenty-three combinations. Abyssals keep the purple aura portrait
  • Race, class, gear slot, battle, and expedition log emoji are replaced with the icon set the rest of the UI uses. Emoji drew differently on every device
  • The five codex section tabs fit one row on narrow screens without scrolling, and the result loot strip wraps instead of scrolling sideways
  • On Android the new-version banner now checks the Play Store instead of the App Store
  • Redrew the human swordmaster, monk, warrior, rogue, and elementalist, beastkin rogue and warrior, elf archer, dwarf warrior and knight, Izel, Sylvane, and Iron Fist Mujin to match the cast. Seven combination illustrations were redone to sit below the named heroes
The title screen is key art and one "Continue"
The title screen is key art and one "Continue"
The base screen starts with one "Check N" line and the next boss goal
The base screen starts with one "Check N" line and the next boss goal
The recruit detail sheet opens from the list
The recruit detail sheet opens from the list

Fixed

25 items
  • Comrade bonuses apply once per person. Party and scouting power include it
  • Bond quest growth comes only from winning the final chapter
  • Re-clearing an abyss boss no longer raises prestige. Earned prestige stays; the weekly challenge counts up to 5
  • Gear on mercenaries out on an expedition is locked until they return
  • Turning the clock back no longer reopens contracts, tickets, or the weekly challenge
  • One battle can no longer settle twice, and no retreat mid-battle
  • From the second floor of an expedition, the scouting card ignored contract mutations
  • Material dungeon wins no longer roll named hero offers
  • Removed the stalemate exception for "See result". Cleared floors open at once, first visits after 30 seconds
  • Battle motion measured its 1.5-second deadline wrong when re-entered after the first start
  • In the roster, "Auto-Optimize Equipment" fills the row when it wraps
  • In battle the floor label no longer covers the enemy HP line, and the kill banner no longer sits on the HP bar
  • The base's "Check N" line, notices, and update banner no longer sit above the battle and push it down
  • Retreating from a boss floor after only scouting no longer reports "Boss defeated"; the result says you withdrew before the floor
  • The result screen named "Lord of the Abyss" on floors 100, 200, and 300; it now names the Body of the Abyss you actually beat
  • Awakened Abyssals keep their original race's art; an awakened elf archer was drawn as a human
  • A pinned mutation looked selectable again among contract chips; it now shows as already applied
  • The base's "Check N" sheet closed with "Back to party"; it now says "Back to base"
  • The base's bottom climb row was see-through, so scrolled text showed behind it
  • On Android, tapping a roster row no longer paints it blue
  • On Android, the codex race and class tabs and the staff screen scroll by finger again
  • Locked codex race cards no longer stack letters vertically, and the update banner's close button stays on one row
  • Mercenaries revived from a Hall of Fame record carry the reborn mark, which closed a second rebirth
  • The recruit sheet's close button says "Back to list"
  • Damaged save values are repaired one by one: gold and prestige clamped, contracts item by item, broken tickets emptied