News & Updates
Patch notes, events and lore from the tower.

PATCH
Patch Notes 0.7 - The Third Arc
Greetings, Masters. Arc 3 is open. Floors 21 to 30 wait past the Arc 2 throne, every enemy you fight now has tricks of its own, and a long list of improvements ships alongside them. ARC 3: FLOORS 21–30 Each world has ground that fights back in its own way, its own enemies, an elite on floor 25 and a ruler on floor 30 who does not fight like anything you have met. Read what each floor tells you. Go carefully. Good to know: Bring heroes at about the floor's level. Floor 30 asks for your strongest party. COMBAT ENEMY ABILITIES Every enemy in Arcs 1 to 3 now fights with abilities of its own: an archer that finds its range, a beast that hunts the wounded, a guard that shields its weakest ally. When an enemy readies something, the round's report tells you what is coming and who it is aimed at. Answer it, and the trick falls flat. BOSSES Bosses now act more than once a round, or bring a trick of their own that makes up for it. Every ruler on floors 10, 20 and 30 opens the fight by speaking first. WEAKNESSES AND RESISTANCES Some creatures take 50% more damage from a type of attack they are naturally weak to, and half damage from a type they resist. Their weaknesses are the ones you would expect from what they are. DIFFICULTY ON FLOORS 1–30 Every floor from 1 to 30 has been re-balanced against a single standard: Regular floors are lighter than before. Elite and boss floors are tougher than before. This applies to floors you have already visited too, floor 1 included. EXPEDITIONS BATTLE DUELS. Each blow in a fight now plays out portrait to portrait, enemy portraits included, and the full fight is kept in the Expedition log. DICE AND SPEECH CARDS. Rolls are revealed as they land, and what heroes and enemies say appears on speech cards. HERO STATUS ICONS. Hero cards show at a glance who is Worn, Exhausted, Chilled, Guarded or Adapted. LOADING SCREENS now show the world you are entering, in the expedition, the arena and the dungeon. REPLAY AGAIN. A cleared replay can be run again straight from its end screen. The daily dungeon's shade now brings a fallen hero close to your party's level. ARENA & DUNGEON New strike animations by weapon, element and attack type, multi-hit arts included. Damage numbers v2: cleaner and easier to read. GUILDS Heroes borrowed from a guildmate now fight at full stats. MASTERIA THE FORGE is now a 3D stage, with the Hellforge at the anvil. Every facility shows its status and a short guide. Upgrades open from the facility's plate. The Promotion Chamber lists your stones. The Armory waits for you to choose a hero. Hero pickers are grouped by star rank. SHOP Arena crates and Mystery Boxes now open in a treasure-chest animation. WEBSITE & ACCOUNT A new homepage that loads in about half the time on a phone. A new FAQ page, linked from the menu and the footer. The Nexus shows all three modes at once. A new sign-in window, with Google and Discord. The Insignia can now edit your hero's bio. Item details show armor defence, and damage numbers read more plainly. Gear details open as a bottom sheet on phones. New art on the pricing cards. FIXES Removed the full-screen sparkles that left black patches over dungeon rewards and readers. Long Promotion stone names now show in full. After maintenance, refresh the page (or close and reopen the app) before you play. Old tabs keep running the old version. Thank you for climbing with us. See you on floor 21.
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LORE
THE BALDNESS EPIDEMIC IS OVER.
After one application of Boblin the Goblin’s Definitely Legit Hair Tonic™, Elves, Vritra, and Asura have reported a miraculous return of scalp vegetation. Unfortunately, the product does not work on Humans. Boblin has classified this as “a skull issue” and declined further questions. Older Elves will retain youthful faces, with age shown only through white hair. Wrinkles have been classified as a manufacturing defect. Treatment applies to new and regenerated portraits. Previously bald heroes must book another portrait appointment. No refunds. No clinical trials. Humans, our condolences.

UPDATE
Sound & Illustration: See and Hear Taonere
Greetings Masters, Taonere now has a soundtrack and a sketchbook. Every expedition can be heard and seen: background music follows you through the Nexus and into the tower, and any round of an expedition can be painted as a full illustration of your party in the moment. Immerse yourself visually and audibly in the world you have been reading. THE SOUND Twenty-two tracks by Alkakrab, a mix of ambient RPG pieces and JRPG themes, now play as you move through Taonere. Desktop: the player sits in the bottom-right corner. Hover it to see the track title and the play, previous and next controls. Phone: open the MENU and the player is inside it. Tracks shuffle as you go. Your choice is remembered, so if you turn the music off it stays off until you turn it back on. THE ILLUSTRATIONS Any round of an expedition can now be drawn as an anime illustration: your heroes, the place, and whoever they are facing, caught in the moment the round describes. How to illustrate a round: 1. On an expedition, find the round you want. Beside its place name is a small image icon. 2. Tap it and choose Illustrate this round. It costs 1 IP. 3. The icon turns into a spinning diamond while the round is being drawn. It takes up to a minute, and you can keep reading or playing while it works. 4. The illustration appears at the end of that round's narration. On a wide screen it sits beside the round instead. Good to know: You are only charged once the picture is drawn. If it fails, no IP is spent and you can try again. Not happy with it? Open the same menu and choose Illustrate this round again for another 1 IP. Tick Every round in that menu to have each new round drawn automatically, for 1 IP each. The checkbox shows at a glance whether it is on, and you can untick it any time. It only draws while the expedition is open. Your heroes are drawn from their own portraits, so they look like themselves. Rounds where something happens, a spell cast or a blade swung, make the best pictures. THE GALLERY Nothing you illustrate is lost when the expedition ends. Open your Dimension Core and choose the new GALLERY tab beside COMMUNE. Every round you have illustrated in that dimension is there, newest first, with the floor it was drawn on and the date. Tap any picture to see it full size. Your gallery is yours to curate: Every illustration starts hidden. Other Masters only see the ones you choose to show. Tap Manage, on the right of the Illustrated rounds row, to curate. Each picture gets an eye button to show or hide it, and a bin to delete it. Tap Done to leave Manage. Your gallery then looks exactly the way other Masters see it. Deleting asks you to confirm and is permanent. It also removes the picture from its round. The IP spent is not refunded. Visit other Masters' Dimension Cores and open their GALLERY tab to see the moments they chose to share. Tip: illustrate a boss fight, a first floor cleared, or the round a hero fell, then show it in your gallery. Those are the moments worth keeping. See you in the tower, Masters.

UPDATE
Beta's End, Arc 2 Begins
Greetings Masters, Beta Phase 2 has ended, and with it the beta rates for the passes. Thank you to every Master who climbed with us through it. The gates to Arc 2 are open. Floors 11 to 20 are now reachable for every Master, and your dimension facilities opens with them. ARC 2: FLOORS 11–20 New worlds wait past floor 10, each with ground that fights back in its own way, and a ruler at the top who does not fight the same way twice. Go carefully. YOUR FACILITIES Open Facilities from the menu and swipe between every hall of your base: Summoning Hall and Promotion Chamber now live inside Facilities. Synthesis Hall: give up a hero you won't keep instead of sending them to die. For 500 gold they leave a stat rune drawn from their class (a Greater rune from 3★) and 10% of every XP they earned to a hero you choose. Each hall level adds 1% to that share (20% at Lv.10) and a 5% chance of a second rune. Hero Quarters: every level is one more bed, which raises your living-hero capacity by one, and gives posted heroes rested stamina on their first expedition of the day. Build up to three. Armory: post a smith to forge. Star Force raises your gear one star at a time — the first star is the easy one, the risk lives on the top stars. A weapon's stars raise both its minimum and maximum damage. An armour piece's odd stars each roll a random stat; its even stars add defence. Your smith learns Smithing on the job. Salvage unwanted gear into shards. Mess Hall: a posted cook prepares daily rations for the road. Training Hall: drill a hero in a skill of your choice, one roll a day for a skill point. Warehouse: everything you hold in one place. It stores 50 unworn weapons and armour unbuilt, 25 more per level; past the cap, new drops are salvaged into shards (gear you already hold is never touched). Flying Dock: sealed. It will carry your heroes out to the dimensional sectors. Not yet. Facilities are built and upgraded with gold and three building materials, paid by the daily dungeons: Cragiron from Perion Mines, Fairywood from Ellin Forest, Pyresand from Nihal Dunes. Each day your first visit brings a report of what your facilities did. ROUNDS (IP) — FREE AND PASSES The beta pass rates have ended. From today, rounds come at these rates: Free: 5 rounds a day. It tops up to 5 — it never banks. New Masters start with 5 more, and linking Discord adds 10. Standard Pass ($9.99 / 30 days): 15 rounds a day, unspent rounds carry over, plus 50 IP and 500 Gems on activation. Premium Pass ($19.99 / 30 days): 25 rounds a day, unspent rounds carry over, plus 100 IP and 1,500 Gems on activation. The climb continues. See you on floor 11.
All dispatches

PATCH
Patch Notes 0.6 - Boblin's Wares and Gears
Greetings, Masters. This weekend brings builders for your facilities, a goblin in the Emporium, named gear, and arena pay for every ranked Master. FACILITY CONSTRUCTION Facility upgrades are no longer instant. You pay the same price up front, and a builder raises the level over the resets that follow: at least N resets for level N. 1. Open Facilities, pick a hero under Construction worker, and press Start construction (or Start upgrade). 2. From the next reset (midnight UTC+8), your builder rolls d20 + Smithing + proficiency against DC 12, once per reset. 3. A success adds 1 point, a critical success 2. A failure takes 1 away, a critical failure 2. 4. Level N is finished at N points after at least N worked resets. A failure still costs a point when you are already full. Good to know: A reset only counts on a day you visit. Missed days are not made up. The facility keeps working at its current level until the job is done. Your builder is reserved for the job: no expeditions, arena team, guild aid, other posts or synthesis. Replace worker swaps in another hero, and the progress stays. Construction can't be cancelled, and the price is not refunded. Daily Report → Facilities shows your builder, the day's roll and the progress. THE EMPORIUM BOBLIN'S BIZARRE BAZAAR Boblin the Goblin has set up shop on the Featured and Gold tabs: four wares a day for each Master, Gold only, one of each. Slots 1 to 3: a weapon, an armor piece and an accessory, with their exact stats shown before you buy. Slot 4: a 25% chance of 50 of one building material for 5,000 Gold, a 25% chance of a mastery stone (3★ 10,000 / 4★ 15,000 / 5★ 20,000 Gold), otherwise more gear. Tier 1 gear: 1★ 1,000 / 2★ 2,000 / 3★ 3,500 / 4★ 6,000 / 5★ 12,000 Gold. Clear floor 11 for tier 2: 1★ to 4★ cost 500 more, and a 5★ costs 13,000. A full Warehouse refuses a gear buy before any Gold is taken. Boblin's sales show in the Emporium's Purchase History. RUNE LIBERATOR Runes are no longer forever. A Rune Liberator (10,000 Gold or 500 Gems) erases every rune on one hero, so they can absorb new ones. Buy one in the Emporium, open the hero, tap Use Rune, then Reset runes and Confirm reset. Spent runes are not returned, and max HP and mana may drop. POTIONS Healing and mana potions no longer roll dice. They restore 20% / 40% / 60% / 80% of the drinker's maximum (basic / Greater / Superior / Supreme). Stamina potions restore the same shares of the stamina ceiling. GEAR A weapon or armor piece's name now tells you its type, tier and stars. A Rusted Sword is always a tier 1 2★ one-handed sword, and it drops as exactly that. Every 5★ weapon is a named legend: Emberfang and the five other legends at tier 1, plus nine new ones such as Hrunting. Arc 2 has its own, such as The Rosethorn Blade. 5★ body armor at tiers 1 and 2 comes in boss sets, from Goblin King's to King Bloodis'. The five legendary armor pieces still drop at tier 1 5★. New: mail gloves for Warriors and Magicians, called Handguards. Floor-clear rewards now list each drop with its icon, tier and stars, and mark anything a full Warehouse salvaged. Shortly after the update, most weapons and armor you own take the new name for their tier and stars: a Club becomes a Rolling Pin, a Leather Jerkin a Makeshift Jerkin, a Freezing Buckler a Freezing Woven Reed Shield. Stats, tier, stars and Star Force stay the same. ACCESSORY FORGE Rings and necklaces can now be Star Forced and salvaged in the Armory, at armor's odds and costs. Every star adds a random stat, and salvage pays Accessory Shards. Accessories now count toward the Warehouse cap: at the cap, a dropped accessory is salvaged into shards, and an Emporium accessory crate is refused before you pay. ARENA SEASON REWARDS Every ranked Master is now paid at the end of each season: #1: 500 Gems + 5,000 Gold #2: 300 Gems + 3,000 Gold #3: 200 Gems + 2,000 Gold #4–10: 150 Gems + 1,500 Gold #11–100: 100 Gems + 1,000 Gold #101 and below: 50 Gems + 500 Gold Each season also pays your highest milestone. Tier 1 pays 200 to 1,000 Gold for 100 to 500 AP, tier 2 pays 400 to 2,000 Gold for 200 to 1,000 AP, and milestone N adds N sealed equipment crates (up to 5). Your tier is the arc of your deepest cleared floor, locked at your first match of the season. See the Arena's Milestone tab, and open crates in Warehouse → Arena equipment crates. The Nexus Arena card now shows your rank reward in Gems and Gold. THE GALLERY The new Gallery page, in the menu beside Ranking, shows the team's picks from Masters' illustrations. The newest three also appear on the Nexus, and the newest four on the home page. Every day, one public illustration headlines the Emporium's summon banner and the Nexus Rift Gate. Make one public in your dimension's GALLERY to enter. Each Master gets one equal chance however many they share, and yesterday's Master sits out a day. FIXES & QUALITY OF LIFE Second Wind, the stamina art learned in the tower, is now Composure. The Human passive Second Wind keeps its name. Arena and Daily Dungeon entries now read available/daily, tickets included. Phone expeditions: music, camp, Intel and Return to lobby now sit behind one ☰ button. Round illustrations play a rune reveal while they are drawn, and a new drawing scrolls into view. The sparkles are back on the expedition and Daily Dungeon reading screens. Your dimension's Facility tab shows each facility's art, with the Summoning Hall, Warehouse and Armory first. The Promotion Chamber shows each stone's art, and how many you hold against how many you need. New art for currencies, building materials and facilities, and an Emporium redesigned for phones. Valhalla shows the floor each hero fell on again. Long drop-down lists scroll freely again. A new welcome greets you when you open the game. Pick your builder, pay Boblin a visit, and see you in the tower, Masters.

UPDATE
More Arena Fights & Accuracy Update
Greetings, Masters. Two changes today: more fights in the arena, and a clearer view of how your heroes aim. MORE ARENA FIGHTS Every Master now has 3 free PvP entries per day, up from 2. It's live now: if you've already used your two today, your third is ready. Free entries reset at the daily reset, midnight UTC+8. After them, entries use tickets as before. ACCURACY, MADE CLEAR Your to-hit on every attack is your mastery plus your gear's accuracy. Gear accuracy comes from your weapon's tier and to-hit affixes such as Sharp, Keen and Relentless. The hero sheet now says Weapon Acc.: the to-hit of your weapon attacks, from your weapon mastery plus gear. Spells aim with their element, not your staff. Each affinity on the sheet now shows its own spell to-hit, for example Fire +6 · Water +6 · Wind +2. Before, a caster's sheet only showed the staff's number. The arena and the daily dungeon now use the same rule, so a caster aims the same everywhere. Featured From Left to Right Mercadrum Sanctean (★★★★★) - Dimension #110 Telaithas Grandus Arcanumrunner (★★★★★) - Dimension #113 Itholas Myseel Sajneel (★★★★★) - Dimension #240 Haloheim Twenty-Fifth Baam (★★★★★) - Dimension #389 Meliameadow

UPDATE
Guilds Are Here: Choose Conquest or Covenant
Greetings, Masters. Guilds are now open. Guild Types & Sector Wars: Conquest (Crimson): Take sectors by force. Covenant (Azure): Hold sectors by pact. Upcoming Faction PvP: Conquest and Covenant dimensional sectors will open in a future update once enough Guilds and Masters gather for competition. Note: Unaffiliated dimensions now display Amber. Hierarchy: Guild Master, Vice Masters (up to 2), Captains, Vice Captains, and Members. Masters review applicants, post announcements, and manage rosters. Customization: Set your emblem (using the in-game creator or custom upload) and hall backdrop. Representatives: Select 1-3 living heroes in the Guild Heroes tab to represent your dimension (defaults to your top 3 by CP). Guild Capacity: Guild Level + 1 (2 members at Level 1) UI Note: On mobile, swipe through the single scrolling tab strip in the Hall. GUILD AID Lend or borrow heroes through the Rift Gate under the following rules: Deployment: Available on replay floors only -- never on the frontier. Fill empty party slots with borrowed aid. Stats & Survival: Fights at 50% stats, cannot die, and earns 50% XP. Duration: Returns 1 hour after deployment at the round boundary. Serves 1 borrower at a time. Availability: While offered, the owner cannot field the hero. Withdraw the offer anytime to reclaim it. FOUNDING & JOINING Requirements: Clear Floor 5 in any dimension. Founding Cost: 10,000 Gold or 500 Origin Gems. Joining: Instantly join Open guilds, apply to Closed guilds, or wait for Level capacity increases on Full guilds. NEXUS & LEADERBOARDS New Guilds Tab ranks guilds by members' combined CP. Guild emblems now display next to member names on Floor and Level leaderboards. HOTFIXES & BALANCE CHANGES HERO & COMBAT MECHANICS: Stat Rune Cap: Heroes absorb a maximum number of runes equal to their level. (Over-capped heroes retain current stats; extra runes go to your stash). Wipe Rules: Enemies now attack downed party members. Each strike inflicts one failed death save to prevent infinite stalling. Improved AI Logic: Targeted attack orders execute directly on the named foe. Heroes unable to retreat or guard will default to attacking. Dragon Knight Revamp: Active skill is now Dragon Dive -- a leaping crash attack dealing weapon damage and deals bonus damage with Speed. DUNGEONS & RIFT GATE: Daily Dungeon Scaling: Floor level now dictates difficulty rather than party size. Fight doors contain more enemies, bosses are tuned down. Rift Gate QoL: Manage Party now opens with your current party pre-selected. BADGES & UI FIXES: Dimension Badges: Added Beta Phase II marks (Purple for first clear, White for repeat clears) and format-specific PvP Champion titles. Bug Fixes: Hero drawer pop-ups properly open full-screen on iOS; fixed gear-equipping issues; resolved system log text overflow; removed stray '0' display for unranked Arena Masters.

UPDATE
Commune: Heroes Voices
Greetings, Masters. Before they step into the depths, your heroes are more than just stats, levels, and gear. They carry memories, burdens, and wills of their own. Today, the silence breaks. Hero Commune is live. You can now speak directly with your heroes from the dimension lobby whenever they are resting between expeditions. Under the new COMMUNE tab in the hero interface, you can engage in direct dialogue with your warriors: Unfiltered Thoughts: Ask them anything—whether they are ready to lead the party, who they trust as a companion, or what they left behind in the world before. Living Persona: What they decide about themselves stays true for them—both here in the lobby and deep inside your future expeditions. Interference Cost: Conversations consume 1 Interference Point (IP) only when the hero responds to your words. What would you ask them first?

EVENT
Milestone: 10,000 Expedition Rounds
Across 330 dimensions and 1030 unique summoned heroes, Masters have guided their parties through ten thousand rounds of combat, exploration, difficult choices, and unexpected heroics—each narrated live and resolved against the game’s evolving state. The cost of glory: 265 heroes have fallen and embraced the arms of the Goddess. Thank you to every Master who has helped build this world alongside us. From our first expedition to our ten-thousandth round, your parties and their stories have shaped Taonere.

UPDATE
UI/UX: Front Gate and Expedition Text You Can Read for Hours
Two changes went live this patch. One you’ll notice before you even sign in. The other you’ll only notice about twenty minutes into an expedition, when you realize your eyes have finally stopped aching. The Front Gate The landing page has a new backdrop. We've shifted the focus entirely to the tower: you now look through a ruined gateway directly onto the infinite shaft your heroes are climbing, complete with floating isles suspended at every height. The tower runs out of the top of the frame on purpose. Nobody has seen the top. The Thing That Actually Matters Taonere is a reading game. A single expedition can run for thousands of words, and the Arbiter does not summarize. Until this week, all of that prose was set in a monospace font—the fixed-width type you see in a terminal—with the lines packed tightly together. Monospace is the right face for a damage roll. It is the wrong face for a novel. The daily dungeon has quietly been doing this correctly for a while: a serif face, two points larger, with a lot more breathing room between the lines. As of this patch, the expedition uses exactly that. Same type, same size, same spacing. If you run a dungeon and then run an expedition, they finally read like they came out of the same book. Formatting Tweaks Hero names got an adjustment, too. They used to be bold and colored; now they are only colored. Bold text in a serif font sits heavier and wider than the sentence carrying it, so every name landed in the paragraph like a stone in a shoe. The color was always doing the work. The weight was just visual noise. Dice rolls, damage, misses, and system notices all stay monospace. That contrast is the whole point: if it is set in the readout face, it’s a number. If it is set in the book face, it’s the story. P.S. — Titan's Grip Fix We fixed the Titan's Grip ability bug, so heroes can now properly equip a two-handed weapon and a shield in their off-hand. For those waiting to dual-wield greatswords, hang tight: that is coming with the upcoming classes and abilities rework.

PATCH
Patch Notes 0.5 — The Daily Dungeon
Greetings, Masters. The Dungeon opens today, and the tower it sits beside has been rebalanced from the creature up. THE DAILY DUNGEON A run a day, separate from your expeditions and resolved on the spot. No Arbiter, no interference points, no waiting on prose, no permadeath — a branching map of doors, and you pick your way down. Every door is a choice with a price. A regular fight is a pack. An elite is fewer, heavier bodies and worth the detour. The boss is the door the whole descent walks toward. During Daily Dungeons, Heroes can equip temporary items that increases Hero stats to help Heroes go deeper in the dungeon. Daily Dungeon will be one of the ways to raise Heroes and strengthen them without the risk of permadeath in Expeditions. When clearing a daily dungeon, you can gain XP, Gold and a Random Loot. THE TOWER Monsters fight like themselves. Four out of five creatures in the game resolved to the same archetype — heavy, slow, no magic defence — and the nimble one had never once fired in the history of the game. They now read their own stat block, so a Goblin Scout skirmishes and an assassin is an assassin. Something new is on the board: the Phantom archetype. Hard to touch with steel and hard to touch with a spell, and it dies to two solid blows. Every other creature has an obvious answer; this one refuses the question. Nine regions got a faction. A theme without one drew from anything that shared a biome — up to ninety-two species deep — which is how a knight, a lizardman shaman and a cloud giant ended up in the same cave. The Tide Throne, the Buried Market, the Winter Host, the Scaled Court, the Long Shift, the Hellmouth Bastion, the Deathless Court, the Stormriders and the Whisperers now hold their own ground, alongside three militant orders who kept every discipline of their faith and lost the thing it was for. Floors one through ten are built for two heroes. From floor eleven down they are built for three, which is when the third slot is yours anyway. HEROES Promoting a Novice is finally an upgrade. A Thief had less than half a Novice's health, and lost to it on evasion, defence and accuracy too — the novice class was the second-toughest body in the game. Thieves are tougher, Novices are what they should always have been, and the Thief keeps the trade it was designed around: slips a hex, does not slip a halberd. Your male heroes are men. and female heroes are women, A third of every hero ever summoned carried a biography that contradicted their own sheet. Heroes finish their sentences. A spoken line was cut at exactly 160 characters wherever that landed, so heroes were reading half a word and stopping. They now speak to a budget and stop on a boundary. FIXES Potions can be given to a hero again. The sheet said equipped, the server refused it, and nothing told you — so the potion was back in your stash the next time you looked. A wiped party can no longer clear a Survival floor. The hold clock was the entire verdict, so a party that went down on the last round was told it had held, and banked the clear, the experience and the floor. Heroes deploy at full health. Equipping anything that raised maximum HP left the extra unfilled, so a hero read as wounded for no reason you could see. INTERFACE The navigation bar has been rebuilt for phones, and so has the arena. PvP was the worst offender — a stage built for a desktop window, squeezed. It is now laid out for the screen it is on. The home dashboard, the footer, the dungeon battle screen and the run map all got the same pass. The Heroes in the image banner are the top three ranked heroes as of date. From left to right Mercadrum Sanctean (★★★★★) from Dimension #110 - Telaithas Freyzan Steeltribe (★★★★) from Dimension #51 - Ironobor Basna Ordinrender (★★★★) from Dimension #110 - Telaithas

UPDATE
Valhalla: A Hall for the Fallen
Greetings, Masters. Permadeath was always the promise. Today, it becomes a legacy. Valhalla is live. You can find this brand-new board on the Rankings page, sitting proudly right next to the Heroes tab. With this update, the Heroes board is now exclusively for the living. When a legend falls, they are struck from the active ranks—no matter how powerful they were when they died. But their sacrifice is not forgotten. Valhalla is the other half of that promise. It is the exclusive pantheon for the 100 greatest heroes across all of Taonere who did not come back. Ranked only against their fellow martyrs, the living can never crowd them out. Every card in Valhalla carries the weight a memorial should: Immortalized Stats: Displays their exact Combat Power and the floor level at the moment they fell. Faded Glory: Portraits permanently desaturate the moment they enter. Valhalla isn't just the Heroes board with a grey filter—it is built from the ground up to look and feel like a true monument to sacrifice. Find it now under the Rankings tab. Top 100. Paginated. Permanent. 🌑 A Rumor from Deeper in the Tower... The dead don't necessarily stay quiet. We’re currently forging a new daily dungeon. It will be free to enter and cost absolutely zero Interference Points. One of the encounters we are testing is something we call a Shade Curio—an echo of a fallen hero that you encounter in the dark, rather than summon. But if Valhalla is where the fallen are remembered... don't assume that's the last you'll hear from them.