Three Kingdoms - Gunfight

is a game mode that can be enabled by interacting with the Season Travel agent.
==Story==
	Mayday! Rogue just realized his body is disappearing! Based on his many years of watching animations: someone is messing with time and disrupting the reality!
	"It's the Three Kingdoms period of the Magic Land! It's going off track over there!" Physicist pinpoints the source of the anomaly.
	Wait, "artifact" attachment? What marvelous technology is this? Just place them on your weapons and they'll become super powerful?
	Hold on, let me tinker with the order of these gadgets! Looks like it's gonna shoot out something mind-blowing!
	Please note that your carried items and abilities won't take effect due to the time rift.
	But don't sweat it! Physicist has whipped up brand new initial weapons tailored to your fighting style. These weapons will be your reliable partners!
	In addition, new features including bodyguards and mounts are now available in the season shop "Temporal Treasure". They'll lend you a hand in battle, too!
	Thanks to Physicist and Engineer, now you can summon "mounts" at your enhanced Robotic Facility!
	The gold trophy for the new season is coming! Tap the "Three Kingdoms - Gunfight" season icon to check it out. Upgrade your gold trophy and get ready for even more awesome rewards!
==General==
==Characters==
==Weapons==
In this mode, weapons are platforms with various attachment slots. A weapon can only be functional with at least one projectile attachment equipped.
*Weapons are classified into , , , and qualities, with higher quality providing more attachment slots.
*When the weapon is equipped with different attachments, the weapons rating which consists of will be affected. A higher ratings can estimate how powerful the weapon is and increase the selling price for the NPC Recyclist.
==Attachments==
Attachments with a "lock" icon mean that they are integrated with that weapon and cannot be removed by any means. It is still possible to find attachments of the same rarity without locks. Unpicked attachments will be shown in the minimap with the icon .
===Modifier Attachments===
Modifier Attachments modify the projectiles shot out from a weapon, but they require a Projectile type in order for their effects to work. Some attachments can have stronger effects when a weapon is equipped with the same attachment.
===Dispatcher Attachments===
 	 	 	 	
Icon	Name & Description 	DispatchCount	DelayTime	Note
 	Launch multiple projectiles from above. 	4 	-0.17 	
 	Launch multiple projectiles in random directions. 	4 	-0.2 	
 	Launch multiple projectiles in a fan shape. 	5 	-0.25 	
 	Launch multiple projectiles at the same time. 	3 	-0.15 	
 	Launch multiple projectiles in a polygonal shape. 	6 	-0.25 	
 	Consume health to enable the projectiles to critically hit. 	2 	-0.15 	Each attack consumes 1 health regardless of the actual number of projectiles.Guarantees critical hits if the player has health to be consumed.Extra projectiles generated by Bullets Split are not affected.
 	Chance to reload a round of ammo when attacking. 	N/A 	0 	Trigger chance +50%
 	Launch multiple projectiles in the opposite direction. 	4 	-0.2 	
 	Launch multiple parallel projectiles. 	4 	-0.17 	
 	Teleport the character a distance in the direction of movement when attacking.	1 	0.1 	Can spawn as second drop of elites
===Core Module Attachments===
Most of these attachment types can only be found in the starting weapon the player has, while some others can be dropped normally.
 	 	 	 	
Icon	Name & Description 	Duration	Cooldown	Note
 	When switching to this weapon, reduce the attack delay of weapons and attachments. 	2 	8 	
 	When switching to this weapon, dash forward a certain distance. 	0.2 	2 	
 	When switching to this weapon, become invisible and enhance the next attacks. 	4 	10 	Damage: +150%Size: +150%
 	When switching to this weapon, generate a shield that absorb all damage. 	2.5 	8 	
 	When switching to this weapon, significantly increase weapon projectile size and damage.	2 	8 	Damage: +120%Size: +120%
 	Attack once more when your weapon runs out of ammo. 	- 	8 	
 	Chance to automatically reload when your weapon runs out of ammo. 	- 	- 	Trigger chance: +10%
 	Allow the wearer to briefly leap into the air and traverse environmental objects. 	0.5 	2 	Can spawn as random drop
==Bodyguards and Mounts==
When the player interact Season Travel initially and pressed Confirm after the Guide, the player is given a Huangfu Song bodyguard and a Gray Shadow mount.
*Player can obtain and upgrade bodyguards and mounts via Temporal Treasure.
===Bodyguards===
Bodyguards in this season are an alternative to pets. There are currently three rarities, which are , and .
*After unlocking, a bodyguard will assist the player in the season mode or Level Mode. While bodyguards are active, they will replace pets.
*The bodyguard's health is massively buffed in the season mode.
*When the bodyguard's health is depleted, their health bar turns red. In this state, they will not do anything until their health fully regenerates after a set time.
*There are currently 6 bodyguards:
** (300,5,10)
** (200,3,4)
** (240,6,9)
** (350,6,12)
** (240,7,9)
** (300,7,12)
===Mounts===
Mounts in this season are monster mounts. There are currently three rarities, which are , and .
*
*After unlocking, the player can use the mount in the season mode, and they can be forged beforehand in the Workshop with their respective materials.
*In this season mode, mounts can be ridden by pressing the mount icon. Each mount has a unique ability, and all of them passively increase the movement speed of the character. Unlike regular mounts outside of the season mode, they will immediately be dismounted when the player attacks or upon taking hostile damage. Mounts have a short cooldown when attacking and dismounting, which is longer when hit by hostile sources.
*There are currently 4 mounts:
** 
** 
** 
** 
==Map==
The minimap is positioned at the right of the screen. icons will de displayed which includes the player own icon,, , , , , and . The map will expand after pressing the yellow button below the minimap.
*At the left, player can view the entire map with their own character's icon and the aforementioned icons.
*At the top right, the Boss General in the level are displayed first, followed by the Enemy Generals in the level. The enemy morale is shown at the bottom right with their respective stats percentage.
**After defeating the respective Boss General and Enemy Generals, their sprite in the map will change to their death sprite.
==Environmental Features==
 Crates: A type of breakable environmental feature. They can be used as cover. 
*There are 3 types of hazardous crates found in this game mode. Each of them releases an elemental pool in a 3-tile circular area that lingers for 5 seconds. They inflict the corresponding status effect when anyone steps into the area.
** Poison Crate: Inflicts the Poison status effect. They will not affect the player if they have the Poison Buff.
** Explosive Crate: Inflicts the Burn status effect. They will not affect the player if they have the Fire Buff.
** Ice Crate: Inflicts the Freeze status effect. They will not affect the player if they have the Freeze Buff.
 Spike Tiles: Spikes pop up and down at a regular frequency, doing 17 damage. If anyone steps onto a spiked tile, they will take damage every 0.5 seconds. However, the Trap Buff will completely neutralize the effect of spike tiles on the player.
 Boost Tiles: These are tiles that have the appearance of a blue up arrow. When anyone walks over these tiles, they will temporarily receive the status effect Speed Boost for 2 seconds.
==Chests==
There are 2 types of chests found in this game mode, which are Wooden Chest and Bronze Chest.
*All the chests' locations can be found in the minimap with the icon . Some chests require the player to defeat all the nearby enemies to appear.
**Wooden Chests can be found across the map.
**Silver Chests can only appear inside the palace after defeating a horde of enemies stationed together.
*Opening Wooden Chest and Bronze Chest can give the player:
**A random number of coins.
**A random weapon.
**A random attachment.
**A that restores 10 or 25 health.
*Opening Bronze Chest that appear inside the palace can sometimes give the player a that restores 50 health.
*After defeating every enemy in a stronghold, a Wooden Chest or a Bronze Chest will appear that gives the player a guaranteed weapon.
*Wooden Chests found from these locations are guaranteed to have the drops in it:
TKG Wooden Chest health location1.png|Guarantees a 
TKG Wooden Chest health location2.png|Guarantees a 
TKG Wooden Chest coin location1.png|Guarantees coins
==NPCs==
NPCs can be randomly encountered in the season mode. There are currently 5 NPCs available:
Name 	Function	Quotes	 	 	 		
Trader 	
*Sells 3 random weapons or attachments. Players need to spend the respective amount of coins to buy it. The price will increase depending on the items' rarity. Sells items of higher rarity inside the Palace.	
*Interaction: "See what you need."	 	 	 		
Healer 	
*Player can spend 30 coins to heal 100 health. Each Healer can only heal once.	
*Interaction: "Need a patch-up? (price)"
*Favor: "Everything is going well."	 	 	 		
Advanced Trader	
*Player can spend 50 coins to buy a random attachment. Each Advanced Trader can only give one random attachment.	
*Interaction: "Want some attachments? (price)"
*Favor: "Have some random attachments?"	 	 	 		
Recyclist 	
*Player can sell their current weapon alongside the equipped attachments and get an amount of coins. Each Recyclist can only recycle once.
*The amount of coins given depends on the weapon's rating.
{| class="wikitable" style="text-align: center; margin-left:36px; width:400px; table-layout:fixed"	Rating	 	 	 		
Coins 	5 	10 	20	40	80		
==Morale==
Upon starting the level, the enemy will initially have 5 Morale. It is displayed on the top of the minimap.
*After refreshing the level, enemy morale will be reset back to 5.
*The lower the morale, the lesser health and damage Enemy Generals and Boss Generals have.
*Player can lower the enemy morale by defeating them and clearing specific strongpoints. The morale value is determined by the percentage of remaining enemies.
*The stage of morale and the stats it provided for enemy generals and boss generals are as follows:
amount	percentage	percentage	Quote after lowering the morale
5 	250% 	175% 	None
4 	225% 	150% 	Enemies experience slight demoralization.
3 	175% 	130% 	Enemies show signs of fatigue and diminished morale.
2 	140% 	120% 	Enemies' morale dropped sharply.
1 	120% 	110% 	Enemies are severely demoralized and on the verge of breaking down!
0 	100% 	100% 	Enemies are overwhelmed with fear, utterly defeated!
==Enemies & Bosses==
Enemies in this mode can be categorized into Normal Enemies, Enemy Generals and Boss Generals
* Normal Enemies: Generally dispersed around the map as a team, some of them will also form a team with enemy generals and are stationed in strongpoints. 
**Drops coins upon death.
* Enemy Generals: Generally located in the center of every strongpoint on the map, and guarded by a large number of normal enemies. Defeating a enemy general and all of the normal enemies in a strongpoint will spawn in a Treasure Chest and one (or three) purchasable guns. 
**Drops coins and a random attachment upon death. At Difficulty 6 or above, have a chance to drop a random upon death.
* Boss Generals: Located in the main castle inside a boss room. When the player enters the boss general room and enters the red zone, a 20 seconds countdown will appear at the left before the boss awakes and initiate battle, the player can wait for the countdown to end or start the battle early by pressing the green tick mark below the countdown. Regardless, the player will be teleported into the room after the countdown ends no matter where they are currently and starts the battle. Defeating them will create a Portal to the next stage. 
**Drops a lot of coins and a random modifier attachment upon death.
*As the player approaches the normal enemies and enemy generals, they will chase the player and attack. When the player gets too far away from them they will retreat back to their original position and quickly regenerates their health.
*Normal enemies have their normal and elite variant, where the elite variant is bigger and stronger. Normal variant has a green color scheme while elite has a red color scheme.
The current lists of Normal Enemies and Enemy Generals are as follows:
 	 	 	 	Behavior
Normal	Elite	General	General 	Behavior
 	 	 	Hu Zhen 	Upon detecting the player, he will slowly close the distance between the player, he will stop briefly before performing a horizontal forward thrust with his spear.
 	 	 	Zhang Xiu	Aims his bow and then shoots 1 arrow towards the player.The elite variant shoots 3 arrows instead.The general variant shoots 5 arrows which are homing since Floor 2.
 	 	 	Xu Rong 	Wields a machete while riding a horse, has high movement speed. Upon detecting the player, he will close the distance between the player, he will stop briefly before performing a downward slash.
 	 	 	Li Ru 	Shoots 4 projectiles from his fan.The general variant shoots 6 projectiles from his fan that will inflict Burn upon contact. Summons a meteor that rains from the sky shortly afterwards.
 	 	 	Wang Fang	Throws 1 mine that explode upon contact. Mines that travel a short distance will be placed on the ground and will detonate upon stepping on it or after a brief moment.The general variant throws 3 mines.
 	 	 	Niu Fu 	Throws 1 net which will restrict player movement for 2 seconds.The general variant throws 3 nets at the same time and then throws a net 2 times.
The current list of Boss Generals are as follows:
Hua XiongFloor 1 Boss(50% Chance to spawn)	Li JueFloor 1 Boss(50% Chance to spawn)	Dong ZhuoFloor 2 Boss(Final Boss If Wang Yun is paid, Midboss if not)	Ultimate Weapon: Code 01Floor 3/Tiger Cage Boss(Final Boss If Wang Yun is not paid)
==Buffs==
After Update 6.1.0, Enemy General have a chance to drop a random upon death at Difficulty 6 or above. The buffs benefit in this game mode is slightly different compared to Level Mode. The buffs that can be obtained are as follows:
Buff	Effect
 	No extra damage when armor is broken.
 	Player is immune to Poison status effect and damage from Poison pools.
 	Player is immune to Burn status effect and damage from Fire pools.
 	Player is immune to Freeze status effect. Enemies freeze time remains unchanged.
 	Player is immune to damage taken from spike tiles. No enemies in this game mode deal collision damage.
 	Increase the pickup radius of coins from 5 to 13 tiles. Does not effect enemies' projectiles speed.
 	Health Pots restores 2 more health.
 	dropped from destroyed crates restores 25 health.
 	Reduces the coins price of all items by 25%.
*Additionally, this game mode introduces 3 exclusive buffs
Buff	Description 	Effect
 	Your health slowly regenerates. 	Player automatically regenerate 1 health every second.
 	Your armor recovers faster. 	Player regenerate 2 armor instead of 1 every second.
 	Defeated enemies may drop additional coins.	Enemies may drop more coins upon death.
==Status Effects== 
* Burn: When applied to anyone, they will take 5 damage every 0.5 seconds. Lasts 5 seconds.
* Poison: When applied to anyone, they will take 3 damage every 0.5 seconds and their movement speed is decreased by 30%. Lasts 5 seconds.
* Freeze: Freeze effect lasts 1 second. During the duration, the player cannot be hurt by hazardous sources but the enemies can still take damage.
* Speed Boost:
* Slow:
* Immobilize: Anyone with this status effect will have their movement restricted, but they can still attack.
==Map Conditions== 
Starting from Update 6.1.0, in Difficulty 6/7/8, the game randomly assigns 1/2/3 map condition(s) respectively to the player's run. These conditions function similar to Challenge Conditions, they can give the player positive, neutral or negative effects. Some map conditions are ineffective in the Level Tiger Cage.
Condition 	Description & notes
style="text-align: center"	Lucky boxes randomly appear on the map.
*Opening the lucky boxes can contain one of the following:
**6 coins.
**A random weapon with random attachments.
**A 
** A bomb that explodes after 3 seconds, dealing 20 damage to anyone caught in the explosion.
style="text-align: center"	Snowstorms appear on the map.
*Hostile freeze pools appear on the map randomly for 10 seconds with the size of 12 tiles, inflict slow status effect. to anyone for 1 second upon contact. If anyone linger in the snowstorms, they will be inflicted Freeze for 1 second for every 0.5 seconds.
* With the Freeze Buff, the player will be immune to the Freeze status effect but not the slow status effect.
style="text-align: center"	Elite Patrols appear outside the city.
* 6 Enemy Generals will randomly appear on the map, patrolling around the city at random, with their health fixed at 50% of the regular Enemy General at 0 Morale.
* There are no rewards for defeating these enemies, so player may want to consider avoiding fighting them if possible.
*This Map Condition does not take effect at the Tiger Cage level.
style="text-align: center"	Whenever an enemy is defeated, all nearby enemies are boosted.
*Whenever an enemy is defeated, all enemies within approximately 5 tiles will have their damage increased by +1, size (and attack range) by approximately 20% and health by approximately 5%.
*This effect is also affected by the morale multiplier.
style="text-align: center"	Ambushers attack periodically. 
*Every 45 seconds, A warning indicator is generated for each ambusher spawns near the player. After 1 second, a group of ambushers that consist of 5 to 6 normal enemies of the same type will appear. The elite variant might also spawn from the ambush.
*There are no rewards for defeating these enemies.
* After defeating the Boss General of the level, the ambush will stop spawning.
style="text-align: center"	Whenever an enemy is defeated, a poison ring is released at a random location.
*Every enemy except the Boss General will randomly create a green poison pool within a 5 tile radius that lasts for 3.5 seconds when they are defeated. Anyone that step on the pool will be inflicted Poison that deals 3 damage at a rate of 2 times/second.
* With the Poison Buff, the player will be immune to the Poison status effect.
style="text-align: center"	Enemies have increased movement speed.
*All enemies movement speed +50%
style="text-align: center"	Projectiles appear periodically, attacking friendly characters.
*Every 10 seconds, a red straight line will appear at the player position as a warning indicator. After 1 second, a dagger will quickly sweep towards the red line, dealing 15 damages to player and destroying obstacles along the way.
style="text-align: center"	Enemies are immune to the first few attacks they receive. The number of nullified attack is determined by the enemy's tier. 
*The number of nullified attacks is different for each enemy's tier: 
** Normal enemies: 1/3 times
** Enemy Generals: 8 times
** Boss Generals: 30 times
style="text-align: center"	A massive laser beam chases and attack friendly characters.
*A warning indicator is generated at a random location on the map approximately 11 tiles away from the player. After 1 second, the laser beam will appear at the indicator.
*Anyone that are in contact with the laser end will receive 15 damage at a rate of 2 times/second that they are in the beam.
*The laser will travel at approximately 6.67 tiles per second for 5 seconds before disappearing. After that, it takes 9 seconds for another laser to appear.
style="text-align: center"	Whenever an enemy is defeated, an explosion is triggered. The radius of the explosion is determined by the enemy's tier. 
* Normal Enemies and Enemy Generals will drop 1/6 bomb(s) respectively when defeated. The bomb explodes after 3 seconds, dealing 10 damage to anyone caught in the explosion.
* Boss Generals will drop a Super Buddy when defeated. The Super Buddy explodes after 2 seconds, dealing 50 damage to anyone caught in the explosion.
style="text-align: center"	Enemies deal increased damage.
*All enemies damage +50%
*This effect is also affected by the morale multiplier.
style="text-align: center"	Enemies have increased health.
*All enemies health +25%
==Campaign Rank==
Campaign 	Rank 	Rank Point required	Bonus
Tutorial Campaign 	Warrior 	100 	Bullet damage +10%
Dethrone Dong Zhuo	Warrior 	100 	Bullet damage +10%
Dethrone Dong Zhuo	Decurion 	400 	Max health +12%
Dethrone Dong Zhuo	Centurion 	1,000 	Max shield +12%
Dethrone Dong Zhuo	Lieutenant	6,500 	Coins obtained +10%
Dethrone Dong Zhuo	Captain 	32,000 	Magazine size +20%
Dethrone Dong Zhuo	General 	40,000 	Chance to get legendary attachment
*Stat increases from ranks are rounded down, but can't be lower than 1. The stats shown inside the inventory UI are the base ones, unaltered by ranks.
==Season Quests==
The only way to progress through the Trophy in this Season is by doing the Season Quests. They contain unique objectives that can be completed either by playing the Season Mode itself or by spending Season Coins on specific items at the Season Shop.
*There are seven Weekly Quests at the leftmost part of the Trophy UI. These Quests will reset every Sunday at 00:00, regardless of whether the player has completed them or not.
**Though more than seven Weekly Quests exist, only four will be available each week.
*The remaining Quests to the right of the Weekly ones are Permanent Quests that can only be completed once, never resetting.
*Below the Weekly Quests is a timer that says, "Refresh in XDay(s) XHour(s) XMinute(s) XSecond(s)." This timer starts at 7 Days and reaches 0 every Saturday at 4PM (UTC). Despite being below the Weekly Quests, it has nothing to do with them or the Permanent Quests. Instead, new Permanent Quests are added every Tuesday at 4PM (UTC). 
**Once added, all Permanent Quests are available to all players, including those who only started playing after the Quest's respective refresh happened.
Weekly Quests 	EXP 	Note
Deal 100000 damage to enemies. 	600 	1
Defeat 1000 enemies. 	600 	2
Defeat 20 strongpoint bosses. 	600 	3
Defeat the boss Hua Xiong. 	400 	4
Obtain 30 different attachments. 	600 	5
Obtain 15 different weapons. 	600 	6
Obtain 2000 coins. 	600 	7
Win 3 campaigns 	600 	8
Defeat the boss Li Jue. 	400 	9
Defeat the boss Dong Zhuo. 	600 	10
Permanent Quests 	EXP 	Note
Win the campaign Tutorial Campaign in difficulty 1. 	400 	Default
Win the campaign Dethrone Dong Zhuo in difficulty 1. 	600 	Default
Win the campaign Dethrone Dong Zhuo in difficulty 5. 	800 	Default
Obtain 10 different weapons. 	400 	Default
Obtain 20 different attachments. 	400 	Default
Achieve Campaign Rank 1 "Warrior" in the campaign Dethrone Dong Zhuo. 	400 	Default
Achieve Campaign Rank 4 "Lieutenant" in the campaign Dethrone Dong Zhuo. 	600 	Default
Achieve Campaign Rank 6 "General" in the campaign Dethrone Dong Zhuo. 	800 	Default
Own 4 bodyguard(s). 	400 	Refresh 1
Own 2 max level bodyguard(s). 	800 	Refresh 1
Own 4 mount(s). 	400 	Refresh 1
Own 2 max level mount(s). 	800 	Refresh 1
Obtain weapon of Epic (purple) quality or higher 5 time(s). 	600 	Refresh 2
Complete the campaign in difficulty 5 while equipping 2 Rare (green) or lower-quality weapons. 	800 	Refresh 2. Attachments are not restricted.
Achieve a C rating in weapon damage. 	400 	Refresh 2
Obtain attachment of Epic (purple) quality or higher 10 time(s). 	600 	Refresh 3
Clear the enemies and occupy 10 strongpoint(s). 	400 	Refresh 3
Use Restoration Potion 5 times. 	600 	Refresh 3. "Restoration Potion" refers to Healer and health pots
Obtain weapon of Legendary (orange) quality 5 time(s). 	800 	Refresh 4
Complete the campaign in difficulty 5 while equipping 2 Epic (purple) or higher-quality weapons.	400 	Refresh 4
Clear the enemies and occupy 20 strongpoint(s). 	800 	Refresh 4
Acquire weapons 5 time(s) from the Arsenal. 	600 	Refresh 4. "Arsenal" refers to Trader
Obtain attachment of Legendary (orange) quality 10 time(s). 	800 	Refresh 5
Achieve an A rating in weapon damage. 	600 	Refresh 5
Achieve an S rating in weapon damage. 	800 	Refresh 5
Obtain 15 different weapons. 	800 	Refresh 6
Obtain 25 different attachments. 	800 	Refresh 6
Clear the enemies and occupy 20 strongpoint(s). 	1200	Refresh 6
Acquire weapons 10 time(s) from the Arsenal. 	800 	Refresh 6. "Arsenal" refers to Trader
Use Restoration Potion 10 times. 	800 	Refresh 6. "Restoration Potion" refers to Healer and health pots
Own 6 bodyguard(s). 	1200	Refresh 6
=== Trophy & Rewards===
 	 	 	
Bronze trophy	Silver trophy	Gold trophy	Imperial trophy
In the mode, the player gets Gems and Season Coins after finishing a run. A maximum of 7,000 Season Coins can be earned every week by this method.
By doing Season Quests, the player gains EXP to unlock Season Trophy levels, which give Season Coins, Materials and special rewards:
*Bronze trophy unlocked at level 0.
*Silver trophy unlocked at level 10.
*Gold trophy unlocked at level 20.
*Imperial trophy unlocked at level 70.
*Sky Piercer unlocked at levels 25, 30, 40 and 50.
*Emerald Crescent - EX unlocked at levels 55, 60, 65 and 70.
*Zuo Ci - Yuanfang (Alchemist's skin) unlocked at level 50.
*After max level, every 800 EXP can be converted to 400 Season Coins.
Level	Total EXP	Reward	Level	Total EXP	Reward	Level	Total EXP	Reward	Level	Total EXP	Reward	Level	Total EXP	Reward
0 	0 	 	16 	4,500 	 	31 	11,500 	 	46 	20,500 	 	61 	30,000 	
2 	200 	 	17 	4,900 	 	32 	12,100 	 	47 	21,100 	 	62 	30,700 	
3 	400 	 	18 	5,300 	 	33 	12,700 	 	48 	21,700 	 	63 	31,300 	
4 	600 	 	19 	5,700 	 	34 	13,300 	 	49 	22,300 	 	64 	31,900 	
5 	800 	 	20 	6,100 	 	35 	13,900 	 	50 	22,900 	 	65 	32,500 	
6 	1,000 	 	21 	6,500 	 	36 	14,500 	 	51 	23,600 	 	66 	33,200 	
7 	1,300 	 	22 	7,000 	 	37 	15,100 	 	52 	24,300 	 	67 	33,900 	
8 	1,600 	 	23 	7,500 	 	38 	15,700 	 	53 	24,900 	 	68 	34,500 	
9 	1,900 	 	24 	8,000 	 	39 	16,300 	 	54 	25,500 	 	69 	35,100 	
10 	2,200 	 	25 	8,500 	 	40 	16,900 	 	55 	26,100 	 	70 	35,700 	
11 	2,500 	 	26 	9,000 	 	41 	17,500 	 	56 	26,800 	 	 	 	
12 	2,900 	 	27 	9,500 	 	42 	18,100 	 	57 	27,500 	 	 	 	
13 	3,300 	 	28 	10,000 	 	43 	18,700 	 	58 	28,100 	 	 	 	
14 	3,700 	 	29 	10,500 	 	44 	19,300 	 	59 	28,700 	 	 	 	
15 	4,100 	 	30 	11,000 	 	45 	19,900 	 	60 	29,300 	 	 	 	
==Trivia== 
*This season mode was added in Update 6.0.0.
*Costume Prince's starter weapon was changed from to after Update 6.0.5.
*Between Refreshes 3 and 4, the time for new Permanent Quests changed (though the Season Trophy UI still displays the old countdown). It was every Saturday at 4PM (UTC) up until Refresh 3, and it started being every Tuesday at 4PM (UTC) as of Refresh 4.
**After Refresh 5, on the 13th of February at 4PM (UTC), the next Refresh only happened on Update 6.2.0, on the 23rd of April at 2AM (UTC).
*Update 6.1.0 introduced map conditions, adding 9 of them: 
**In Update 6.2.0, 4 more map conditions were added, which are: 
*Before Update 6.3.0, the number of Weekly Quests was 4. The increase to 7 was done to help the players earn season Exp faster, since this Season was coming to an end.
*There is supposed to be Silver Chest that only appears in palace, but it doesn't appear ingame.
*Although players aren't allowed to enter this mode with Legendary Heroes, they exist in it. Below is a table with their starting kit:
Character 	Health	Armor	Weapon	Magazine	ReloadTime	DispatchCount	AttackDelay	AdditionalModifier 	Projectile	Core	Attachment
Inter-dimension Traveler	120 	30 	 	10 	0.75 	1 	0.15 	Damage: +10%Crit Hit: +5%Crit Hit: +5% 	 	 	
Element Envoy 	120 	30 	 	6 	2 	1 	1 	Damage: +10%
Reload Time: -0.3 	 	 	
The Beheaded 	120 	30 	 	6 	0.5 	1 	0.1 	Crit Hit: +5%Crit Hit: +5%Crit Hit: +5% 	 	 	
Time Traveling Ninja 	80 	50 	 	8 	0.75 	1 	0.1 	Reload Time: -0.3Reload Time: -0.3Reload Time: -0.3	 	 	
Special Forces 	100 	30 	 	15 	1 	1 	0.1 	Damage: +10%Crit Hit: +5%Reload Time: -0.3 	 	 	
Category:Seasonal
Category:Modes
Category:Current Season