Area Prestige Upgrades

Area Prestige Upgrades will increase the XP and requirements to clear the area. Area Missions will give you Epic Coins when you increase Mission Challenger level. All level start from zero and points needed to upgrade levels are explained below.

All difficulties will have own Area Missions and clear counts to increase prestige points and gain Epic Coins. The higher Difficulty the more monsters there are and the more you gain EXP, Gold and materials.

Each difficulty has a separate clear counter that adds points to the area. Point number is shared for all difficulties of the area. Prestige point number is based on clear number, the exact formula to gain n-th point from an area is n\*(n+1)\*250 at clears and n\*(n+1)\*5 clears are needed for a dungeon. Effectively, n-th point needs additional 500\*n area clears or 10\*n dungeon clears. Area clear numbers, upgrades and upgrade points are reset on ascension, dungeons persist.

In the World view you can select Regions. In the Region View you can Simulate how fast you can clear areas and how much you gain EXP, Gold and the rewards per second. There is also access to the Missions report view where is summary of all areas and how much you have cleared of those missions. There is Regions' areas with all 10 possible difficulties and how many of those missions' goal has reached. E.G Slime Village, Area 1 : Dif 1 [2/2] to maximum [5/5] (indicator green color).

## **Area Upgrades**

Area Prestige

* Points needed = 2^(LVL-1)
* Max levels 9
* This will increase selectable area Difficulty cap by 1 per level
* Unique equipment drop chance is multiplied by difficulty
* Rewards per Clear are increased based on difficulty and Map Milestoner Ascension milestone
* The area stats for each difficulty are:
	+ Difficulty 1: Base level, 10 waves, Unique Equipment Drop Chance 0.001%
	+ Difficulty 2: Base level + 25, 30 waves, Unique Equipment Drop Chance 0.002%
	+ Difficulty 3: Base level + 60, 50 waves, Unique Equipment Drop Chance 0.003%
	+ Difficulty 4: Base level + 105, 70 waves, Unique Equipment Drop Chance 0.004%
	+ Difficulty 5: Base level + 160, 90 waves, Unique Equipment Drop Chance 0.005%
	+ Difficulty 6: Base level + 225, 110 waves, Unique Equipment Drop Chance 0.006%
	+ Difficulty 7: Base level + 300, 130 waves, Unique Equipment Drop Chance 0.007%
	+ Difficulty 8: Base level + 385, 150 waves, Unique Equipment Drop Chance 0.008%
	+ Difficulty 9: Base level + 480, 170 waves, Unique Equipment Drop Chance 0.009%
	+ Difficulty 10: Base level + 585, 190 waves, Unique Equipment Drop Chance 0.010%

Mission Challenger

* Points needed = 3\*LVL
* Max levels 3
* This will add Area Missions to the area (added 5 Epic Coins per Difficulty):
* The Missions are:
	+ 0) 10 Epic Coins, clear the area with HP more than 90%
	+ 0) 20 Epic Coins, clear the area within 10 sec
	+ 1) 30 Epic Coins, clear the area without any Equipment (trigger with "Attempt" button)
	+ 2) 40 Epic Coins, clear the area with only Base Attack skill Equipped (trigger with "Attempt" button)
	+ 3) 50 Epic Coins, clear the area within 3 sec
* Attempt buttons disable equipment or skills for 1 area run, area clears without having anything equipped count as well

Explorer's Boon

* Points needed = 5\*LVL
* Max levels 10
* This will multiply Area Clear & Clear Reward by 10% per level

A moment to Breathe

* Points needed = 2\*LVL
* Max levels 20
* This will decrease max wave count required to clear an area by 5 per level but not bellow 10 waves
* This has no effect without increasing area difficulty
* Max wave count decrease is 100, high area difficulties always have over 10 waves

EXP Bonus

* Points needed = 1
* Max levels 100
* This will increase EXP Gain while you are in the entire Region areas by 2.5% per level
* Max EXP Gain per Area is 250% and Max EXP Gain per Region is 8\*250% = 2000%

Move Speed Bonus

* Points needed = 1
* Max levels 100
* This will increase Move Speed while you are in the entire Region areas by 0.1% per level
* Max Move Speed per Area is 10% (fixed) and Max Move Speed per Region is 80% (fixed)

## **Dungeon Upgrades**

Area Prestige

* Points needed = 2^(LVL-1)
* Max levels 9
* This will increase selectable Area Difficulty cap by 1 per level
* Each difficulty level requires additional portal orb to enter
* Each difficulty level has its own first clear reward
* Each difficulty leve increases Monster Levels and Rewards Gained
	+ Enchanted Shards and Forge Anvil numbers are multiplied by difficulty
	+ EXP, Gold and Town materials follow a more coplex formula
	+ Monsters gain additional effective levels per wave above 100
* The area stats for each difficulty are:
	+ Difficulty 1: Base level, 100 waves, 1 portal orb needed
	+ Difficulty 2: Base level + 25, 200 waves, 2 portal orbs needed
	+ Difficulty 3: Base level + 60, 400 waves, 3 portal orbs needed
	+ Difficulty 4: Base level + 105, 700 waves, 4 portal orbs needed
	+ Difficulty 5: Base level + 160, 1100 waves, 5 portal orbs needed
	+ Difficulty 6: Base level + 225, 1600 waves, 6 portal orbs needed
	+ Difficulty 7: Base level + 300, 2200 waves, 7 portal orbs needed
	+ Difficulty 8: Base level + 385, 2900 waves, 8 portal orbs needed
	+ Difficulty 9: Base level + 480, 3700 waves, 9 portal orbs needed
	+ Difficulty 10: ???

Treasure Hunter

* Points needed = LVL+1
* Max levels 10
* This will increase Treasure Chest Drop Chance from 0.50% by 0.10% by every level to the max of 1.50%

Additional Time

* Points needed = 1
* Max levels 20
* This will increase Time Limit by 60 sec per Level for a maximal incease of 1200 sec (20 min)

Metal Chaser

* Points needed = LVL+1
* Max levels 20
* This will increase Metal Encounter Chance from 0.050% by 0.025% per level to the max of 0.550%

Portal Key

* Points needed = 3\*LVL
* Max levels 8
* This will reduce Portal Orb cost for entering the dungeon by 1 per level but not bellow 1
* This has no effect without increasing area difficulty