
Realmers,
Public Testing is now live bringing back the Dungeon Modifiers for another test run.
We’re also testing a first version of a fix for the “Account in Use” issue. We know how frustrating this issue has been, this is part of ongoing work to improve overall stability. Please jump in and let us know if you have any feedback.
Dungeon Modifiers
Dungeon Mods System Changes
Dungeon mods as a system was built some time ago and then left alone for quite a while with little to no improvements. Modded dungeons were almost pointless to run unless they explicitly made content easier or had one of the few good reward mods. Most times finding an S grade dungeon would just make a dungeon harder with almost no gain to the player. You also were finding these harder S dungeons much more often on dungeons that were already hard to do, making the situation even worse. We are addressing all of this and some more things with a new series of changes to the dungeon modifier system.
New mods have been made, some using new modifier types, and some combining multiple old modifier types in various forms. We are planning to add more and more dungeon unique mods in future updates as well.
Dungeon mods are now considered one of four types, Standard, Unique, Reward, or Dungeon Uniques. A modded dungeon can have any number of Standard mods but only one of each of the other categories.
All modifiers now come with a reward boost, this can be loot, XP, or Dust boosts or a combination of them. The types and rates are roughly based around the difficulty of the mod so harder dungeons should be more rewarding.
Mods now roll similar to enchantments using a Label and Weight system, this allows us to control the individual rarity and compatibility of mods.
As we can now more specifically control mod rarity, most mods that had a chance to give some reward, like exaltation banners or generous, now always give that reward.
Many mods that were previously considered reward mods but didn’t explicitly give a reward are now classified as unique mods and wont block the dungeon from having a proper reward mod. This includes things like wanderer, prismimic, or spider swarming.
Reward mods that aren’t that inherently rewarding will have higher other boosts.
Mods that impact enemy patterns and behaviors like projectile speed or fire rate have been removed. Mods that impact difficulty directly like damage or hp have been added back, but come with proper rewards.
The rates of dungeon mods on natural dungeon drops have been standardized across all dungeons, this means any dungeon has the same chance of getting a D or S grade, skewing towards lower grades with less mods, as more mods inherently means more rewards now. S grade dungeons should be rarer to find, difficult, but also with high enough rewards to make them worth doing.
Standard mods now all have 4 tiers with each tier providing a greater effect and greater reward.
D and C grade dungeons have 1 mod slot, B 2, A 3 and S 4. In addition D grade dungeons cannot roll higher tier mods, while S grade dungeons cannot roll tier 1 mods.
You can now lock modifier slots in key rerolling, but this increases the cost of a reroll per slot by a flat amount based on the key.
New Dungeon Mods
With a new mod system we are also introducing a few new mod types that can help build out the pool and make dungeons more varied. These mods can be found in both positive and negative forms. More types and more mods are likely to come in the future.
- Healing/Mana recovery modifier mods
- % current health and maximum health damage
- Stat altering mods, for example a dungeon might give you more dex but less Att.
Grade Representation
Dungeons can have different grades, and depending on the grade, both the number and type of mods can change. To represent this, each grade has been assigned a new specific color and icon.

- No grade: Gray
- Grade D: Green
- Grade C: Blue
- Grade B: Purple
- Grade A: Yellow
- Grade S: Magenta
For keys, the icon appears in the bottom-right corner of the inventory or chest slot, and it features a glow in the corresponding grade color around the sprite.

This element is also displayed next to the name of the portal or key when its tooltip is open. In this case, the icon additionally includes the letter corresponding to the grade on top.

Dungeon Mod Layout
Each mod is assigned to a specific slot within different UI sections. All mods include a title and a description, though some elements may vary depending on the case.
Mod Types
There are four types of dungeon mods. Each type is visually identified by a unique outline color and an icon displayed before its name:
- Dungeon Special Mod
- Color: Holographic
- Icon: Spark / Star
- Reward Mod
- Color: Gold
- Icon: Gift
- Unique Mod
- Color: Silver
- Icon: Diamond
- Normal Mod
- Color: Gray
- Icon: None

Bonuses
Individual dungeon mod bonuses such as loot, dust, or XP are displayed to the right of the title. These bonuses appear between brackets [ ]. If no bonus is present, the element is not shown.

Updated UI
Tooltips
Since the grade colors were updated, the tooltips have been updated as well with these new colors and elements. The dungeon mods now appear with their new visual representation inside a section titled Dungeon Mods. Below the title of the section, the keybinds to open the refine UI are shown when it is a key tooltip. At the bottom right of the mods section, the total sum of bonuses is displayed, if any are present.

Refine Key UI
The key refine UI has been completely redesigned, this UI can be accessed from the key. The screen is divided into different sections, one focused on the grade and another on the dungeon mods. In this screen, several actions can be done:
Lock/Unlock mod
In the list of mods, each one can be locked or unlocked. Locked mods are not affected by rerolls and remain unchanged. When a reroll is performed, if a mod is locked, it maintains its locked state.

Reroll mods
All unlocked dungeon mods in the list are changed.

Upgrade key
Increases the key’s grade. It is no longer possible to go back to a previous grade. When upgrading, any unlocked mods are modified.

Sounds. The new Dungeon Modifier UI has brand new sound effects created by ENNWAY.
Adding a nice touch to the new animations like upgrading and rerolling keys.
Account in Use Fix
Implemented a fix for the “Account in Use” issue. This update focuses on improving how account data is saved and accessed to reduce cases where players get stuck in login loops or see “Account in Use” delays. The goal is to lower disconnects related to account access while keeping overall game stability intact.
Let us know if you encounter this issue during Public Testing.
Known Issues
- Dungeon mod icons are not shown on 3D keys.
- Typo in Lingering magi mod
- Spamming upgrade button opens multiple popups
- Reroll + immediate click on upgrade deducts gold but gives no reroll




