Battle: Dragma

Overview

Send your Heroes to battle Dragma in 12-hour runs to collect rare materials used for crafting gear sets. Survival depends on DEF, a new stat that scales with your Hero’s level and equipped gear. Unlike Underling battles, Heroes can die if they’re not ready. Each zone drops the materials needed to craft stronger gear and progress into further zones.


Dragma's Zones

Each run, send a Hero to battle one of Dragma’s 4 zones. They’ll battle for 12 hours, gathering rare materials — if they survive.

😺 Heroes are transported by Mewro couriers, and a small travel fee is required per Hero.

Zone
Difficulty
Travel Fee

Tail

Entry-Level

500 $HERO

Legs

Moderate

1000 $HERO

Torso

Advanced

1500 $HERO

Head

Late-Game

2000 $HERO

Zone Phasing

To help players prepare and pace their progress, Dragma’s zones will unlock gradually over the first week of Phase 2:

Day
Zones Unlocked

1

Tail + Legs

4

Torso

7

Head


Progression and Survivability

Progression against Dragma depends on your Hero’s ability to survive, measured by DEF — a new stat based on Hero level and gear. This section explains how DEF affects death risk, the penalties for dying, reviving and why meeting zone DEF recommendations is essential to advance.

What is DEF?

DEF (Defense) measures your Hero’s ability to survive in each Dragma zone. It’s calculated from your Hero’s level plus the DEF provided by their equipped gear. Each zone has its own death risk scale, and higher DEF reduces the chance your Hero will die based on that zone’s difficulty.

Higher DEF = lower Death Risk.

DEF = (1 × Hero Level) + Sum(EquipmentDefenseScore)

Example: A Level 25 Hero with Dragma Geaves: Standard (25 DEF): → DEF = (1 × 25) + 25 = 50

💡 Not sure if your Hero is ready? Each zone has recommended stats in game—use them as a guide before sending your Hero into battle.

Gear and Hero DEF mechanics will be reworked every season. Expect changes to how defense scales and functions.


Death Risk

Each zone has a Baseline DEF Threshold — the minimum defense your Hero should have to reduce their chance of dying.

Death risk scales based on how far below or above your Hero’s DEF is compared to the threshold.

🔽 Death Risk: Below the Baseline DEF Threshold

Heroes below the threshold have a significantly higher chance of death. The risk increases the lower your DEF is.

Death Risk = 100 - (40 / Baseline Def) * Hero DEF

For example:

Hero DEF = 21 , Baseline Def is 25 → 66.4% death chance

Hero DEF = 15, Baseline Def is 130 → 95.4% death chance

Hero DEF = 200, Baseline Def is → 65.9% death chance

▶️ Death Risk: At the Baseline

Once your Hero reaches the Baseline DEF, death risk drops sharply

LVL Req
Baseline DEF
Death Risk Shift

Tail

25

25

60%→25%

Legs

30

130

60%→30%

Torso

35

235

60%→35%

Head

40

340

60%→40%

🔼 Death Risk: Above the Baseline

Death risk decreases linearly toward 1% as your Hero’s DEF approaches the current baseline DEF + 105.

Death Risk: Penalties

The following penalties apply if your Hero dies:

  • Their equipped weapon cannot be unequipped until revived

  • The weapon equipped loses 2 durability and 2 sharpness

    Mythic weapons are immune to this penalty


Reviving Heroes

If your Hero falls in battle, all is not lost. You can revive them by speaking with Commander Larp, who accepts payment either in $HERO or a rare Revive Voucher for a free revival.

Revive Method
Cost
Notes

$HERO Revive

6,900 $HERO/ Hero

Reviving draws on the Commander’s strength—costs fluctuate with demand.

Revive Voucher

1 Revive Voucher/ Hero

Revive Vouchers are rare Bonus Catches obtained from fishing in Magma Mire.


Rewards & Drop Rates

Each zone’s drops are split into 3 tiers: Primary, Secondary, and Tertiary. The drops for each zone are as follows:

Primary
Secondary 1
Secondary 2
Secondary 3
Tertiary

Tail

Dragma Tail

Dragma Balls

Obsidian

Ashes

Dragmite Ore

Legs

Dragma Plate

Dragma Claw

Magma Shell

Magma Goop

Dragmite Ore

Torso

Dragma Core

Dragma Chunk

World Boss Shard

Magma Leather

Dragmite Ore

Head

World Boss Soul

Dragma Lens

Dragma Essence

Dragma Horn

Dragmite Ore

Crafting Material Drop Rates

Drop rates are different for each drop tier. Drop rates are determined by your Hero’s ATK stat.

Formula
Example (250 ATK)

Primary

(ATK ÷ 20) × 3

37.5%

Secondary

(ATK ÷ 20) × 9

112.5%

Tertiary

(ATK ÷ 20) × 30

375%

✅ If drop rate goes over 100%, you get guaranteed drops.

✅ For every full 100%, you get a chance at an additional drop. The remainder becomes the additional drop’s drop rate.

e.g. 375% = 3 guaranteed + 75% chance at another drop


Bonus Rewards

Bonus rewards are additional items you can earn on top of regular drops. Their drop rates scale with a Hero's equipped weapon rarity and the zone they're battling in.

🎁 Each Hero can earn 1 Gacha Token per run

💡 More gacha machines are on the way! Save or spend your tokens carefully — future machines will offer new and exciting rewards.

Weapon Rarity
Bronze Gacha
Silver Gacha
Gold Gacha
Rainbow Gacha
Weapon Shard

Common

0%

0%

0%

0%

2.5%

Uncommon

0.25%

0%

0%

0%

5%

Rare

0.5%

0.25%

0%

0%

7.5%

Epic

0.75%

0.5%

0.25%

0%

12.5%

Heroic

1.25%

0.75%

0.5%

0%

20%

Legendary

2%

1.25%

0.75%

0.02%

32.5%

Mythic

3.25%

2%

1.25%

0.75%

52.5%

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