The four Legends
Legends are in, the game’s weekly bosses. There are four, each with a mechanic that needs at least two players, and the first win of the week against each one gives the Esporário’s star essence.
Why
We were missing content that brings people together on purpose. A legend doesn’t start alone: the room waits for the second player, and the mechanics ask for two elements, or two people in different places at the same time.
How it works
The Elder Salamander (level 15) summons nature-aura hatchlings at 66% health, and fire on them burns in a chain. At 33% the arena floods in windows, and lightning on the water does 50% more.
The Root Serpent (level 20) becomes immune when two roots are on opposite sides. They have to fall within 4 seconds of each other, otherwise the one that fell gets back up, and after 25 seconds both return.
The Storm Dragon (level 25) alternates between a lightning and a wind aura every 20 seconds. Anyone who hits with the element of its current aura takes 30% of the blow back.
The Ice Colossus (level 30) only feels Melt. Either the team brings fire, or it doesn’t get anywhere.
The first win of the week against each legend gives 160 star essence. After that you can go back for 3 keys, and then you only get the boss’s loot and its exclusive material.
Next step
See in a playtest with people whether the minimum levels and the bosses’ health are about right.
Changes
- feat(server): phase 2 systems behind one service hub
Room instances: a full room opens a new instance (rid#n) and empty extra instances are dropped; matchmaking fills groups first. New room kinds: farm (wild animals that respawn, gather nodes, team revives instead of failing), legend (weekly boss, needs 2 players and a level, phases with summons and flooding, linked roots, aura cycling with reflect, damage only from given reactions) and explore (Wednesday and Sunday, 10 waves of 10 elites per rotating theme, 20 s pause with free swap, reward per wave, 10x chest capped at 2 per opening, ranking and a global announcement). Two more dungeons (Caverna Gelida, Bosque Uivante), four legends and the explore themes, all in data with their mobs, loot and portals. Modules: Cooking (farm gathering with personal regrowth, recipes, shop, food that buffs both characters for 30 min), Gacha (six banners with their own pity at 30, no 50/50, fragments, cosmetic visuals), Storage, TradeSession (two locks, 3 s review, atomic two-account update, 90-day log), Market (escrow, 5% fee, offline payout) and Guilds (ranks, invites, storage, message of the day, guild chat). Net exposes them through rq_op/panel_rpc. Protocol 12.
- feat(client): farm, legends, explore and city service panels
Farm room: zones, gather nodes with personal regrowth, tap a node to walk and gather, orange exit back to town. Legend and explore overlays: waiting for players, phase banners, flooding tint, roots, wave and pause with free swap. City: Taverna, Loja, Armazem and Mercado open their panels with F or a tap; tapping another player offers a trade; Gacha, Guilda and Incursao buttons at the top. New panels for cooking, storage, market, trade, gacha and guild, all talking to the server through Net.op. Food is eaten from the bag. Guild chat with /gu. Gacha cosmetics recolor the outfit, armor and weapon layers, and wings, mounts and pets show as a tag under the name. Mob sprites for the new monsters and the farm animals. Integration test covers farm gathering, cooking, food in the room, storage, gacha pulls, guild chat, legend gating, market eligibility and an explore wave. Version 0.2.0.