For the complete documentation index, see llms.txt. This page is also available as Markdown.

Wilds & Savage Wilds

Wilds and Savage Wilds are optional starter dungeons with useful long-term rewards. Their runes are obtained from the final boss rather than normal monsters, but several can drop at once.

Why Run Them?

  • Farm Wilds Runes and Savage Wilds Runes for their exchangers.

  • Obtain Level 3 Beads that provide a useful early damage increase.

  • Exchange runes for selected Power-Ups, models and other progression items.

  • Complete weekly Dungeon Ranking tasks for the Ranking-Rewards.

The end bosses no longer drop their former Jewellery and weapons directly. Those weapons are now handled by the corresponding NPC exchanges, so do not farm the boss while expecting the old drop table.

Savage Wilds is the stronger version. Begin with Wilds and move up once Savage Wilds can be cleared without excessive consumables or a very long boss fight.

Your goal: Keep the runes for items you genuinely need. They remain useful beyond the point at which the dungeon itself becomes easy.

  • Recommended HP: Approximately 250,000

  • Main Rewards: "Coins + Runes" for Exchanging + Beads

  • Dungeon Style: Mobs for AoE / Midbosses / Endboss

  • Recommended Team: Tank, DPS