14 difficulty options · Lv 70-170 · Up to 6 players
- Recommended level
- Lv 150
- Party
- Up to 6 players
- Reward attempts
- 1
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[Echoing Corridor] is an instance with randomly generated maps, monsters and mechanics. Its difficulty increases by floor. Reach Lv.70 to get access. You can take mercenary cats but not pets into the instance. Each mercenary cat counts as a team member. The team can have six members at most.
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Each floor has 9 rooms: 1 entrance, 1 exit, 2 common monster rooms, 2 boss rooms, 1 tarot room, 1 shop room and 1 rest room.
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Adventurers can get Ascension Keys and Gold Coins from common monster rooms and boss rooms. Get enough keys to get to the next floor from the exit room.
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On the way, Adventurers can get various items to be used in exploration and combat.
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The tarot room provides guidance of fate. Each refresh generates three random cards. The player can spend Gold Coins to refresh the cards. When the deck is satisfactory, randomly draw one card from the three. You can spend Gold Coins to redraw. Discarded cards won't be drawn again. Tarots grant different effects: Combat cards: You fight battles to get keys. Price cards: You receive debuffs and get keys. Item cards: You get powerful tarot items. Unneeded tarot items will be converted into 100 Gold Coins each.
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You can save the game at the entrance room of each floor, recording the floor number and items obtained. Loading the save file refreshes the current instance floor. Gold Coins spent on refreshing shops and tarots will be recorded in save files. Taken tarots cannot be canceled and will be triggered when you re-enter the tarot room. There are auto saves and manual saves. The game is auto saved whenever you reach a new floor. It automatically overwrites the last auto save and can't be deleted. There are 4 manual save slots. When all slots are occupied, the next manual save will overwrite the oldest existing manual save. Info of the Adventurer's team isn't saved. Therefore, after you saved when exploring the Corridor as a team, you cannot re-join the team by loading the save file. Each save can be kept for up to one week. All saves are deleted automatically at 5:00 every Monday.
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1st completion reward: Upon your account's first completion of a floor, collect all keys on this floor and leave the room to receive your 1st completion reward. (Each account can receive each floor's 1st completion reward only once). Weekly reward: Weekly rewards depend on the highest floor your account has ever cleared (by the end of last week). Every 10 floors are divided into one tier (e.g., 1–10F, 11– 20F). If a higher tier is unlocked in this week (e.g., 21–30F), you'll receive rewards based on the highest tier you cleared last week, even if you clear a floor of the latest tier this week. If you clear a floor lower than your best record (e.g., if your record is 20F, but challenge 1–10F this week), you'll get the weekly reward of the floor you actually clear. Among listed rewards, "Combustible Knife[1]" and "Stick of Wicked Thought[1]" are random loot.
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Monsters feature different name components: Stare: Targets a random player, walks to them and inflicts a death countdown. Upon death, the monster removes this buff from targets within a small area. Corruption: Whenever it takes hit, creates a cloud of toxic fog near it, dealing damage to players by percentage. Symbiosis: 3 symbiosis monsters will spawn in one room and charge at random players. Unless all other symbiosis monsters are killed within the 5s after a symbiosis monster dies, the symbiosis monster resurrects. Hiding: Keeps spawning minions at random locations to attack players, while itself gains 60s of invisibility. You need to locate and defeat it. Enslaved: It appears with one invisible rune orb. The orb enhances the monster and can revive rune beasts. Sealed: Field effects on the ground are cleared regularly when this monster exists on the battlefield. Light's Blessing: When this monster exists on the battlefield, its halo greatly boosts Holy/Water/Fire/Ghost/Poison DMG down of other monsters. Shadow's Blessing: When this monster exists on the battlefield, its halo greatly boosts Dark/Wind/Earth/Undead/Neutral DMG down of other monsters. Hold Ground: When this monster exists on the battlefield, its halo protects other monsters from controlling effects. Split: Upon this monster's defeat, 5 Porings spawn. Defeat all the Porings within the time limit, or they will merge back into the monster with max HP. Words of Death: When it dies, it greatly enhances nearby monsters. Try to kill other monsters first. Explosion: 2s after its death, triggers an explosion with a large AoE. Cobweb: Spits cobwebs to reduce MOV SPD of players within 10 yards by 50%. Lasts 10s. Arcane: Summons arcane orbs to its side regularly, dealing explosive AoE damage to players that touch them. Curse: Reduces healing received by players it hits. Thorn: When it takes damage, it may stun the attacker. Drainage: Constantly consumes HP to boost DMG and DMG down. Unreal: Chants for 1s to ban players within range from using skills and items. Lasts 3s. Unsighted: Whenever a player attacks it, slows the player, increases their chanting time and reduces their down effects. Evil Armor: Carries a halo which grants endure and P.DMG down to nearby monsters. Bash: Auto attacks inflict bash on players. Targets with more stacks of bash take more DMG from this monster. Enfeebled: Temporarily bans the target from attacking and using skills. Eagle Eye: Carries a halo which raises skill Hit Rate of nearby monsters to 100%. Fragility: Carries a halo which increases DMG taken by nearby players. Bequest: Upon death, restores 30% HP for all remaining monsters. Inflamed: When its HP drops below 50%, it gains invincibility for 3s and deals more DMG. Bounty: Flees voluntarily. Killing it grants a large number of Gold Coins.
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Chance to loot Combustible Knife and Stick of Wicked Thought.