The Scaled Dungeon is a ccRO Seasonal Server custom dungeon where you can fight most of the game's MVPs scaled to any difficulty level.
It can be entered with the Scaled Dungeon Warper (prontera 141,179).
You need to be a party leader, and entering will warp all your party members inside.
If you leave the dungeon, you won't be able to re-enter the same instance again. Instead, you'll have to enter a new instance from start.
There are 17 Difficulty levels in the dungeon. When the season starts, only Difficulty 1 will be available. A new Difficulty level becomes available every 2 days. When Difficulty 12 is available, Difficulties 13 to 17 also become available.
The time limit inside this dungeon is 2 hours.
Once inside, you'll be in a 80x80 ring arena surrounded by 12 small islands.
This dungeon works on stages and right now you're in the planning phase of Stage 1. You have to decide with your team which of the 3 presented MVP rooms you wish to fight, and you can use your storage and repair equipment in this phase.
Once the party leader decides which MVP to fight, the NPCs in the middle disappear, and all party members are dispelled and split up randomly on the islands, and the arena is populated by monsters. Each island has a one-way teleporter to enter the arena. You can't go back to the safe island once inside the arena so it's up to you to decide when it's the right time to group up with your partners.
Your objective is to kill all monsters. Once all monsters are dead, the Stage is considered complete, you are fully healed, get your rewards, the NPCs in the middle reappear and next Stage planning phase starts, where a new set of 3 MVP choices is randomized. Also, Super Novices will have their Steel Body skill available again if spent.
Stage 5 will provide double rewards and the players will be warped back to prontera once finished.
Monsters inside the Scaled Dungeon do not provide EXP or DROPS. Instead, rewards will be received when Stages are complete.
The Stage rewards are EXP and card coins. The amount depends on the Difficulty of the dungeon:
where DF depends on the Difficulty level (see this link.)
The decimal part of the card coin reward will convert to chance to get a card coin. For example, on DF 0.50 with 3 players in the party, the value is 1.73, meaning each player will receive a card coin, with an 73% chance to get a second.
If there's a party member more than 15 Base levels above you, you'll not receive any EXP.
EXP gained this way can be increased by the Battle Manual.
Stage 5 will provide double rewards.
Other than the stage rewards, there are a few specific rewards as listed below.
Milestone rewards can be received by beating Stage 5 for the first time in each Difficulty (beating a higher Difficulty than your current will consider as beating the current).
The first 12 Milestones will grant you an account-wide bonus of 25% drop chance bonus against monsters up to a certain level. The level limit starts at 11 on Milestone 1 and rises by 8 on every new Milestone up to 99 on Milestone 12.
From Milestone 13 to 17, every Milestone will grant you an account-wide bonus of, in sequence, 2%, 3%, 4%, 5% and 6% (total 20%) Damage (all types) and Resistance vs Legendary MVPs (outside the scaled dungeon).
There are a total of 42 different MVP rooms, each consisting of one MVP and several monsters.
Each Stage will have 3 options of rooms. All of those have the same chance to be rolled, except the 6 "Bio Lab 3" MVP rooms, which have a third of the normal chance. Those rooms also can't be rolled on Stage 1 and on Difficulties lower than 13.
The Stage 1 is randomized differently than the others. Instead of being rolled on your instance, the options of rooms, as well as the island orders are decided globally to the whole server and rerolled daily at @time = 0:00.
To see the contents of each room please visit this link.
The room choices also include a random Modifier, which can be:
SF = DF × PF × EF
where
Monster Stat Changes
*Ice Pick and Investigate use the database value of VIT for damage calculation instead of this one.
Additionally, a multiplier of SF0.45 is applied to the monster's damage, and a multiplier of SF0.6 is applied to the monster's healing.
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