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The Long Shot: Bows Arrive — update illustration
New

Aug 25, 2026

The Long Shot: Bows Arrive

A second way to fight. Bows and slings hit from across the clearing instead of nose to nose, but they ask for things a sword never did: arrows in your quiver, a full second of standing still, and a clear line to whatever you are aiming at. Let something walk up to you and your own bow turns against you. Duels are now fought on your feet as well, and every weapon in the game now wears down from fighting, not just from mining.

The Raid: Boss Battles Reforged — update illustration
Update

Aug 20, 2026

The Raid: Boss Battles Reforged

Boss battles are no longer a tapping contest. You send your character in with potions and a hot meal and the fight resolves itself round by round, whether you are watching or not. What you earn comes down to the gear you brought, not how fast your finger is. Pull fallen fighters back onto their feet with your own potions, take titles for what you actually did, and let the whole realm hear when a raid is called.

The Turning Year — update illustration
New

Aug 15, 2026

The Turning Year

The seasons were scenery. Now they are weather you have to plan around. Four seasons turn with the world clock and each one changes what the land will give you: fish run fat in summer and thin under the frost, the groves swell in autumn, the ore seams run rich in winter. Ashwing has learned to breathe fire, and the caves now hold you for a full hour instead of fifteen minutes.

Brothers in Arms: The Co-op Update — update illustration
New

Aug 13, 2026

Brothers in Arms: The Co-op Update

Fight together for the first time. Combat is rebuilt from the ground up: no more one-on-one duels with a mob while your friend watches, every weapon swings at its own speed, and threat decides who the monster hunts. Form a party of five, share XP, and hunt Ashwing the Dragon, a world mini boss who lands once a day and rewards everyone who fights. Plus goblins in the fields, a one hour clock on the caves, and a long list of fixes.

New

Aug 11, 2026

World Events: The Realm Turns

The world itself now turns. Eight world events reshape the land's bounty while they hold: floods that drown the coal seams, gold veins that run double rich, forests that surge, shoals that empty. Every event gives with one hand and takes with the other, announced by a warning horn across the whole server and shown on your character panel while it lasts.

The Ranch: Hatch, Breed, Trade — update illustration
New

Aug 10, 2026

The Ranch: Hatch, Breed, Trade

A whole new system. Sixteen beasts across four kins, eggs that drop from everything you already play, pens that produce daily, a six-stat breeding line with real inheritance, rarity climbing through ascension, and a marketplace where a perfect bloodline sells for hundreds. Every one of the six stats now does something real — your follower gives you speed, crits, loot luck and evasion, and comes with you into caves. Breeding costs energy and time instead of dollars.

The Forge Comes to the World — update illustration
Update

Jul 29, 2026

The Forge Comes to the World

Forging, cooking, scrapping and repairing now happen at the blacksmith out in the world instead of on a menu screen. Plus a much bigger crafting layout, a craft amount slider, and a clear look at the XP and levels you are about to earn.

Shards of the Seal: A Clearing-Out Update — update illustration
Update

Jun 14, 2026

Shards of the Seal: A Clearing-Out Update

A guided story quest line led by Aldric and the townsfolk, the new PvP Arena with stakes and ranked MMR, and a wave of marketplace and world polish. The last big update before we move the economy to USDT.

Auction House — Buy Orders & Market Polish — update illustration
New

May 8, 2026

Auction House — Buy Orders & Market Polish

Place buy orders, auto-match against live listings, partial fills, best-bid display on every item, balance bars in every trade modal — the marketplace is now a true two-sided economy.

Caves & Combat — A New Frontier — update illustration
New

May 4, 2026

Caves & Combat — A New Frontier

A brand-new Cave System opens below the world. Five new monsters, a reworked combat system (crit, accuracy & evasion), the Bone Ritual Table, new consumables, a Karma system, Golem Crystal seasonal rewards, and a full Guild overhaul.

Bug Fixes, Balance & Quality of Life — update illustration
Fix

Apr 21, 2026

Bug Fixes, Balance & Quality of Life

King's Palace refresh, co-op dungeon fixes, fishing & harpoon polish, story and market improvements, plus a long list of stability and iOS map fixes.

Fishing Update — Oceans & Leviathans — update illustration
New

Apr 15, 2026

Fishing Update — Oceans & Leviathans

New waters, reworked Leviathans, pearls, fishing merchant, Fish Codex, fishing mastery skill, a new legendary fish, hero editor and more.

Skin Store — Stand Out in TerraX — update illustration
Event

Apr 7, 2026

Skin Store — Stand Out in TerraX

Premium character skins launched: Celestarch, Assassin, Wisp, Fire Mage and Pirate Skeleton.

Marketplace Open for All — update illustration
Update

Apr 6, 2026

Marketplace Open for All

The open marketplace is now live for every player, plus a batch of quality-of-life improvements.

World Map, Workers & MMO Beta — update illustration
New

Apr 1, 2026

World Map, Workers & MMO Beta

The tile-based MMO world, workers, character creation and the first wave of shared-world gameplay.

Easter Event — MMO Egg Hunt — update illustration
Event

Apr 1, 2026

Easter Event — MMO Egg Hunt

Seasonal egg hunt across the world map with limited-time rewards and event currency.

Guild Wars — Siege the Capital — update illustration
New

Feb 16, 2026

Guild Wars — Siege the Capital

Full guild siege warfare: rally your faction, push the gates and claim territory for your banner.

Latest Patch Notes — The Long Shot: Bows Arrive

· Aug 25, 2026
Tutorials

Dungeons: Keys, Floors and the Monsters Between You and the Loot

How TerraX dungeons actually work: key costs per difficulty, what lives on each floor, every boss from the Depth Guard to the Eldritch Phantom, idle dungeon expeditions, and the world bosses with shared prize pools.

By TerraX Team

6 min read

Quest log: on this page

Dungeons are where TerraX stops being a tycoon game and starts being a fight. They are the only source of an entire tier of crafting materials, they drop the gems and runes that gate the best gear, and the hardest difficulties multiply rare drop rates by up to 25 times. This guide covers what a run actually costs, what is waiting on each floor, every boss in the rotation, and how idle dungeon expeditions and world bosses fit into the picture.

Keys, Energy and What a Run Costs

Every dungeon entry costs 25 energy plus Dungeon Keys, and the key cost scales with difficulty: Easy takes 1 key, Medium 2, Hard 4, Legendary 6 and Nightmare 10. Keys drop from world bosses and can be bought in the store, so they are a real resource decision. Burning 10 keys on a Nightmare run only makes sense if your gear can finish it, because a wipe spends the keys either way.

The Floors and Their Monsters

An active dungeon run gives you 15 minutes to clear 4 floors, and each floor has its own family of monsters and its own boss. Floor one belongs to the goblins: thieves, guards and shamans that drop Goblin Hide. Floor two is undead and constructs, where Terrorborn Wraiths and Bloodshale Golems drop Carapace. Floor three turns to swamp and rot, with Oozeblight Spawn and Fenwraith Lurkers dropping Druid Flesh. Floor four is abyssal territory: Soulrot Liches, Rotting Dreadknights and Boneclaw Revenants guarding Soul Eyes. Monster counts climb with difficulty, from 15 per floor on Easy up to 40 on Legendary's deepest floors.

The Bosses

Each floor ends in a boss, and they escalate fast. The Depth Guard sits at 300 HP with a shield and a 35% chance to drop a pile of Goblin Hide. The Doomcarver Fiend doubles that at 600 HP and opens up Polished gem drops. Orin Rootcaller jumps to 1,500 HP and guards Rough Sapphires and Diamonds. The Eldritch Phantom is the wall: 3,000 HP, hits for 25, and is the only monster in the game with a chance at Dragon Runes and Eldritch Runes, at 0.1% each. Those runes gate some of the best crafting in the game, which is why endgame players run floor four on repeat.

What to Bring: The Pre-Run Ritual

Your weapon decides how fast floors die. The starter Caveman Club hits for 2; a forged Shortsword hits for 14, a Druid Staff for 38, and the endgame Obsidian Greataxe for 110. That spread is the difference between timing out on floor two and clearing Nightmare with minutes to spare. Armour matters just as much, because monster hits above the damage threshold start eating your gear's durability along with your HP.

Then there is the buff ritual the veterans never skip. An Enhanced Fish Fillet Stew adds 15% weapon damage for 30 minutes, which conveniently covers two full active runs. The Legendary Supreme Dish pushes that to 30% for a full hour. Carry a Health Potion for the floor-four boss, and watch your pack weight: you have 20 encumbrance slots, and equipment, potions and water all count against them. A dungeon run you prepared for and a dungeon run you wandered into are two different games.

Idle Dungeons: Send the Workers In

If you would rather not fight manually, idle dungeon expeditions let dungeon-specialized workers clear floors for you at 30 minutes per floor, costing 5 energy and 2 water per floor. Difficulty changes both length and reward: Easy runs 4 floors at a 0.8 loot multiplier, while Nightmare runs 8 floors at 3.2 times loot, XP and durability wear. The rare drop math is where the hard difficulties earn their keep. Legendary multiplies base rare drop rates by 10, and Nightmare by 25, with epic-rarity items getting their own 5x and 12x overrides. Bring dungeon specialists: their combat HP rolls between 75 and 180 and their dungeon yield stat exists for exactly this.

Choosing Your Difficulty: The Key Economy

Difficulty is an investment decision, because keys are the scarce input. The floor payouts scale hard: floor one alone pays 250 Coal on Easy and 2,500 on Nightmare, and every floor's guaranteed material count roughly doubles or triples across the difficulty range. But the real curve is in the rare drops. Easy and Medium pay materials. Legendary and Nightmare pay the 10x and 25x rare multipliers, which is where gems, runes and epic gear actually come from. The rule of thumb that falls out of the numbers: run the highest difficulty you can finish reliably, not the highest you can survive occasionally. A completed Hard run beats a failed Nightmare every time, because dead runs still spend the keys.

Co-op: Bring Your Guild

Dungeons are also a team sport. A Guild Contract, forged from 500 Coal and 10 Copper Ingots, opens a co-op dungeon for your guildmates: 50 energy to enter, waves of monsters, and a 25% chance at rune drops that guilds need for their own progression. Guild dungeons proper unlock at guild level 5 and run 8-minute sessions for 2 to 5 players, with difficulty ramping every couple of minutes until the room is a wall of monsters. The rewards feed the guild treasury and the runes feed guild levels, which is how a group of mid-strength players ends up mattering more than any single whale.

World Bosses: The Shared Fights

Above the dungeons sit the world bosses, global raid events the whole server fights together: Thornaxis the Ravager, Syrak the Abyssal Wyrm, Ignaroth the Molten Colossus and Vorthuun the Cyclone Eye. Joining a battle costs 100 energy, and the top three damage dealers take 20%, 15% and 10% of the reward pool. The bosses drop the artefacts used in epic and legendary weapon crafting, plus batches of Dungeon Keys and Supply Lootboxes. Thornaxis alone pays out 100 Supply Lootboxes and 40 Dungeon Keys. Artefacts are not farmable anywhere else, so world boss events are the only door to the top of the crafting tree.

Where to Start

Run Easy actives until you know the floor rhythm, then move your key spend to the highest difficulty you can clear without dying. Put your first Epic dungeon worker on idle Nightmare runs as soon as its HP roll can survive them. And never skip a world boss window: even outside the top three, the participation drops fund your next batch of keys.

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TerraX Team

The chroniclers of TerraX: builders and storytellers of the mines, forges and battlefields. Follow along in the game itself.

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Continue the chronicle

6 min read

The Age of Discovery Comes to the TerraX Realm

Every player in TerraX now begins with the same blank map, and the only thing that fills it in is your own wandering. Walk a coastline and it stays charted long after you log out. Reach a quarter of the world and you earn the Wayfarer title, with Trailblazer and Cartographer waiting further out. Here is how the fog lifts, and why the final title sits at 75% rather than 100%.

Read the entry →

8 min read

Archery Arrives, and It Rewards the Patient

A bow is not a sword that reaches further. It asks you to stand perfectly still before it will loose a single arrow, and it punishes you brutally for letting anything close the distance. Get the positioning right and you become the most accurate fighter on the field. Get it wrong and you miss two shots in three. Here is how all four bows compare, and why running is the worst instinct an archer can have.

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16 min read

Boss Battles Reforged: How to Actually Earn From the Raid

The tap contest is over. The raid now resolves on the server round by round from a frozen copy of your stats, and your payout is decided by the gear, potions and meal you brought. Every number that matters: swing rates, the potion refund, brace, the damage split, drop tables and the artefacts that gate endgame crafting.

Read the entry →