Guide

How everything works.

The systems explained, and a showcase of what you'll be collecting. What you unlock by playing stays where it belongs: in the game.

Getting started

Make an account, make a fighter, and walk out into Solum. Nothing here is missable.

Your first ten minutes

  • You wake in a regeneration vat while two scientists fill in your file. Answer their questions: your planet (Vegeta, Frost or Namek), then hair, beard, tail and skin where your race has them, then your name. You get three character slots per account.
  • New fighters start with no orbs. Your first ones come from the people in the lab, and after that from everything you fight. Every stat is worth having, and you keep earning orbs forever.
  • Walk into anything hostile and hit it with the technique on your bar. Orbs and drops come off it.
  • Press C whenever you have orbs to spend. That is your entire levelling loop.

Keys worth knowing

KeyOpens
1 – 7Your technique bar
CCharacter: stats, inventory, equipment, active effects
BTechnique book, and your passive slots
OLoci and objectives
NBestiary
MMinigames and tournaments
P / G / HParty, guild, house
Ctrl + directionAim without walking
ShiftSprint (burns stamina)
SpaceJump: onto ledges, off cliffs, on top of things
EInteract: talk, open, pick up, use

Doors

Some doors open as you walk up to them and close again behind you. Others wait for your interact key, and light up when you are close enough to use them. A locked one wants a key in your bag, and it will tell you so. While a door is closing nothing can be caught in it, and a door that is shut stops feet and shots alike.

Lockers, crates and chests

Some pieces of furniture hold something. A locker or a crate opens when you shoot it enough times; a chest or a stash opens on your interact key when you stand close, and lights up when you are. What is inside pops out onto the floor in front of it, coins and all, and belongs to whoever picks it up first. An opened piece stays open for a while and then closes again. Containers cannot be locked onto, so aim at the piece itself. Inside a match a chest comes back fresh with the next match.

There is no basic attack. Everything you do in a fight comes off the seven-slot technique bar, so keep something offensive slotted.

Your fighter

No global level. Seven stats, bought one at a time with the orbs you pick up.

Experience orbs

Everything you kill drops orbs, and they lie on the ground in denominations until you walk over them. Orbs are not a bar that fills: they are currency you spend on the stat you want, on the character screen. Each level of a stat costs more than the last, and you can part-fill a level — ten orbs into a stat that needs two hundred is ten orbs of progress, not ten orbs wasted.

Power Level is just the total you have spent, shown as one number so other players can size you up.

The seven stats

Two schools of damage

Every technique is either spirit or physical. That decides which of the target's defences applies: Spirit Defense against spirit, Endurance against physical. So there are exactly two things to defend against, and you always know which stat to raise.

Races

Transformations

Transformations are techniques like any other: slot one, cast it, and you swap to your transformed sprite with an aura while it drains Ki. Run out of Ki and you revert automatically. Only one can be active at a time.

Fighting

Seven active slots, five passive ones, and a lot of aiming.

The bar

Seven slots on keys 1 to 7, filled from your technique book (B). Five separate passive slots sit alongside them: passives have a trigger rather than a cast, and they apply themselves whenever their condition is met — below a health threshold, on a kill, after going untouched for a while. Once one fires it goes on cooldown (30 seconds for most); the slot shows the time left, and the tooltip lists it.

Aiming

  • Most techniques fire where you are pointing. Ctrl + a direction turns you on the spot without walking.
  • Anything with a wind-up can be steered while it casts. The lane or cone drawn on the ground turns with you, and what you are pointing at when it goes off is where it goes.
  • Charged techniques keep tracking your aim for as long as you hold them. Let go and it leaves along your last direction.
  • Lobbed techniques land where the target is, and re-aim between volleys.
  • The world has height. A shot at a target on a ledge flies up to it, and a wall or rock face in between stops it. Knockback can throw you off an edge but never up onto one.
  • Lanes and cones travel: they stop at the first wall or cliff face, and the mark on the ground stops with them. Bursts spread around corners.
  • Beams fire from your palms and keep going for as long as you hold the key. The head stops where it hits and the rest of the beam keeps pouring into it; let go and the beam runs into the head from behind.
  • Jumping clears a blast that spreads along the ground, but a big explosion reaches as high as its fireball. A shot coming down from above meets you on the way up: you cannot jump out from under it.

When attacks meet

Ki blasts and beams from fighters who can hurt each other collide in the air. Every technique that fires a shot or a beam has a Clash Tier, shown in its tooltip: a quick Ki Blast is tier 1, a Kamehameha tier 3, a Spirit Bomb tier 5. When two attacks meet, the higher tier swallows the lower one and keeps going; at the same tier they burst and cancel each other out.

  • Strength counts too. The stat a technique scales with (ki attack for ki techniques) is weighed in, buffs included. At the same tier you need about twice the other fighter's stat to win outright; to overpower a technique one tier above yours takes about six times, two tiers about eighteen.
  • Beams meet piece by piece. A stronger beam crossing yours cuts it where they cross: the part beyond flies off, the rest presses into the crossing. Two beams of the same strength head on stop at a clash point.
  • A beam also breaks where someone steps or jumps into it. Shots fired from the top of a jump fly over a beam on the ground instead of meeting it.

Ricochets

Some techniques come back. A shot with bounces left rebounds off whatever it meets, wall or body, and keeps flying on its new heading until the bounces run out or it burns through its flight time. A technique either passes through what it hits or comes off it, never both, so a piercing shot never ricochets. Either one can carry odds rather than be a certainty, and the technique's tooltip says so: "Bounces 3 times, 60% chance" means each contact rolls for it. Charged Ki Blast is the one to learn it on: three bounces, and long enough in the air to use them. Corridors and small rooms are where it pays.

Screen shake

A form powering up rumbles the ground around it, harder the higher the form, and a heavy attack kicks the screen where it lands. Both fade with distance, and how far each one reaches is part of the technique. If you would rather not feel any of it, Escape, Graphics turns shake off entirely or one source at a time.

Status effects

Buffs and debuffs stack as components: speed, shields, damage over time, roots, silences, deflect chances, immunities, and more. Your active ones show as badges next to your item hotbar, under the health bars, and in full on the character screen — hover any of them for exactly what it is doing, how long is left and where it came from. A gold frame is one of your own passives, green a buff, red a debuff. A silence that lands while you are still winding up or charging cancels that technique; one that is already firing keeps going.

Auras

Some effects reach past the one carrying them. An aura draws a ring on the floor at its true range: red when it works against you, blue when it is an ally's, gold when it touches everyone, bright for your own and for the ones you are standing in, dimmed for the rest. Step inside and the effect lands on you with a burst at your feet; step out and it is gone a moment later. A passive can carry an aura, so a Saiyan at a quarter health can bear down on everything near them, and a boss can own the ground around it. The rings can be turned off under Options › Interface; the effects stay.

Disables

A disable does not strip an effect, it holds it down. Inside a boss's pressure your damage reduction can count for nothing, your immunities can stop protecting you, your regeneration or your shields can be switched off, or every passive at once. The badge of anything held down turns grey with a red cross, so a grey badge always means "this would be working right now and is not", and a line floats up when it happens and again when it comes back. Nothing is refunded: a buff you put up inside a disable burns its duration, and it takes effect the moment the disable ends. Walk out of the ring and everything returns untouched.

Boss bar

Fighting a boss puts a plate at the top of the screen: the boss's portrait, name and power level, the effects on it, and its health. A big boss carries several layers of health in different colours, one bar drained after the other; the chips under the bar count what is left and shatter one by one. Everyone in the fight sees it — you, your party and your guild mates nearby — and it fades when you walk away, warp out or the boss falls. Turn it off under Options › Interface if you prefer the bar over the boss alone.

Critical hits

Some effects, and some enemies, carry a critical hit chance. A crit multiplies the hit (1.5x before any critical damage bonus) and announces itself: an orange number, a gold flash and a burst on whoever took it, and a snap you can hear. Take one yourself and your screen shakes a little; that shake can be switched off under Graphics. Hover an effect to see the exact chance and bonus it gives.

PvP is off unless both of you want it. Players can only damage each other when both are standing inside a PvP zone.

Settings & controls

Escape opens the options. Six tabs, one row per setting, and every key can be moved.

How the options read

Every setting is one row: its name on the left, its control on the right. A switch reads ON or OFF, a choice is a dropdown, an amount is a slider. Hover any row for a sentence on what it does.

Game

  • Account. Switch character or log out, both blocked while you are in combat.
  • Invites. Party invites, trade requests and guild invites, each refusable before it reaches you.
  • Diagnostics. Ping, frame counter, server load, and a simulated latency for testing how the game feels on a worse line.

Interface

  • Vitals. Show them as a percentage, keep the bars up out of combat, turn damage numbers on or off, and show or hide the boss bar.
  • World. Always show NPC names, and how loudly a PvP zone announces itself (the popup and the screen edge glow are separate).
  • Messages. Warning popups and battle messages over your character. Chat keeps every line either way.
  • Chat. Pop the chat box open on a new message, with per tab control over which channels may interrupt you.

Graphics

  • Detail. How much is drawn for players far away, plus shadows, shader effects and dynamic lighting. The big levers if the game runs hot.
  • Effects. Sprint afterimages, orb glow lights and orb pickup trails, each separately switchable, and the day and night cycle.
  • Through walls. How a character hidden behind a solid wall or a cliff is marked: outline, silhouette, outline with a faint body, or off. A second row decides whether players and friendly NPCs are marked in blue or hidden entirely.
  • Screen shake. A master switch, then one switch each for a spell winding up, a heavy attack landing, and thunder. How hard a technique shakes the screen, and how far that carries, is part of the technique itself: a shake tells you how big the thing you just watched was. Here you decide only whether you feel it.

Weather

Weather has its own tab, because it is the heaviest thing on screen and the most personal. There is a master switch, and then:

  • Layer types: particles, fullscreen shaders, lighting tint, post-process, ambient audio and one-shot audio, each on its own.
  • Default quality: how dense every weather type is drawn.
  • Accessibility: lightning brightness, down to a storm with no flash at all.

Audio

Separate Music and Effects volumes. Drag either to 0% to mute that bus. Both save with the rest of your settings.

Controls

Every action below can be rebound to a key or a mouse button. Click the binding, press what you want, and it is saved. Right-click a binding to reset that one.

GroupActions
MovementMove Up, Move Down, Move Left, Move Right, Sprint
CombatHotbar 1–7, Aim, Cycle Target, Interact
ItemsItem Slot 1–3
WindowsCharacter Panel, Inventory, Spell Book, Party Panel, Guild Panel, Objectives, Collection Log
OtherToggle Idle Stance
  • Sprint is a toggle so you press once to run instead of holding the key.
  • Auto-target nearest keeps the closest enemy selected without cycling to it.
  • Right-click to use and Shift-click drops a stack are the inventory shortcuts, either of which can be turned off.
  • The mouse wheel zooms the camera and cannot be rebound.
Settings are per machine, not per character. They live in your local settings file, so every character you play on that install starts with the same setup.

Loci & objectives

Instanced challenges you walk into. Everything you earn inside is paid out when you leave.

Going in

A locus is entered through its warp. Some are shared, some spin up a private copy just for you, some take your party in together. Press O to see the list, what each one asks of you, and what it pays.

If you disconnect inside, you do not come back to it: your next login puts you at your latest spot in the overworld. The same goes for a match, a house or any other map.

Objectives

Each locus carries its own objectives — kill this many of that, survive this long, reach that room, beat the thing at the end. Up to three of them ride along in the corner of your screen and tick over live as you play. Some are marked required (the locus is not cleared without them) and some are marked as the boss of the run; both carry a badge next to the objective so you can see at a glance which is which.

Getting paid

  • What you pick up inside — loot, Zeni, orbs — is held in a pool and handed to you when you leave.
  • Objective rewards are claimed from the summary screen on the way out. Some are straight grants; some offer a choice, and you take one.
  • If your bag is full, nothing is lost. Unclaimed rewards stay pending and you can claim them later.

Leaving through an exit gate, dying, or logging out all end the run. The safety gate near the entrance is always open; the completion gate opens the moment the Locus clears. Stepping through either plays the Instant Transmission warp on the way out and again when you arrive. Clearing one marks it cleared on your account, and the summary tells you what you did: kills, damage dealt and taken, time, and everything you are walking out with. Objectives you already passed on an earlier run show as done rather than failed.

Crafting

Put things on the bench, take the chance.

Crafting happens at a table you interact with in the world, and each table has its own work: a salvage bench lists break-downs, and another table lists whatever it is for. The list shows the recipes you know at that bench, with anything you are short of the ingredients for greyed out.

The four slots

The middle of the window is four slots, and they are the craft. Drag items out of your bag into them and the bench works out what you are making — the order never matters. Right-click a slot to take an item back, or drag something else in to replace it. Picking a recipe from the list does the same job from the other end: it loads your own copies into the slots for you.

  • The slot shows the real item, tier frame and colours included, and that exact copy is the one consumed. No wondering which of your three gi is about to go.
  • Under each slot is what you put in over what the craft takes — "5,000/100" — green when it covers the craft, red when it does not.
  • Dropping a stack in stages the whole stack, so one drop can cover a run of crafts. Max counts what is in the slots.
  • A recipe you cannot afford still shows what it wants: the missing ingredient sits faint in its slot reading 0 over what it needs.

Discovery

Recipes have three states. Some you know from the start. Some show as ??? — you can see that something exists at that table but not what it is, until you find the recipe. And some are not listed at all until you learn them.

What you get

An output is not always a flat one-of-a-thing. A recipe can name a range — "2–5 Verdite" — and the exact number inside it is rolled when the craft lands. Some recipes also carry a bonus: a second item with a chance printed next to it, along the lines of "10% chance: 1–2 Thornite". The chance shown is your chance, with your Luck already counted in.

When a craft fails

A failed craft does not eat everything. Each recipe names which of its ingredients are consumed on failure — the rest are handed straight back. Buffs that raise your craft chance apply on top of the recipe's own number.

Where materials come from

Two places, and you will use both. The world drops them, and it drops them narrowly: anything you kill carries two or three materials and no more, so what you need decides what you hunt. Grey golems come apart into ore and flint, and each coloured golem carries its own vein — frost, greenstone or bloomiron, and the gem at the heart of it. Calibration bots give up jacks, wafers and the odd Tuffle chip. Kanassans work up from shells in the shallows to what the deep ones are carrying.

Bosses are their own tier. Each one carries a part that nothing else in the world drops, and the last tier of an infusion asks for it by name — one or two, not a pile. Bosses are also the only place a technique scroll is ever found, and those are rare enough that you should not plan around one.

Equipment is not a farming plan. No ordinary enemy carries a piece of gear, at any rate. Kit comes off bosses and out of what a locus pays you for clearing it, and nowhere else. Buy it, earn it, and break down what you have replaced.

And your own gear does, through the Break Down recipes below.

From there it is a ladder. Ore smelts into bars, rough stones cut into faceted ones, salvaged parts assemble into working modules, and the bloom you pick in the field brews into tonics. Each step wants the step below it, so the scrap you ignore early is the thing you are short of later.

Potions

The flasks and decanters are crafted, not bought. Sap, bloom water and reeds make the field flasks; the big decanters take two flasks and something you had to go somewhere unpleasant for. They are a mid-game craft and up, so the first time you can make one is usually the first time you needed one.

Breaking gear down

Gear you have outgrown is not dead weight. Any piece worth salvaging has a Break Down recipe: hand over the piece plus a Zeni fee for the tools, and it comes apart into infusion materials. Better gear breaks into better materials, and the good pieces carry a chance of something from the tier above on top.

Breaking down never fails. What varies is how much you get, which is where Luck earns its keep. A piece you have infused or recoloured breaks down like any other, for exactly what a plain one gives — and with a plain copy and an infused one in the bag, the bench takes the plain one unless you put the other in yourself.

Keep a slot free. A craft needs somewhere to put the result, and pickups are paused while the window is open so nothing can fill your last slot mid-craft. If a recipe can also roll a bonus, the bench wants room for that too — it will not start a craft it cannot hand over in full.

Infusion

Upgrade a specific piece of gear, tier by tier, at an Infusion Bench.

Infusion works on the copy in your hands, not on the item type. Two identical swords can end up completely different: the tier and every choice made along the way live on that one copy and travel with it if you trade it.

At the bench

The left of the bench lists every infusable piece you own. A piece whose next tier you cannot pay for is greyed out — it still lists, so you can look at what that tier wants, but it reads as unavailable until the materials are in your bag. Pieces already at their last tier grey out too; there is nothing left to buy.

Click a piece and it goes in the slot at the top, with its own icon and tier, so the copy you are working on is never in doubt.

How a tier works

  • Bring the item to a bench and open it. Browsing costs nothing and rolls nothing.
  • The bench shows the item's current tier, the materials the next tier costs, and the options that tier offers.
  • Pick an option and pay. The exact value inside that option's range is rolled for you.
  • Each tier is one more permanent line on that copy. Higher tiers wear a brighter frame so you can see at a glance what a piece has been through.
  • The same option can be taken at more than one tier, and the rolls add up. Three tiers of speed on one pair of boots is three rolls of speed on those boots.

Where the materials come from

Infusion materials are not bought. They come out of gear you already have: take a piece to a salvage bench and use its Break Down recipe, pay the Zeni fee, and it comes apart into materials. The better the piece, the better the material, and a strong one has a chance of giving up something from the tier above as well.

Only fighting gear breaks down — the boots, gloves, liners, armour and scouter you actually go out in, and their MK.2 versions. What you wear for the look of it does not come apart, so there is no reason to hesitate over a wardrobe piece: it is worth exactly what it looks like, and nothing else.

Raw materials also turn up out in the world — loci, bosses, the occasional drop — and recipes let you work the lesser ones together into what a higher tier actually asks for. So the loop is: play, salvage what you have replaced, and spend the result on the piece you intend to keep. Your Luck is rolled on both ends of that loop, on what a break-down yields and on the value an infusion rolls.

Nothing is taken before everything is checked. The bench validates ownership, the tier and the materials before it consumes anything, so there is no way to pay and get nothing.

Luck & modifiers

The quiet stats. None of them hit anything; all of them change what you walk away with.

Alongside the seven combat stats there is a second set of numbers, carried by gear, infusions, techniques, food, weather and the auras in your home or guild hall. They never appear as damage. They decide how often a chance lands, how long a blessing lasts, and how much of a curse sticks to you.

Luck

Luck is a percentage, and it does exactly two things.

  • It improves a chance. A chance is raised by your Luck as a share of itself: at 10% Luck a 10% chance becomes 11%. At 100% Luck it becomes 20%. The number printed in a window is always the improved one, so what you read is what you are actually rolling.
  • It buys extra rolls, and keeps the best one. Where something is rolled from a range, Luck rolls it more than once. Every whole 100% is one guaranteed extra roll; the leftover is the chance of one more on top.
Your LuckRolls on a range
0%One roll.
10%One roll, and a 10% chance of a second.
100%Two rolls, always.
150%Two rolls, and a 50% chance of a third.
240%Three rolls, and a 40% chance of a fourth.

Extra rolls are invisible: you are shown the one that was kept, never the ones that lost. A range of 2–5 stays a range of 2–5 — Luck cannot push a result past what the recipe authorises, it just makes the top of the range the normal outcome.

Where it applies: how much a break-down or craft yields, whether a recipe's bonus item lands, the value an infusion rolls inside its option, how often a rare drop table is the one picked when something dies, and how many of a thing that table drops.

Where it does not: Luck never re-picks which item came out of a table, and it never touches damage, defence or anything in a fight.

The other modifiers

ModifierWhat it does
AttunementEverything positive you cast lands harder — your heals, shields and buffs are scaled up by it.
ControlEverything positive you cast lasts longer. Attunement is strength, Control is duration.
TenacityCuts the duration of negative effects put on you. Enough of it and a short debuff never lands at all.
Craft chanceAdded on top of a recipe's own success chance.
XP gainMore experience out of the same kill.
PricesShifts what shops charge you.
Cooldown reductionTechniques come back sooner.
Ki costRaises or discounts what your techniques cost to cast.
Damage reductionA flat percentage off incoming damage, after defences.
AbsorptionTurns a share of a specific damage school into something you gain instead of lose.
DeflectA per-attack chance to turn a hit aside outright.
ShieldA pool that eats damage before your health does.
Vital stealReturns part of what you deal as health, ki or stamina.
Knockback resistanceYou get shoved around less.
RegenerationHealth, ki and stamina come back faster — or, from the wrong effect, not at all.
Everything is on your character sheet. Press C and read the active effects grid: every buff, debuff and weather effect currently on you, with what it is doing spelled out when you hover it.

Weather

Rolled by the server per area, seen by everyone in it at the same time.

Weather is not decoration on your client — it is part of the world state. Each area rolls its own from the kinds that suit it, runs it for a while, then rolls again. Walk into an area and you get whatever is happening there, exactly as everyone else in it sees it. Indoors, nothing.

Heavier weather can do more than look good: some of it puts a status effect on everybody standing in it. Your active effects list tells you when that is happening and what it is doing, under its own Weather heading.

It scales to your machine. Particle density follows the weather quality setting, and it can be switched off entirely in the options.

Your home

Buy the place, lock the door, and fill it with things you went and found.

Getting one

Houses are bought outright and owned by your character. Press H inside yours to manage it: who is allowed in, who gets thrown out, and selling up if you want to move. Visitors need to be on your access list; everyone else bounces off the door.

Decorating

Furniture is placed piece by piece, and where it goes is up to you. Pick it up out of your bag, drop it into position, rotate it, move it later, or take it back. Some pieces raise in an instant; heavier ones take a moment to build and hold you in place while they do, so you can see the progress bar fill.

  • Placement zones. Some rooms mark out where certain kinds of furniture belong — a banner goes on a banner wall, not in the middle of the floor.
  • Aura pieces. A few pieces do more than sit there: they emit a buff to anyone standing in range. You can see the radius while you are placing it.
  • Nothing is spent. Picking a piece back up returns the item. Only deliberately destroying it throws it away, and that asks first.

Where furniture comes from

  • Found in the world. Furniture drops like anything else — off things you kill, out of the places you clear.
  • Bought. Shops stock furniture, and other players sell what they do not want.
  • Made. Some pieces come off a crafting table once you know the recipe.
  • Earned. Some are rewards: the kind you can only get by doing the thing that gives them.
Furniture is an item until it is placed. That means it stacks in your bag, it can be traded, and it can sit in a guild vault waiting for someone with a house to put it up.

Minigames

Queue from the M menu. Your character walks in; the match decides what carries.

Dropping out of a live match is an instant forfeit, and your next login puts you at your latest spot in the overworld. If the server restarts before a match pays out, your entry fee comes back.

The modes

ModeWhat it is
Free-for-allEveryone against everyone, in an arena built for it.
TournamentBracket, one on one, no respawns. The server-wide one is the Budokai Tenkaichi.
King of the HillTeams holding ground for points.
Dragon Ball HuntFind and hold the balls while everyone else wants them.
MOBAStart even, earn orbs in the match, build a fighter inside the game.
RaceA course, and everyone else in your way.
Zeni ScrambleA maze full of sacks, chests and vaults. Shoot them open and grab the zeni before anyone else does. Nobody fights anybody.

Zeni Scramble

Eight players, five minutes, one Ki Bolt each. Everything you break bursts into coins on the floor, and the coins belong to whoever reaches them first. Some chests spill a powerup: a sprint, faster techniques, a wider pickup reach, or a borrowed technique in your first slot. Each runs for thirty seconds and counts down next to your vitals. A few pockets sit behind boulders; shoot one through and it stays open for you.

Entry costs zeni. Everyone leaves with exactly what they collected, and the leaderboard is your best haul rather than a rating.

Rules that change the fight

Each match is configured by a set of rule checkboxes, shown before you commit:

  • Equalised stats. Everyone starts on the same stat levels, whatever they walked in with. Levels earned inside the match still count.
  • Ten percent health. Faster and far more lethal.
  • Respawns on or off. Off means a death puts you out. Tournaments never respawn.
  • Gear disabled. Your equipment still shows, but contributes nothing: not stats, not speed, not pickup reach, not the effects it grants.

Everything a match does to your fighter is undone on the way out. Nothing you buy, equip or lose inside a match follows you back into the world.

Rating

Each mode keeps its own rating, so being frightening in the tournament bracket says nothing about your racing. Leaderboards show the fighter, not just the name.

Hosting a match

Put up a prize, set the rules, and let people sign up.

Anyone can host. Open the minigames menu, pick the mode and map, tick the rules you want, and put up a Zeni prize from your own pocket. The lobby is then open to whoever wants in.

Entry and prizes

  • Entry into a hosted match costs a small percentage of the prize you put up, paid by each fighter who signs up.
  • Leave before it starts, or if the lobby is cancelled, and your entry is refunded exactly.
  • Once the countdown starts the match is closed: nobody new can join. Someone leaving does not stop the countdown, and if too few are left when it ends, the match is cancelled and refunded.
  • The prize goes to the winner when the match resolves.

Scheduled server-wide events work the same way from the player's side, with a fixed signup cost instead of a host's prize pool.

Host honestly. The rules you tick are shown to everyone signing up, and the match runs on them.

Guilds

A roster, a rank ladder, a shared vault and a house with pedestals in it.

Joining and running one

Press G. Guilds have a name, a tag that hangs off your name in the world, and a colour for it. Anyone with the right rank can invite; the browser tab lists every guild on the server if you are looking for a home.

Founding and upkeep

Founding a guild costs a Guild Token and 10,000,000 Zeni from your bag. Once it exists a guild pays 100,000 Zeni a week out of its treasury. If the treasury cannot cover a week, the guild gets a short grace period to top it up; if it still has not paid by the end of it, the guild dissolves, its members are removed and whatever was in the treasury is lost. Keep it funded.

Ranks

Four ranks by default — Guild Master, Officer, Member, Recruit — and the Guild Master can rename them and decide what each one is allowed to do. Permissions cover inviting, kicking, promoting and reaching into the vault. Nobody can kick or promote at or above their own rank, so an officer cannot quietly remove the person above them.

What a guild has

TabWhat it holds
MembersThe roster: who is online, what rank they are, promote / demote / kick.
TreasuryThe guild's Zeni, and what it has been spent on.
HouseThe guild hall, and the pedestals that make the Dragon Ball game possible.
VaultTwenty shared slots. Deposit and withdraw by rank; guild-bound items land here on their own.
WishesWhat the guild has wished for, and what it is working toward.
BrowserEvery guild on the server.
AdminRank names, permissions and the message of the day.

Guild chat

Its own channel in the chat box, reaching every member wherever they are — other maps, inside a locus, in the middle of a match.

The vault is shared, not pooled. Items in it belong to the guild, and withdrawing is a permission like any other. Placing guild furniture in the guild house spends it out of the vault rather than out of your bag.

Guild war

Seven Dragon Balls exist. One guild can hold all seven, and only one at a time.

The balls

There are exactly seven in the world, ever. Each one is somewhere: dormant on a pedestal out in the world waiting to be shaken loose, dropped on the ground by something that was carrying it, sitting in a player's bag, or standing on a guild's pedestal. Every pickup, every drop and every placement is announced to the whole server, so nothing moves quietly.

Taking them off each other

  • Carrying one makes you a target. Anyone who beats you where PvP is live takes what you were holding.
  • Leaving your guild, being kicked, or logging out while carrying one in a war zone drops it where you stand.
  • A guild house full of pedestals is a statement, and a map everyone else can read.

The wish

Get all seven onto a single guild's pedestals and hold them there. The wish does not fire the instant the last ball lands — the guild has to keep them, which is the window everyone else has to take one back. Hold it, and the wish is yours.

Ownership is live. Sell the guild house or disband the guild and any ball on its pedestals goes back to the world. There is no parking them somewhere safe.

Techniques

Every technique the Collection Log names. The rest is yours to find.

Bestiary

Who you'll be fighting. What they carry is between you and them.

The in-game bestiary (N) tracks every kind you have killed, counts them, and opens up more about each one the further you go — including what they drop. None of that is reproduced here: this is the part you can see by looking at them.

Collection Log

The completionist's list, and the reason this guide stops where it does.

The log tracks the things worth having: treasures, techniques, and the rest of the long tail. Entries you have found are shown in full. Entries you have not can appear in two ways — as a named slot you have not filled yet, or as ???, where even the name is part of the find.

This guide lists what the log would name for you anyway. It does not list the question marks, it does not print drop tables, and it does not tell you which thing carries which reward. That is the game.