Recurring Structures
Detailed Repeating Structures
What repeats and keeps the system moving?
External Calendar
Select a Main Story, Gate, Dungeon, event, or competition objective → assemble Sung Jinwoo, Hunters, Weapons, Skills, Artifacts, and Cores → resolve real-time action combat → collect Gold, materials, equipment, draw assets, and mode rewards → allocate Dungeon Entry Keys and invest across character, weapon, Artifact, and Core growth → compare practical deployment readiness, result evidence, routine settlement, return priority, and optional offers → return to the next combat or growth objective.
Events, operating schedules, and live operations reactivate participation, exchange, and reward states.
View pattern definition →Supply Narrative Progression Loop
Main Story → Battle Mission/Clear Reward → unlocks → growth/formation → next Chapter.
Supply Daily Growth Loop
Dungeon Entry Key → target content → Sweep/Multi-play/manual run → growth resource → growth.
Supply Mastery Loop
Advanced challenge entry → pattern/attribute/team adjustment → clear/fail → reward/learning → stronger build → higher tier.
Competition Competition Loop
Growth completion → Battlefield of Time/Power of Calamity record → rank/season points → status/exchange reward → next season prep.
Cooperation Cooperation Loop
Guild/Edge entry → individual mission or co-op combat → guild/world outcome → shared rewards/status → repeat relationship.
Return LiveOps Refresh Loop
New chapters, hunters, artifacts, bosses and events create return, re-farming and re-routing demand.