Wipe Update: Bug Fixes, Quality Of Life, New Features
The 9th August wipe update - fusion rework, organization events, quality of life and a pile of bug fixes.
⚡ Fusion Reworked — two warriors, one body
Fusion is back — rebuilt from the ground up into something worth shouting "FU-SION-HA!" about. Merge with another warrior and fight as something greater than either of you… or, if you're a certain kind of creature, skip the handshake and just steal a body outright.
💃 Fusion Dance
The classic returns as a real, learnable skill. Find a partner of your race, get close, strike the pose — and if they accept the dance, the two of you merge into a single fused warrior.
- You both need to know the dance. It takes two to fuse — one of you starts it, the other gets asked to accept. No surprise fusions.
- Kindred bloodlines can dance together. Same race always works — and beyond that, related bloodlines can now fuse: the demonic lines (Demons, Aliens, Janemba, Glorio, Onion Lads, Planet Eaters), the machines (Androids of every make, Arale, Seven-Three, Bio-Androids), the divine (Kais, Demons, Demigods), and Saiyans with Half Saiyans.
- The fused warrior is the best of both of you. Power, multipliers, trained stats — the fusion takes the strongest each of you has to offer, then stacks a fusion bonus on top. It works no matter how far down the path of the gods either of you has walked.
- Your partner's skills come with them. The fused body fights with the combined arsenal.
- A merged look. The fusion blends pieces of both fighters into one new appearance.
- Name your creation. The moment you fuse, you choose the fused warrior's name — and the whole server hears about it. Fusion is rare; make it count.
⏳ While you're fused
- A flashing Fusion tab tracks your fusion — who you are, who's inside, and a live countdown until you split.
- The partner rides along, watching through the fused warrior's eyes.
- Everything the fusion earns, you BOTH earn. Training gains, combat points, prizes — it all flows back to both of the real characters underneath.
- The one driving can revert at any time from the Fusion tab. Otherwise the fusion runs its course and you split apart on the spot.
- Get knocked out, and the fusion shatters — both of you hit the ground with it. If the fused warrior dies… so do both of you. Fuse responsibly.
- Fusion is a battlefield tool, not an event exploit — you can't enter tournaments, arenas, or other events while fused. Split up first.
- Afterwards there's a cooldown before either of you can fuse again.
♾ Persistent Fusions
Some fusions don't want to end. Servers can offer persistent fusion, where the fused warrior becomes a real character:
- The fusion survives logging out — even server restarts. When you log back in, you choose: play the fused warrior, or your normal character. Both exist side by side.
- Your partner isn't trapped: after the first session they're set free to play their own character again while their other half lives on inside the fusion. (They can't fuse with anyone else until it ends — half of them is busy.)
- Knockouts and deaths don't break a persistent fusion. It ends only when it's reverted — or when its time runs out, if the server gave it a lifespan.
- When it finally ends, everything the fusion earned settles onto your real character. Nothing is lost.
💫 POTARA FUSION — the earrings have arrived
The Fusion Dance asks a lot of you: the right partner, the right bloodline, standing right on top of each other. The Potara ask for none of that. They ask for the earrings.
An extremely rare treasure
The Potara Earrings are a pair of Supreme Kai earrings — and they are an extraordinarily rare drop. Most warriors will go their whole life without seeing a set. Carry them and you unlock the Potara Fusion ability; they are the only way to get it, they cannot be taught, and they cannot be stolen off you.
Lose the earrings — give them away, get wiped — and the ability goes with them. No earrings, no fusion. It checks the moment you try to use it, too, so there's no holding onto the skill after the earrings are gone.
It doesn't care what you are
This is the big one. The Potara ignore race completely.
The Fusion Dance needs matching or related bloodlines — Saiyan with Saiyan, demon with demon, machine with machine. The Potara don't care. Any race can fuse with any other race. Alien and Kai. Android and Demon. Anything you can imagine, the earrings will merge.
Only one of you needs a pair
That's the whole point of a pair of earrings. One person supplies them for both of you — you keep one, you hand over the other. Your partner needs nothing at all. Which makes a single set of Potara a genuinely powerful thing to own on a server: whoever holds them decides who gets to fuse.
Fuse from across the battlefield
You don't have to be nose-to-nose. Target someone up to 15 tiles away and offer them an earring — they'll get the offer wherever they're standing.
If they catch it, the earring flies across the gap, and they are dragged through the air to you before the two of you merge in the full fusion transformation. It is, frankly, a much cooler entrance than the dance.
The trade-off: it lasts far longer, and it costs far more
- Duration: a Potara fusion runs roughly two and a half times as long as a Fusion Dance.
- Cooldown: and it hits about three times harder on your fusion cooldown — for both of you. There is one fusion clock per character, and Potara wants a much bigger slice of it.
So it's not simply "the better fusion". It's the long, committed one. Dance when you need a quick burst of power in a fight; put on the earrings when you're going to war.
Everything else works exactly as it should
The fused warrior behaves like any other fusion — the merged appearance (now wearing the earrings, so everyone can see exactly what you did), the shared power, the fusion tab, the name you choose together, the server-wide announcement, and every reward and scrap of progress earned settling back onto your real character when it ends.
Hosts control all of it — whether Potara exists on their server at all, how long it lasts, how long the cooldown bites, how far you can throw an earring, and exactly how much stronger the fused warrior becomes. Which boss drops the earrings is up to them too.
🔕 "Ignore Fusion Requests"
Tired of being asked? There's now an Ignore Fusion Requests switch in your Settings.
Turn it on and nobody can prompt you to fuse by any method — dance or Potara. Anyone who tries is simply told you're ignoring fusion requests, so the pop-up never reaches you and they aren't left wondering. Flip it back whenever you like; the choice sticks with your character.
⚔️ Fusion and events don't mix
Fusion cuts both ways around competitive play, by design:
- A fused warrior can't enter a tournament, arena, FFA, dojo match, organisation war, world invasion or boss rush — revert first.
- And you can't fuse while you're inside one either, or even send a request from inside one. Both people are checked, so nobody standing safely outside your match can pull you into a fusion mid-fight.
🤝 Fusion offers are honest
Both methods work by asking your partner — and an offer can sit unanswered for as long as it likes. Go AFK for four hours and click yes when you get back? The game re-checks every requirement at the moment you accept: that you're both still there, still close enough, still alive, not knocked out, not already fused with somebody else, not mid-event, and still off cooldown. If anything changed while the offer sat, it's called off cleanly and both of you are told why. No surprise cross-map fusions, ever.
🧠 Body Swap — the Bebi returns
The infamous body-snatcher is back, rebuilt and nastier than ever. A warrior with the Body Swap ability can jump into the body of a knocked-out player and take it for a ride.
- Wait for your victim to hit the ground, get close, and jump in. Their body gets up wearing your markings — and everyone nearby sees exactly what just happened.
- You become them — but better. You wield your victim's power with a parasite's boost on top, so you always outclass the body's original owner.
- Their skills are yours for as long as you hold on.
- The victim is stuck watching their own body walk around without them until you're done.
- A flashing Body Swap tab shows your grip on the stolen body ticking down — and the big JUMP OUT button for when you're finished with it.
- On the way in you drain a piece of your host's strength for keeps — the classic parasite feeding. Choose strong hosts.
- Everything the stolen body earns while you drive it? Yours. The victim gets nothing but the memory.
- If the stolen body is knocked out or slain, you pay the price — the victim just wakes up back in their own skin.
- You can't take the same victim twice in a row, there's a cooldown between swaps, and — like fusion — no sneaking a stolen body into tournaments or events.
🛡 The fine print
- No alt shenanigans — you can't fuse with or body-snatch your own alt.
- Logging out mid-fusion ends it (persistent fusions excepted — those don't care).
- Fusions and body swaps don't mix: one merger per customer at a time.
As with everything in the game, the whole system — how long fusions last, cooldowns, how much stronger a fusion or a stolen body is, which methods are even enabled — is fully host-configurable, so every server can run its own flavour of it.
🔥 Maniac: Rage Meter on your health bar
Maniacs no longer have to open the Stats tab to check their rage. The Rage Meter now shows on your health bar alongside your other meters — updating live as rage builds in a fight, decays between exchanges, spikes on a Maniac's clutch revival, and empties the moment you spend it. Same treatment the Time, Blood, Drunken and Fury meters already had.
💪 Custom Buffs — Phase 2 (player-suggested)
Straight from your suggestions: Custom Buffs get their first real upgrade in years — starting with the menu itself.
🖥 A real Buff Options menu
The old buff editor was a chain of tiny pop-up lists you had to walk through one question at a time. It's now a single modern panel: every setting laid out in clear sections — Identity, Appearance, Activation, Rage Mode and Power — each row showing what it's currently set to. It scrolls, and like our other menus it's draggable, so you can shove it aside while you preview your look.
And picking icons finally makes sense. Choose a hair, aura, base icon, overlay or weapon skin and the menu asks where it should come from:
- Choose from the game's icons — opens the proper icon picker with your server's collection (hairs, auras, swords…), the same one used everywhere else. Hosts keep adding to it, so the choices grow over time.
- Use my own icon file — the classic file picker, exactly as before.
The rest of the additions below are optional and off by default, and all of it is purely cosmetic: none of it touches combat.
😤 Rage Mode — your buff's second form
Give your Custom Buff a completely different appearance for when you're angered in a fight. The moment your rage kicks in, your buff swaps to its angered look — and when the rage passes, it swaps straight back.
You can set a separate base icon, hair, aura, overlays and weapon icon for the angered state, plus its own quote for the moment it takes over. That "Phase 2" vibe, finally. (Turn Rage Mode on per buff — buffs without it behave exactly as before.)
🗣 Activation Quote
Say something when you power up. Write the line your character speaks the instant the buff activates, in either of two styles:
- Say — a normal spoken line, exactly like talking.
- Emote — italic, dramatic and in any colour you choose.
⚔️ Custom Buff Weapon Icon
Your buff can now change the look of the weapon you're holding while it's active — the blade transforms with you, and returns to normal when the buff drops. Rage Mode can swap it a second time for the angered form.
🎨 Icon Selection — a new look for looking good
The way you pick hairs, clothes, auras — anything with a look — has been rebuilt from the ground up.
A modern selection menu
The old cramped grid is gone. Picking an icon now opens a clean, modern HUD: a fluid grid that fills the window properly, organised into categories, and draggable so you can move it around the screen while you browse. Scroll, click, done.
No more being stuck in 1998
Here's the big one: the game's icon collections are no longer frozen in the build. Hosts can add brand-new hairs, outfits, auras and more on the fly from the admin panel — create a category, drop icons in, and they're live in the game within moments. No update, no reboot, no waiting on a coder. If you can imagine it in pixels, your server can be wearing it tonight.
For RP servers this is huge: event outfits, faction uniforms, unique looks for event characters, one-of-a-kind rewards — hosts can build a whole visual identity for their server and keep growing it forever.
Fresh drip, out of the box
And it's not just tooling — we've used the system ourselves: tons of new default hairs, clothing and auras have been added to the game already, with Super Saiyan variants where it counts, and more dropping over time through this same system. Iconic classics stay protected, so your favourite look isn't going anywhere.
🎭 Roleplay Updates
RP Events — the stage is yours
Admins can now run live roleplay events with their own flashing tab.
How a host runs one: open an event with the in-game Create RP Event admin verb, or from the website dashboard's Events tab — the dashboard route works even with no admin in the game, and events survive server restarts. Give it a title and description, and choose its reach: global (the whole server sees the tab), planet (everyone on that map), or ranged (only players within a chosen distance of the scene). Everyone covered gets a flashing tab named after the event carrying the title, the story text, the featured characters, and optionally a sense-style list of everyone present at the scene. Close RP Event ends it (also doable from the dashboard).
- Casting the stars: right-click any player → Make Event Character to headline them on the event tab. This is the live-event spotlight — separate from the full Event Characters system below.
- Front-row seats for everyone: any player can right-click a featured character → Spectate Event Character and watch the story through their eyes. No observe skill, no checks — it's an RP server.
Event Characters — play someone else entirely
Big events get their signature feature: whole characters built by the event team and handed to chosen players — think playing Frieza for an invasion arc instead of your own character.
For hosts — building one (on the Event Characters admin panel): you author the whole character on one card —
- its name (stamped onto the player) and race (pre-picked from your server's race list, or left open for the player to choose),
- its permanent look (an appearance preset applied as the character's fixed appearance) and fighting style (assigned at creation, with its skills and passives),
- an optional spawn point — the character can appear at a chosen location instead of the normal race spawn,
- always-on combat bonuses — the same knobs transformations and ranks have (BP ×, flat BP, damage dealt/taken, accuracy, reflexes, speed, regen, knockback and more), constant while the character is played and stacking with any forms it transforms into. Editing them updates live characters within about a minute,
- starting stat multipliers, reward bundles fired once at creation, and a full starting setup builder (give items, custom items, custom skills, set or scale any stat — the same builder Starter Kits use).
For hosts — casting a player: grant the character to a specific person by their game key or account. Within about a minute they get a new Event Character option at the login screen. One creation per grant — you can re-grant to allow a remake, or revoke an unused grant. Definitions can be global (every server) or per-server.
For players: hit Create once (creation runs normally with the race pre-chosen, then the name, look, style, bonuses and gear all apply automatically) — after that, Play loads it whenever you like. The event character saves completely separately from your main: nothing it does touches your real character, you can hold several different event characters at once, and if the server reboots mid-event you're placed straight back into it. Play the event, then log back into your own story.
RP Abilities — powers written for your story
A new kind of ability, made for roleplay. Hosts author them on the roleplay settings panel (RP Abilities tab): each ability gets a name, a description, a casting message, a display color, and a cooldown that can stretch from minutes to days — and those long cooldowns hold through relogs and restarts, so a once-a-week power really is once a week.
Granting: assign an ability to a specific character by name from the panel — works even while they're offline; it appears in their Skills (hotbar-able) within about a minute, and revoking strips it the same way. There's also a one-shot console action to hand a copy directly. Editing an ability on the panel renames/re-colors it for every holder live.
In play: using one announces the act to everyone nearby, styled and dramatic, exactly as the host wrote it — and every use is recorded in the dashboard activity feed (and into any live RP event the user is featured in), so hosts can keep score of the story.
Roleplay Points, reworked
Earning RPP has been rebuilt from the ground up:
- Every way of speaking pays — say, shout, whisper, think, emote and telepathy all earn Roleplay Points now, each with its own tunable rates.
- The freeloading is over. Holding spacebar, spamming blank lines, or pasting the same paragraph on repeat earns exactly nothing — only real roleplay counts.
- The daily cycle actually works. Your daily earnings cap resets properly every day and can grow over time, overflow banks into storage instead of vanishing, and the old bug that silently stopped some players from EVER earning again is gone.
- Hosts control the whole economy from the roleplay settings panel: each speech source can be switched on/off and tuned separately — pay per character, per word or flat per message, with per-message ceilings, minimum lengths, per-source cooldowns and repeat-blocking. The daily cycle is tunable too: reset period, starting cap, how much the cap grows each cycle, and the maximum it can reach.
RP Logs — every emote, on the record
Emote logging got a full rework. The dashboard's RP Log tab now gives hosts a clean, readable feed of the server's roleplay:
- Per-player view: pick any player and see exactly what they saw in emotes — their own lines and everyone else's in the area around them, timestamped, with who else witnessed each line. Switch between Live (streaming as it happens) and History.
- Every emote carries its receipts: word and character counts, how many players it broadcast to, and whether it's a repeat of something already posted — so judging effort takes one glance.
- Reward good roleplay on the spot: open any emote and hit Reward this RP to grant the author a prize for it — works whether the player is online or offline, and the grant is pinned to that specific piece of roleplay so the log shows what was rewarded and why. Right-click entries for more actions.
Great RP no longer disappears into the void — hosts can find it, reward it, and keep the receipts.
Starter Kits
Admins can now build named Starter Kits on the starter-kits admin panel — a kit is any bundle of: items, custom items, custom skills, reward bundles, stat sets/boosts (set, add, multiply — any variable), even proc-style setup steps. Handing one out is one action: the Give Starter Kit admin verb in game (pick the kit, pick the player), or right-click a player on the website dashboard. Kits are fetched fresh on every use, so panel edits apply instantly. Perfect for equipping new arrivals, outfitting an event cast, or setting up a scenario in seconds.
🌀 Kai Teleport — rebuilt from the ground up
A proper menu, at last
Kai Teleport used to open a plain grey system box. It now opens a real panel — the same clean, draggable window style as the emote menu, the icon picker and the buff options. Drag it wherever you like, scroll the list, and every destination shows its name and a short description so you know what you're picking before you commit.
Prefer the old look? The classic interface still gets the simple list box, with all the same destinations.
The destination list is now completely custom
Here's the big one. That list of realms used to be fixed — the same fourteen names, in the same order, going to the same places, forever. It could not be changed.
Now every entry on it is set by your server's hosts. They choose:
- What it's called — the name is free text. Planet Vegeta, The Lookout, Capital City, your RP hub — whatever fits your world.
- A description — a line of flavour under the name in the menu.
- Exactly where it drops you — a precise spot, a saved landmark, or a random patch of ground inside an area (so arriving on a planet still feels like arriving on a planet, not landing on the same rock every time).
- The order they appear in, and whether they show up at all.
Hosts can add as many destinations as they want, remove ones that don't fit, and rename anything. Custom worlds and roleplay servers can finally offer a Kai Teleport list that actually matches their map instead of a hardcoded one from years ago.
It can't strand you any more
If a destination can't be reached for any reason, you're simply told "You can't get a lock on that right now" and nothing happens — no energy spent, no getting dumped into empty space. And every existing safeguard still applies: you can't teleport while knocked out, recently damaged, fused, body-swapped, imprisoned, or while a teleport nullifier is running.
Everything else works exactly as it always did — anyone standing beside you still gets taken along for the ride.
Servers that don't touch any of this keep the original list, unchanged.
📖 Guides, everywhere you are
Knowing how this game works shouldn't require ten tabs of Discord archaeology. The guide system just grew in three directions at once.
The guides are now on the website
play.dragonuniversegame.com/guides — every game guide, readable in your browser. No client, no logging in, no asking in chat.
- Browse by category — races, combat, progression, systems… open a category, pick a guide, read it in a clean full-page view.
- Search everything — one search box that looks through every guide, titles and full text alike, and shows you a snippet of where it matched. If it's written down anywhere, you'll find it.
- Every guide has its own link — copy the address and send it to someone. It opens straight to that exact guide. Perfect for answering "how do I…?" with one paste.
It's the same library you see in-game — one source, two windows. Which is the whole point:
They can never go stale again
The guides live in one place now, and every way of reading them draws from it. Update a guide once and it's instantly current in-game, on the website, everywhere — no more finding a guide that describes how something worked two wipes ago. The library stays permanently up to date by construction.
Discord hears about it too
Servers can hook their Discord in: whenever a guide is published or revised, an announcement lands in the channel of their choice — what changed, which category, and a link that opens the guide on the website. New player asks a question, someone drops the link, done. (Where it posts is up to each server's host.)
In-game: View Guides now just… works
The in-game Guide tab only exists on the new interface — and previously, if you were still on the classic one, pressing View Guides did a whole lot of nothing and looked broken.
Now it simply switches you to the new interface and opens the guides, telling you what it did. You can hop back to the classic look any time in Settings — but the guides will never silently no-op on you again.
🌍 The Fresh-ish Wipe — a clean slate that doesn't take your special race
You voted for it, so here it is: a third kind of wipe, sitting between the two we had.
Until now there were only two options, and neither was quite right:
- A full wipe — everything gone, every save deleted. Genuinely fresh, but it also destroys special races, including the ones people paid real money for. Not acceptable.
- An Era Reset — you keep your character, but progress and power are pulled back and most of what you'd earned is stripped. Softer, but it never really feels like a new beginning.
The Fresh-ish Wipe gives you the clean slate without the casualty.
How it works
Everybody makes a new character. No "reset my current character" option — a real reset for the whole server, everyone starting the era together from nothing.
But if you were a special race, you keep it. When you go to make your new character, your special race is sitting right there in the race list waiting for you. You don't have to roll for it, buy it again, or ask an admin. It's yours.
You're free to pick something else entirely, of course — it's an option, not an obligation.
The small print
- Age 150 or over is a full fresh start with nothing carried over. That's the same age rule the Era Reset has always used, so nothing's changed there.
- The offer waits for you. Log out halfway through making your character, crash, come back three days later — your race is still there. It only disappears once you've actually finished and saved a new character, which is exactly how the game already handles unfinished ones.
- Your old character is backed up first. Before anything is overwritten, a copy is quietly put aside. Nothing uses it automatically, but if something ever went wrong, it's there.
Hosts choose which kind of wipe to run, and can still run the old Era Reset instead.
🛠 Quality of Life
The meter on your health bar is never dead space again
That slot next to your health bar used to sit there reading "Skill Meter: 0%" on servers that don't even use the Skill Meter — a bar that never moved, telling you nothing.
Now it shows whatever your server actually tracks:
- Roleplay servers — Daily RPP Gained, as a percentage. It starts at 0% when the daily reset lands and fills to 100% as you earn your way to the day's cap, so you can see at a glance how much roleplay reward you've still got in the tank today without opening a single menu.
- PVP servers — Activity, as a percentage. Your activity meter, right there on the HUD.
If your server runs the Skill Meter, nothing changes — it shows exactly as it always has. And every special meter that lives in that slot (Time, Blood, Drunken, Fury, Rage, Resources) still takes priority when it's yours.
Meters no longer vanish when you change fighting style
Meters used to be worked out once, at login. Swap fighting style mid-session and the meter you'd just earned had nowhere to live until you relogged. Meters are now re-sorted the moment your style changes — and every meter you own is redrawn straight away, so none of them can be left blank.
Hotkeys: the empty-hotbar bug is fixed
A long-standing problem for new players is gone. Previously, if you relogged before setting up your own hotkeys, you'd load back in with a completely empty hotbar — frozen, unable to do anything, until you opened the hotkey menu and hit Restore Defaults.
Now, if you haven't customised your hotkeys, you simply keep the default set — every time, on every login. And as a safety net, a hotbar that somehow comes back empty is automatically rebuilt from the defaults rather than leaving you stuck.
🤖 Also in this update
Universe 6 Saiyans: your missing class skills
Regular-class Universe 6 Saiyans were being skipped by their own class kit — Sweep Barrage, Saiyan Spirit, and Bomber DX simply never showed up for them while their Universe 7 cousins got all three. Fixed: the Regular class now gets its full arsenal in both universes, matching the fix the other classes already received.
Beerus: destruction for sale
The God of Destruction's four signature combat techniques — Destructive Fission, Hakai, Destruction Beam, and Destruction Blasts — are now purchasable with Combat Points, like other races' signature skills. Earn your destruction.
Beerus' Hakai Marble — FIXED
A charge bug was stopping the marble from firing. Rebuilt from the ground up: the marble now hurls a slow-moving orb of hakai energy that relentlessly homes onto your target, and on contact seals them inside an expanding sphere of destruction — continuous damage, then a massive detonation if they fail to break free. The genuine article, straight from the God of Destruction's toolkit.
Z Souls: THE GREAT RESURRECTION — every soul fixed
The big one. A whole family of Z Souls — the ones that trigger when you TAKE damage — had a long-standing bug that stopped them from triggering in combat. That's fixed, and every last soul in the game has been verified working:
- Second Wind! — drop below half health and surge: movement speed + 25% stamina regeneration for 15 seconds.
- Back from the Brink — below 25% health, instantly recover half your stamina.
- I'll Keep Going! — critically wounded? Claw back 8% health.
- Perfect Defense — truly negates the first hit against you every 10 seconds (you even backdash out of it) — at the price of slower movement.
- No Way I'll Give Up… — eat a heavy hit and answer with a burst of speed and stamina.
- Relentless Fury! — its full deal is live: +20% damage below half health, but you take +10% more.
- Defiant Resolve — damage resistance + shorter stuns, as always promised.
- Iron Fortress — the missing −20% block damage finally arrived to justify its brutal stamina drain.
- I'm Doing Fine! (+15% stamina recovery) and Don't Saiyans Ever Work? (−20% stun durations) got real effects to match their tooltips.
Every Z Soul tooltip now matches its effect exactly. Happy hunting.
Z Souls: two lost souls come back to life
Two Z Souls have been repaired after long-standing bugs:
- Catch Your Breath! existed under the wrong name (it displayed as a second "Keep Your Guard Up!"), so its +10% stamina regeneration never applied. It now has its real name and its real effect.
- Relentless Fury! never triggered at all. It now does what it always promised: +20% damage dealt below half health — at the price of +10% damage taken.
If you're holding either of these, they work from this update on.
Z Soul: Don't Overexert Yourself! — buffed and honest
The soul now reduces ALL stamina drain by 15% while equipped — every dash, dodge, block and technique costs less. (Buffed from its old, smaller discount — and the tooltip now matches exactly.)
Heeter: Pure Progress — FIXED
The Heeter clan's signature passive had a scaling bug: the lower your health fell, the stronger Pure Progress is supposed to make you — but a bug meant every wounded Heeter got only the smallest bonus, and the desperate deep-wound power spikes never triggered at all. Fixed: the damage and accuracy bonuses now properly climb as your health drops, all the way to the maximum when you're on your last legs. Fighting a cornered Heeter is finally as dangerous as it was always meant to be. (Their evasive instincts got a matching fix — dodging incoming blasts now uses their reflexes, not the attacker's.)
Ki Jammers: no more beam smuggling — and you can SEE them now
Two Ki Jammer upgrades:
- The walking-beam exploit is dead. Certain beams let you keep firing while moving — so people were charging up outside a jammer's field and strolling in, beam blazing. A live jammer now actively disrupts any beam being charged or streamed inside its field and shuts it off on the spot. (Jam Nullifier fields still protect you.)
- Jammers glow when they're live. A powered, switched-on jammer now radiates a yellow glow — no glow, no jam. You can finally tell at a glance whether the field is hot before you commit to the push.
Majin buff: the infinite power exploit is closed
The Majin buff wasn't cleaning up after itself for every race — certain warriors (notably Primal Titans) kept a chunk of the buff's power multiplier every time they toggled it off, letting them stack power forever by flicking it on and off. Activating and reverting are now perfectly symmetrical for every race: what the buff gives, the buff takes back.
Master Roshi's artifacts are theft-proof again
The old Kame House rule is back: anything you buy from Master Roshi's artifact shop can no longer be stolen from you. When the shop moved to the new system, purchases quietly lost their theft protection — every artifact bought there now comes permanently un-stealable again, exactly like the old days. Items bought before this fix keep their old (stealable) state — rebuy or see an admin if a thief is eyeing your Champion's Belt.
Bojack: Full Power Hera FIXED
Full Power Hera was broken for everyone — a build issue made the form unobtainable. That's fixed: Bojack warriors now awaken it the proper way, through rage, once their power is great enough.
What the form gives you:
- A massive Battle Power surge — a huge flat boost on top of a 1.3× multiplier.
- +15% damage dealt and +10% damage reduction.
- Hits that send people flying — +10% knockback dealt, +10% knockback resistance.
- Leaner stamina costs while transformed, though the form steadily drinks your energy to stay active.
- The full Hera showing: a green glow, a burst of dust, the ground shaking for everyone around you — and you physically grow half again as large.
The placeholder version some servers were using has been retired — the real form replaces it everywhere.
Puranto Slug: racial boosts fixed
Reports came in that the Slug clan wasn't getting its racial advantages — that's been looked into and fixed. Slugs now correctly receive the full package: +30% regeneration, +20% energy, and +15% durability & resistance, along with the clan's usual trade-offs (slower movement, longer cooldowns, dulled speed and reflexes). If your Slug felt weaker than advertised, redo your stats or relog and the correct numbers apply.
Pikkon: Hyper Tornado purge
Hyper Tornado has been Pikkon-exclusive for a long time — but characters from before that rule still carried it around. On the next world reset, any non-Pikkon still holding the technique loses it for good. Only the true masters keep the storm.
Seven-Three: Copy Protocol — FIXED & ENABLED
The Bio-Construct's signature ability has been fixed and fully enabled. Every Seven-Three now carries the Copy Protocol strike and three Copy Slots:
- Steal techniques mid-fight. Land the Copy Protocol palm strike and it scans your opponent's techniques that are currently cooling down — and replicates one of them, at random, into one of your Copy Slots.
- Hotkey the slots before the fight. The three slots are permanent skills — bind them once and whatever gets copied fires from those same keys. No fumbling with hotkeys mid-battle.
- Fire their move as your own. A filled slot takes the stolen technique's name and look, and using it unleashes the real thing — with its own cooldown on your slot.
- Nothing lasts. A replicated technique burns out of its slot after a few minutes, slots full means a random one gets overwritten by the next steal, and nothing survives a relog. Copies are borrowed, never kept.
- A successful steal puts Copy Protocol on a long cooldown; a whiff recovers quickly — so fishing for the perfect technique is a real choice.
- Seven-Three's Artificial Efficiency kicks in too: replicated techniques recharge faster in your hands than they do for their original owner.
Seven-Three: Full System Release
The Bio-Construct's second transformation arrives. Beyond Limiter Release lies Full System Release — every combat system and processing core unlocked at once. A huge surge in power, damage, and reflexes, absorption systems running wide open, wrapped in a black aura crackling with blue overload sparks. No safeties. No restrictions. Earned the same way as any awakening: push your power far enough and let the rage do the rest.
Seven-Three: replication buffers grow with you
Copy Slots are now tied to your evolution: you start with two, and every transformation you unlock brings another slot online — permanently. The further the Bio-Construct evolves, the more stolen techniques it can hold at once.
Seven-Three: Adaptive Replication Form
The Bio-Construct's final evolution — it stops copying techniques and starts copying people. Once your systems have ascended far enough, land Copy Protocol on a knocked-out player and choose one of their transformations: your internal systems restructure to imitate its power signature, and it becomes your own new form — the Adaptive Replication Form.
- The replicated form fights like the original: its strength, its resilience, its speed, its reflexes, its aura, its whole presence — driven by your own ascended core, so someone else's power can never destabilize yours.
- Your victim keeps their form; you keep the echo. They'll know they were scanned.
- One replication per era. Whoever you copy defines your identity until the world resets — choose your donor wisely.
- Unlocking it brings another permanent Copy Slot online, like every Seven-Three form.
Arale: Naïveté — FIXED
The iconic duo got a full repair pass:
- Flying Nimbus — Arale rides faster than anyone: a hefty extra speed boost on top of the Nimbus's own. (And the Nimbus itself got fixed along the way — its speed boost now works no matter which version of the cloud you own.)
- Power Pole mastery — every Power Pole technique hits 30% harder in Arale's hands (the extend, the new extend, the bash, the sweep — all of it) and recharges 25% faster.
Arale: Nimbus Dash
A brand-new Arale-exclusive technique. Once you own a Flying Nimbus, you learn Nimbus Dash: hop on the cloud and launch into a full-speed golden charge, trailing yellow light — whoever you slam into eats massive impact damage and gets sent flying. The Nimbus must be equipped to ride it into battle.
Arale: Spar Training — FIXED
The robot who trains like a person. For everyone else, taking cybernetics guts organic training — and buries most of your natural power under the machine's. Arale's different:
- Cybered training gains are only halved for her, instead of nearly wiped out.
- A far bigger share of her natural power keeps flowing alongside her cyber power — going machine doesn't erase what she earned with her fists.
Arale: Nimbus Comet
And for the long haul: Nimbus Comet turns Arale herself into the projectile. Leap onto the cloud and become a living comet — steer yourself across the whole battlefield at full speed, Nimbus surfing beneath you. Crash into someone and it's devastation: true damage that ignores their toughness, a heavy stun, and the wind knocked so far out of them their stamina locks up. No cuts, no bleeding — just blunt cloud-powered catastrophe. (Nimbus equipped required, naturally.)
😼 Beerus: the God of Destruction finally acts like one
Beerus has carried three passives on paper for a long time. Two of them did nothing at all — the descriptions were there, the power wasn't. Both are now real, and the one that did work got sharper.
💜 Natural Destroyer — destruction energy, for real this time
The description always promised that Beerus coats his attacks in destruction energy. It does that now, natively — the same treatment the Power of Destruction path grants, except Beerus is simply born with it:
- Every projectile burns purple. Your ki attacks glow with destruction energy on sight.
- They detonate. Shots are now genuinely explosive rather than merely looking angry.
- They drain the will to fight. Landing an attack — melee or ki — bleeds stamina off whoever you hit, on top of the damage.
And then there's the burst
The other half of the passive, the "chance for extra explosive critical damage" that never once triggered:
- Any landed melee or ki technique has a 40% chance to detonate.
- The blast is either a savage follow-up strike or the ground erupting underneath them — and either way a plume of purple destruction light bursts over your victim.
- It can only happen once every 13 seconds, so it's a rhythm to fight around rather than a coin-flip that decides the match.
🩸 Maochist — pain makes him stronger
This one was the biggest lie on the sheet. Both halves are now live:
- Beerus never weakens. Where every other race's battle power sags as their health and energy drain away, Beerus's simply doesn't. He fights at full power from the first hit to the last.
- And he hits harder the closer he gets to death. Damage climbs smoothly as health falls — up to +30% at death's door — on melee and ki alike.
Put together: a cornered Beerus is not a wounded animal, he's a rising threat. Grind him down and you are, quite literally, sharpening the knife.
Beerus Madness — the sub-50% health surge, the extra vulnerability that comes with it, and the extended, strengthened anger — was already working and is untouched.
🔬 Scientist: the lab equipment finally works
Three of the Scientist's tools were fighting for the wrong side. All fixed — and the gravity machine came out the other end considerably meaner.
🎯 Turrets stop shooting their own creator
Deploy a turret and it would happily open fire on you. Not occasionally — often more than it shot the enemy, because the turret was running an untargeted "shoot everything nearby" routine behind the scenes, and its friend-or-foe check never actually recognised its owner.
- No turret of any kind can target the scientist who built it. Not the missile turret, not the stun turret, not by any firing path.
- Stun grenades no longer stun their own deployer — the blast now skips them entirely, damage and stun alike. Standing next to your own turret is safe again.
- Missile turrets aim at the target. They were firing straight downwards regardless of where their victim actually stood — the shots used the turret's own facing, which never turned. They now point at what they're shooting at.
⚡ Stun Chip can actually be triggered
The Stun Chip's whole design is: implant it, then tap the skill up to 3 more times to shock them. Except tapping again did nothing but put the skill on cooldown — the chip was being wiped out of existence the instant it was installed, so every follow-up press tried to install a new chip instead of firing the one already in there.
The implant now survives, and all 3 shocks are yours to trigger.
Also: whiffing the install — no one in range, or they countered you — now costs only half the cooldown. Missing shouldn't be punished as hard as landing it.
📦 Boxes and turrets: the unanswerable combo is answered
Being boxed in and shot at through the walls was, in a player's words, "braindead to fight and use". Two changes:
- Turret fire no longer passes through walls. Missile turret lasers were built to fly over anything they couldn't break — so a scientist could cage you in, stand outside, and shoot you through solid metal with no counterplay. Their shots now collide with barriers like anything else. Walls are cover again, including your opponent's.
- The Trap Box is no longer as tough as the Build Box. Both used identical walls, despite doing opposite things: the Build Box boxes you in, while the Trap Box cages someone else while you stand safely outside. The trap's walls are now a fifth as strong — it's a window of pressure you have to capitalise on, not a prison sentence.
🌑 Gravity Machine — CRUSHED
The gravity machine's opening slam was a fairly ordinary punch wearing a scary name. It is now a genuine catastrophe:
- The impact deals true damage — it crushes straight through resistance and guard. You do not "block" a gravity well.
- It craters the ground beneath whoever it catches.
- The victim is slammed flat and locked down for a full 6 seconds — a forced stun that can't be shrugged off — on top of the heavy slow that was already there.
- Shockwave and screen-shake to match.
Getting caught in the field at the moment it drops is now something you genuinely fear. The continuous crushing damage-over-time inside the zone is unchanged.
🧬 Natural fighting styles finally grant their passives
A Tsujin reported they could never get Extreme Intelligence — a Technician passive, on a race that is a Technician. Digging into it turned up something much bigger than one race.
Some races are born with a fighting style instead of choosing one. Tsujin are permanently Technician and Scientist and can never pick anything else. Glorio are Mages. Certain Tamagami and Tapion are Swordsmen or Executioners. Various races carry an innate style alongside one they can train.
The problem: the game only recorded which passives you owned at the moment you picked a style. Races that never pick — because their style is part of what they are — were never recorded as owning anything. So every passive belonging to a natural fighting style silently did nothing, for every race that has one.
That's now fixed at the source. Your fighting-style passives are worked out from the styles you actually have, whether you trained into them or were born with them.
If you play a race with a built-in fighting style, you have quietly been missing its passives this entire time. You aren't any more.
🤖 Technician Style: it works now (and it always did — you just couldn't tell)
Technician has been reported as completely broken more than once, and honestly the reports were fair. You'd pick the style and receive… nothing. No skills, no passives, no hint that anything was missing.
Nothing was actually broken. The entire Technician arsenal was hidden behind a menu on a Cybernetics Computer that the game never once mentioned. If you didn't already know it was there, the style was an empty shell.
Pick the style, get your kit
Switching to Technician now hands you your chips immediately, for free. A panel opens the moment you make the change and you choose your starting modules on the spot — exactly like every other fighting style giving you its kit.
A real chip menu
The old picker was a chain of plain dropdown boxes listing eight module names with no explanation of what any of them did. It's now a proper draggable panel — every module laid out as a card with a description of what it actually does, your remaining points counted in the corner, and installed chips marked off as you spend them. Drag it wherever you like while you decide.
Choose 3 of:
- Rocket Punch Module · Rocket Barrage Chip · Spiral Drill Punch Module
- Gatling Arm Module · Detachable Blade Module · Ultimate Buster Cannon Module
- Magnetic Bomb Chip · EMP Burst Chip
Changing your mind
Want a different loadout later? That still works the way it always has — find or build a Cybernetics Computer and choose Get Cybernetic Chips to wipe and re-pick for a resource fee. The difference is the panel now tells you that, instead of leaving you to discover it by accident.
One more thing that was quietly blocking people: the computer used to refuse to let you pick chips at all until you already had cybernetic power. That gate is gone — install whatever you like whenever you like. You'll still need cybernetic power for the modules to actually fire, and each skill says so plainly if you try without it.
⚡ Auto Org Events — the world fights back
Planets and organizations just got a lot more alive. Until now, invasions and wars only happened when a high-ranking member pulled the trigger — which meant on a fresh server, nothing happened until someone ground their way up the ranks. No more.
Rising Tensions
Every so often, when the world has gone quiet for too long, tensions between two organizations boil over on their own — and the server announces it with a warning:
- ⚡ "RISING TENSIONS!" — one org is mobilizing to INVADE another. You get a countdown warning before the capture zone drops, so both sides can scramble: defenders rush home to hold the line, attackers rally to seize the planet.
- And it escalates. After a few invasions, the next flashpoint isn't a raid — it's a full open-world WAR between the two organizations, with everything that brings: kills score, packages drop, high-priority targets get marked.
Built for the little guy
- These are the same real events players can start — same capture zones, same war scoring, same announcements — so everything you win counts: org EXP, planet levels, rewards, seized resources. It's one of the fastest ways to level your organization without waiting for someone to out-rank the gates.
- The system picks the two most active organizations and only sparks a conflict when the coast is clear — never on top of a world event or another org battle.
- Fresh start protection: right after a wipe the world stays peaceful for a while, so everyone gets time to settle in, join a planet and gear up before the fires start.
Like everything else in the sandbox, hosts control the whole thing — how often tensions flare, how big orgs must be to get dragged in, how the escalation ladder climbs, or whether it happens at all.
🥊 NPC Duels — challenge an NPC, fight them for real
NPCs can now put you in the ring. Server-built characters — a shopkeeper, a master, a God of Destruction — can challenge you to a real 1-on-1 fight the moment you talk to them, with real stakes on the line.
- A real arena match. Accept the challenge and you're whisked to a private arena to fight them under proper match rules — rounds, knockouts, a referee's countdown, the works. Nobody dies; it's a bout, not a murder.
- A worthy opponent. The NPC fights at your level (or at full monstrous power, if the server wants a wall to throw yourself at), with their full kit.
- Winning and losing both matter. Beat them and the story continues one way — rewards, secrets, maybe a rank trial. Lose and it goes another. What happens on each side of the fight is entirely up to the server: victory can pay out, defeat can sting.
- Hosts: it's a new Arena step in the NPC builder — pick any opponent from your boss roster, pick the match rules and map, and script the win/lose outcomes like any other conversation.
😼 Beerus and the Supreme Kai are open for business
Two gods now stand somewhere in the universe, and neither hands anything over for free.
Beerus — beat him, then shop
Find the God of Destruction and he'll size you up. If you're nobody, he won't waste breath on you — you'll need real standing before he'll even speak.
- If he deems you worth his time, he offers you a choice: challenge him, or walk away. Walk away and that's that — no reward, no shortcut.
- Accept and you fight Beerus himself, one-on-one, in a proper arena bout.
- Beat him and his shop opens — the kind of power a Destroyer keeps to himself, including the means to erase a planet from the sky. Lose, and he'll make sure you know it, then send you away to think about it for a while.
The Supreme Kai — fusion, finally taught properly
Fusion is no longer a mystery item bought from a menu. The Supreme Kai teaches it — to those who prove they deserve it.
- He won't teach the weak. You'll need real power and experience before he'll even discuss it.
- Then comes his trial: a gauntlet of warriors, and you can bring your party in with you. Survive every wave.
- Pass it, and his teachings open up for good:
- The Fusion Dance — merge with a partner into a single warrior.
- The Potara Earrings — no bloodline limits, a far longer fusion, and only one of you needs a pair.
You can turn his trial down. He'll just remember that you did.
(The old "Learn Fusion Dance" line in the Z Point shop is gone — it handed over an outdated version of the skill that didn't actually work.)
🎨 Change your body, not just your hair
Settings has always let you swap your hair, clothes, aura and blast icons. Now you can change the one thing you were stuck with: your actual body.
- A new Customize Base Icon option in Settings opens the icon picker and re-skins your character on the spot.
- The list is a proper gallery of body sprites — humans, aliens, androids, demons and Frost Lord forms — organised into tabs so you're not scrolling through hundreds of entries to find the one you want.
- It's a sandbox: hosts choose whether their server allows it, and which bodies are on offer. Some servers will keep race looks locked; others will hand you the whole set.
(Also fixed: the buff editor's "Base icon" option used to open the clothes rack when you asked for a body sprite. It shows bodies now — and if a server hasn't set any up, it simply offers your own icon file instead of an empty list.)
🩹 Additional Patches
Quick hits — smaller fixes that didn't need an essay:
- Instanced Maps Fix: Fixed a bug where instanced maps grew the world's z-levels indefinitely — eventually overloading the map and breaking events and quests. Instances now pack multiple maps into one z-level up to a cap and reuse empty slots, with a hard ceiling of three extra z-levels instead of endless expansion.
- Achievements Fix: Fixed legacy achievements and daily quests not showing their requirements.
- Slug Fix: Slugs coming through an era reset are now guaranteed to be on the reworked Slug kit. Previously an older Slug could survive a wipe still running the pre-rework version and quietly miss out on everything the rework added.
- Arale & Seven-Three can use Android Modules: Both are androids in every way that matters, but android-only modules flatly refused to install on either of them. They fit now.
- Arale doesn't need cybernetic power: Arale runs on her own natural power, so the Technician modules no longer demand cybernetic battle power from her — every one of those techniques works as-is. (Everyone else still needs it.)
- Wipes and leaderboards: Leaderboard wipes now actually stick through the reboot that follows a wipe, the "Highest Ever" board is cleared with the rest, and the dashboard boards only show characters from the current era — so someone who hasn't logged in since the wipe can no longer sit at the top with their old numbers.
- Organization EXP boosted: Organization EXP rewards have been increased significantly across the board — leveling your organization is now a much faster climb.
- Planet job rewards boosted: Planet / organization jobs pay out more, with the biggest boosts going to the harder jobs — the tough ones are finally worth the trouble.
- League fix — boards & terminals: Fixed a bug where player-created organizations (leagues) couldn't create organization boards or planet terminals — locking them out of most organization features. Leagues get the full toolkit now.
- Special Ranks admin panel — actually usable now (hosts): The rank editor stopped demanding you type things it should be offering: skills gifted, allowed races, required achievements, fighting style and every icon slot are now proper pickers fed from real game data — and ranks can now gift custom skills built on the skills panel, not just built-in ones. Rank colors get a real color picker. Two dead settings that never did anything were removed, and a bug where a rank saved as a draft vanished from the panel (looking deleted, uneditable) is fixed — drafts stay visible until published.
- Special Ranks: Power Rank requirement unlocked: EVERY special rank secretly demanded Power Rank 50 — one hardcoded number shared by all of them that hosts couldn't see or change. It's now a real per-rank requirement, editable on the rank panel like the rest (set it higher for elite ranks, or 0 to drop the gate entirely).
- Whis Staff — no more dragon ball getaways: The staff can no longer warp anyone off a map while a world event is raging on it — and it flat-out refuses to work on anyone carrying a dragon ball, wherever they are. Bystanders holding a ball are skipped by the group warp too, so a hunt can't be smuggled into another dimension. (Under the hood the dragon ball event now correctly registers its map as a world-event map, which other event-aware systems benefit from as well.)