← All patch notes
UPDATEv1.2.0· June 28, 2026

Update Log Part 1: Sandbox, Hosting, Bug Fixes, Hot Fixing, Development QoL

Update Log Part 1: Sandbox, Hosting, Bug Fixes, Hot Fixing, Development QoL

Open World PVP Changes & QOL

We've made some changes to promote open world combat going hand in hand with the organisation system. You now get rewards for killing strong players from opposing leagues or planets.

Killing Strong Players From Opposing Organisations

Description: When killing players from the opposing organisation which are considered as STRONG the kill is broadcasted to the world and you are given several rewards.

  • Z Points: You now receive Z points for killing strong players from opposing organisations (configurable by admins)
  • BP Gain & Leech: You now receive BP and leeching gains when killing players from opposing organisations.
  • EXP & Combat Experience Points: You now gain Power Rank & Power Rank EXP for killing players from opposing organisations.
  • Gain Organisation EXP: You gain planet/organisation EXP per each kill contributing to your planet rank and others.
  • Transformation Mastery: While transformed, killing players now gives you moderate amounts of transformation EXP.
  • Rewards for all this and everything else is configurable by admins without restarting the game.

Sense Quality Of Life

Description: Sense now features various quality of life details to enhance open world activity between organisation.

  • Sense Tab: When sensing players in the sense tab, you now see the planet or league they are from in brackets next to their name. Such as Goku Killing Strong Players From Opposing Organisationsq.
  • Sense Target: When clicking somebody to target them it tells you that you targeted somebody from a rival organisation. It also tells you whether they are strong enough to give you rewards; or if they are not. This helps you for knowing whether you'll be able to get rewards for organisation EXP, daily tasks and anything else.

The Organization System — Update Log

A complete, ground-up rework of the old Planet Conquering system. Planets are no
longer just a flag you plant and forget — every planet is now a living
organization with its own members, ranks, levels, economy, territory and
rivalries. And for the first time, you can found your own organization that
isn't tied to a planet at all.

Everything below
is fully tunable per server — Dragon Universe is a sandbox, so each server host
can turn features on/off and rebalance them however they like.


Planets & Leagues

Everything now runs on one shared idea: an Organization.

Planets

The classic planets (Earth, Braal, Puranto and more) are organizations bound to
their map. They can be owned, leveled, defended, invaded, bought, and dethroned.

Leagues

Create your own organization — a player-made group (think "Z Fighters" or
"Ginyu Force") that isn't tied to any planet. Found one at the Space Controls
terminal (servers can also enable a direct verb). Leagues share almost everything
planets can do: members, ranks, levels, a bank, wars, invasions, jobs and more, and
can grow their roster with upgrades.

  • Founding a league has requirements — by default you need a stash of Z Points
    and resources to start one (servers can change or remove this, and can also gate
    it behind things like an achievement or a rank).

🧑‍🤝‍🧑 Membership

  • Join a planet by walking up to its Planet Controls and accepting the
    invite, or get invited by an owner. Owners can toggle open invites so
    anyone can walk up and join. The server's main starter planets stay open
    to everyone by default — their owners can't close recruitment (hosts decide
    which planets count, and can switch this off).
  • You can be invited, kicked, banished (and unbanished), and you can Leave at
    any time.
  • Planet Chat and Planet Who keep your organization talking and let you
    see who's online.
  • You belong to one organization at a time — your progress in it is your own.

📈 Planet Progression — EXP, Levels & Ranks

Every member earns Planet EXP for their organization and climbs its ladder.

  • Planet Levels — earn EXP and level up within your organization. Join a new
    one and you start fresh.
  • Ranks — each organization has its own rank ladder. Owners can rename ranks
    to fit their theme.
  • Where EXP comes from — defeating rival-organization players, taking part in
    wars and invasions, world events, holding the line on a war planet, and big
    win bonuses for the whole organization.

The Organization Itself Levels Up

Your organization has its own level, climbing as its members earn EXP. Hitting
a new organization level rewards everyone online and is announced to the whole
group — the foundation for organization leaderboards and bragging rights.


💰 The Bank & Economy

Each organization has a shared bank plus a personal vault for every member.

  • Deposit, withdraw, donate and check balances straight from the bank.
  • Personal vaults keep your own stash safe and separate from the public pool.
  • Taxes — owners set a pickup tax and a VAT; a cut of what members earn feeds
    the organization's pool.
  • Owner tools — withdraw from reserves (within a safe cap and cooldown), tax
    members, and upgrade the pool's capacity.
  • Banks are click-to-use — everything happens on the bank's menu.

Planet Controls

Every planet has a Planet Controls point — the hub for joining, banking and
organization info. League owners can place their own bank anywhere… including on
a rival planet, if they're feeling brave (it makes them a target).


⭐ Conquest Points

A second organization currency earned through conflict — rival kills, war
wins, invasions, robberies, completed jobs, world events and defending your turf.
Owners can see exactly where their Conquest Points are coming from.

🏗️ Planet Upgrades

Owners spend Conquest Points and resources to permanently strengthen their
organization:

  • Expanded Roster — raise the member cap (cleagues).
  • cExpanded Job Board — post more jobs at once.
  • Fortified Bank — make your bank slower to rob.
  • Reinforced Defenses — make your territory slower to invade.
  • Rapid Deployment — shorter war and invasion cooldowns.
  • Upgraded Terminal — quality-of-life for your Planet Controls.
  • More to be added soon.

🗺️ Territory & Claiming

Organizations and maps are decoupled — an organization controls a territory.

The main planets start claimed. Several other maps are an open, claimable pool.

Claim Territory is a contested event. An organization's leader stands on an unclaimed map and starts a claim — the whole map becomes a red battlefield, the entire server gets an announcement with the claimer's location, and a flashing event tab opens.

  • The leader has to hold the map for about 10 minutes to take it, staying on the map the whole time.
  • Anyone on the server can travel in and try to stop them. Knocking out or defeating players on the contested map pays rewards — and taking down the claimer themselves pays the most.
  • If the claimer is knocked out, leaves the map, or logs off, the claim fails — with a penalty and a cooldown before they can try again.

Hold the map for the full timer and the land is yours. This lets leagues claim territory and join every map-based activity — wars, invasions, jobs.

Planets you see in space reflect who actually owns them.

Territory Control — King of the Hill

Every territory shows an always-on field at its invasion point, painted live on the ground. Walk into enemy turf and you'll be told whose territory it is.

Win an invasion and you plant an occupied territory — a green zone — on the loser's planet. It passively feeds you Conquest Points, EXP and resources while draining the host.

Reclaim Territory is a reverse invasion to take it back, and any third organization can swoop in and seize occupied territory too. Abandon Territory drops one willingly. A live Territory tab lists every contested zone on the server.

Frontier Points — Unclaimed Battlegrounds

Special unclaimed invasion points that belong to no planet — a persistent
king-of-the-hill anyone can fight over.

  • Walk up to a claimable frontier and you'll see it called out as "claimable
    territory not owned by anyone."
  • Claiming one turns the whole server into the defenders — anyone not in your
    organization can try to stop you.
  • Hold it and it generates rewards every tick while draining nobody. Rivals can
    contest it through Reclaim at any time.

⚔️ Wars

Declare war on a rival organization and fight for dominance.

  • Point race — score points over the war's duration; most points wins.
  • Kills score points, and (optionally) dying can cost you.
  • High Priority Targets — the strongest fighters on a war planet get marked,
    and taking them down is worth more.
  • Planet Package — capture and carry an objective to your Planet Controls to
    score (carrying slows you down — protect your runner!).
  • Passive rewards just for holding a war planet.
  • A dedicated War tab appears for the duration so you can track everything
    live — both teams, their locations, the score and the objectives.
  • The loser forfeits a share of their bank to the winner.

Multi & Global Wars

  • Wars support any number of organizations at once.
  • Global War throws every organization into one massive free-for-all;
    Multi War lets you hand-pick the combatants.
  • A rotating High Priority Map lights up during big wars — rewards earned
    there are multiplied, so the fighting concentrates.
  • The War tab switches to a leaderboard view for multi/global wars.

Scheduled Global War

Server hosts can set a weekly Global War that kicks off on its own — often on
a freshly reset world, with a countdown and an optional Discord ping — for a
server-wide, all-out event.

Arena Wars (Planet War: Arena)

When you declare war you can choose Arena instead of open-world. Arena War is
a clean, instanced battleground:

  • A sign-up window opens with a flashing War tab and a one-click JOIN
    link in chat. You can even join late and get warped straight in.
  • Nobody dies — getting knocked out scores a point for the other team, then
    you respawn at your corner briefly shielded.
  • The winning team takes a share of the loser's pool plus EXP and rewards.

🛰️ Invasions

Launch an invasion on a rival's territory: a capture zone you have to hold.

  • Fight inside the capture zone to push it from 0% to 100%.
  • Defenders push it back; let it sit idle too long and the invasion fails.
  • Winning plants an occupied territory on the enemy planet (see Territory
    Control above).

War Invasions

During a war, both sides unlock the ability to invade mid-fight via a flashing
INVADE button on the War tab. War invasions capture faster, auto-target the
right enemy, and feed straight back into the war score.


🏦 Bank Robbery

Rivals can now rob your bank. A member of an opposing organization clicks your
bank and starts a heist:

  • A capture zone forms around the bank; the robbers push it to 100% while
    defenders fight back.
  • Withdrawals are locked for the whole robbery — your money is on the line.
  • Pull it off and a chunk of the pool transfers to the robbers' organization,
    plus organization EXP. Both sides earn rewards for showing up.

👑 Planet Ownership

Buying & Selling

  • Owners (or admins) can list a planet for sale at a price, with optional
    requirements buyers must meet.
  • Eligible players see Purchase This Planet at the bank.
  • When a planet sells, the previous owner can Claim Proceeds at the bank
    whenever they're ready.

Dethrone

Attempt Dethrone lets a challenger try to seize a planet by force:

  • A full set of eligibility checks and cooldowns keep it fair (owner must be
    online and on the planet, minimum tenure, protection windows, etc.).
  • The whole map turns into a battlefield (teleports and shortcuts are locked
    down), with passive rewards for everyone fighting.
  • Knock out the owner and survive a countdown next to them, and the planet is
    yours — the old owner is banished and their organization takes a hit.
  • Fail — flee, log out or get knocked out — and you're imprisoned and banished
    instead. High risk, high reward.
  • A live Dethrone tab tracks the challenger, the owner and everyone on the
    battlefield.

📋 Planet Jobs

Every planet has a Job Board — pick up missions and earn rewards for your
organization.

  • Browse and accept jobs from a Job Board (also a place to join the planet).
  • Jobs are missions: hunt down enemy operatives on a rival planet, capture targets
    and bring them back, claim resource nodes, or secure a package. Some run step
    by step; others give you several objectives at once and finish when you've
    done them all — it's up to the server.
  • Steal & haul a high-priority package! A new objective type sends you to a rival
    planet to grab a package — it rides on your head, slows you down, and you
    have to carry it all the way back to your own terminal. The moment you grab it,
    the planet you're robbing gets a loud alert so they can chase you down. Get
    knocked out, go missing, or stand still too long and you'll drop it — and it
    reappears back on their planet for you to chase again.
  • Turn jobs in to claim your reward. Finishing every task no longer auto-pays you —
    head back to your planet's Job Board or terminal and choose Complete Job. Your
    Job tab tells you when you're done and where to go. (If your time runs out, or you're
    knocked out or defeated on a job set to fail on KO/death, you lose it — even if every task was done.)
  • Higher ranks and levels unlock better jobs; each pays EXP and rewards.
  • A live Job tab tracks your current mission, its steps and where to go.

🧭 Leadership & Upkeep

Being an owner is a responsibility, not just a title (these upkeep rules are
off by default — hosts decide whether their server uses them).

  • Leader announcements — when an organization owner logs in, the server (and
    optionally Discord) can announce their arrival.
  • Inactivity — an owner who's away too long can lose their planet, which gets
    listed for sale automatically.
  • Maintenance Tax — optionally, owners must pay an upkeep bill from the bank.
    Miss it and your organization takes strikes; too many strikes and you go
    bankrupt and lose the planet. Pay it from the bank menu to stay in power.

📰 Discord Integration

Servers can wire up a Planet-info feed that posts the big moments to Discord —
war declarations and scorecards, kills, invasions and robberies, planet jobs,
territory claims, ownership changes, level-ups and more.


📊 Live Event Tabs

Every major organization event gets its own live tab that appears and
flashes for everyone involved while it's running, then disappears when it
ends:

  • War, Arena War, Invasion, Dethrone, Bank Robbery and
    Territory — each shows the action live: who's fighting, where they are,
    scores, capture progress and objectives. No more guessing what's happening.

🛠️ Built for the Sandbox

The entire system is configurable per server. Hosts can turn the whole
Organization System on or off, flip individual features, retune every reward,
cooldown, cost and timer, set up their own planets and leagues, and shape it into
whatever their server wants it to be. No two servers have to play the same.



✨ Also in this Update

Smaller additions that shipped alongside the Organization System

🔮 World Event Tabs

World events now get a flashing Event tab — one live, info-rich tab that shows
you exactly what's going on and what to do, for every event:

  • Dragon Balls — see who's holding which ball, which balls are still loose
    (with a radar), the map, the timer, and everyone on the planet.
  • Artifact Bloom — every remaining artifact and where to find it.
  • Crashed Spacepod / Special Drop / Care Package — the exact drop location and
    a reminder to get there first.
  • Gravity Warzone / HBTC Rift — which planet (or entrance) to head to and the
    rewards for fighting there.
  • Surge Zone — the fight zone, the timer and the per-tick rewards.
  • Ultra Divine Water / Purgatory — where to go and what you'll earn.

Each one shows everyone on the map with live relative locations, so you always
know where the action — and your rivals — are.

🥋 Dojo Tab

Arena and dojo matches get a focused Dojo tab for the length of the fight —
both teams side by side with live health, ki and stamina bars, plus the map and
the round/score. It auto-opens when your match starts.

🌧️ Custom Zones

Server hosts can mark special locations as zones that greet you with a custom
message when you enter or leave, and even paint the area with a visual effect
(rain, fog, an aura — whatever fits the spot).


🌍 World Invasions — Reworked Event

A new world event has entered Dragon Universe: World Invasions. Hostile forces
descend on the galaxy in waves, and it's up to everyone online to band together and
drive them back before time runs out.

(Everything below is up to your server — hosts decide what invades, where, how long you get, and what you win. Official server Invasions displayed below)

What is a World Invasion?

An army of invaders storms a location and attacks in waves. Each wave is a pack
of enemies that all show up at once — and you have to wipe out every invader in
a wave before the next one arrives. Clear your way through all the waves before the
clock hits zero and the invasion is repelled. Let the timer run out first, and the
invaders win and withdraw.

It's a big, open, co-op brawl: anyone can show up and pitch in, and the more
firepower the better.

When does it happen?

You don't have to wait for anything — invasions roll in on their own. They cycle
through the world-event rotation alongside the galaxy's other live events, so one can
kick off at any time while you're playing.

When an invasion begins, the whole server hears about it: a big announcement calls out the invasion's name, what's coming, and where the first wave is landing. It also launches a flashing Event tab.

How do I join?

Just show up and start fighting:

  • Open battlefields — the announcement and the World tab tell you which
    planet/area is under attack. Travel there and jump in.
  • Sealed battlefields — some invasions hit a closed-off battleground. When that's
    the case, there's a "Warp" link right in the World tab and the invasion chat —
    click it to teleport straight onto the front line. The link follows the fight, so
    when a wave moves somewhere new, the warp updates with it.

There's no sign-up. Land on the battlefield, start knocking out invaders, and you're
in.

Fighting through the waves

  • Waves can roam. One wave might be on Earth, the next in a sealed arena, the
    next on Braal — the fight can carry you across the galaxy.
  • Super Bosses. Some waves include a marquee enemy — a Super Boss — with its
    own dramatic entrance announcement and a gold highlight in the World tab so you
    know exactly who the big threat is.
  • Every KO counts. Drop an invader and the battlefield calls it out, along with
    how many are left in the wave. Clear the last one and the next wave rolls in.
  • Depending on the server, you may just be knocked out instead of actually dying
    while the invasion is raging — so dive in.

Win the invasion, grab the spoils

Repel the invasion and a loot crate can drop right on the battlefield — a single
prize that everyone can race for. Clear that final wave, then scramble for the crate
before someone else grabs it.

On top of that, there are rewards for pulling your weight throughout the fight —
for joining in, knocking out invaders, taking down Super Bosses, clearing waves, and
seeing the whole invasion through to victory. (Exactly what you earn is set by your
server.)

Track the fight in the World tab

While an invasion is live, the World tab is your command center. It shows:

  • The invasion's name and what's happening.
  • Which wave you're on and how many are left (e.g. Wave 2 of 4).
  • A countdown to the deadline.
  • The current battlefield (plus the Warp link if it's a sealed one).
  • The invaders still standing, with names, icons, and Super Bosses highlighted.
  • Everyone fighting, with their locations relative to you — so you can find the
    action and your teammates fast.

There's also a dedicated invasion chat for the full play-by-play.


Also in this update — threats that match the era

World Invasions (and the roaming bosses you run into out in the world) can now be
tuned to the current era — from the Saiyan Era all the way to Daima and the
God-Wipe eras.

By default everything can appear in any era, but servers can line things up so the
right threats show up at the right time — Saiyan-era invaders during the Saiyan Era,
Cell during the Android & Cell Era, and so on. Spawns are still random; the era just
shapes which threats are in the pool, so each era can feel distinct.

Sandbox Customisability.

Hosts can now create custom bosses, invasion sequences, and any number of invasions that appear on their server using our brand new admin panel. They can choose the map it spawns on, which NPCs spawn, and even create custom ones to spawn. They can name their invasions, set any number of waves, and various other details.

⚔️ Default Official Server Invasions

This server launches with a hand-picked lineup of invasions — these are the actual
threats you'll run into while you play, not just "anything goes." Each one is its own
event with its own invaders, its own battlegrounds, and its own Super Bosses to bring
down, and they drop into the rotation at random — so you never quite know which is
coming for you next. Clear them and the payouts are worth it — every invasion drops
epic rewards.

Here's what's out there:

🌐 Global Pool — any era

These can strike at any point in history.

  • Z Fighters & Friends — A rogue wave of familiar faces crashes in: classic Z-Fighters
    alongside well-known Dragon Universe originals — including Omega, Cleep, and
    Legendary Broshi — all coming for you at once.
  • Shadow Dragon Invasion — The Dragon Balls turn on the world. Their corrupted negative
    energy tears the sky open and the Shadow Dragons pour out — fight through variant after
    variant, from Eis to Nuova, building to the Super Boss: Omega Shenron.

🐉 Saiyan Era

  • Demon King Piccolo Invasion — Demon-clan Namekians swarm the planet with Piccolo Jr.
    leading the charge — survive the waves before the Super Boss himself descends: the
    Demon King Piccolo.
  • Raditz Arrival — One ship, one fighter, one huge problem. No swarm — just a lone,
    brutally strong Super Boss touching down: Raditz.
  • Red Ribbon Army Invasion — The Red Ribbon war machine rolls out: androids and battle
    mechs in waves, with multiple Super Bosses — including Mercenary Tao — stepping up in
    stages.
  • Saibamen Swarm — Wave after wave of Saibamen in every nasty variant. Pure numbers —
    don't let them surround you.
  • Saiyan Invasion — A strike force from Planet Braal hits hard: Saiyan warriors, Great
    Apes, Saibamen and more, climbing to Super Bosses like Nappa and Legendary Broshi.
  • Saiyan Warriors: Nappa & Vegeta — Cut down the Saibamen and low-ranked Saiyans, then
    face Super Boss Nappa — and when he falls, Nappa and Vegeta, together, for the finale.

👽 Frieza Era

  • Ginyu Force Descends — Frieza's elite mercenaries make their flashy entrance. Carve
    through ranks of alien foot soldiers and infamous fighters before the Super Boss strikes
    his pose: Captain Ginyu.
  • Frieza's Armada — The Namek-purge fleet floods the field — wave on wave of soldiers,
    then the heavy hitters as Super Bosses: Zarbon and Dodoria.
  • Emperor of the Universe — The final word in Frieza-era terror. Survive the build-up,
    then face the tyrant himself through his transformations: Super Boss Frieza.

💪 Super Saiyan & Ascension Era

  • Cooler's Revenge — Frieza's brother arrives for payback with his Armored Squadron —
    shred the elites, then take on Super Boss Cooler.
  • The Legendary Super Saiyan — A single, world-ending threat. One wave, one monster:
    Super Boss Broly lands, and the only objective is to survive him.
  • Galactic Crusher CorpsTurles seeds the world with his crusher squad — clear the
    corps, then bring down the Super Boss himself.

🤖 Android & Cell Era

  • Red Ribbon Resurgence — The Androids return. Tear through the weaker units, then face
    Super Bosses Android 17 & 18 — and when the dust settles, the doctor's masterpiece
    rises: Super Boss Cell.
  • The Twin Androids — No army, no warning — just 17 and 18 strolling in as twin Super
    Bosses. One wave, two monsters.
  • The Cell Games — A frenzy of Cell Juniors swarms the arena before the perfect Super
    Boss steps into the ring: Perfect Cell.

More on the way. Fresh invasions land as the eras roll forward — later eras bring the
threats that define them (think a Beerus invasion and beyond), arriving as their time comes.


Also in this update — threats that match the era

World Invasions (and the roaming bosses you run into out in the world) can now be
tuned to the current era — from the Saiyan Era all the way to Daima and the
God-Wipe eras.


🎉 Parties

Description: Team up with your friends! The old "league" groups have been rebuilt from the ground up into a modern Party system. Old league system has been replaced with party. Will support extended functionality. Minor change as leagues were reworked into organisation system. You can now use this as old leagues.

Make a party

  • Hit the Friends button (or use the Party command) to start a party and name it.
  • Already in one? The same button opens and closes your Party tab.

Your Party tab

A live tab shows your party name, your rank, and every member (with their rank and
whether they're online). Right there you've got buttons for everything:

  • Invite friends to join (they get a popup to accept or decline).
  • Party Chat — a private chat just for your party.
  • Announce — a big shout-out to everyone in the party.
  • Send Resources — share resources with a member, or split them among everyone online.
  • Promote / Demote members through your party's ranks.
  • Expel members, or Change Leader to hand the party over.
  • Party Notes — the leader (or trusted ranks) can design a notes page for the
    party (write it however you like), and everyone can read it in a clean popup.
  • Leave the party any time — or, as leader, Disband it.

Ranks

Every party has a ladder of ranks (the names and what each rank can do are set by your
server). Climb the ranks to unlock invite, expel, announce, notes and more.

One party at a time for now — more party features are coming later!


Also in this update

  • The old in-game "leagues" are gone — when your server turns Parties on, any old league you were in is cleared, and you simply make a fresh Party instead. (Old league name was used in Organisation system.)

🏆 Progression, Achievements & Daily Tasks

The whole progression side of the game got a ground-up rework. The old Feats/Quests grind has been retired and replaced with a slick new Progression tab — your one place to track everything you're working toward.

A subtabbed Progression tab

Open Progression and you'll find a clean pill-bar with its own sections:

  • Body & Skills — every mastery you're levelling shown as a card with its level (and max) and an EXP bar; click to expand for the details.
  • Daily Tasks — a fresh hand of tasks each day to knock out for rewards.
  • Transformation — your roadmap of forms (below).

Your transformation roadmap

The new Transformation subtab lays out every form your character can ever achieve:

  • A NEXT TRANSFORMATION card highlighting your closest unlock, with a Battle Power progress bar (and a Power Rank track where it applies) so you know exactly how far off you are.
  • A full ranked list of every eligible form — unlocked and locked, each with its own progress bar — including custom forms your server has added.

Achievements & Achievement Points

  • Earn Achievements as you play, each worth Achievement Points (AP) — your score to show off.
  • Completing one fires an epic gold "ACHIEVEMENT UNLOCKED" trophy card (glowing, with a +AP badge), and the whole server gets a shout-out that you pulled it off.
  • While you're chasing one, a slim live progress tick pops each time you make headway — no guessing how close you are.
  • Some goals are milestones (straight targets like "reach a certain Battle Power"), and some are gated to specific races or conditions, so different characters chase different things.
  • The Quests button on your bottom bar now toggles the Achievements tab open and closed.

Hosts build every achievement and the daily-task pool themselves — and anyone can browse the full live list at play.dragonuniversegame.com/progression-tasks.


✨ Quality of Life, UI & Your Account

A big pile of polish landed alongside the headline systems.

🔗 Link your DU Account — in-game

  • A proper in-game login / register menu lets you link your DU account (and log out) without leaving the game. It's totally optional — there's a clear Skip — but linking keeps your account and progress tied together. The window's bigger and clearer now, and a bug that could expose your password on register was fixed.
  • Settings → Authenticate is now one clean entry: log in through the in-game menu (it auto-links your key) or punch in the classic website code — and you can grab a Game Shop code right there instead of digging through menus.

Targeting & event UI

  • Click a player to target them straight from the Dethrone, Claim Territory and Job event tabs (and the Job tab's target list) — the same one-click targeting the Dojo cards use.
  • A new "Fly To Space" button with a channeled progress bar — a clean way to launch off a planet to turn jobs in or reposition.
  • Sense & Scan now show a player's organisation in brackets next to their name, so you instantly know who's a rival.
  • Walk into your own organisation's territory and you get a friendly "🏠 you've entered your territory" callout — not just enemy-turf warnings.
  • When an admin sends an @everyone / @here announcement, it now pings you in-game (a sound
    • a window flash) so you never miss the big news.

Party polish

  • The Party tab now shows each member's actual character sprite instead of a generic dot, and lists online members only so it stays clean.
  • Party Chat gets its own blue (Party) tag with the sender's rank, and Party Announcements always show who sent them.

More nice touches

  • The race picker sorts by most-played, so popular races float to the top — and picking certain races now drops you straight into your home planet's organisation (e.g. Humans → Earth), skipping the join prompt.
  • Hair, clothing and equipped-item overlays no longer break or stack after a relog.
  • A new "Defeat Dynamic Boss" job (hunt a power-scaled boss on a target planet), plus a lifetime "Jobs Completed" counter on your character.
  • Capture targets can now be permanently knocked out — KO one and you're told to grab and deliver them, no more waking up and bolting.
  • A single broken item can no longer blank your Items tab or your chat — it degrades to a safe placeholder instead.
  • On the transformation path, Super Saiyan 2 now leads straight into Super Saiyan 3.

🪨 Race Rework — Naturon Shenron

Naturon Shenron — the seven-star Shadow Dragon — has been completely reworked from the ground up. Every technique has been rebuilt, the kit expanded with brand-new earth-element skills, and his whole identity sharpened into a single oppressive idea: grind you into the dirt. Here's the full updated guide.

Description: Naturon Shenron is the seven-star Shadow Dragon, embodying the element of earth. A brawler through and through — every hit carries the weight of stone, every combo drains the stamina out of your opponent until they can barely stand, and then you hit them harder because they're already broken. Naturon doesn't outspeed you or outrange you. He grinds you into the dirt, literally.

Base Passives

Stone Fist

Naturon's melee attacks are imbued with the weight and density of earth. All punches deal bonus stamina damage alongside health damage — the heavier the strike, the more stamina it drains. On top of that, there's a chance for any melee attack to become an Empowered Strike — Naturon's arm engulfs in stone mid-swing, massively increasing the damage and knockback of that hit while depleting the opponent's stamina and leaving them stunned.

Earth Shatter

When an opponent's stamina drops below 50%, Naturon's punches start hitting significantly harder. The lower their stamina falls past the threshold, the more devastating every hit becomes. This synergizes directly with Stone Fist — you drain their stamina first, then you destroy their health once they're gassed out. The fight gets worse for them the longer it goes.

Rock Skin

Naturon's body is armored in living stone. His hardened hide blunts incoming punishment — he takes reduced damage from attacks, and his blocking is far more efficient, costing less stamina while absorbing more of every blow. A natural bruiser's durability that lets him wade into a brawl and keep grinding.

Melee Skills

Rocky Barrage

Engulf both arms in rocky energy and unleash a multi-hit barrage, each blow dealing health and stamina damage. The final strike craters the opponent into the ground with heavy damage, locks their stamina, and leaves them stunned. This is a dashing technique — activates from moderate range by closing the distance automatically.

Rock Bash

A close-range punch infused with the full force of earth energy. Deals massive health and stamina damage with heavy knockback, hit-stuns the opponent, and slows their movement for 6 seconds. Low cooldown (approximately 10 seconds) — designed to be thrown repeatedly.

Rocky Uppercut

A chargeable uppercut. Hold the skill while moving to engulf your arms in rocky energy. Release within 4 tiles of an opponent to lunge forward and deliver a devastating uppercut dealing heavy damage, heavy knockback, and scrambled movement for 4 seconds. Leaves the opponent stunned and completely open.

Claw Strike

A precise close-range claw strike that targets the opponent's vital points. Deals heavy true damage that ignores their defenses, applies bleed, and leaves them stunned — with a high chance to inflict a crippling combat injury on top. A surgical finisher for an opponent who's already been ground down.

Projectile Skills

Flowing Rocks

Use earth affinity and ki telekinesis to rip rocks from the ground and hurl them in a continuous stream within a wide arc. Each rock deals health and stamina damage with small nudging knockback (1–2 tiles per hit). Despite being a projectile, this technique scales off the opponent's strength stat.

Rock Spike Barrage

Fire a rapid volley of up to 10 rock spike projectiles at your opponent, each dealing moderate damage on impact.

Rock Throw

Lift rocks from the surrounding terrain via telekinesis and hurl them at your target. Deals stamina, health, and knockback damage. Simple, effective, and always available.

Super Rocky Boulders

Launch a storm of rocky boulders in rapid succession (a ~16-shot barrage), battering foes with heavy impact, knockback and stamina damage. The boulders carry their own stun on contact.

AoE Skills

Mud Raise

Slam your claws into the ground and fuse ki with the earth to create a field of energy-charged mud around you. Opponents standing in the mud take continuous stamina and minor health damage. Their movement is slowed and their Zanzoken is disabled while standing on the tiles.

Rock Spikes

Channel energy into the ground for approximately 1 second (you're frozen during the charge — releasing early cancels the skill). Stone spikes erupt from the ground all around you, dealing heavy impact and bleed damage to anyone standing in the area. Each spike hit has a 20% chance to inflict a random combat injury.

Telegraphed Rock Spikes

Target an opponent within a 16-tile arc. A telegraphed warning appears beneath them — if they don't move in time, violent rock spikes rip out of the ground dealing heavy impact and bleed damage. The telegraph lasts roughly 0.8 seconds before detonation. Scales off melee damage.

Aftershock

Slam both claws into the ground, creating a shockwave of energy that radiates outward. Enemies caught in the wave are trapped in place and take continuous ticks of damage while held.

Rock Smash

Leap and slam the ground with both fists, cratering the earth and sending out a shockwave. Every nearby foe is battered, stunned, slowed, scrambled and knocked away — a wide, random ground-smash finisher.

Rock Barrier

Spawn a 10x10 wall barrier around yourself, trapping both you and your opponents in a confined battlefield. Opponents can escape by destroying the walls, but they're extremely durable. Forces close-quarters combat on your terms.

Defensive Skills

Stone Skin

Channel ki and earth affinity to form a hardened stone shell around your body. While active, all health damage is redirected to stamina instead. Lasts for a set duration with a visible brown glow indicator. If your stamina depletes entirely while Stone Skin is active, you take bonus health damage as a penalty — use it wisely.

Petrify Stance

The ultimate defensive technique. Channel the earth's energy to become completely immovable. Grants 100% knockback resistance and 90% damage reduction for 5 seconds. You cannot move during this time but you can tank virtually anything. Can be activated while hit-stunned — similar to how Explosive or Toss can be used to escape bad situations.

Stone Wall

Manipulate the earth to raise a protective wall in front of you. The wall's primary purpose is to block incoming projectiles — position yourself behind it to dismiss ki blasts, chasing balls, and other ranged attacks.

Utility Skills

Mole Escape

Dig into the ground and disappear. While underground, click any visible location to instantly teleport there and re-emerge. Functions as an evasive maneuver — especially powerful when stunned or caught in a bad position. Drains stamina on activation and continues draining the longer you stay underground. Get in, reposition, get out.

Transformation

Super Naturon Shenron — Parasitic Titan

Battle Power Requirement: 30,000,000 · Power Rank Requirement: 50

Naturon fuses fully with the earth and his parasitic power. The body becomes a hulking, armored shell — a monstrous titan filled with stolen life force. In this form, Naturon can burrow through the ground, shrug off attacks that would kill anything else, and crush opponents with the raw weight of a living mountain. Everything that made base Naturon oppressive becomes amplified to its peak.

Super Naturon Shenron — Form Techniques

Dragon Tackle

Dash forward at high speed and impale the opponent on your back spikes. While skewered, the target takes rapid ticks of shock damage before being violently tossed away. The impact locks their stamina and slows their movement — leaving them drained and struggling to recover after the throw.

Dragon Kamehameha

An advanced, supercharged variant of the Kamehameha technique channeled through draconic energy. Fires a devastating beam dealing massive impact damage while applying heavy stun and slowed movement on contact. Hits harder and meaner than the standard version in every way.


🧩 Sandbox & Customisability — The Hosting Revolution

This is the big one. The main focus of this entire update wasn't any single skill or event — it was rebuilding the foundation of the whole game. Behind the scenes we reworked nearly everything to run in a brand-new modular way and built a massive control panel that hands the entire universe to whoever's running the server — official staff and community hosts alike.

This update was a deliberate investment in the core sandbox and development systems — the engine room. That matters because of what it unlocks: with this foundation now in place, it becomes the launchpad for everything that comes next. Expect a steady flood of new content every wipe, built faster than ever — the hard part (the systems) is done, so now it's all about pouring content in. And it finally lets custom servers become their own worlds: the Roleplay server, for example, can now be pushed somewhere genuinely epic — its own races, items, shops, NPCs, skills and rules that no other server has.

Put simply: almost everything in Dragon Universe can now be created, tuned, rebalanced, turned on, turned off, or completely reinvented — without touching a single line of code. Races, transformations, ranks, skills, beams, items, bosses, shops, skill trees, NPCs, loot, events, rewards, achievements, server rules… it's all live, all editable, all yours.

And this isn't only freedom for community servers — it's rocket fuel for the official server too. Things that used to need a full update and a reboot now happen on the fly, while you're playing. New skills, fresh bosses, reworked balance, brand-new shops and events roll out in minutes instead of weeks. Development speed on the main server is, frankly, 100x what it was. The galaxy is going to evolve faster than it ever has.

Everything below is part of this update. None of it existed before — the entire control panel, and the modular systems powering it, are new from top to bottom.


🛠️ A Living, Editable Game

The whole philosophy changed. The game is no longer a fixed thing you wait for patches to improve — it's a living world that can be reshaped at any moment.

  • Rebalanced on the fly. Numbers, cooldowns, costs, drop rates, rewards — all of it can be retuned live, no downtime, no waiting. If something's too strong, it can be dialed back before your next fight.
  • Add content without coding. New races, new gear, new skills, new bosses, new events, new shops — created straight from the panel and pushed to the live game.
  • Every server is its own universe. Official runs its curated experience; community hosts can go completely off-script and build something nobody's ever seen. No two servers have to feel the same.

🧬 Build Anything — The Creation Suite

A full arsenal of builders that let hosts forge brand-new content from scratch — and the proof they work is that the entire existing game has already been rebuilt with them.

Races

  • Race Creator — design entirely new playable races as pure data: their own full stat block (battle power, damage, speed, durability, ki, regen and a couple dozen more knobs), granted skills and passives, fighting styles, a custom spawn world, an uploaded sprite, and even a default planet they're born into. Build it on the website, hit publish, and it shows up in character creation on your server within about a minute — no code, no reboot.
  • To prove the reach, the whole roster was rebuilt as data — including monsters like Beerus, Moro, the Demon King, Seven-Three, Arale and the Shadow Dragons. If the engine can express those as data, a host can build anything.
  • Balance from your browser, live. Nudge a race's damage and every player of that race feels it on their next hit — no relog. A global "official" race can be re-skinned, re-balanced or switched off on just your server without touching anyone else's.

Transformations & Ranks

  • Transformations — every form is now a live-tunable sheet with a sprite uploader. Retune its power, drains, requirements, stacking and bonuses, swap its base/hair/aura art, or invent a brand-new custom transformation — staged as a draft, published in a click.
  • Special Ranks — rework any rank's stat bonuses, unlock requirements, gifted skills and rewards, or create custom ranks from scratch. Push changes to just your server, or (for the official team) stamp the new balance across every server at once, with a full history of what changed.

Skills & Beams

  • Skill Builder — a genuine make-your-own-ability system. Pick from a huge spread of skill archetypes: multi-hit melee combos, grab-and-throw and even stretchy-reach grabs, projectile sprays and homing volleys, rock-spike eruptions and telegraphed ground strikes, spirit bombs, planted bombs, overhead balls, become-a-blast dashes, and entrapment spheres. Stack any number of on-hit effects (bleed, stun, knockback, slow, burn, freeze, seal transformations, screen-shake, dust — even spawning lava/ice/fire/acid terrain), upload custom sprites, and paint the whole thing in the player's own ki color. New skills go live in about a minute and can be handed out by items, races, ranks, shops or NPCs.
  • Beam Builder — craft signature beams and kamehameha-style attacks: super charge-beams, stream beams and streaking blast-beams, each with its own charge time, range, damage, look, crit-when-low-HP, and toggleable on-hit effects.
  • For the truly bespoke, skills can even be wired together as a visual node program — the same kind of builder behind the new NPC conversations — for one-of-a-kind, scripted abilities.
  • Disabled / Swapped Skills — switch off any old skill server-wide and even auto-replace it with a new one, so reworks land cleanly for everyone the moment they log in.

Items, Weapons & Artifacts

  • Item Builder — forge custom weapons, armor, accessories and Z-Souls. Every item carries a full combat stat block that snaps on when equipped and cleanly off when removed, plus skills it grants while worn, plus its own worn look (with extra auras and overlays).
  • Real weapons, not stat sticks. A custom weapon gets its own on-every-hit effects (bleed, pierce, stun, knockback, slow, shockwave) and a fully bespoke Power Strike heavy attack — your own damage, crit, true-damage, crater-slam, stun, bleed and cooldown. Build a signature sword and it fights the way you designed.
  • The classic gear — Nimbus, Korin's Staff, Power Pole, Brave Sword, Champion's Belt, the Z-Souls and ~40 more — was rebuilt as editable items, so even the legends are now re-balanceable from a web page.

Bosses

  • Boss Creator — a whole studio for custom dynamic bosses: full combat modifiers (like a transformation), a deep skill loadout (fighting styles, combo chains, custom skills and super beams the boss actually uses in a fight), equipped custom gear, scripted entrances, and a multi-stage transformation ladder the boss climbs mid-fight — powering up at health or battle-power thresholds, with on-transform heals.
  • The entire ~40-boss roster — Cell, Frieza, Beerus, Kid Buu, Moro, Goku Black, Omega Shenron, Toppo and the rest — was rebuilt as editable data that looks and fights like the originals, and is now tunable live. The same bosses feed World Invasions and the Z Fighter Challenge.
  • Era-aware: bosses can be tied to eras, and the roster reshuffles the instant the world's era changes — so the right threats show up at the right time, automatically.

Skill Trees

  • Tree Builder — one tool that powers every skill tree: the Magic and Technology trees, and any brand-new tree a host dreams up — a "Ki Arts" path, a "Sorcery" school, a "Cybernetics" ladder. Each tree gets its own currency, its own colored menu, its own clickable button, and nestable branches that fan broad disciplines out into deep specializations.
  • Every node can grant a real castable spell, a buildable gadget, or any reward bundle — and a single node can hand over several at once. Unlocks can cost currency, require a prerequisite branch, or gate on your stats. Build an entire new progression system, themed end to end, with zero coding.

Reusable Looks (Appearances)

  • Appearance Presets — design a signature look once (body, layered clothing/armor, hair, aura, with per-layer tints and a live preview) and stamp it across a whole roster of bosses, NPCs and races. Edit the preset and everything wearing it restyles itself live — and any custom art you upload distributes itself to every server automatically.

🛒 Economy, Loot & Progression

The systems that drive the grind are now fully in your hands — and they all wire together.

The Shop Builder

  • Open custom shops anywhere and stock them with almost anything: items, custom items, skills and custom skills, transformations, special ranks, currencies, stat conversions (pour your points into BP / Ki / Mana, scaled by your Intelligence), or a custom effect that does practically anything. A single purchase can hand over a whole bundle at once.
  • Shops that know who you are. Lock any entry behind race, class, fighting style, rank, BP, achievements or any condition — players only ever see what they actually qualify for, and the server double-checks at the till (with automatic refunds if anything fails).
  • Rotating, limited-time stock. Build true black-market-style shops with guaranteed staples plus a randomized rotation that restocks on a timer and announces itself to the whole server.
  • All built live. Edit a shop in your browser and it's in-game in about a minute — rename or delete one and its in-game button updates or disappears on its own.
  • NPC shops now run on the Shop Builder. The game's vendor NPCs open these data-driven shops — including a fully rebuilt, rotating Master Roshi artifact shop — so the people you buy from are powered by the very same system the hosts use.

Rewards — the connective tissue of the whole sandbox

  • Reward bundles are reusable prize packages you build once and attach to everything — bosses, world invasions, tournaments, quests, sagas, planet jobs, achievements and daily tasks, open-world kills, organization wars and more. Tune a payout once and it updates everywhere it's used.
  • Pay out almost anything: Z Points, Battle Power (flat or %), Resources, Special SP, Saga Tokens, EXP and Combat EXP, loot-box and key rolls, transformation mastery, body-passive training, org EXP, random drops — or grant items, custom skills, transformations and ranks, and even open a shop on the player as the reward itself.
  • Group-friendly and personalized. A single boss or invasion KO can roll a dozen rewards at once, each with its own drop chance, pay every nearby teammate the same bundle, and post a glowing, colored flavor message to your chat. A clean reward card itemizes exactly what you earned, with real before/after numbers.
  • Real stakes. Bundles can also be penalties — losing EXP, resources, even organization standing — shown as an unmistakable red ⚠ card. And per-player cooldowns (that survive reboots) stop any of it from being farmed.
  • World prizes. A reward can drop a contested crate the whole server sprints for.
  • Tune it live with a multiplier — double-XP weekends and boosted-event variants are a setting, not a patch.

Loot & Drop Tables

  • Control the entire loot system per server: each source's drop chance, its rarity odds, and the item pool — every item's rarity, which sources it can drop from, its shop cost, and exactly which item (including a custom-built one) it grants. Give your bosses their own private loot table, or hand-craft your server's whole economy of legendary gear. It reshapes itself live.

Achievements & Daily Tasks

  • Design your own meta-progression from one simple building block — a tracked action plus a count. Compose permanent achievements and a randomized daily-task pool that rerolls on your schedule (with "do X 3–7 times today" style random goals). Chain multiple objectives, gate them behind race or stat conditions, and pay rewards per step, per task, and on completion. The list of trackable actions even fills itself in from the game automatically.

🌍 A World You Control

Dynamic NPCs — and a glow-up for the classics

  • Build a whole questgiver from a web page. Drop custom NPCs anywhere, give them any look (or a reusable Appearance preset), and script what happens on click: branching conversations with real button menus, open a shop or skill tree, run a rank trial, start a quest or saga, hand out rewards, or run an action — with conditions that hide or grey-out options based on who you are. Place, move or re-skin them live, no reboot.
  • The classics have been rebuilt. Most of the core NPCs — Korin, Master Roshi, Goku, Trunks, Supreme Kai, Cell, Dabura, the Prison Warden, Tien, King Kai, Bulma and more — are now Dynamic NPCs. Same content, but you'll notice a real UI glow-up: a sleek dark-and-gold dialogue box with the character's portrait and clean, clickable menus, replacing the old grey system pop-ups. Per-planet Banks and Job Boards run on the same system, and there's plenty more to spot.
  • They remember you — a "once a day" NPC stays once-a-day, even across relogs and reboots.

Locations & Caves

  • Locations — name the important world points (where you respawn, where you bind, event sites) and the game finds them by name. Move where the dead respawn, scatter spawns across a region, or carve out zones that greet you with a message when you enter — all per server, live.
  • Planet Caves — author your own instanced wave-dungeons: which planets host them, which maps they use, the enemy roster (normal / elite / mini-boss), the wave layout, the difficulty scaling, and three tiers of rewards (per wave, on clear, and partial). Every player gets their own private instance, so a whole server can grind at once.

Events on Demand

  • World Invasions — build your own multi-wave invasion events: pick the battlegrounds (open world or a custom uploaded map), the invaders and Super Bosses, the timer, KO-or-death mode, a teammate assist range, and the reward at every moment. Your active invasions become the pool the game pulls from at random.
  • Scheduled Events — set big events (like a weekly Global War) to fire on their own at a chosen day and time, optionally rebooting to a fresh world first, with a Discord ping and a self-updating schedule board.
  • Z Fighter Challenge — curate the training-gauntlet roster from your own custom bosses and the canon cast, gated by era.
  • Open World Kills — turn open-world PvP into a designed economy: define what counts as a powerful or rival target, mark bounty targets, set strength- and org-aware payouts (and consolation prizes for the victim), and style the kill broadcasts to game and Discord.

🏛️ Organizations & Social Control

  • Planet & League Command — full dashboards for every planet and organization on the server: members, levels, ranks, banks, war history and activity, with admin tools to step in on any org — and every war, invasion, economy and territory setting at your fingertips.
  • Party Control — manage the modern Party system server-wide, tune all of its options, and step in where needed.

🎛️ Live Server Control Room

Beyond building content, hosts get a real command center for the running server.

  • Admin Console — reach into the live game: edit world and player values, hand out items, trigger effects, and watch players, stats and leaderboards in real time.
  • Activity Feed — one live stream of everything happening on the server — kills, organization events, invasions, shop buys, race changes and more — filterable and searchable.
  • Server Settings — see every server setting in one place and download the whole config.
  • Login Screen & Site Content — set your server's title-screen art, and manage blog posts, patch notes and videos for your community.

💬 Community & Support Tools

  • Support Hub — every in-game support ticket across all servers in one inbox — suggestions, bug reports, help requests and player reports — sorted and ready to action.
  • Help Tickets & Applications — triage player help requests and review staff/role applications right from the panel.
  • Discord & Forum — read and reply to your Discord support and suggestion channels — and browse your suggestions forum — without ever leaving the panel.
  • Logs & Emotes — a full, filterable record of every admin action, plus a browsable emote log.

🧰 Builder Power-Ups

The builders themselves got a workshop upgrade, so hosts create faster and safer:

  • Reusable skill templates — save any skill you build as a named template, then spin up new skills pre-filled from it in one click (global or per-server). Stop rebuilding the same thing from scratch.
  • Draft → Publish everywhere — skills, jobs, bosses and rewards all have a clean Draft/Publish flow with Duplicate buttons, so you can stage and copy content safely before it goes live.
  • Undo-proofing — the Organization config keeps restorable snapshots of every change, so a botched edit is one click from a rollback, and official settings can be pushed to every server at once.
  • Make a boss out of a player — staff can snapshot a live player into a Dynamic Boss (their look, race, class and skills) right from the admin console. Yes, really.
  • Pick, don't type — dropping a boss onto a Dynamic Race auto-fills its race/class, and bosses/NPCs/jobs pick from clean searchable lists instead of raw ids.
  • Block or swap old skills — a host blocklist can disable any legacy skill server-wide and even auto-replace it with a new one, so reworks land cleanly for everyone.

🖥️ Total Hosting Freedom

To top it all off: anyone can run their own Dragon Universe server. Spin one up, get a backup-and-admin toolkit, wire it to Discord, and you've got the entire control panel above at your command. Total freedom to build the DBZ sandbox you want — and the official server now uses these exact tools to evolve faster than ever.

The era of waiting for content is over. The galaxy is now infinitely customisable — and it's only getting started. 🐉


🌐 Live Game Databases — Real Data, Right Now

Forget outdated wikis and stale guides. Every major part of the game now has its own live database on the website, pulling real data straight from the actual game — so what you read is exactly what's live right now. The instant a host tweaks a number, the website shows the new value. No more "the guide says X but in-game it's Y."

Because it runs on the same live system as the host control panel, this info can be hot-patched on the fly — rebalance a race, retune a boss, add a new skill — and the public pages update instantly, with no server restart and no coding. Always current, always accurate, and many are per-server, so you're looking at the real numbers for the exact server you play on.

Browse them all:

  • Race Database — every race's stats, spawns, skills and passives, plus recent balance changes → play.dragonuniversegame.com/races
  • Transformation Database — every form, its power and its visuals → play.dragonuniversegame.com/transformations
  • Special Rank Database — rank stat bonuses and rewards → play.dragonuniversegame.com/ranks
  • Skill Database — every custom skill: type, ki/stamina cost, cooldown, learnability and a full damage breakdown → play.dragonuniversegame.com/skills
  • Item Database — weapons, armor and artifacts: combat stats, granted skills and worn look → play.dragonuniversegame.com/items
  • Boss Database — every boss: tier, race, stats, combat modifiers, skills and transformation forms → play.dragonuniversegame.com/bosses
  • NPC Database — every dynamic NPC and what it does → play.dragonuniversegame.com/npcs
  • Shop Database — what every shop stocks and the requirements to buy → play.dragonuniversegame.com/shops
  • Drop Tables — the whole loot system: what drops, from where, and how rare → play.dragonuniversegame.com/droptables
  • Rewards Database — every reward you can earn from events, bosses, jobs, tournaments and more, with the odds on each → play.dragonuniversegame.com/rewards
  • Achievements & Daily Tasks — every achievement to chase and the full daily task pool, with their objectives and rewards → play.dragonuniversegame.com/progression-tasks

These aren't hand-written pages someone has to remember to update — they're a live window into the game itself. As the universe evolves, the databases evolve with it, automatically.


🐛 Bug Fixes & Balancing

  1. Tap-Again Skills: Skills that need a "tap again" follow-up — including Hit's Time Prison (its 5-hit follow-up) and Icy Glare — now fire from the hotbar and hotkeys, not just when clicked from the verb list.
  2. Hit — Phantom Presence: The passive now hides you from sense, scan, scouters and the dojo tab when you've stood still for around 5 seconds (it wasn't working before).
  3. Hit — Invisible Killing Strike: Now hides you from sense, scan, the dojo tab and more, bringing it in line with the skill's description.
  4. Hit — Time-Skip Proficiency: Now actually lowers your Time-skip skill cooldowns, dropping further the higher your Time Meter.
  5. Hit — Time Prison: Its cooldown now scales with your speed rating like Hit's other skills, and it now shows up in the double-mastery / mortal-path options at the Gyren mortal-path NPC.
  6. Hit — Time Meter: Now also builds when you take damage and drains a little slower, making it more effective.
  7. Freak Yasai: Fixed Giga Stomp, Raging Shockwave and Eraser Cannon Volley doing little-to-no damage to Freak Yasai — they now deal proper damage.
  8. Arale & Glorio: Fixed their low-health / low-ki BP loss being set incorrectly, which made them lose extraordinary amounts of BP.
  9. Unlock Potential: Fixed it only working if you owned packages, even when you'd earned it without them.
  10. Drunken Fist: Increased the damage of several Drunken Fist techniques to make them more effective.
  11. Special Items — Granted Skill Levels: Fixed unequipping a special item resetting its granted skill back to level 1 (e.g. Android 17's Barrier Mine and its "Barrier Mine Place" skill). Granted-skill levels now persist.
  12. Android Barrier Mine: Fixed the mine detonating instantly instead of dealing its massive AoE damage, and fixed its energy drain.
  13. Dragon Fist: No longer phases through skill-made walls — it's stopped by Warlock's Ki Barrier, Planet-Eater's enclosing barrier, and other skill-based walls.
  14. Cleanse: Now breaks you out of being frozen, clearing the ice as intended.
  15. Corruption Debuff: Fixed the movement-slow (the flashing-red debuff) getting stuck on you permanently — it now expires correctly and no longer lingers (including after death).
  16. Beam Mastery: Fixed plain beams (e.g. Beam, Turtle Beam) not gaining their larger radius and pull-in effect at mastery level 10, as the mastery guide describes.
  17. Majin Seal: Fixed being able to stack Majin Seal items for bonus effects.
  18. Half-Saiyan Ghosts: Fixed the Half-Saiyan ghost skill briefly lagging the server while the ghosts chase and when they detonate.
  19. Demon Star Dragon Balls: Fixed BP wishes not working during Stage 2.
  20. Saga Tokens — SP Cap: Fixed the +5% Special SP cap reward for 4000 Saga Tokens not applying.
  21. Bounty Capture: Fixed the "Capture Bounty" mission failing ("you have not completed the requirements…") while a Mercenary quest was active — you can now capture KO'd criminals at the bounty computer as intended.
  22. Brave Wave Slash: Brightened the Brave Wave Slash — the pink slash was barely visible and is now much easier to see.