Dojo
Dojo
The Dojo is a Pet Village building which gives permanent bonuses to your pets, mainly benefiting dungeons. Experience gained by pets can be sent to the Dojo, stored there to be spent on upgrades.
To gain access to the Dojo, you must place the building's icon in the Pet Village tab. At this point, three actions become possible:
- You may assign a Dojo Master. This can be any pet with class level 51 or higher. The Dojo Master increases the rate at which the Dojo accumulates XP, and gains some class level XP for services performed.
- You may Upgrade the Dojo's level. The Dojo begins at level 0, and may eventually be upgraded to level 11. Upgrades require tier 2 materials (Iron Bar, etc.) and time.
- You may toggle the "Exp to Dojo" switch on any pet with class level 50 or higher. This will begin the process of accumulating XP within the Dojo.
When a pet has its "Exp to Dojo" switch enabled, all class XP the pet receives, from all sources, will be sent into the Dojo. This includes XP earned in campaigns, dungeons, crafting, RTI, fishing, tavern quests, class XP received for holding an ego sword outside of a dungeon, and class XP assigned from the "Free exp" pool. After a pet reaches the class level cap of 100, any gained class XP after that will automatically be added to the dojo.
Once you have at least 50 million experience in the Dojo itself, you may begin to purchase permanent bonuses.
Warning: Buying your first Dojo permanent bonus will deactivate some of the effects of the Ego Sword (and other tiers of leeching swords). The leeched XP earned by pets outside dungeons and the extra XP generated when multiple Ego Swords are equipped on the same team will no longer work. Ego Swords will continue to steal XP from pets within the same team, but will no longer generate extra XP. So if all six pets on one team have Ego Swords equipped, they will all earn the same amount of XP as if no Ego Swords were equipped. If one pet has an Ego equipped, it will earn 100% of the XP and the other pets on that team will earn zero. This is worth it. Eventually Dojo will allow you to get much more XP than you could by having multiple Ego Swords on the same team and on outside pets.
Dojo Upgrade Cost Table
Upgrade level | T2 Materials | Time Needed |
---|---|---|
1 | 500 Each | 1 Hour |
2 | 2,000 Each | 6 Hours |
3 | 4,500 Each | 12 Hours |
4 | 8,000 Each | 18 Hours |
5 | 12,500 Each | 24 Hours |
6 | 18,000 Each | 30 Hours |
7 | 24,500 Each | 36 Hours |
8 | 32,000 Each | 42 Hours |
9 | 40,500 Each | 48 Hours |
10 | 50,000 Each | 54 Hours |
11 | 60,500 Each | 60 Hours |
Total | 253,000 Each | 331 Hours |
Dojo Buffs
A higher level of the dojo unlocks more buffs for your pets. You can spend accrued Dojo XP on these buffs, giving a permanent bonus to your pets. Dojo buffs can be reset similar to Overflow Points and Challenge Points, at the cost of 10% of the overall Dojo XP spent. Resetting purchases will also re-activate the extra XP bonuses from Ego Swords until you buy another Dojo buff.
The following buffs are unlocked depending on your dojo level:
Upgrade | Description | Base XP Cost | Dojo Level Needed |
---|---|---|---|
Dojo Master 1 | Increases Dojo XP gained by (0.1 * (Master's CL - 50)) | NA | 0 |
Dungeon XP Gain | Increases XP earned from Dungeons by 1% | 2,000,000 | 1 |
Other XP Gain | Increases XP earned from other jobs (Campaigns, Crafting, RTI, Fishing, etc) by 1% | 2,000,000 | 2 |
Attack | Increases the Attack stat in Dungeons for all pets by 1% | 1,000,000 | 3 |
HP | Increases the HP stat in Dungeons for all pets by 1% | 1,000,000 | 4 |
Speed | Increases the Speed stat in Dungeons for all pets by 1% | 1,000,000 | 5 |
Speed Damage | Increases damage dealt via Speed Damage by 1% | 1,500,000 | 6 |
Water | Increases the base Water element of pets by 1% | 2,000,000 | 7 |
Fire | Increases the base Fire element of pets by 1% | 2,000,000 | 7 |
Earth | Increases the base Earth element of pets by 1% | 2,000,000 | 8 |
Wind | Increases the base Wind element of pets by 1% | 2,000,000 | 8 |
Physical Stat | Increases Physical of all pets by 1% | 2,000,000 | 9 |
Mystic Stat | Increases Mystic of all pets by 1% | 2,000,000 | 9 |
Battle Stat | Increases Battle of all pets by 1% | 2,000,000 | 9 |
Rebirth Multi | Increases the Rebirth Multi that pets give by 1% | 2,000,000 | 10 |
Dojo Master 2 | Increases Dojo XP gained by (0.1 * (Master's CL - 50)) | NA | 11 |
Pupil Slot 1 | Unlocks a pupil slot | 1E+10 | ? |
Pupil Slot 2 | Unlocks another pupil slot | 5E+10 | ? |
Each buff will increase the relevant bonus by 1% per level, with the XP cost for each upgrading scaling by (base cost)*(num bought + 1).
If you have negative Elements, the Element buffs will further decrease the negative Elements since they are multiplying a negative number. This makes it even more important to have positive Elements if going against Neutral-element enemies or enemies with the Element of your deficient areas.
Masters and Pupils
Dojo Masters
- A Dojo that's level 10 or lower may have one Master (pet) assigned. Any evolved pet with a Class Level of 51 or higher may be assigned. The Dojo Master will increase the rate of Dojo XP accumulation based on its Class Level, +1% for each CL above 50. For example, a CL 80 Dojo master would increase XP accumulation by 30%.
- If Monk is assigned as Master, the rate of Dojo XP accumulation is increased, based on Monk's Class Level.
Second Dojo Master
- A level 11 Dojo may assign a second Master. With two Masters, the Class Level bonuses are added together. For example, with a CL 75 Master and a CL 80 Master, Dojo XP accumulation will increase by (25+30)% = 55%.
Dojo Master XP Gain
- Dojo Masters gain Class Exp every 5 seconds using the following formula:
- Sqrt(Total Growth capped at 1 million) * Class level * Sqrt(Dojo Level) / 3600
- Easy copy and paste for Google Sheets (500k Growth - CL 100 - Dojo level 11)
- =SQRT(MIN(500000, 1000000)) * 100 * SQRT(11) / 3600
Dojo Pupils Dojo Pupils were added into the game on 11/23/2023. Each of the pupils will gain growth per hour.
- How to Unlock
- Dojo Level 11
- Dungeon XP Gain level 100
- Other XP Gain level 100
- Attack level 100
- HP level 100
- Speed level 100
- Speed Damage level 100
- Cost
- Pupil #1 Cost is 10 Billion Dojo Unspent XP.
- Pupil #2 Cost is 50 Billion Dojo Unspent XP.
Pupils Growth Gain
- A pupil will receive the current Dojo (Unspent) experience ^0.2 growth per hour.
- The growth gain per hour is Current Dojo experience ^0.2X(Master 1 cl+ Master 2 cl - 100) / 100
- Example for easy copy and paste for Google sheet (Spare XP 1000000 / Master 1 CL 100 / Master 2 CL 100)
- =1000000^0.2 * (100+100-100)/100
- Example for easy copy and paste for Google sheet (Spare XP 1000000 / Master 1 CL 100 / Master 2 CL 100)
- Many Thanks to Odin for providing the info/graphs for Pupils!
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- Note
- Each Pupil gets Growth gain is exp^0.2 - Each Pupil gains growth independently.
Strategy
If you're heavily invested in out-of-dungeon Ego Swords for additional XP gain, you may wish to wait until more than the minimum 50M XP has been accumulated in the Dojo before activating any buffs. There is a Dojo Swap Calculator spreadsheet which calculates your break-even point.
Odin: You want 51.6132 billion unspent dojo exp before you purchase the second pupil, otherwise each will gain less than half of what the single pupil was gaining
Special Pets
Some pets have dojo requirements for evolution. It can be participation (Dojo Master for Monk) or need certain stats at 50% (HP for Cherub, Atk for Sniper)
After evolution Monk also gives extra experience as Dojo Master.