New special element 'Shadow' release, Balance adjustments, and Future content roadmap

Hello, Tamers. This is the <Dragon 3 Village> development team.
As the hot summer passes, we are entering a season with cool breezes in the morning and evening.
We sincerely thank all the Tamers who have enjoyed adventuring with <Dragon 3 Village> under the hot sun.
In this Developer's Note, we would like to inform you about the newly added special element 'Shadow', new dragons, a balance patch to improve your combat experience, and our upcoming content roadmap.
We are carefully reviewing the various opinions you send us, and we will do our best to create a game environment with more fun and diverse choices.
1. New Special Element ‘Shadow’ & New Dragon Release
Through the update on Wednesday, September 9th, a new special element called 'Shadow' will be added.
With the addition of the 15th element, we expect another layer of strategies to emerge on top of existing elemental advantages, and a new special element Legendary Dragon will also be introduced. This dragon will be obtainable from Advanced Summons starting Wednesday, September 23rd.
Additionally, a 2-week Special Pickup Summon starting Wednesday, September 9th will allow you to meet this dragon early.
The Special Pickup Summon is a dedicated event for special element dragons. Similar to regular pickup summons, it features an increased drop rate for the target dragon and a pity system for guaranteed acquisition after a certain number of pulls.
Special Pickup Summons will use dedicated 'Special Pickup Tickets' instead of regular pickup tickets. Further details can be found in a future update notice.
2. Balance Patch to Improve the Combat Environment
In this update, we are making overall balance adjustments by analyzing Arena combat statistics and various game metrics, as well as monitoring community feedback and the actual play environment.
We will comprehensively check the usage and win rates of specific Orbs, Gems, and Dragons, as well as their actual influence in battle and team variety, adjusting elements that are overly powerful or lacking utility.
The details below are currently under review and implementation during development; please note that some content and numbers may be added or modified depending on pre-update tests and additional data checks.
Furthermore, this balance patch is not intended to complete the entire combat environment in a single update. We will continue to monitor live play data afterward and make necessary adjustments. Rather than judging based only on short-term changes from a specific adjustment, we hope you will watch the overall evolution of the combat environment and future balance updates together.
■ Bond System Stat Adjustments
· CRIT DMG Reduction
- Adjusted from 1% → 2%.
Critical hits add excitement by dealing unexpected massive damage. However, feedback indicated that the critical damage multiplier was too high, making battle results overly reliant on whether a critical hit occurred.
By increasing the CRIT DMG reduction from the Bond system, we aim to preserve the fun of critical hits while gradually lessening battle outcomes being excessively driven by luck. We will continue analyzing how critical hits affect combat and make further adjustments as needed.
■ Orb Balance Adjustments
· Summer Call, Rain Dance, Dark Veil Expansion
- Energy cost reduced from 2 → 1.
We are improving their usability so players can enhance weather-reliant strategies and more actively utilize weather-related combinations, including dragon abilities and Orb skills.
· Taunt
- The hit rate will be raised to a base of 80, and when achieving 1 to 2 stars through limit breaking, it will increase to 90 / 100.
- The duration of effect will increase from a base of 3 turns to 4 turns / 5 turns / 6 turns upon achieving 3 to 5 stars through limit breaking.
Base accuracy and duration are adjusted so players can reliably suppress enemies from using status-changing skills.
· Radiant Light
- Effect order changed so that damage applies after removing the Phantom Petals effect.
The order was adjusted to improve performance and make the effect visually clearer.
· Breath
- Energy cost adjusted from 2 → 3.
- Base skill power increased.
The Breath Orb was overly restrictive to opponents due to its combination of damage-over-time and preventing tag-outs. Consequently, its energy cost is increased. To ensure its utility does not drop too drastically, its base skill power upon hit has been buffed. Strategies involving its timing and energy management will now require more careful decision-making.
■ Status Ailment Balance Adjustments
· Erosion
- Deals fixed damage equal to 1/8 of current HP at the end of the turn and increases damage taken from Soul-element attacks. Steel and Soul-element dragons are immune to Erosion.
· Corrosion
- Deals fixed damage equal to 1/16 of current HP at the end of the turn and significantly reduces HP recovery effects. Steel and Soul-element dragons are immune to Corrosion.
Erosion and Corrosion were excessively strong regardless of dragon elemental advantage or growth level, turning their application into a rigid meta strategy in the Arena. To prevent this, we adjusted the fixed damage to be based on current HP while adding strong side effects to rebalance them.
■ Gem Balance Adjustments
· Firmament Gem Set / Gust Gem Set
- Required gems for set effect reduced from 4 → 2.
Adjusted to reduce reliance on specific gems and encourage trying various gem combinations depending on the situation.
■ Dragon Balance Adjustments
· Power Dragon
- Effect of 'Super Strength' ability changed
- Earth-element skill damage is applied at 1.5x.
Power Dragon easily overwhelmed other dragons due to its high base stats and simple, powerful ability. In the past two Arena seasons, it ranked #1 in pick rate by a wide margin and maintained high ban rates. Most concerning was that these figures were either holding steady or rising.
While keeping Power Dragon strong, we adjusted its ability to prevent it from excessively ignoring elemental matchups. We will continue monitoring to prevent dragon choices from becoming stale.
· Lucio
- Ability changed from 'Insomnia' to 'Hallucinatory Eye'
Reduces damage taken from targets afflicted with Erosion or Corrosion. Additionally, prevents targets with these effects from choosing to tag out.
- Instead of ‘Insomnia’, the effect of the ‘Hallucination Eye’ ability will be provided.
Fitting Lucio's concept of hunting targets with hallucinations, 'Hallucinatory Eye' replaces 'Insomnia'. Combined with the revised Erosion and Corrosion effects, this new ability should give Lucio a fresh tactical role.
· Non
- Ability changed from 'Insomnia' to 'Void Space'
- Cannot be put to Sleep. Additionally, if attacking first, Twilight-element skill damage is applied at 1.5x.
-Stat distribution adjusted to match the new ability.
Before Change | After Change |
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Non recorded near-bottom win rates and extremely low pick rates in previous Arena seasons. While retaining the sleep immunity from 'Insomnia', the new ability empowers Non to deal massive damage when striking before the opponent.
3. Future Content Roadmap
Finally, here is an overview of upcoming major content additions.
■ Dragon Affinity System
Targeting a September update, we are preparing the 'Dragon Affinity System' to deepen the bond between Tamers and their dragons.
Through growing and interacting with each dragon, this system aims to strengthen bonds with your existing roster and provide new goals. It will also include features that allow you to foster the growth of your favorite dragons. Detailed systems and reward structures will be shared in a separate Developer's Note as development progresses.
■ Raid Improvements & Guild Raid Content
We received much feedback regarding inconvenient workarounds in Raids—such as stopping combat at 2,000 points or intentionally keeping scores below the host's so friends or guildmates could claim rewards.
To eliminate these hassles and focus on core Raid fun, we are revamping Raid content overall. Below are some improvements targeted for September:
· Contribution Calculation Improvements
- You can participate up to 2 times per Raid; the higher score of the two attempts will count as your final contribution. If both scores are 2,000 or below, the two scores will be combined (up to a maximum cap of 2,000 points).
- A single Tamer can deal up to 20% of the boss's max HP per Raid. However, you can continue attacking during remaining turns in a single attempt to push your contribution higher.
- Even if the boss's HP is not fully depleted within the time limit, if the combined contribution of all participating Tamers exceeds 10,000, the Raid will be treated as successful upon timer expiration and rewards will be distributed.
· Ranking & Reward Improvements
- Regardless of ranking placement, the host will always receive 2x rewards.
- Excluding the host, the Tamer who achieves 1st place in contribution will also receive 2x rewards.
· Auto-Battle/Delegation Feature
- An auto-delegation feature will be added to reduce the burden of daily Raid participation.
Additionally, we are preparing a high-difficulty cooperative content called Guild Raid, aimed for an update in October.
In addition, we are targeting an October update for Guild Raids—a higher-difficulty co-op mode. Guild Raids feature existing bosses in far more formidable forms. Guild members must combine their strength to achieve high scores and earn rewards. Tactical cooperation and team synergy will be crucial. We are also building competitive elements against other guilds so you can set shared goals and break records together.
■ 'Lair of the Deceased' Schedule Adjustment
The 'Lair of the Deceased', eagerly awaited by many, has been delayed from its original schedule.
It was initially designed as high-level exclusive endgame content. However, after monitoring live server metrics, we concluded it is more urgent to first reinforce low-to-mid level content—such as the Affinity and Guild Raid systems—that a broader player base can enjoy.
While providing endgame challenges to veteran players is vital, building sufficient content for newer Tamers to adapt and progress creates a healthier long-term game environment. Development on Lair of the Deceased is still ongoing, and we will do our best to deliver a polished experience when it launches.
Special Coupon for New Adventures
The development team is carefully reviewing the opinions you send.
We will continue to create Dragon Village 3 that can bring new fun through various dragons and content by examining various metrics in the game, the actual play environment, and your opinions.
We have prepared a special gift so that you can start even more diverse adventures with the new special attribute ‘Shadow’.
We thank all the Tamers who are waiting for this update and participating in Dragon Village 3, and we hope it will be a small help in your future adventures.
- · Coupon Code: SHADE907
- · Reward: 10 advanced pull tickets, 10 stamina recovery items (7 days), 5,000,000 gold
- · How to Use: In-game [Settings] > [Coupon/Code] input > Receive in mailbox
- · Coupon Expiration Date: Until before the update inspection on 2026.09.16 (Wednesday)
Thank you to all the Tamers who always support Dragon Village 3.
Thank you.
The Dragon Village 3 Development Team
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