Game mode
BetaWeekly Shadow Run: seven days, one map, everyone in it
The Weekly Shadow Run is Cromon Quest's seven-day PvP dungeon: one shared 125 by 125 maze that every Keeper explores at the same time, on the same map, for a full week. You commit a single Cromon at the gate and it stays inside until the end. The run has its own energy, 300 to start and +40 an hour up to 500, so one cell is one move and the week is paced rather than rushed. Nobody dies here: at 0 HP you fall, wake at a sanctuary and leave your purse on the floor for anyone to claim. The exit stays sealed until the final 24 hours, which is the only moment loot becomes truly yours. The week's real prize is the 5 Pearl Orbs hidden in it. It runs in your browser on Cronos, and joining costs nothing: new Keepers start with three free starter Cromons. The mode is currently in open beta, and nothing carried out of a run is credited to an account yet.
How a Weekly Shadow Run works
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1
Commit one Cromon
You pick a single Cromon at the gate and it is locked into the event for the week. There is no swapping later, so pick the one whose stats and potions can hold out for seven days.
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2
Walk the shared map
Every Keeper explores the same 125 by 125 map. Each cell costs 1 energy, out of 300 at the start, refilling +40 an hour up to 500. What you find goes into a purse you carry, not into your account.
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3
Use the sanctuaries
The map holds around 20 sanctuary blocks, 14 of them lit at any moment. Inside one, no Keeper can rob you, no ghoul can reach you and your HP comes back. They are the only safe ground, and the fog can take them away.
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4
Survive everyone else
Keepers can steal, heal and fight in the corridors, ghouls hunt whoever stands in the open, and bounties put a price on names. At 0 HP you fall: 50 % HP at your sanctuary, purse on the floor, 20 % of it burned.
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5
Bank at the exit
The door unseals for the last 24 hours of the event. Walk to it and bank: that is when your purse becomes yours. Stay inside when the week ends and it closes with you.
The week at a glance
3 Pearl Orbs sit in the deepest zones of the map@if($pearlsOnBoss > 0), and 2 more drop from the boss@endif. They cannot be stolen in a duel (only a fall can drop one into a pile), which makes them the one thing worth walking home with above all else.
What you are up against
Other Keepers
Everyone shares one map. Anyone in your lantern can steal from you, heal you or fight you, and sanctuaries are the only ground where none of it can happen.
Ghouls
Hunters roam the corridors and chase the nearest Keeper outside a sanctuary. Getting caught drags you back to your last sanctuary, costs 10 % of your purse (never Pearl Orbs or items) and buys you 5 minutes of grace.
The Miasma
A band of 5 cells along the borders turns toxic every 24 hours until only a 65 by 65 core is left. Sanctuaries it swallows stop protecting anyone.
The Bounty Board
From any sanctuary, put a price on a Keeper or take a contract and hunt one down. The Shadow Run keeps 20 % of every bounty, and every 10 contracts fulfilled pay a Pearl Orb.
Supply drops
Every 4 hours, 6 bags land inside an announced 30 by 30 sector, guarded by wild Cromons. First come, first served, and everyone can read the map.
The Tricolor Vault
Three keys hidden across the map, 2 of them guarded by strong wilds, for 400 Shards, 20 CroCoin and 4 orbs. The chest is always drawn on your map.
Weekly Shadow Run questions, answered
Is the Weekly Shadow Run finished?
It is in open beta. Everything works and everyone can play it, but nothing you carry out of a run is credited to your account yet: no Shards, no CroCoin, no orbs, no Pearl Orbs, no XP and no items. The week is there to be tested and broken, and the numbers can change from one week to the next.
How long does a Weekly Shadow Run last?
Seven days, and it is one single run. You pick one Cromon at the gate and it stays inside for the whole event. The exit stays sealed until the last 24 hours, so everything you gather sits in your purse, at stake, until you walk out through the door.
What happens when my Cromon reaches 0 HP?
Nobody dies in the Weekly Shadow Run: you fall. You are carried back to your last sanctuary at 50 % HP, and your purse drops on the cell where you fell, with 20 % of it burned. The rest lies there as a pile that anyone can pick up by walking over it, you included, for 24 hours. Your map and your XP are never lost.
Can other players attack me?
Yes, anywhere outside a sanctuary. Keepers in sight can steal a cut of your carried Shards, CroCoin and orbs (never your Pearl Orbs, never your items), heal you, or fight you outright. Losing a duel is not a fall: you wake at your own sanctuary on 10 % HP with 10 % of what you carried in the winner's purse, and no pile is dropped. Anyone stolen from or attacked is untouchable for the next 6 hours.
What do I actually keep at the end of the week?
Only what you bank by reaching the exit while it is open: Shards, CroCoin, Shadow and Light Orbs, Pearl Orbs and XP. Consumables stay inside: HP potions, stamina flasks and scrolls are Shadow Run supplies, meant to be drunk during the week. If the event closes while you are still inside, the purse closes with it.
What is the Miasma?
A green fog that closes the map like a shrinking arena. Every 24 hours a band of 5 cells along the four borders turns toxic, down to a final core of 65 by 65. Walking through it costs 1 HP per cell and standing in it 5 HP per minute, and both get worse as a band ages. The exit is always drawn inside the final core.
Take one Cromon in for the week
Free to start: connect a wallet and receive three starter Cromons, then pick the one you trust for seven days.