Biodata

Feature Details
Name Mad King Building (疯王楼)
Species/Race Dormitory Building; autonomous collective consciousness with individual behavioral tendencies 614
Affiliation Dormitory Survival Game; host building of Mad King Community, allied with Titan Building 822 849
Occupation/Role A self-governing dormitory building that issues broadcasts, missions, rules, facilities, and player-specific madness mechanics
Status Active; first-tier dormitory building, subsequently identified as Level 10 742 849
First Appearance Named and unsealed in 23

Power Progression

Stage / Realm / Level Chapter Notes
Primitive Building; unsealed as Mad King 23 Unsealed after the first round ended early with all monsters eliminated. Its residents were designated the players of Mad King Season One, and the shop and Blood Mist Exploration Mode were scheduled to open. 23
Level 6 391, 463 Already capable of recruiting experienced players and supporting facilities far above its nominal level. Its layout comprised ten floors and 200 dormitories. 391 463
Level 9 469 Consumed the defeated Dusk Building through its hidden trait, Deprivation, gaining ten floors, 200 dormitories, new factories, and the Dusk Veil forbidden zone. 469
First-tier Dormitory Building 738, 742 Won the True King Showdown against Evil King, Heaven’s Wrath, and Paradise Buildings, then underwent a ten-minute overhaul of its building and safe zone. 738 742
Level 10; first tier 849 Identified as a Level 10 building while Blood Mist creatures entered both its territory and that of the Level 49 Titan Building. 849

Background / History

Mad King Building received its name when the Primitive Building was unsealed following the first round of the Dormitory Survival Game. All monsters had been eliminated ahead of schedule, and the broadcast announced the opening of the shop and Blood Mist Exploration Mode after sunrise. Before the second round, its original 200 dormitories were fully occupied by more than 500 players. 23 43

Mad King Building was once described as a sixth-generation dormitory building that had never taken part in a building war. The sixth-generation claim came from White Crow during a briefing in which he fabricated information for his own benefit, making that classification unreliable. Its early cycles were unusually harsh: rest periods normally lasted only seven days, player numbers were frequently halved, and rapid casualties drove equally rapid growth among both the residents and the building itself. 300 390

Even before its major advancement, it possessed resources far beyond its nominal level. While it was only Level 6, many of its facilities were Level 10 or higher; its residents had enough level-ten equipment to treat it as surplus. 395 463

The building’s relationship with the historical Mad King and the fallen Blood Empire remains incompletely explained. Xu Lang learned that the Mad King had imprisoned gods and attempted to absorb their power, but could not establish whether the building arose from the empire’s remnants or had some other pact with it. Information concerning these connections had been erased or concealed by the building. 351 599

During its conflict with Dusk Building, Mad King Building became Dusk’s superior through a wager agreement. It subsequently consumed Dusk Building entirely, reducing the older building to ashes and revealing Deprivation, a hidden trait that plunders everything from subordinate buildings. 438 469

The absorption allowed Mad King Building to skip the expected Level 7 advancement and reach Level 9 after its seventh round. Its dormitories thereafter had a minimum level of five, and recruitment ceased to impose restrictions on applicants’ qualifications or race. The redistribution of rooms and opportunities to become Floor Leaders prompted internal disputes and a wave of dormitory relocations. 469 470 471

The building initially offered little practical aid during the Blood Calamity, but later began providing unconditional monster intelligence and successfully used player crowdfunding to nullify several Crimson End rule changes. 522 554 582

During the same calamity, Xu Lang used the Calamity Frogs to train the Mad Vanguards, producing numerous third-stage guards and several fourth-stage ones. The frogs subsequently overwhelmed most surrounding locations and advanced on the building, creating what Xu Lang regarded as its greatest crisis up to that point. 544

Mad King Building entered the True King Showdown against Evil King, Heaven’s Wrath, and Paradise Buildings. Its residents, Mad Vanguards, turret network, forbidden lands, and interference power made it a central threat throughout the seven-round war. The building ultimately reached first tier after Xu Lang defeated the rival buildings. 607 709 738

During the showdown, the conflict between Xu Lang and the building intensified. In a simulated outcome, Xu Lang discovered that the building could release Agatha, win the war, and have everyone in Demon King Castle slaughtered. He therefore sought to prevent her escape while forcing the building to cooperate. When the residents withheld their support later in the war, the building faced elimination and expended interference power on direct interventions and forbidden-land releases. 614 715 719 720

Following negotiations during the showdown, Xu Lang signed the Madness Contract, becoming the Acting Building Lord and regaining full basic permissions. The contract changed the building’s SAN mechanics, unlocked hidden functions, and gave Xu Lang authority over its Mad Vanguards. 735 745

Its first-tier ascension produced bloody tears along its walls and a funnel-shaped blood cloud spanning 10,000 meters. The disturbance affected nearly half of the Titan Ruins and attracted attention from other dormitory buildings. 739

After residents learned that the building had concealed basic functions and obstructed them during the war, they openly condemned it and credited Xu Lang for their restored benefits. Their distrust persisted even when the building subsequently offered exploration support; many insisted on waiting for an official statement from the Residents’ Committee rather than trusting its broadcasts. 768 779

Titan Building later joined it in a formally regulated community. Despite the disparity in their strength, Mad King Building retained the position of host, and the combined settlement was called Mad King Community. Their alliance imposed substantial assistance obligations on Titan Building but did not eliminate conflict between their residents. 822 832 849

After Titan Building failed to establish an outpost within the agreed seven-day deadline, it surrendered the Giant Fortress and surrounding territory to offset its breach-of-contract penalty. Mad King Building’s safe zone expanded to incorporate the territory, and the two buildings entered a new wager connected to the coming Grand Wuxia game. Cao Yaxuan suspected that the arrangements could eventually lead to Titan Building becoming a subsidiary. 883

During the Grand Wuxia developments, Mad King Building recruited both righteous- and evil-path NPCs and developed close relations with them. Its customized guidance and abundant resources helped incorporated NPCs improve rapidly. A permanent Vortex Gate in the plaza supported travel, with Residents’ Committee members registering and inspecting those passing through. 918 968 984

The building later endured successive Demon Race assaults. Sword Saint defeated Xing Yi after the latter penetrated to the eleventh floor; the ensuing, much larger attack prompted the activation of large structures and empowered Mad Sentries. Demon Titan deliberately left the building to withstand the pressure, hoping its fall might drive Xu Lang to Titan Building. 1037

By the time Chen Mu’s visit was being arranged, Mad King Building maintained a teaching system in which NPCs instructed players at the Holy Mother Church. Its facilities, player-panel feedback, and subsidiary rules continued to develop, while a face-to-face marketplace operated at a former clearing site to avoid Trading Network fees. 1099 1102

Appearance

Following its first-tier transformation, Mad King Building became a vast blood-red structure with a shifting nebula-like exterior. Its façade continuously rearranges itself into excessive praise written in the languages of many races. 742

  • Its original layout resembled the campus of Clear Sky University; its upgraded form resembles an extravagant, highly advanced residential complex. 742
  • The exterior bears lines such as “Without the Mad King, eternity is but a long night” and “The rooftop is the throne of the Father of all gods.” 742
  • Its safe zone includes the Madness Supermarket, Merit Building, factories, Angel Church, staff dormitories, Ironblood Arena, and multiple forbidden lands. 742
  • The building’s corridors and safe zone can become contaminated by Mad Filth, the physical manifestation of residents’ deranged thoughts. 742
  • Before absorbing Dusk Building, it stood over 100 meters tall; the absorption increased its height to more than 200 meters and expanded it to twenty floors and 400 dormitories. 469 470
  • During the True King Showdown, its exterior shifted between obsidian and a boiling river of blood, accompanied by visions of war, chaos, and godhood. 606
  • Despite its comprehensive facilities, its territory remained modest compared with Titan Building’s city-sized safe zone. It was still described as occupying no particularly large area much later. 821 1102

Abilities & Systems

SAN Value and Madness

Mad King Building’s defining player mechanic is SAN value. Its residents gain power as their SAN declines, making madness both a danger and a source of combat growth. 600 608

  • Before the Madness Contract, players reduced to zero SAN became Mad Vanguards. 389
  • The earlier displayed rules stated that each point of SAN lost reduced basic attributes by 1%, while the three players whose SAN remained most stable during a round received remnants of the Old God—S??? Sequence. The Mad Reversal community mission subsequently established SAN-based enhancement as a permanent resident trait, effective beyond the safe zone as well. 335 389 396
  • After the contract, zero SAN no longer automatically transforms a player; residents may enter the Supernegative Domain instead. 735
  • Under the full rules, each point of SAN lost increases Constitution and Spirit by 1%. Below zero, each further point increases all attributes by 1% and grants one temporary point of Power of Madness. The mechanic has no stated intrinsic endpoint, although an individual’s ability to remain controlled depends on Madness Capacity. 735 747 748
  • Madness Capacity helps residents remain calm within the Madness Domain. Building Lord tokens, specialized equipment, and the Mad King Proof can increase it. 747 748
  • Mad Filth lowers the SAN of anyone who contacts it, including hostile intruders. 742 745
  • The House of Order can restore SAN and remove mental contamination, though its treatment is expensive. 747
  • Madness skills can force users into a Madness Domain, but repeated use causes mental contamination and unstable behavior. 767
  • The transition through approximately ten to zero SAN is especially dangerous: contamination may be acquired while SAN falls or rises through that range, whereas madness tolerance provides protection after entry into the Madness Domain. 767
  • Mad skills, such as Madness: Bloodflame, spend SAN to produce powerful effects. Players from outside Mad King Building suffer mental damage and reduced casting effectiveness when using them. 748

Deprivation

Deprivation is Mad King Building’s hidden growth trait.

  • It plunders everything from subordinate dormitory buildings. 469
  • The trait enabled Mad King Building to consume Dusk Building after Dusk became its subsidiary under the wager agreement. 438 469
  • Its existence is protected by a collective confidentiality mission issued to Dormitory 200 residents. 469
  • During Dusk Building’s consumption, a giant blood-red hand with twelve fingers emerged from Mad King Building’s roof, restrained the subordinate building, and drained it dry. Looking at the hand could lower observers’ SAN. 468 469

Interference Power

Mad King Building can directly disrupt building-war events through an expendable reserve of interference power.

  • It issued conflicting emergency missions to Bai Ling and Snake Lord, attempting to steer them toward unsealing the Underground Palace Spirit. 719
  • It teleported outside players who had entered the building to the battlefield’s edge and stripped them of their sanity. The targeted intervention consumed a substantial amount of its reserve. 719
  • It unsealed forbidden lands such as Dusk Veil and Rust Lake during the True King Showdown. 720 731
  • When Dusk Veil was unsealed, its monsters received special protection and orders to exterminate all non-Mad King Building players. 720
  • The building was capable of using its interference power to pressure or manipulate participants, but excessive use left it unable to confront several rival buildings at once. 732
  • Its remaining interference power was fully cleared when Xu Lang activated the Black Crown’s Endless Challenge to the King status. 736

Mad Vanguards

Mad Vanguards are the building’s immortal guards: resurrected warriors stripped of reason, logic, humanity, and normal instincts. They defend Mad King Building to the death and attack targets outside its faction. 389

  • Their strength scales with Mad King Building’s upgrades. 390
  • They possess Mad Power, which can be converted into physical, spiritual, mental, luck-based, curse-based, knowledge-based, or skill-based power. 398
  • Their Mad Battle Spirit increases Mad Power during frenzied combat. 398
  • Every increase of 10 Mad Power saves their evolved state; their mutations return intact after resurrection. 398
  • They can detect hostile outsiders within a certain range, making them a core defensive and patrol force. 610
  • The Order of Madness token allows its holder to command Mad Vanguards with direct mental synchronization. 745 747
  • Their resurrection is linked to Red Abyss, one of Mad King Building’s origins. Fusheng Xi deliberately created early guards by reducing captive residents’ SAN to zero. 390
  • More than 700 existed at the beginning of the True King Showdown, mostly at third rank, with only a handful at fourth rank. Fourth-rank guards possessed four-digit Power of Madness. 607
  • Xu Lang later expanded and trained a force of 2,000. Under pressure from dragons, they collectively developed spear- and bow-producing abilities, and most reached third tier within half an hour. 815 817
  • A fifth-tier guard displayed 10,000 Power of Madness, alongside Mythic skills including Dragon Hunter, Mad Armament, and Bloodthirst. Continued battle could further develop its abilities, with six-figure Power of Madness marking the next permanent consolidation described at that stage. 819
  • Within Madness Spires, they become spire sentries, trading access to their ordinary innate skills for specialized ranged abilities while retaining their capacity to evolve. 764

Turret Network

Mad King Building relies heavily on a disproportionately large and high-quality turret network.

  • Its building trait, Share Honor and Disgrace, grants it an unusually high number of turret slots. 709
  • Earlier intelligence credited it with forty additional turret slots per round, conditional on fifty player households surviving. 307
  • It fielded thousands of high-level turrets during the True King Showdown, overwhelming attacking players with bombardment. 611
  • At the showdown’s opening, its twenty floors could support approximately 2,800 turrets, averaging Level 20; around 2,000 were suitable for the immediate battle. 611
  • Its defenses were powerful enough to draw an entire tide of Gravity Beasts away from Evil King Building and toward its upper floors. 654
  • The upgraded supermarket sells Mad King-specific blueprints such as the Mad King White Reaper, a turret with unlimited attack-speed growth, 88% critical-hit rate, and 1,000-meter range at the cost of 100,000 copper coins per attack. 747
  • Many Mad Facilities gain stacking attack speed with each shot. The accumulated speed gradually decays after firing stops, and using them accelerates Mad Filth production. 747 796 803
  • Demon King Castle installed Mad Facilities including the Mad King’s Mad Gear, Mad King Final Crossbow Array, Curse Grudge Sniper Crossbow, and Mad King Super Flame Dragon Cannon. Their specialized effects include penetrating shots, simultaneous crossbow fire, defense-weakening curses, and concentrated flame attacks. 796 803
  • Their operating costs remain a practical limitation. During dragon training, ordinary residents stopped firing rather than exhaust their dormitories’ funds, leaving the Mad Vanguards to continue fighting. 817
  • Even with Mad Facilities, Xu Lang did not consider the building capable of confidently defeating an unrestricted Overlord-class creature. Such an enemy could evade its fire or destroy most dormitories before sustained bombardment became decisive. 875

Acting Building Lord Authority

The Madness Contract grants an Acting Building Lord control over core building functions.

  • Xu Lang’s authority includes creation functions and SAN-value inspection. 745
  • Mad King Building has nine Building Lord tokens; Xu Lang possessed three of them after the first-tier upgrade. 745
  • Those three tokens were the Mad King Building Basement Key, Mad King Dormitory Building Map, and Order of Madness. 745
  • The Acting Building Lord can monitor the residents’ average SAN in real time. 745
  • Full permissions unlock item information, Supermarket areas, Forbidden Land shop access, staff facilities, and player-function displays. 735
  • The building map displays its safe zones and marks residents as red dots. Xu Lang can use it in conjunction with his abilities to observe events through a resident’s viewpoint. 479
  • Full Building Lord status requires gathering all Building Lord tokens and passing the relevant trial; holding administrative control alone does not complete the succession. 526
  • Structures created by the Building Lord or the Building Lord’s proxy can be repaired with currency during games, whereas ordinary creators are restricted to rest periods. 764

Origins and Teleportation

  • Star Realm Base is one of the building’s origins: a teleportation base constructed from World Origin Stones that automatically searches for anchor points. 385
  • Its teleportation strips away part of the traveler’s rationality, logic, and common sense, records their anchor point, and may return them after a period of time. Administrators can exempt the mental cost through their authority. 385
  • Red Abyss sustains the Mad Vanguards’ resurrection. 390
  • A permanent Vortex Gate was later established in the plaza to facilitate NPC travel. Residents’ Committee members register travelers and conduct inspections lasting several minutes. 984

Other Traits and Support

  • Mad Judgment, selected as the building’s second trait, provides a voting-based attack against a monster for 30%–60% true damage. Damage rises as the target’s condition worsens, and a successful kill permits another vote; each round begins with at most one judgment opportunity. 335 336
  • The building’s third trait is named Chaotic Knowledge. 470
  • During the Blood Calamity, player donations enabled the building to resist plague, extreme cold, and darkness laws. Demon King Castle’s contribution earned Helping Hand, allowing its members to teleport home from the safe zone once daily. 582
  • During a later mutation, Mad King Building supplied a 15% increase to monster drop rates. 949
  • Following its first-tier advancement, ordinary player privileges revealed only another resident’s name and dormitory number, reflecting an increased level of information confidentiality. Xu Lang’s Nightmare Eye could bypass this restriction. 775

Ascender Trials

Mad King Building’s Ascender Trial system includes challenges gated by building tier, specific Building Lord tokens, and achievement points. Several listed trials require tiers beyond its documented first-tier state. 942

Trial Unlock Requirements Trial and Reward
Mad Ghost Coffin Tier 3; Tomb Key; 15,000 achievement points Lie in a lidless black coffin and defeat repeated versions of oneself possessing the challenger’s memories and abilities. Grants the Overlord-tier talent Three Thousand Worlds. 942
Hall of Divine Fall Tier 4; Star God Edict, Basement Key, and Order of Madness; 20,000 achievement points Serve as a commander in a war of gods and survive for 24 hours. Unlocks the species system and transformation into a Star God. 942
Feast of the Gods Tier 4; seven Building Lord tokens; 100,000 achievement points Listed among the advanced trials. 942

Facilities

  • Task Hall — Replaced Pioneer Hall and issues missions involving pioneering, hunting, strategy, and other activities. 742
  • Mad King Community Center — Contains a Recruitment Platform that can match other dormitory buildings into a community if nearly half of Mad King Building’s players provide fingerprints. 746
  • Mad King Residents’ Committee Center — Stores core profession tokens for Cleaners, Mad Guards, and Floor Leaders. 746
  • Mad King Construction Center — Allows the Acting Building Lord to spend coins on madness structures, including Madness Spires, Barracks, and Mines. 742
  • Madness Barracks — An intermediate barracks capable of housing 1,000 Mad Vanguards. 742
  • Crazy Soldier Demon Furnace — Forges equipment and processes excess drops. 742 968
  • House of Order — Restores SAN and clears mental contamination. 742 747
  • Ironblood Arena — A large-scale special structure used for inter-building matches, including wagers and deathmatches. 742 767
  • Forbidden Lands — Dusk Veil, Rust Lake, Astrology Platform, and Garden Corridor; Gatekeeper trials can grant special buffs. 742
  • Madness Supermarket — The enlarged first-tier shop stocks specialized Mad Facilities, equipment, skills, and tools, including pliers that remove Mythic gems and below during rest periods. 742 747 748 802
  • Merit Building — A red-crystal-like tower whose daily gift packs became available when the building restored full access. 735 742
  • Factories — The Level 9 expansion added the Soul Factory, Monster Factory, Facilities Factory, and Raw Materials Factory. 469
  • Madness Spire — A low-level spire has 1,000,000 durability and holds 24 sentries. It increases their attack range by 5,000%, grants Rapid Fire, Eye of Detection, and Fatal Strike, and revives fallen sentries inside the tower with a three-minute cooldown. Construction costs 10 million copper coins, 10,000 silver coins, and one vacant-land unit. 764
  • Low-Level Madness Barracks — Produces 100 Mad Vanguards and cannot be completely destroyed while its guards remain alive. Construction costs 15 million copper coins, 10,000 silver coins, and three vacant-land units. Xu Lang built ten around the existing intermediate barracks. 764 815
  • Flame Demon Tower — A defensive structure created by Xu Lang during preparations for Titan Building’s arrival. 815
  • Mineral Veins — Xu Lang created six low-grade brass veins and assigned captured Titan Building staff to mining work. 837
  • Giant Fortress — Acquired from Titan Building with its surrounding territory. It holds three gun turrets and triples the size of their shells. 883
  • Holy Mother Church — A teaching venue where NPCs instruct players in skills. 1102
  • Plaza Vortex Gate — A fixed transport gate managed by Residents’ Committee personnel who register and inspect NPC traffic. 984

Crazy Soldier Demon Furnace Functions

Function Effect
Mad Enhancement Equipment enhancement has a 50% success chance; failure reduces the equipment’s durability to zero. 743
Shared Glory Equipment sacrificed to its demonic flames raises the furnace’s level and the level of materials generated in the safe zone. 743
Divine Arms Each furnace level produces five top-tier Madness sets. 743
Resource Regulation Safe-zone material quality is tied to the furnace. At its initial displayed level, the maximum material level was 20 and maximum rarity was Excellent. 743

Resident Positions

Position Available Tokens Function
Cleaner 120 Removes Mad Filth from the building. 746
Mad Guard 120 Monitors and fights outsiders; its abilities include True Sight, True Damage, and instant-death attacks. 746
Floor Leader 30 Manipulates SAN across an entire floor and can see through dormitory defenses. 746

Cleaners are particularly important because Mad Filth normally exists in a deep layer, is amorphous, and periodically shifts phase. Only specific professions can ordinarily observe it. Overlapping deposits can form higher-level mental contamination, allowing neglected filth to become increasingly dangerous throughout the building’s range of influence. 770

Relationships

  • Xu Lang — Acting Building Lord. He signed the Madness Contract, restored the building’s permissions, controls Mad Vanguards through the Order of Madness, and has repeatedly treated the building as both an asset and a rival. 735 745 768
  • Mad King Building Players — Residents empowered by SAN loss, madness facilities, high-grade equipment, and Xu Lang’s administration; they cannot ordinarily leave once admitted. 533 768 775
  • Dusk Building — Former opponent and subordinate. Mad King Building consumed it through Deprivation, gaining its resources and territory-related benefits. 438 469
  • Titan Building — Community ally under a formal contract. Titan Building must provide military, financial, material, and construction assistance because Mad King Building is designated the disadvantaged party. 822
  • Mad Vanguards — Immortal building guards tied to Mad King Building’s origin, the Red Abyss. 390
  • Nico Sebastian — Gatekeeper of Dusk Veil after the first-tier upgrade. 742
  • Everdark Knight King — Gatekeeper of Rust Lake after the first-tier upgrade. 742
  • Residents’ Committee — The principal resident administrative body. Its credibility among players eventually eclipsed that of the building’s own broadcasts, and it manages matters including security, NPC registration, and captured workers. 779 837 984
  • Evil King, Heaven’s Wrath, and Paradise Buildings — Opponents in the True King Showdown, defeated during Mad King Building’s first-tier promotion war. 599 738
  • Agatha — A vassal of the historical Mad King whose release became central to the building’s conflict with Xu Lang during the showdown. A simulated outcome showed her emergence leading to victory for the building and the destruction of Demon King Castle’s residents. 597 614
  • Wang Kun — A player who transferred from Sky Dome Building after accepting an invitation from Black Merchant Kabi. 767
  • Ghost Domain Building — Proposed a major investment through Mad Demon Ghost, including access to invitations and a Homecoming Coalition seeking a route to Earth. Kui Zi suspected a takeover attempt; Xu Lang was open to relinquishing the troublesome building but remained concerned about the consequences of investment. 927
  • Grand Wuxia NPCs — Recruits, residents, trading partners, and instructors whose integration brought customized support and rapid growth. Mad King Building maintained comparatively good relations with them despite disputes between righteous and evil factions. 918 968 984
  • Chen Mu and Star Dormitory — Mad King Building sought Chen Mu as a martial-arts instructor. He conditionally agreed to a visit accompanied by Xu Ming, requiring proper courtesies and limiting his commitment to half a shichen or ten students. 1099

Alliance with Titan Building

The alliance establishes military and economic cooperation while preserving separate jurisdictions. Its regulations also provide a framework within which the two populations compete and fight. 822

  • Titan Building must supply a general-purpose building blueprint and all construction materials within three days. 822
  • It must help establish an outpost within seven days as compensation for territory lost to its relocation. 822
  • Private territory is inviolable; players voluntarily entering the other side’s community may be killed without penalty. 822
  • The two buildings govern themselves separately and participate in separate games, but either may invite the other to assist. 822
  • Titan Building’s failed outpost obligation resulted in the transfer of the Giant Fortress and nearby land. 883
  • The buildings later moved toward cooperation in NPC recruitment and administration, while continuing to keep secrets from one another. 984

Conflict with Xu Lang

The building’s autonomy and Xu Lang’s rapidly increasing strength repeatedly brought their interests into conflict. Its consciousness is not simply human-like: it combines a distinct individual character with the nature of a collective greater consciousness and can adjust its actions to changing circumstances. 602 614

Xu Lang accused it of withholding information, obstructing rewards, and targeting Demon King Castle. Conversely, the building faced a resident administrator who could threaten it, force concessions, and could not simply be dismissed. Its refusal to surrender while alternative paths remained available made negotiations particularly difficult. 602 649 667 734

After Chi Qingman suggested that the building could devour him, Xu Lang suspected it was retaining him to obtain the Nightmare Lord’s power. This remained his interpretation rather than a confirmed explanation of the building’s intentions. He later refused requests to surrender the Evil King Authority weapon or destroy key Evil King Building structures in exchange for another token, unwilling to strengthen Mad King Building on its terms. 781 787

Trivia

  • Mad King Building’s average resident SAN was 50 shortly after its first-tier transformation. 745
  • Its residents once relied mainly on abundant supplies, but after the first-tier upgrade they became strong enough to defeat most other dormitory players in direct combat. 767
  • Mad King facilities can only be installed within Mad King Building and increase the rate at which Mad Filth is generated. 747
  • Its residents commonly refer to the building’s inability to let players leave as a foundational rule of its system. 533 775
  • A later administrative display recorded 470 occupied dormitories out of 600, a population of 3,525, and an average SAN of 58. Despite the higher average, the system still warned that Mad Filth was forming. 769
  • The building publicly announced Dormitory 200’s A-Class Sequence · Savior reward after the fifth round, infuriating Xu Lang by exposing the valuable prize. 232
  • The Black Crown is a unique title belonging to Mad King Building. On its wearer’s complete death, it transfers to the new king. 486
  • Employees are not formally the official players’ servants, but a substantial status and power gap separates the two groups. 761
  • Its abundance of low- and mid-tier loot eventually required regular equipment disposal into the Crazy Soldier Demon Furnace to prevent drops from filling the plaza. 968
  • By the later stages of its development, residents maintained an in-person stall market to avoid Trading Network transaction fees. 1102

Appearances

3,621
Total Mentions
743
Chapters Appeared
4.87
Avg. per Chapter