Mad King Building
Dormitory Survival: I Lie Flat and Earn Nightmare CoinsBiodata
| Feature | Details |
|---|---|
| Name | Mad King Building (疯王楼) |
| Species/Race | Dormitory Building; neutral AI |
| Affiliation | Dormitory Survival Game; allied community with Titan Building 822 |
| Occupation/Role | A self-governing dormitory building that issues broadcasts, missions, rules, facilities, and player-specific madness mechanics |
| Status | Active; upgraded to a first-tier dormitory building 742 |
| First Appearance | 273 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| 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 |
Background / History
Mad King Building was once identified as a sixth-cycle dormitory building that had never taken part in a building war. 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
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 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
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
Following 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
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
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
- After the contract, zero SAN no longer automatically transforms a player; residents may enter the Supernegative Domain instead. 735
- Each point of SAN lost in the Supernegative Domain increases base attributes by 1%, with no stated lower limit. 735
- 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
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
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 unsealed forbidden lands such as Dusk Veil and Rust Lake during the True King Showdown. 720 731
- 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
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
- It fielded thousands of high-level turrets during the True King Showdown, overwhelming attacking players with bombardment. 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, 88% critical-hit rate, and 1,000-meter range at the cost of 100,000 copper coins per attack. 747
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
- 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
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. 742 966
- 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
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 |
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
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