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Into DIO's Mansion: New Chapters, the Iggy Badge, and What Level 100 Unlocks

Into DIO's Mansion: New Chapters, the Iggy Badge, and What Level 100 Unlocks

Four new Stardust Crusaders chapters push the story into DIO's Mansion, a new Legendary badge lands on Iggy, and more rosters than ever are hitting character Level 100. Here's everything new today, and what it actually unlocks.

Today’s update pushes the story four chapters deeper into Stardust Crusaders, past the gates of DIO’s Mansion, and hands out a new Legendary badge built around Iggy. At the same time, more rosters than ever are finally reaching character Level 100, the game’s real level cap. This is everything new today, and a plain-language answer to what that Level 100 cap actually opens up.

Four new chapters: the road into DIO’s Mansion

The main story continues with four new chapters, all part of the same push toward the final confrontation with DIO:

  1. Egyptian Desert
  2. DIO’s Mansion
  3. Sewers
  4. Mansion 2F

That’s the crew arriving in Egypt, forcing their way into the mansion itself, getting rerouted through its sewers, and fighting their way up to the second floor, the level DIO’s own guardians hold before you ever reach him. Each chapter clears for its own one-time story rewards, so it’s worth playing through even before you look at anything else in this update.

The grand staircase inside DIO's Mansion

The World Boss guarding that second floor is Vanilla Ice, shown in some of the new text under the name “Cool Ice.” His Stand locks him into total damage immunity while it’s active, and breaking his Stance Bar is what actually opens him up to punishment, so a team built around Stance break and burst timing gets far more out of the fight than one built around sustained pressure alone.

The Iggy Badge: a new Legendary support piece

Iggy and his Stand, The Fool

A Badge is account-wide gear you craft once and equip on whichever character needs it, separate from a character’s own gear slots. The new Iggy Badge is a Legendary badge with no class restriction at all, unlike most named badges which are locked to one role (Jotaro’s, for instance, only fits a Melee unit). That makes it one of the most flexible pieces of gear in the game right now: put it on your tank, your healer, or your carry, whichever your team actually needs propped up.

View the Iggy Badge’s full page

Kit breakdown

Protection. Every 3 seconds in battle, shields the ally with the lowest HP percentage for 20% of the equipper’s Defense (up to 160% at max rank), lasting 5 seconds. If the equipper is the one who goes down, every surviving ally gets that shield instead. This is what makes the badge worth wearing on a frontline unit: it keeps handing out shields even after its own wearer is out of the fight.

Covenant. At the start of battle, the equipper bonds with whichever ally has the highest Attack on the field and shares a cut of that ally’s damage (1% at rank 1, up to 20% at max rank). Every time the bonded ally lands a basic attack, the equipper heals for 20% of that hit’s damage. At max rank, the bonded ally also gets a flat +20% Basic Attack Strength on top. In practice: put this badge on your tank or healer, and your actual damage dealer keeps that unit topped up just by doing its job.

Advanced Defense. A flat Base Defense increase, from 5% up to 20% at max rank. Nothing fancy, just more effective HP to build the rest of the kit on top of.

Crafting the badge needs an Iggy Badge Blueprint plus the usual forge materials, Refined Iron and Rawstone among them. The Blueprint itself is the rare part, it isn’t a guaranteed daily drop, so treat any chest or event track that offers one as a priority pull.

What Level 100 actually unlocks

Character Level 100 is the game’s hard level cap, and reaching it on a full team of five is exactly what the Extreme Trial ladder has been building toward since its Lv.20, Lv.40, Lv.60 and Lv.80 brackets. Both the Solo and Team versions of Extreme Trial run on Extreme Trial Keys, and Lv.100 is where the two modes stop mirroring each other:

  • Solo ends in a single Lv.100 bracket. Clear it and you’re handed one copy each of every Team Key tier below, on top of its normal drops.
  • Team instead opens three separate Lv.100 dungeons at once, gated behind their own Team Key I, Team Key II and Team Key III, each its own boss trio with its own exclusive drops rather than one outranking the last. A Team Key Selection Chest lets you pick which of the three keys you actually need instead of hoping the right one drops.

Team’s three Lv.100 dungeons also ask for a high Account Level on top of the character requirement, and account levels past the early game need real days played, not just a checklist. So don’t be discouraged if your characters hit Level 100 well before your account catches up, that gap is expected, not a sign you’re doing something wrong.

For the full breakdown of every bracket and what each one pays, see the dedicated Extreme Trial guide.

What to actually do with all this

  • Clear the four new chapters first. They’re one-time rewards and they set up everything else in this update.
  • Start saving Iggy Badge Blueprints and forge materials now, even if you’re not ready to slot the badge in immediately. It has no class restriction, so it’s never a wasted craft.
  • Push your best five characters toward Level 100 if they aren’t there yet. It’s the single requirement every Lv.100 Extreme Trial bracket shares, and nothing else substitutes for it.
  • Stockpile Extreme Trial Keys before you’re actually ready for Lv.100. The Team ladder alone asks for three separate key types, and there’s no reason to let them pile up unspent once your account level and roster both clear the bar.
  • Read the Vanilla Ice fight before walking in. A team with no answer for a full-immunity flight phase and no way to break his Stance Bar quickly will stall the fight out far longer than it needs to.

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