Field manual

Your first loop starts here.

Learn the systems that matter, make smarter upgrades, and turn every defeat into a stronger next run.

15 focused topicsBeginner friendlyReviewed 27 August 2026
Your first goal Reach and defeat the first boss

Build enough power without spending all your AP on unnecessary fights.

Begin the quick start
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Choose what you need right now

Start with the problem in front of you. Each path leads to the shortest useful answer instead of asking you to read the whole manual first.

Quick start

  1. Pick a character and start a run. You roam a map, bump into enemies, and fight turn-based battles.
  2. Wins give gold, EXP, and the occasional item drop.
  3. Spend gold in the shop on gear; equip it to hit harder and survive longer.
  4. Beat a map's boss to refund Adventure Points and open the next world.
  5. At 0 Adventure Points it's game over — your level, gold, and allocated stats reset, but your gear, unlocked slots, and collection bonuses carry over to power up the next game.
Mobile controls Touch and hold an empty part of the map to move toward your finger. Drag to change direction, then release to stop. Touching buttons or an open menu will not move your character.

The Adventure Point (AP) loop

AP is your run currency — the loop that ties everything together.

  • You start each game with 30 AP (plus any permanent AP bonuses).
  • A normal win costs 1 AP.
  • Dying costs 4 AP (Normal) or 6 AP (Hard Mode).
  • Beating a boss refunds +3 AP for the current run.
  • Death does not reset your level, EXP, or gold — only a full game over (hitting 0 AP) does.
AP strategy Bosses give +3 AP, so clearing bosses is how you extend a run indefinitely. Farming trash costs net AP; boss kills pay you back.

The five stats

Your base stats begin at 100 HP, 10 ATK, 10 DEF, 5 AGI, and 5 LUC. An allocated point gives +5 HP or +1 to any other stat.

HP
Survivability
ATK
Damage dealt
DEF
Damage reduced
AGI
Crit / combo / dodge
LUC
Drops / dodge / combo
  • HP — your health pool; more HP means more survivable hits, vital against high-ATK bosses.
  • ATK — base damage; scales your normal hits, crits, and combo hits.
  • DEFflat damage reduction: an incoming hit deals max(ATK × 15%, ATK − DEF). Every point of DEF subtracts a point of damage, with no cap and no diminishing returns — but at least 15% of any attack always lands. Some enemies pierce a share of your DEF.
  • AGI — the tempo stat: raises crit chance, crit damage (base 1.5×), combo chance, and a little dodge.
  • LUC — the fortune stat: raises gold (LUC × 0.1%) and drop rate (a small nudge, up to +0.75%). LUC no longer feeds dodge or combo.
Current scalingFull HP, ATK, and DEF gain 2.35 × ln(1 + level / 100)% from level power. The calculation includes base, equipment, permanent, achievement, and character stats. Item percentage bonuses also apply to the full total. AGI and LUC do not receive this level multiplier.
Monster counter-stats Each monster has fixed resistance values that reduce crit, combo, dodge, crit damage, DEF effectiveness, or player ATK. Crit and combo can exceed 100% and overflow into stronger tiers (up to 5, each multiplying again, to a 4× ceiling); dodge is hard-capped at 20%.

Combat mechanics

  • Crit — AGI raises both chance and damage (minimum 1.5×). Chance beyond 100% creates higher critical tiers instead of wasting the excess.
  • Combo — ATK points give a chance at up to 3 extra hits. Chance beyond 100% becomes combo tiers, and past the first tier every extra hit multiplies like a critical, up to 4×.
  • Dodge — a chance to avoid an enemy's hit entirely, from LUC + AGI.
  • Defense — flat, uncapped damage reduction; a minimum 15% of every attack still gets through.
  • Lifesteal — heal a share of damage dealt — gained only from specific accessories that have it (not from any stat).
  • Revive — once per battle you can revive (watch a short ad, or free if ads are removed) and continue where you fell. AP-neutral.

Leveling & stat points

  • EXP to reach the next level = currentLevel × 150.
  • Each level grants 4 stat points to allocate however you like.
  • Level power raises the complete HP/ATK/DEF foundation logarithmically: about +10.02% at level 250, +18.42% at level 900, and +29.71% at level 4,000.
  • Level, EXP, and stat points persist through a game (deaths don't reset them) but reset at game over (0 AP). Your gear, expanded slots, and permanent collection bonuses carry across games — that's your long-term power.
Allocation tip Lean HP + ATK to clear fights, keep enough AGI/LUC that crit / combo / drops stay relevant, and add DEF to absorb boss spikes. Spread deliberately — there's no respec.

World tiers & progression

The game is organised into worlds, and each world is a difficulty tier. Monster level, stats, and loot climb together, so the tier is shorthand for “how strong is this area.” In Normal mode:

  • T0 · Grassland — the starter world (~Lv 1–25).
  • T1 · Forest — ~Lv 25–105.
  • T2 · Volcanic / Lava — ~Lv 105–200.
  • T3 · Desert — ~Lv 200–500.
  • T4 · Underwater — the deepest main-route region before the World Gate progression (~Lv 450–750).

From Grassland (the hub) you branch west into Forest then Volcanic, east into Desert, and north — the docks into Underwater. See the World Map for the full layout.

For boss order, region-by-region preparation, and the exact unlock checklist, use the dedicated Normal Mode Guide.

World Gate and the next route The World Gate is live with 19 maps across Japan, Greek, Military, and Heaven, plus 5 bosses and extended Normal/Hard progression. The route continues past the World Gate: 12 Maze maps branch into 5 Ice, 5 America, and 5 Amazon maps.

Loot & drop rates

  • Each enemy has one shared drop budget per victory, split among its eligible items rather than giving every item a separate full-strength roll.
  • Duplicate falloff: the more copies of an item you already own, the sharply lower the chance of another — early copies come fast, then taper off hard.
  • LUC adds a very small drop-rate bonus, climbing toward +0.5% and then very slowly to +0.75%. Drop-rate gear and certain characters stack on top.
  • Boss drops are rare uniques: ~1% in Normal, ~0.75% in Hard, before bonuses.

Gear & upgrading

  • Five equipment slots: Weapon, Armor, Helmet, Shoes, Accessory — browse them by category on the Items page.
  • Items can be upgraded up to +10, raising their stats each level.
  • Set 1–5 are saved equipment loadouts, not matching-item bonuses. Use them to keep five builds and switch gear quickly; see Equipment Loadouts.
  • Accessory slots are a big late-game lever: you start with a few and buy more, with the last slots priced as a deliberate gold sink.
  • The shop is global — it stocks every zone's gear, not just your current map. Once you unlock Hard Mode, the Hard shop items become buyable from any run, including Normal ones.
  • Gold purchases show a Purchase / Cancel confirmation first. If you cannot afford an item, character, or slot, its purchase button is disabled.

Gold & the economy

  • Gold comes from kills (scaled by enemy level and a kill-streak multiplier up to 2×). It survives deaths during the current game, but resets when you reach 0 AP.
  • Spend it on gear, upgrades, and accessory-slot expansions.
  • Characters are the big long-term gold sink — see below.

Characters

The current roster contains 25 characters. Each character applies stat multipliers while active, and some grant a permanent owned bonus that applies in every run just for owning them (e.g. drop-rate and gold specialists). Characters are a deliberate price gate — only a few are affordable per world cycle, so choosing who to save for matters. The full roster, unlock methods, and prices are on the Characters page.

Bosses

Each map has a boss guarding progression. They hit harder and tank more than field monsters, but a boss kill refunds +3 AP and can drop a unique accessory (~1% Normal / ~0.75% Hard). Clearing bosses is how a run pays for itself. Per-boss stats (with a Hard tab) are on the Bosses page.

Hard Mode

Hard Mode is a second lap of the whole world map. You effectively re-level from the start against much tougher, fixed-stat monsters, and progress is gated by collecting exclusive Hard “H” gear. The currently open Hard shop is a short curated ladder — 5 buyable pieces per region, 25 in all, always on sale — and everything else in the Hard pool is drop-only, so rare drops are the real shortcuts. Death costs 6 AP instead of 4, and some bosses have Hard-exclusive drops. It rewards clean, well-geared play — so max your Normal endgame gear first. The Hard Mode Guide lists the current field ranges, economy, preparation checklist, and the level 2,900 Aqua Liege checkpoint.

Void Hunt (secret)

A hidden arena reached from the top-right of the first Volcanic map. Inside you re-fight monsters and bosses you've already defeated (matched to your current mode) with a small drop-rate bonus (+1% monsters / +0.5% bosses) — a handy farming spot for chasing a specific drop once it's unlocked.

Achievements

The current project contains 62 achievements, including live World Gate milestones. Achievements grant flat permanent stat bonuses or unlock characters. Some are Any-mode, others are Normal- or Hard-specific — filter by mode on the Achievements page.

Two characters can only be earned this way — no amount of gold will buy them: Berserker from Normal: Volcano Champion (defeat 8 Normal bosses), and Oracle from Hard: Abyss Sovereign (defeat all 20 Hard bosses).

Pro tips

  • Prioritise boss kills — they're your AP lifeline; don't over-farm trash.
  • Keep gear current: a fresh weapon a tier up usually beats extra + levels on an old one.
  • When hunting a specific item, stack LUC + drop gear + a drop character, and chase items you own 0–1 of (dup falloff).
  • Save for the one affordable character per cycle instead of spreading gold thin.
  • Don't rush Hard Mode — its T0 wall assumes maxed Normal-endgame gear.
Ready for the next run?Use the wiki as your field kit.