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 friendlyBased on live game data
Your first goal Reach and defeat the first boss

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

Begin the quick start

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

Every stat point you allocate (and every piece of gear) feeds one of five stats:

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.
  • DEF — damage reduction via min(0.80, DEF/(DEF+100)), capped at 80% (diminishing returns).
  • AGI — the tempo stat: raises crit chance, crit damage (base 1.5×), combo chance, and a little dodge.
  • LUC — the fortune stat: raises drop rate (a small nudge, up to +0.6%), dodge, and combo.
Level pressure Crit, dodge, and combo are reduced the further an enemy's level is above yours — so AGI/LUC that shred early zones taper off in deep worlds. Keep your level up to stay ahead.

Combat mechanics

  • Crit — hits can crit for bonus damage (base 1.5× and up), driven by AGI.
  • Combo — after a hit you can chain extra hits (up to 15), each rolled independently off AGI + LUC.
  • Dodge — a chance to avoid an enemy's hit entirely, from LUC + AGI.
  • Defense — flat damage reduction, capped at 80%.
  • 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, 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 25–100.
  • T2 · Volcanic / Lava — ~Lv 105–195.
  • T3 · Desert — ~Lv 205–380.
  • T4 · Underwater — the deepest Normal world (~Lv 400–560).

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.

Loot & drop rates

  • Each enemy has a drop table with per-item chances (most are a few percent).
  • 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, capped at +0.6%. Drop-rate gear, set bonuses, 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.
  • Sets: wearing pieces of the same set grants a set bonus (often bonus drop rate) — see the Sets page or any item's set mates.
  • 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 pulls from all zones you've unlocked, not just your current map.
  • 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

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. Two are premium (real-money). Full roster + prices 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. Each map offers its own tier in the shop, while rare drops provide lucky 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.

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

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.

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.