What changes in Hard Mode
- Hard enemies are separate fixed-stat entries, not Normal enemies with one simple universal multiplier.
- A regular victory still costs 1 AP and a boss victory still gives +3 AP. A defeat or Run Away costs 6 AP.
- Hard Mode applies 5× EXP and 5× gold, while its typical shared field-drop budget is 2%.
- Hard boss items begin around 0.75% before bonuses. Exclusive H equipment provides the intended long-term ladder.
- A new Hard run starts temporary growth over, but your persistent equipment, slots, collections, achievements, characters, and bonuses remain.
Readiness checklist
- Clear all 20 open Normal bosses, ending with Aqua Liege, so the unlock is recorded.
- Bring upgraded Normal endgame equipment in every useful slot. Hard Grassland is not balanced around an empty starter build.
- Unlock Normal slots 7 and 8, and save focused damage, survival, and farming loadouts before entering.
- Keep an AP setback reserve of at least 6. Run Away has the same AP cost as a defeat, so retreat only when it prevents a worse decision.
- Farm the last safe band when the next enemy survives too long. A clean previous-region streak can provide levels, gold, and a useful H drop.
The current Hard route
| Region | Maps / zones | Field levels | Final regional boss |
|---|---|---|---|
| Grassland | 1 / 7 | 561–620 | Ancient Golem, Lv 620 |
| Forest | 4 / 23 | 621–860 | Frost Witch, Lv 860 |
| Volcanic | 3 / 24 | 861–1,040 | Chaos Beast, Lv 1,040 |
| Desert | 6 / 31 | 1,041–1,400 | Desert Pharaoh, Lv 1,400 |
| Underwater | 6 / 26 | 1,401–1,760 | Aqua Liege, Lv 2,900 |
A practical Hard progression plan
- Measure safety first: if a normal enemy can end the fight before you recover from a bad turn, return to the previous band and strengthen HP/DEF or equipment.
- Then improve speed: if incoming damage is controlled but fights consume too much time, add ATK and check whether AGI-based crit/combo remains effective after resistance.
- Read the enemy's counter-stats: armor pierce reduces effective DEF, weaken suppresses a share of ATK, and fixed crit/combo/dodge/critical-damage resistances can invalidate a familiar Normal build.
- Protect the run: one Hard setback costs the same AP as six ordinary victories. Use the AP planner before long optional farming routes.
- Use elites selectively: elites appear at about 1%, have 1.5× HP and ATK, and reward 5× base EXP and gold before Hard's mode economy.
Hard gear, drops, and slots
- The open Hard shop offers a curated rank-1 base ladder: 5 pieces per main region, 25 pieces in total. It becomes visible once Hard Mode is unlocked.
- Hard equipment beyond that starter ladder is primarily earned through drops. A lucky new drop can advance a build faster than buying incremental upgrades.
- The regular Hard drop budget is usually 2% shared among eligible items. Duplicate decay and ownership caps still apply.
- While an active run is in Hard Mode, slot 9 costs 100,000,000 gold and slot 10 costs 1,000,000,000 gold.
- Saved Sets 1–5 are equipment loadouts. The current combat code does not grant a bonus merely for wearing similarly named pieces.
How current stat scaling affects Hard Mode
Full HP, ATK, and DEF gain a level-power bonus of 8 × ln(1 + level / 100)%. At approximately level 250 this is +10.02%, at level 900 it is +18.42%, and at level 4,000 it is +29.71%. Equipment and permanent flat bonuses are included before this percentage is applied.
- Item HP%, ATK%, and DEF% bonuses now scale the full stat total, not only base stats.
- AGI and LUC do not receive level power. Their crit, combo, dodge, gold, and drop contributions still depend on their actual total and the enemy's resistance.
- Defense reduces damage after armor pierce, but at least 15% of enemy ATK still lands and every damaging hit deals at least 1.
- Crit and combo overflow can create guaranteed higher tiers; dodge alone is capped at 95% after resistance.
World Gate status
The World Gate is sealed in the current build. Japan, Greek, Military, and Heaven content appears in the wiki as an implemented preview, not as a currently playable promise.
When that release switch is enabled, the planned Normal World Gate condition is all 20 main-route bosses cleared in Hard Mode. The later Hard World Gate condition uses all 25 Normal bosses through Heaven. Slots 11 and 12 are also reserved for a World-Gate-unlocked active Hard run.