Hard expedition manual

Hard Mode rewards preparation, not rushing.

Use the Normal endgame as your starting kit, respect the larger AP penalty, and climb a separate fixed-stat progression ladder.

5× EXP and goldHard mirrors to MonochromeExclusive H gear
Entry requirement Defeat all 20 main-route Normal bosses

Hard Mode becomes available only after the complete Normal checklist is recorded.

Check readiness

What changes in Hard Mode

Defeat / retreat
−6 AP
EXP reward
5×
Gold reward
5×
Field drop budget
3%
  • 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 shared field-drop budget is 3% (raised from 2% in v5.5.0). A hard boss pays out of a 2% budget, against 3% in Normal.
  • Hard boss items come out of a 2% budget before bonuses (raised from 0.75% in v5.5.0). 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

  1. Clear all 20 open Normal bosses, ending with Aqua Liege, so the unlock is recorded.
  2. Bring upgraded Normal endgame equipment in every useful slot. Hard Grassland is not balanced around an empty starter build.
  3. Unlock Normal slots 7 and 8, and save focused damage, survival, and farming loadouts before entering.
  4. 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.
  5. 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.
PersistenceLosing one battle does not erase level, EXP, gold, or allocated stats while AP remains. Reaching game over and starting a new run does reset that temporary growth.

The current Hard route

RegionMaps / zonesField levelsFinal regional boss
Grassland1 / 7561–620Ancient Golem, Lv 620
Forest4 / 23621–860Frost Witch, Lv 860
Volcanic3 / 24861–1,040Chaos Beast, Lv 1,040
Desert6 / 311,041–1,400Desert Pharaoh, Lv 1,400
Underwater6 / 261,401–1,760Aqua Liege, Lv 2,900
Underwater warningThe current Aqua Liege Hard checkpoint is level 2,900, well above the 1,760 end of the ordinary Underwater field band. Prepare for that deliberate gap; do not estimate the final boss from the preceding field range.

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

Level power is allocated by your stat-point shares. Its total ceiling is 2.35 × ln(1 + level / 100)%: each of HP, ATK and DEF receives that percentage multiplied by its share of points across all five stats. It scales the full stat foundation, including equipment and permanent bonuses. AGI and LUC do not receive level power.

  • 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 create higher tiers (up to 5, to a 4× ceiling); dodge is capped at 20% after resistance.
Build decisionHigher level strengthens the entire HP/ATK/DEF foundation, but it cannot replace AGI or LUC. Use the enemy archive to decide whether more tempo/economy stats are worth more than another survivability breakpoint.

Hard Mode is part of the endgame route

Past the Amazon, Hard Mode stops being a separate replay and becomes part of the main line. The route alternates: Graveyard, then the Maze in Hard, then Korea, then Ice in Hard, then London, then America in Hard, then the Amazon in Hard, and finally Monochrome. Each Hard leg is the difficulty check that gates the next Normal region.

Hard regionMapsField levelsFinal boss
Main route (5 regions)20561–1,761Aqua Liege, Lv 1,760
World Gate (4 regions)1947K–102KArchangel Sovereign, Lv 102K
Maze12496K–918KGlassmaw, Lv 925K
Ice51.40M–1.76MHoarfrost Tyrant, Lv 1.78M
America52.68M–3.39MThe Silver Idol, Lv 3.42M
Amazon53.61M–4.56MThe Verdant Mother, Lv 4.61M
Hard Mode runs past the Amazon now The Graveyard gained a Hard mirror, and v5.0.0 continued the ladder: Korea, London and Monochrome each have a Hard half. Stone, Egypt and The Temple are Normal-only for the moment.

World Gate status

The World Gate is live. Japan, Greek, Military, and Heaven unlock through the game's progression requirements; the Maze, Ice, America and the Amazon each have a full Hard mirror with their own monsters and gear.

Open World Gate
20 Hard main bosses
Open Hard World Gate
5 Normal Gate bosses
World Gate maps
19 per mode
Final boss
Archangel Sovereign

Normal World Gate access requires all 20 main-route bosses cleared in Hard Mode. Hard World Gate access requires all 25 Normal bosses through Heaven: the 20 main-route bosses plus the five World Gate bosses. Slots 11 and 12 are reserved for a World-Gate-unlocked active Hard run.

Past the MazeThe Maze, Ice, America and the Amazon are live in both Normal and Hard, and so are the Graveyard, Korea, London and Monochrome — the last three gained their Hard halves in v5.0.0. Beyond them the Cloud Plaza opens onto Stone, Egypt and The Temple, which are Normal-only for now.
Need a safer first lap?Review the full Normal Mode path.

Museum Hard: four different wings

Hard Mode shares the Atrium but changes its four wing doors to Modern 1, Modern 2, Future 1 and Future 2. Modern 1 and Modern 2 use Stress, Future 1 regenerates, and Future 2 combines both. Equip Stress Resist and Slow Heal accordingly. Burn Resist does not substitute for Stress Resist. The grand stair is unavailable in Hard Mode.

Stone, Egypt and The Temple also have Hard routes. Mexico, Candy and SuperMarket are Normal Mode regions.

Open the Hard Museum route