How a Normal run works
- A new run resets level, EXP, gold, and allocated stat points. Equipment, unlocked slots, collections, achievements, and permanent bonuses remain.
- An ordinary defeat does not reset your current level, EXP, gold, or allocated stats. The run continues if AP remains.
- A revive refunds that battle's defeat cost. Winning afterward still follows the normal victory rule.
- Every level needs
current level × 150EXP and grants 4 stat points. - Enemy kill streak rewards rise by 10% per kill, up to a 2× multiplier at 10 kills.
The current Normal route
These are the live main-route field ranges. Boss levels can sit just above a region's regular encounters.
| Region | Maps | Monsters | Field levels | Final regional boss |
|---|---|---|---|---|
| Grassland | 1 | 7 | 1–25 | Ancient Golem, Lv 30 |
| Forest | 4 | 23 | 25–105 | Frost Witch, Lv 110 |
| Volcanic | 3 | 24 | 105–200 | Chaos Beast, Lv 210 |
| Desert | 5 | 30 | 200–450 | Desert Pharaoh, Lv 500 |
| Underwater | 4 | 24 | 450–650 | Aqua Liege, Lv 750 |
Grassland is the hub. Forest and Volcanic form the western route, Desert extends east, and Underwater begins at the northern docks. Use the World Atlas for every connection and zone.
Region-by-region plan
- Grassland: learn the encounter gauge and secure basic survivability. Its Normal enemies and boss use the reduced beginner balance, so this is the safest place to learn AP pacing.
- Forest: replace starter equipment, begin using saved loadouts, and buy slots 7 and 8 when their 10,000 and 50,000 gold costs fit your run.
- Volcanic: enemy resistances make one-dimensional builds less reliable. Keep enough HP and DEF to survive spikes while ATK, AGI, and LUC support faster clears.
- Desert: check enemy armor pierce and weaken values. A previous region's safe build may need newer gear before the longer branch and its six bosses.
- Underwater: complete the last six open Normal bosses. Treat Aqua Liege as the final readiness check before Hard Mode, not as an ordinary field encounter.
Current stat rules
The starting base is 100 HP, 10 ATK, 10 DEF, 5 AGI, and 5 LUC. One allocated point gives +5 HP or +1 to ATK, DEF, AGI, or LUC.
| Stat | Main value | Important current behavior |
|---|---|---|
| HP | Survive more damage | Receives the level-power percentage bonus |
| ATK | Normal, critical, and combo damage | Receives the level-power percentage bonus |
| DEF | Flat damage reduction | Receives level power; enemies may ignore a share |
| AGI | Critical chance/damage, combo, dodge | Does not receive the level-power percentage |
| LUC | Gold, drop chance, and Lucky Drop | Does not receive the level-power percentage |
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.- Critical chance starts from
AGI × 0.0015; critical damage starts at 1.5× and gainsAGI × 0.00075, before enemy resistance. - Combo chance is driven by your allocated ATK points. Overflow becomes combo tiers, but combat allows at most 3 extra hits.
- Dodge comes from AGI (about 0.035% per point) and is capped at 20% after resistance.
- LUC adds 0.1% gold per point. Its direct drop bonus grows with investment, capped at +3 percentage points.
Loot, shop, and permanent growth
- A regular Normal kill has one 5% shared drop budget, distributed among eligible items before bonuses. It is not a separate 5% roll for every item.
- Duplicate decay makes additional copies progressively less likely. Capped items leave the pool and their weight is redistributed.
- Normal boss uniques share a 3% drop budget before bonuses. Each item's displayed chance is its share of that budget.
- The Normal shop is global and uses curated live-route equipment. You cannot buy a shop item you already own; additional copies come from drops.
- You start with 6 equipment slots. Normal Mode can unlock slot 7 for 10,000 gold and slot 8 for 50,000 gold.
- There are five saved equipment loadouts. Set 1 is free; Sets 2–5 cost 8,000, 250,000, 8,000,000, and 200,000,000 gold. They are loadouts, not matching-set combat bonuses.
The 20-boss Hard Mode checklist
Hard Mode unlocks only after all 20 open main-route bosses have been defeated in Normal Mode.
- Grassland: Defeat Ancient Golem.
- Forest: Defeat Bone Dragon Jr, Dark Treant, Soul Reaper, and Frost Witch.
- Volcanic: Defeat Inferno Drake, Lava Titan, and Chaos Beast.
- Desert: Defeat Crystal Elemental, Cursed Armor, Sun Beast, Tidal Guardian, Eternal King, and Desert Pharaoh.
- Underwater: Defeat Deep Sea Horror, Thunder Oni, Golden Mimic, Void Stalker, Giant Clam, and Aqua Liege.
What unlocks after the main route
The game now runs from the Grassland to Monochrome. Finishing one phase prepares or unlocks the next, and difficulty is the only gate — every door opens once you can survive what is behind it.
- Normal main route: defeat the 20 bosses from Grassland through Underwater to unlock Hard Mode.
- Hard main route: defeat those 20 bosses again in Hard Mode to open the World Gate.
- Normal World Gate: clear Japan, Greece, the Military Zone, and Heaven, ending with all five World Gate bosses.
- Hard World Gate: the same nineteen maps return at a higher tier once all five Normal World Gate bosses are defeated.
- The Maze chapter: the Maze opens from the World Gate hub and branches into Ice, America and the Amazon, in Normal and then in Hard.
- The endgame: the hub's east gate opens onto the Graveyard, and from there the route runs through Korea and London to Monochrome, interleaved with the Hard mirrors of the Maze chapter. See Past the World Gate.
Past the World Gate
The route does not stop at Heaven. Four more regions follow the Maze chapter, and the legs interleave with Hard Mode versions of regions you have already cleared — so a Hard clear is not a side activity, it is the next step of the main line.
| Leg | Region | Maps | Field levels | Final boss |
|---|---|---|---|---|
| 1 | Maze | 12 | 103K–247K | Glassmaw, Lv 247K |
| 2 | Ice | 5 | 155K–187K | Hoarfrost Tyrant, Lv 187K |
| 3 | America | 5 | 199K–240K | The Silver Idol, Lv 240K |
| 4 | Amazon | 5 | 255K–308K | The Verdant Mother, Lv 308K |
| 5 | Graveyard | 10 | 313K–464K | The First Dead, Lv 470K |
| 6 | Maze (Hard) | 12 | 496K–918K | Glassmaw, Lv 925K |
| 7 | Korea | 8 | 964K–1.31M | Nine-Dragon Sovereign, Lv 1.32M |
| 8 | Ice (Hard) | 5 | 1.40M–1.76M | Hoarfrost Tyrant, Lv 1.78M |
| 9 | London | 8 | 1.86M–2.52M | The Great Clock, Lv 2.54M |
| 10 | America (Hard) | 5 | 2.68M–3.39M | The Silver Idol, Lv 3.42M |
| 11 | Amazon (Hard) | 5 | 3.61M–4.56M | The Verdant Mother, Lv 4.61M |
| 12 | Monochrome | 20 | 4.81M–10.7M | The First, Lv 10.8M |
A region's shop and item list appear after your first kill inside it, and the last map of each region opens a portal back once its boss falls. Every gate is difficulty — there are no keys and no battle-count unlocks.
Every stat has a second job
These secondaries scale with the points you allocate, not with your gear, and monster resistance reduces them. Concentrating points in one stat earns extra tiers for that stat; spreading them evenly earns none.
- HP – Shield. Every battle starts with a shield worth up to 50% of your max HP, absorbed before your health. More HP points add extra shield layers — blue, dark blue, orange, violet, red — each a full pool that breaks before the next takes over. Past the World Gate there is no limit on layers.
- ATK – Combo. A chance at up to 3 extra hits. Past the first combo tier every extra hit multiplies like a critical, up to 4×.
- DEF – Block, Reflect and Guard. A chance to halve a hit (max 20%), and a blocked hit throws part of the damage back, harder with each reflect tier (up to 4). Putting most of your points into DEF unlocks Guard tiers past the World Gate: each cuts every hit you take by 10%, compounding, with no limit.
- AGI – Crit and Dodge. Crit damage starts at 1.5× and caps at 4×. Dodge is about 0.035% per point and caps at 20%. Crit chance above 100% becomes crit tiers, each multiplying again, up to 5.
- LUC – Gold and drops. Gold rises 0.1% per point. The drop-rate bonus grows with investment, capped at +3 percentage points.
Going all-in on one stat is a real build: every all-in build is measured to land within 25% of a balanced one.
Before entering Hard Mode
- Upgrade a complete Normal endgame build rather than relying on a single high-stat item.
- Unlock the two Normal equipment expansions and prepare separate damage, survival, and drop loadouts.
- Keep useful boss drops and permanent collection bonuses; they remain available when a new run resets temporary growth.
- The World Gate is live after its progression requirements are met, opening Japan, Greek, Military, and Heaven. The Maze continues from that hub into Ice, America and the Amazon, and the hub's east gate opens onto the Graveyard, Korea, London and Monochrome.
The Museum and the new Normal regions
The original Museum has 25 maps: the Atrium and four wings covering Stone Age, Civilization I, Civilization II and the Modern Area of Study. Burn Resist counters Burn, while Slow Heal delays enemy regeneration. Mexico, Candy and SuperMarket are Normal Mode regions reached from Cloud Plaza, each with three maps. Compare the current monsters and loot before advancing.