Normal expedition manual

Build the foundation for every future run.

Follow the five open regions, spend AP with purpose, and finish the 20-boss checklist that unlocks Hard Mode.

5 open regions20 required bossesCurrent runtime rules
Normal Mode objective Turn temporary levels into permanent power

Use each run to collect equipment, expand slots, and clear a boss route before AP reaches zero.

View the route

How a Normal run works

Starting AP
30 + bonuses
Regular victory
−1 AP
Boss victory
+3 AP
Defeat / retreat
−4 AP
  • 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 × 150 EXP and grants 4 stat points.
  • Enemy kill streak rewards rise by 10% per kill, up to a 2× multiplier at 10 kills.
Route principleA boss win gives AP instead of charging the regular 1 AP. Farm only when the EXP, gold, or possible drop is worth delaying the next boss.

The current Normal route

These are the live main-route field ranges. Boss levels can sit just above a region's regular encounters.

RegionMaps / zonesField levelsFinal regional boss
Grassland1 / 71–25Ancient Golem, Lv 30
Forest4 / 2325–105Frost Witch, Lv 110
Volcanic3 / 24105–200Chaos Beast, Lv 210
Desert6 / 31200–500Desert Pharaoh, Lv 500
Underwater6 / 26450–750Aqua 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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

StatMain valueImportant current behavior
HPSurvive more damageReceives the level-power percentage bonus
ATKNormal, critical, and combo damageReceives the level-power percentage bonus
DEFFlat damage reductionReceives level power; enemies may ignore a share
AGICritical chance/damage, combo, dodgeDoes not receive the level-power percentage
LUCGold, combo, dodge, small drop nudgeDoes not receive the level-power percentage
Level powerFull HP, ATK, and DEF now gain 8 × ln(1 + level / 100)%. This includes base, equipment, permanent, achievement, and character stats. Item percentage bonuses also apply to the full stat total. AGI and LUC stay outside this multiplier.
  • Critical chance starts from AGI × 0.0015; critical damage starts at 1.5× and gains AGI × 0.00075, before enemy resistance.
  • Combo chance starts from AGI × 0.00025 + LUC × 0.00012. Overflow can guarantee extra hits, but combat allows at most 15 extra hits.
  • Dodge starts from LUC × 0.00025 + AGI × 0.0001 and is capped at 95% after resistance.
  • LUC adds 0.1% gold per point. Its direct drop nudge is much smaller: +0.0004 percentage points per LUC, capped at +0.6 percentage points.
AllocationThere is no universal ratio. Add ATK when fights are safe but slow, HP/DEF when bosses can end the fight, and AGI/LUC when their offensive and economy effects remain effective after the current enemy's resistance.

Loot, shop, and permanent growth

  • A regular Normal kill usually has one 3% shared drop budget, distributed among all eligible items. It is not a separate 3% roll for every item.
  • Duplicate decay makes additional copies progressively less likely. Capped items leave the pool and their weight is redistributed.
  • Boss item chance begins around 1% before character, equipment, hunt, and LUC bonuses.
  • 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.

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 remains sealed in the current build. Its Japan, Greek, Military, and Heaven entries on the wiki are previews.
All 20 bosses cleared?Continue with the Hard Mode field plan.