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Adventurer Guide

This guide explains the game-specific rules: what death means, how poison and trap wounds work, what rescue restores, and more.

FIRST FIVE MINUTES

Start here

These six points are enough to begin your first expedition.

01

Prepare, delve, return

Prepare your formation and equipment in town, explore, then return before pushing too far. Rest, appraise, and craft before the next run.

02

Use front and back rows

The front row suits melee fighters; the back row suits bows and spells. Use a party attack or issue individual strategy commands.

03

Spells have limited uses

Spells consume uses by spell level rather than MP. Resting restores them. Uses may increase before the corresponding spells are learned. Spells are learned by class level, without an Intelligence or Faith requirement. You can spend those uses once you learn a matching spell. Skills also have combat-use conditions.

04

Equipment begins unidentified

Unidentified equipment reveals its identity and stats at the appraisal office. You may also sell it cheaply without appraisal.

05

A wipeout requires rescue

After a wipeout, the party cannot move. Rescue returns the party but does not revive the dead; visit the church. A party with dead members cannot depart.

06

Defeat guardians to descend

You cannot flee from a floor guardian. Defeating it opens the way down. Every fifth-floor guardian unlocks a later starting floor.

RULES UNIQUE TO THIS GAME

Death and ailments

What each state actually does and how to recover from it.

When a party member dies
  • A member at 0 HP cannot act. Combat continues while another member remains alive.
  • A party containing a dead member cannot begin a new expedition. Revive or replace that member.
  • A member who has reached the end of their lifespan cannot be revived.
From wipeout to returning to town
  1. Wipeout in the normal labyrinthYou become stranded there and cannot move or fight. You do not return automatically.
  2. Another party rescues youMembers and belongings return to town, but everyone remains at 0 HP. Part of your GOLD is lost as a rescue fee, and injury counts rise.
  3. Revive each memberRescue is not revival. Use the church or revival magic on each member.

A special-labyrinth wipeout returns you to town without rescue, but members still need revival.

Revival and injury count
  • Revival may fail, and repeated injuries make it more difficult.
  • Injury count rises after rescue from a wipeout or a failed revival, and also affects the church fee.
  • On failure, the fee or spell use is not restored, and injury count and age advance.
  • Ordinary revival restores part of the member’s HP and leaves Weakness, which requires separate treatment.
Actual ailment effects
Poison
Deals damage based on maximum HP each combat round and periodically while exploring. Poison alone cannot reduce HP below 1.
Sleep / Paralysis / Bind / Fear
May prevent action. If the member recovers when attempting to act, the action proceeds normally.
Silence
Prevents spells only. Normal attacks and skills remain available.
Early-floor effects
In early floors, enemy support and added debuffs are milder. Shock, blindness, curse, burn and severe poison also wear off sooner.
Shock
Attacks and offensive spells become less accurate, and actions may fail.
Blindness
Impaired vision makes normal attacks and physical skills less accurate.
Curse
Weakens attacks, spells and healing.
Burn / Severe poison
Deals ongoing damage in combat. Severe poison also drains health while exploring. This ongoing damage alone cannot knock out a party member.
Accuracy, defense and magic debuffs
Temporarily reduces accuracy, increases physical damage taken, or weakens spells and healing.
Slow
Sluggish movement may cause actions to fail.
Skill seals, item seals and escape seals
Temporarily prevents skills, item use by the affected member, or escape by the party. Learned skills, belongings and keys are not lost.
Bleeding and vulnerability
Bleeding deals ongoing combat damage but cannot knock out a party member by itself. Vulnerability increases incoming damage.
Dispel and formation disruption
Dispel removes temporary buffs. Formation disruption may swap members between the front and back rows.
Enemy support, counters and drain
Enemies can guard, evade, strengthen attacks and heal. Stances may counter physical attacks, reflect magic, or absorb part of an attack to recover health. Life drain heals from damage dealt, while mana drain removes spell uses.
Trap Wound
Wounds weaken physical attacks and skills and increase physical damage taken. Treatable at the church.
Weakness
Left after ordinary revival; in combat it weakens attacks, spells, and healing and increases damage taken. Treatable at the church.

Temporary debuffs and seals expire or clear after combat. Some ailments persist after battle. Resting at the inn or stables cures sleep, including reserve members. Other ailments require a treatment item, spell, or the church.

EXPLORATION

Exploration and maps

What to do in the labyrinth

Move to chart the map and search for chests, doors, mechanisms, and stairs. A key or mark found in one place may be needed elsewhere.

Maps and floor records

Normal-labyrinth exploration and mechanisms are recorded by floor. Your own route forms the core of the map, with shared exploration information helping the community.

Starting-floor shortcuts

Defeating the guardians on B5F, B10F, B15F, and so on unlocks B6F, B11F, B16F, and so on as starting points. Choose among your unlocked starts each time.

Special expeditions with an Abyss Key

An Abyss Key opens a randomized expedition with selectable hazards and improved rewards. Its layout changes as you descend and is not recorded on the normal map. Ending the expedition reselects the normal labyrinth.

Farming one floor for too long

After many normal victories on one floor, the hunting ground quiets and GOLD and equipment efficiency fall. Stair hopping does not reset it. Resting or real time restores it, and guardian rewards are unaffected.

COMBAT

Combat and survival

Attacks, skills, spells, and items

Normal attacks depend on equipment and formation. Skills and spells may target one enemy, a group, all enemies, or allies. Check their target and remaining uses before choosing.

EXP from defeating multiple enemies

The EXP shown in the codex is the value for defeating one enemy. In battles with many enemies, the highest EXP is counted in full and later enemies add part of their value. The displayed battle EXP is not divided among the party; every surviving member receives that amount.

Weapon and skill mastery
Weapon mastery
A member’s accumulated experience in handling weapons. It grows through normal attacks and skills and gradually improves the base power of normal attacks. It belongs to the member rather than a weapon type, so changing equipment does not reset it and class changes retain it.
Skill mastery
Practice is tracked separately for each skill. Repeated use in battle raises its mastery rank and gradually strengthens attacks and healing. Support skills and ailment-inflicting skills also gain a small benefit from mastery.

Weapon mastery and its bonus appear on the member status screen. Each skill’s mastery rank appears on the status screen and tactical skill list. Growth becomes more gradual at higher mastery.

In town, open a member’s status and use the reorder link in the skills section. Move skills and spells up or down and save their order. All abilities appear in that same order in tactical combat. No registration or checkboxes are needed. Newly learned abilities appear at the end. Uses and effects do not change.

Status ailments and poison

Some status ailments persist after battle. Poison can reduce HP while moving through the dungeon. Use items, spells, or the church before it becomes dangerous.

Fleeing and guardian battles

You may attempt to flee from normal battles, but success is not guaranteed. Floor guardians cannot be fled from, so return before entering their area if unprepared.

Wipeouts, rescue, and revival

After a wipeout, send a distress signal and wait for another party. Rescue returns the fallen to town but is not revival itself. Re-form the party with living or revived members before departing again.

LOOT & EQUIPMENT

Items and equipment

Chests and materials are separate rewards

A post-battle chest contains equipment, and that battle does not also award materials. When no chest appears after a normal battle, defeated enemies may yield materials instead.

Unidentified equipment

An unidentified item hides its name, image, rarity, and stats. Pay to appraise it, or sell it cheaply as-is. Equipment requirements and special effects appear after appraisal.

Individual equipment attributes

Appraised equipment may have different individual attributes even when it is the same item type. These values are flat additions, not percentages. The Attack, Defense, Magic, and Magic Defense shown in item details already include these attributes.

Assault
Adds to the item’s Attack.
Fortitude
Adds to the item’s Defense.
Arcana
Adds to the item’s Magic.
Warding
Adds to the item’s Magic Defense.
Formation and attributes

Each attribute supports different actions, including attacks, defense, spells, and handling treasure chests. The following describes their main roles without exposing exact formulas.

Front row
Makes full use of melee attacks and intercepts most single-target enemy attacks while front-row members remain.
Back row
Is less likely to be targeted by most single-target attacks while the front row stands, making it suitable for ranged weapons and spells. Enemy attacks that affect everyone still reach the back row.
Strength
Affects normal attacks and the power of physical skills.
Vitality
Helps reduce incoming damage and affects maximum-HP growth when leveling.
Intelligence
Affects arcane spell power, mechanism analysis, and magical sensing of chests. It also contributes to spell uses for relevant classes.
Faith
Affects healing and divine spells and skills, as well as magical sensing. It also contributes to spell uses for relevant classes.
Agility
Affects skill accuracy, ranged-class proficiency with ranged weapons, lockpicking, and mechanism analysis.
Luck
Helps with inspecting chests and disarming traps. It does not directly raise chest appearance rates or equipment rarity.
Weapon range and back-row attacks

Normal-attack range is determined by the equipped main weapon, not by class alone. Main-weapon details show one of three types: Melee, Ranged, or Focus.

Front row
All weapon types can make normal attacks effectively.
Back row + ranged weapon
Normal attacks reach from the back row. Ranged classes such as Rangers, Snipers, and Gunners gain their class proficiency; other classes can still reach but receive no proficiency bonus.
Back row + melee weapon or focus
Normal-attack power is reduced. A focus supports spellcasting but is not treated as a ranged weapon for normal attacks.
Skills and spells
Their own targeting and range rules apply independently of weapon type.
Inventory limits

You may carry 10 unequipped equipment items and 10 consumables. Equipped items and materials do not use these slots. If loot puts you over the limit, it is received first and you must organize it before continuing.

Crafting, dismantling, and reforging

Materials are used for workshop crafting. Unequipped gear can be dismantled into reforging crystals. Reforging keeps the item type and base rarity, but rerolls quality, name color, stats, and affixes. Name color also reflects individual quality: a pink heroic item may become standard quality and appear white or gray. Quality and stats can decrease, and the previous result cannot be restored. Equipped items are excluded.

Keys, torches, and Return Feathers

Keys open doors or special expeditions, torches illuminate dark areas, and Return Feathers return the party to town. Check confirmation and result messages when consuming them; counts appear where each item is used.

LEGACY

Growth, classes, and legacy

Leveling and class changes

Spend battle EXP to level up in town. Advanced classes require levels, stats, prior classes, and a GOLD fee. Each member’s status shows available paths and unmet requirements. Class changes retain overall level, stats, and learned skills and spells, but the new class starts at JLV 1.

Learning spells and spell uses

Advanced classes may share spells with basic classes. Archmages, High Priests, and Oracles do not replace their entire spell list with different spells. Spell level identifies a spell tier, not class advancement or the number of spells still to learn.

Some skills and spells gain stronger names and effects as the relevant class develops. The upgraded form appears in the original ability’s place rather than as an additional entry. Check the current name in the member’s status or tactical command selection.

Spells share a pool of uses for each spell level. The number of uses and the spell levels currently available are based mainly on the JLV of the current class, not overall level. The class’s casting aptitude—Faith for priestly classes such as Priest and High Priest, Intelligence for mage classes, and so on—and some racial traits also have a smaller effect.

Spell uses are shared by spells of the same tier and grow with the current class and aptitude. Advanced classes that learn spells retain a minimum capacity of one use for each spell tier previously usable in their own career. This is one shared use per tier, not one per spell. Changing class does not restore remaining uses; recover spent uses through normal rest or recovery. This does not grant unlearned spells or transfer job levels to the next generation. Skills follow their own per-battle limits, HP costs, and target requirements instead of spell-tier pools.

Learned skills also remain after a class change. Skills do not use the spell-level pools; they follow their own per-battle limits, HP costs, and target requirements.

Age, resting, and retirement

Time passes through resting and long adventures. Age shapes a character’s life and succession, but does not cause a sudden universal decline at one fixed age. New choices appear when retirement becomes available.

Disciples, children, and succession

After clearing B5F, an active member may recruit a disciple. A disciple can join the party after one year of training, but training completion alone does not begin succession. Normal succession requires the mentor to meet a level or age condition. The required level rises with later generations; check the conditions shown on screen. To proceed, keep the mentor in the active party and their fully trained disciple in the training roster, then select Normal Succession. Joining the active party does not end a disciple’s relationship with their mentor. The mentor retires and the disciple inherits part of their power and lineage. A disciple or child may carry the same name as their parent or mentor, but two members with that name cannot be in the active party at the same time. Children mature in the training roster for three years before adulthood.

Deification and divine union

Eligible adventurers may undergo a ritual of deification. Deities can be chosen by you or other explorers for divine union, passing power into a new child’s lineage. Age requirements and GOLD apply.

A child born through divine union belongs to the generation after whichever parent—the active adventurer or the deity—has the later generation. When that child grows up and eventually passes their lineage to a disciple as a mentor, the level requirement follows the child’s own generation. The age-based succession condition also remains available. Divine union does not change the active parent’s own generation.

Both the active parent’s and the deity’s attributes and maximum HP contribute bonuses to the child’s starting abilities. The deity’s abilities are taken from the record made at deification. These bonuses have limits; they are not a simple average of the parents’ abilities or a fixed percentage inherited directly. Normal succession to a disciple and divine union also use different inheritance rules.

SHARED WORLD

Playing alongside others

Social play without pressure

You can play quietly on your own. Rescue, shared maps, the market, deities, events, and profiles connect you with others only when useful.

Rescue and reputation

Parties may answer distress signals and travel to the stranded location. Rescue remains possible, but repeated reward and reputation gains between the same participants are limited. Preset messages and stamps allow simple communication.

Market, warehouse, and CP

GOLD pays for appraisal, lodging, treatment, class changes, crafting, and market trades. CP is used for convenience services such as storage, My Shop, and return support. Listed items still occupy warehouse capacity.

Codex and profiles

Enemies and items are recorded as you discover them. Repeated defeats reveal more enemy information, and completing floor collections awards profile backgrounds. Profiles show equipment, titles, and codex completion.

SAVE & SAFETY

Saving and safe play

Progress saves automatically

Movement, combat, item use, and town services are saved on the server. There is no manual save button. If the connection is unstable, wait for the result rather than repeating the same action.

Avoid multiple tabs and rapid input

Controlling one party from multiple tabs can leave an outdated screen that rejects actions. Play in one tab and reload when told that the screen is stale.

When something seems wrong

Reload once and check whether you are in town, battle, or an event. If the issue remains, contact the administrator from Settings with the time, floor, and action immediately before the problem.