From the Green Fields to the Ruined Castle — what shows up where, and what you get for clearing it.
Last updated: 8 August 2026
| # | Region | Monsters | Boss |
|---|---|---|---|
| 1 | Green Fields | Slime, Field Rat, Toadstool | Field Cyclops |
| 2 | Dark Forest | Spider, Bat, Imp | Forest Gargoyle |
| 3 | Barren Desert | Beetle, Field Rat, Imp | Desert Mimic |
| 4 | Frozen Peaks | Bat, Ghost, Spider | Snowpeak Warlock |
| 5 | Cursed Graveyard | Ghost, Bat, Field Rat | Graveyard Lich |
| 6 | Ruined Castle | Rogue, Barbarian, Imp | Fallen Knight Commander |
Regions unlock in order, and every one shares the same 5 field → 3 dungeon → 1 boss nine-wave structure. Each boss kill raises that region's stage count; monsters gain roughly 12% per stage while rewards scale alongside.
Stage clear gold works out to 300 + (region number − 1) × 200 + (stage − 1) × 60. Cursed Graveyard at stage 3, for instance, pays 300 + 800 + 120 = 1,220 gold.
Killing a monster registers it in your bestiary. This isn't just collection flavour — it grants permanent stats.
Since each region has a different monster pool, it's worth running at least one pass through every newly unlocked region to fill gaps. The Ruined Castle's Rogue and Barbarian in particular appear nowhere else.
Some treasure chests in the field are Mimics. The chest-opening animation plays normally, then reveals itself on the second beat and flips straight into combat.
Worth noting: the Barren Desert's boss is the Desert Mimic. Chest encounters show up more often in that region, so stay especially alert there.
The field stretch mixes in non-combat maps. They're the main lever on how long a run survives.
| Event | Effect |
|---|---|
| Shrine (HP blessing) | Restores 40% of max HP — amplified by the Healing Boost card |
| Shrine (gold blessing) | Bonus gold scaled to the region |
| Shrine (wisdom blessing) | +20 XP |
| Campfire | Restores HP |
| Village meal | Restores HP |
| Treasure chest | Loot — unless it's a Mimic |
When HP gets dangerous the game prompts you with "Recover at a Camp map". That's the cue to stop pushing and hold out for a healing map. The Rare-tier Combat Regen card (3% HP per field clear) makes this stretch far more stable.
Each region's boss doubles as a dungeon boss. Clearing a region's stage unlocks the matching dungeon. Dungeons consume a key and pit you against the boss alone, with no field run attached.
| # | Dungeon | Key | Grade | Reward |
|---|---|---|---|---|
| 1 | Field Cyclops | Flame Key | Common | 400 gold + level×35 |
| 2 | Forest Gargoyle | Frost Key | Elite | 6 gems |
| 3 | Desert Mimic | Arcane Key | Rare | 2 tickets |
| 4 | Snowpeak Warlock | Flame Key | Hero | 1,300 gold + level×35 |
| 5 | Graveyard Lich | Frost Key | Legendary | 12 gems |
| 6 | Fallen Knight Commander | Arcane Key | Legendary | 3 tickets |
Keys can be bought at 5 gems for 3 keys, and clearing a dungeon also drops a bonus key.