Relic’s Afterglow, Guardian’s Memory and Final Battle Sigil now grant 1% per level instead of 0.1%. They increase attack, maximum HP and the shield at the start of battle, respectively. Ten levels provide 10% of the corresponding effect.
When this rework is first applied, all four existing upgrade categories—attack, HP, shield and starting gold—reset once, and the Memory Shards spent on them are returned. Choose your upgrades again using the refunded shards. The starting-gold upgrade still grants +1G per level.
Expedition progress, clears, unlocks and settings are retained. If this rework has already been applied, upgrades will not reset or be refunded again.
Learn through five training battles
The tutorial now includes five playable battles. Practise buying, placing and selling units, refreshing and locking the shop, managing gold and interest, and increasing deployment slots by levelling up.
Practise holding equipment to read its description, responding to fatigue warnings and rotating units. Expanded guidance explains shop indicators and emblems.
In the final training battle, assemble a skeleton team to summon The Contracted Skeleton Giant. Place melee units in front and ranged units behind them to see what a bond can do.
Training can be skipped in Danger and Calamity Expeditions. Instructions and practice steps are available in Korean, English and Japanese.
More time and easier positioning
Preparation time has increased from 30 to 45 seconds.
Tap a unit, then an empty tile to move it. Tap another unit to swap their positions. Hold an equipment item to read its description.
Fixed purchased Knights and Archers remaining on tutorial shop displays, and the tutorial finger pointer failing to follow the actual unit position.
The full emblem catalogue now blocks touches on the screen behind it and has a return control at the bottom. Fixed the speed label and actual battle speed falling out of sync when leaving training for the main expedition.
Stone Golem and Magma Golem — roles and exact stats
Stone Golem: base HP remains 440; attack rises from 50 to 55 (+10%). Nature / Guardian changes to Melee Fighter only. The class change also changes base armor from 25 to 10 and magic resistance from 15 to 10. Base attack speed remains 0.72 attacks/second.
Magma Golem: base HP 390, attack 56, attack speed 0.84 attacks/second, armor 10 and magic resistance 10 are unchanged. Nature / Melee Fighter changes to Aberrant / Melee Fighter.
These are the units’ base maximum HP values. Bonds, equipment and Memory Shop effects can change the stats displayed in battle.
Base stats by star level
Unit
Stars
Max HP
Attack
Stone Golem
1
440
55
Stone Golem
2
770
82.5
Stone Golem
3
1210
121
Magma Golem
1
390
56
Magma Golem
2
682.5
84
Magma Golem
3
1072.5
123.2
Bonds — new affiliations for the two golems
Stone Golem’s bonds changed from Nature / Guardian to Melee Fighter only. Magma Golem’s bonds changed from Nature / Melee Fighter to Aberrant / Melee Fighter. Both units lost their innate Nature bond; bonds granted by emblems continue to work as before.
Nature retains its 1/2/3-unit thresholds: +1.5% omnivamp at 1, +2.5% total at 2, and +15% attack and ability power at 3. The two golems can no longer fill Nature slots by themselves.
Aberrant 2 gives its units ×1.08 max HP and +8 magic resistance. Aberrant 4 adds another ×1.08 HP multiplier, for ×1.1664 total (+16.64%), +4% omnivamp and bonus magic damage equal to 21% of attack when using a skill.
With no other HP bonuses, a 1-star Magma Golem has 390 base HP, 421.2 HP with Aberrant 2, and 454.896 HP with Aberrant 4. These bond effects have not been buffed in this update; the golems’ affiliations have changed.
Bond counts use different unit types. Multiple copies of the same unit do not each add another count to that bond.
Story enemies in regular battles — more 2-star and 3-star opponents
The following star-level rules apply to enemies in regular Story battles (rounds 2, 3, 4 and 6 of each stage). A 3-star enemy takes the place of a 2-star enemy within the same combined cap. Stage 8, for example, allows up to 7 promoted enemies in total, including up to 4 at 3 stars.
Enemies eligible for 3 stars cost 1–2 gold on Normal and 1–3 gold on Danger or Calamity. Enemy promotion candidates in stages 1–4 are capped at cost 2, so cost-3, 3-star enemies can appear on Danger and Calamity from stage 5. Cost-5 enemies are not promoted to 2 or 3 stars.
Fewer promoted enemies appear when an enemy formation has too few eligible candidates. Saved scouted enemy formations remain unchanged; the new rules apply to newly generated enemy formations. This table does not directly govern enemy formations in training, Endless Expedition or the hidden Mars encounters.
Caps on 2-star and 3-star enemies in regular Story battles
Stage
Combined 2-star / 3-star enemy cap
3-star enemy cap within that total
1
0
0
2
1
0
3
3
1
4
4
2
5
4
3
6
5
3
7
6
3
8
7
4
How much HP and attack do stronger enemies have?
Compared with the same 1-star unit, 2 stars give ×1.75 HP and ×1.50 attack; 3 stars give ×2.75 HP and ×2.20 attack. Star rank alone does not increase attack speed.
Difficulty HP/attack multipliers are ×1.00/×1.00 for Normal, ×1.18/×1.12 for Danger, and ×1.35/×1.25 for Calamity. Before other modifiers, a Danger 3-star therefore has ×3.245 HP and ×2.464 attack relative to a Normal 1-star; a Calamity 3-star has ×3.7125 HP and ×2.75 attack.
Actual stats also include region/round scaling, formation adjustments and bonds. These are not blanket increases applied to every enemy. The old formation-wide HP and basic-attack DPS reduction remains, but it does not cancel the extra strength of newly added promotions and 3-star ranks.
Adaptive enemy lineups begin at stage 5 in Normal Expedition, stage 3 in Danger, and stage 1 in Calamity. Normal does not use fixed enemy lineups throughout the entire run.
Time rewind and rewarded-ad guidance
After a Story defeat, completing an ad lets you retry the same round. The once-per-round limit and +5G bonus have been removed: you can use revival after each defeat, without bonus gold. Free retries from the start of the stage remain available without ads.
A one-time viewing guide appears when you first use an eligible ad button in the Memory Shop, Endless double rewards or Story revival. Rewards require confirmed ad completion; closing early does not grant the reward. Choosing Later makes no ad request.
Improved loading-error guidance covers your network, ad-blocking apps and VPN or DNS settings. Ad availability can still vary with the network and ad service.