Clear each level when your decisions are repeatable, not merely lucky
Start on Difficulty I and move up after you can reach the final sequence with a focused equipment family, stable companion roles, and a reason for every risky dice choice. Difficulty II is the consistency check. Difficulty III is the completion target tied to a separate clear achievement for each of the four heroes.
The current balance baseline matters: Patch 1.1.5 reduced boss and elite health and armor, weakened enemy buffs and debuffs, improved mana recovery, eased dice checks, and strengthened Difficulty III modifiers. Patch 1.1.7 then made Difficulty II slightly harder. Use those current conditions rather than launch-day advice when judging readiness.

Use Difficulty I to learn the complete run loop
Difficulty I is where you learn how equipment shapes, auras, dice rooms, companion automation, mana, and Guardian preparation connect. Do not rush through it with unrelated rare items. Build one damage lane, assign a defensive or armor-handling role to another party member, and preserve enough grid space to improve both.
A first clear is useful, but two stable reaches to the final sequence are a better signal. If one lucky Divine item carried the run, repeat the level with a simpler board. You are ready for Difficulty II when ordinary drops can produce a readable plan and when a missed dice reward does not immediately collapse the route.
- Name one primary damage lane.
- Give each companion one automatic role.
- Keep enough mana for pressure fights.
- Enter the final sequence with a stable, readable grid.
Treat Difficulty II as a discipline check
Difficulty II punishes unnecessary swaps and careless risk more than Difficulty I. Patch 1.1.7 increased its challenge, so demand a net board gain before replacing established gear. Keep the guaranteed common reward when it immediately repairs defense, fit, or role coverage; gamble when the stronger option changes the run and failure is survivable.
If Difficulty II feels inconsistent, audit the run before buying more Hub power. Check whether the main aura actually activates, whether companions can survive to use their roles, and whether the party has an answer for both armor and health pressure. Fixing one missing responsibility usually helps more than adding another unrelated damage item.
| Failure | Likely correction |
|---|---|
| Damage stalls | Specialize one damage family and debuff before its payoff |
| Companion dies early | Simplify its grid and add reliable defense |
| Rewards never fit | Protect connected space and reject awkward sidegrades |
| Run depends on one roll | Take more guaranteed value and save extra dice |
Prepare Difficulty III for the chosen hero
Difficulty III has a separate clear objective for Warrior, Witch, Bard, and Paladin. Build around the selected hero's demonstrated role instead of forcing one universal board onto all four. The supporting companions should cover what that hero does not provide: early stability, armor pressure, debuffs, sustain, or reliable automatic damage.
Enter the level with a Hub plan already chosen and avoid experimentation that consumes the resources needed for the clear. Save dice for rewards that complete the hero's engine or answer the final sequence. A broad collection can wait; the clear needs one complete party whose effects, timing, and equipment relationships are understood.
- Choose the hero-specific damage or support engine.
- Assign the two companion responsibilities before the route becomes difficult.
- Reject rewards that create a fourth unrelated plan.
- Preserve recovery and dice for the final pressure stretch.
- Record which responsibility failed before the next attempt.
Step down only to fix a named weakness
Return to a lower level when you need to practice a specific system, earn Hub progress, or test a cleaner layout. Do not repeat easy clears without a target. Choose one issue such as aura placement, dice discipline, companion survival, or boss preparation and judge the practice run by that outcome.
Move back up as soon as the weakness is repeatably solved. Difficulty progression is not a requirement to own every upgrade first. It is a test of whether the party can perform complete roles under tighter pressure. A focused build with controlled risk is the correct preparation at every level.