Opens on November 6. The Lair opens in Season 1 together with the Tower of Thanatos.
How to go down
The Lair opens through the Expedition Guide in the square. You set up a room (public or private), assign your characters and go down. No ticket or key: what limits you is your daily quota of 5 rewarded runs, and beyond it, time itself.
- Nine slots, three phases. 3 per phase, one of each class per phase, each character goes down once. The expedition is a lineup: each one fights only in its phase. The minimum is 2 characters per phase; with all nine slots filled the run is easier.
- Solo or with up to three players. 2 players +15% damage · 3 players +35%. Every difficulty can be soloed. A group doesn’t pay more items: it adds strength, and the bonus ends with the run. In a room with more than one player, each brings at least 3 characters.
- Nothing resets between phases. HP, SP and the potion quota carry through all three phases.
- The boss doesn’t die at once. Emptying his HP is a collapse: he gets up with +35% HP and attack, and Devastation fills faster.
- Repeating is one button. Once the expedition ends, you can auto-repeat with the same lineup and save ready teams per lair.
Difficulties
Normal, Hard and Hero are open from day one, in any lair; Nightmare opens once you beat that lair on Hero. Normal is mid-game farming, Hard is endgame, and Hero was designed as a group tier.
| Difficulty | Boss falls | Mods | Kills P1/P2/P3 | Minion HP | Elite HP | Boss HP | Minion ATK | Boss ATK | Level M/E/B |
|---|
| Normal | 1 | 1 | 14 · 16 · 18 | 2.5M | 10M | 70M | 450 | 1,800 | 85/90/100 |
| Hard | 1 | 2 | 16 · 18 · 20 | 220M | 1B | 8B | 900 | 3,800 | 120/135/150 |
| Hero | 2 | 3 | 18 · 22 · 24 | 25B | 300B | 2.6T | 70,000 | 40,000 | 165/175/185 |
| Nightmare | 3 | 3 | 20 · 24 · 28 | 60B | 720B | 6T | 140,000 | 240,000 | 180/190/200 |
| Difficulty | Stamina | Potions (whole run) | Potion heal | Revives per hero | Scales (Gopinich) | Seal hits | Bodies on field | Respawn |
|---|
| Normal | 6 min | 90 | full | 6 | 25 | 400 | 6 | 0.9 s |
| Hard | 5 min | 60 | full | 5 | 40 | 550 | 8 | 0.8 s |
| Hero | 5 min | 30 | full | 4 | 60 | 800 | 10 | 0.6 s |
| Nightmare | 4 min | 12 | 70% | 0 | 85 | 1,200 | 12 | 0.5 s |
Stamina, the hidden clock. The expedition has no on-screen timer, but it has a deadline: Normal 6 min · Hard 5 min · Hero 5 min · Nightmare 4 min, or 2 min with no progress at all. Then party healing decays to zero in 45 s and suffocation begins. A dragging run dies of breathlessness, not damage.
Modifiers
Each run rolls Normal 1 · Hard 2 · Hero 3 · Nightmare 3, one per phase, no repeats. They show before you go down.
- Vengeance — killing a monster enrages its neighbors (+damage)
- Barrier — enemies gain a shield that only breaks by number of hits
- Portals — portals spill extra monsters during combat
- Elemental Ward — enemies immune to 1 element (rotating)
- Leech — minions heal the boss when they hit you
And Nightmare? It opens once you beat that lair on Hero, solo or in a group, for everyone in the expedition. Permanent death within the run and the boss falling three times.
The six phase types
What changes between phases isn’t the monster: it’s the win condition. Recognizing the type at the start is half the expedition.
| Type | Where | How it works |
|---|
Extermination defeat the target number of monsters | Baphomet P2 · Beelzebub P1 · Gopinich P1 | Kill quota (Normal 14/16/18 · Hard 16/18/20 · Hero 18/22/24 · Nightmare 20/24/28). The lair refills bodies up to the cap in batches of 3: the field never empties. |
Seal Break the seal is immune to damage: only the number of HITS counts | Beelzebub P2 | Only the number of hits breaks the seal: Normal 400 · Hard 550 · Hero 800 · Nightmare 1,200. Attack speed and multi-hit beat one giant blow. |
Twin Elites kill BOTH elites in the same window, or the fallen one rises again | Abyss Knight P2 | Kill both within 10 s of each other, or the first rises with 60% HP, less each time (×0.6). |
Legion waves, three elites and then the lair’s guardian | Baphomet P3 · Beelzebub P3 · Gopinich P3 · Abyss Knight P3 | Every lair’s final phase: waves, three elites and then the guardian wakes. |
Fortress the Bastion PARRIES weak hits: only heavy blows break the guard | Gopinich P2 | The Bastion parries every hit below the threshold (Normal 450K · Hard 45M · Hero 2B · Nightmare 5B) and no hit takes more than 12% of the guard (Normal 40M · Hard 4B · Hero 1.3T · Nightmare 3T). |
Cycles waves keep escalating: SURVIVE until the end of the last cycle | Baphomet P1 · Abyss Knight P1 | 3 cycles of Normal 12 s · Hard 15 s · Hero 20 s · Nightmare 24 s; each one returns with +100% HP and +25% damage. Killing closes nothing: surviving does. |
The lairs, one by one
Each lair has its own scenery, cast, a boss with three moves of its own and a mechanic found nowhere else. Minion cards come from the three phases (rare in 1, epic in 2, legendary in 3) and the mythic from the boss himself.
Heretic Labyrinth · Shadow · Demon
Baphomet’s Lair
“You defiled my labyrinth... and now you pray to the wrong god.”
Unique mechanic: Class Mirror. The boss summons a COPY of each character on the field, and each copy can only be killed by the character it imitates: nobody carries anybody here. Whatever is still standing when the window closes, he ABSORBS, healing per copy swallowed.
Phase 1 · Cycles · cards Rare
Labyrinth Grove
Phase 2 · Extermination · cards Epic
Heart of the Labyrinth
Phase 3 · Legion · cards Legendary
Heretic Altar
The boss’s arsenal
- HERETIC CROSS Shadow — cast 0.9 s · cooldown 7 s
- RENDING SCYTHE Shadow — cast 0.7 s · cooldown 5 s
- ALTAR FLAMES Fire — cast 1.1 s · cooldown 9 s
HERETIC SERVANTS: summons 2 at a time, up to 4 alive, every 16 s (Baphomet Jr.). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).
The True Form
On the last round, with one fall left, he changes body: his own sprite, a blood aura and a stronger strike. Since it needs more than one fall, it only exists from Hero up.
“NOW... behold what the Labyrinth was hiding. MY TRUE FORM!”
The mythic card
Baphomet Card Footgear
ATK +15%Flee -25Damage vs Boss +60%
sacrificial altar
broken goat statue
ruined gothic arch
torch
will-o’-the-wisp
When he falls, he says: “Defeated... by worms... The Labyrinth will remember you. This... does not end... here.”
Cursed Abbey · Ghost · Demon
Beelzebub’s Lair
“A throne of flies for every soul that rots here. Come... the swarm is hungry.”
Unique mechanic: Swarm Cycles. The Lord of Flies doesn’t fight alone. Each round the swarm comes back with more HP, more damage and more bodies per summon: whoever lingers faces an ever-worse legion.
Phase 1 · Extermination · cards Rare
Defiled Cloister
Phase 2 · Seal Break · cards Epic
Ossuary
Phase 3 · Legion · cards Legendary
Sanctuary of Flies
The boss’s arsenal
- PROFANE BUZZ Wind — cast 0.7 s · cooldown 5 s
- PLAGUE VOMIT Poison — cast 0.9 s · cooldown 7 s
- THRONE OF FLIES Shadow — cast 1.1 s · cooldown 9 s
RAVENOUS SWARM: summons 5 at a time, up to 12 alive, every 12 s (Hell Fly and Chonchon). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).
The mythic card
Beelzebub Card Weapon
HP -20% · feeds Guardian (at half value)ASPD +12%Damage vs Boss +20%Summon damage +90% · feeds Summoner
swarm cocoon
abbey pillar
toppled cauldron
cloud of flies
When he falls, he says: “Impossible... the throne of flies... cannot fall...”
Sunken Tsardom · Earth · Brute
Gopinich’s Lair
“Fools... the tsardom sank, but the dragon never stopped reigning.”
Unique mechanic: Golden Scale. The scales form a shield that only breaks by NUMBER OF HITS, not damage. It rewards attack speed, multi-hit and damage over time; it punishes single-hit builds. The scale returns at every collapse.
Phase 1 · Extermination · cards Rare
Living Forest
Phase 2 · Fortress · cards Epic
Swamp of Legends
Phase 3 · Legion · cards Legendary
Serpent’s Den
The boss’s arsenal
- TSAR’S BREATH Fire — cast 0.9 s · cooldown 6.5 s
- EARTH’S FURY Earth — cast 0.7 s · cooldown 5 s
- SWAMP CURSE Poison — cast 1.1 s · cooldown 9 s
TSAR’S BROOD: summons 3 at a time, up to 6 alive, every 14 s (Anacondaq and Dragon Tail). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).
The mythic card
Gopinich Card Armor
ATK -15%HP +80% · feeds Guardian (at half value)Cooldown -12%Damage reduction +15%Guardian Mastery +40% · feeds Guardian
treasure pile
gold-veined stalagmite
pool of molten gold
fallen knight’s bones
geyser
When he falls, he says: “So... the dragon falls... Remember this day, mortals. It will not happen again.”
Hall of Fallen Knights · Shadow · Demi-Human
Abyss Knight’s Lair
“Raise your weapons. Today the Abyss grants you an honorable death.”
Unique mechanic: The Duel. The Knight points his blade and challenges ONE character: only the challenged one deals full damage, the others hit for a fraction. If the challenged one falls during the duel, the Knight heals.
Phase 1 · Cycles · cards Rare
Castle Courtyard
Phase 2 · Twin Elites · cards Epic
Knights’ Hall
Phase 3 · Legion · cards Legendary
Abyss Chamber
The boss’s arsenal
- ABYSS BLADE Shadow — cast 0.8 s · cooldown 6 s
- SOULS OF THE FALLEN Ghost — cast 0.7 s · cooldown 5 s
- DARK JUDGEMENT Shadow — cast 1.1 s · cooldown 9 s
FALLEN GUARD: summons 2 at a time, up to 4 alive, every 16 s (Khalitzburg). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).
The mythic card
Abysmal Knight Card Accessory
Melee damage +10%HP -25% · feeds Guardian (at half value)Critical damage +60% · feeds LethalityIgnores 10% of DEF and MDEF
swords stuck in the ground
empty sentinel armor
torn banner
pale-flame brazier
will-o’-the-wisp
When he falls, he says: “You defeated me... worthy worms. The Abyss... will hail... your names.”
Boss mechanics, with numbers
- Class Mirror — each copy has 2% of the BOSS’s max HP and hits for 80% of a minion’s attack. 12 s window; whatever is left heals 5% per copy, up to 15%.
- Swarm Cycles — 25 s rounds; each one gives the swarm +30% HP and +20% damage (compounding), up to 8 rounds. Each body is worth 1% of the boss’s HP.
- Golden Scale — while scales remain, every hit counts as 1: Normal 25 · Hard 40 · Hero 60 · Nightmare 85 hits to strip.
- The Duel — non-challenged heroes hit at 20%; he switches target every 22 s and heals 10% of max HP if the challenged one falls.
The boss fight
- Collapse, not death: emptying his HP drops the boss for 5 s, defenseless and taking 1.5× damage. Falls: Normal 1 · Hard 1 · Hero 2 · Nightmare 3.
- Devastation fills with your party’s actions: 0.55 per hit on the boss and 0.22 per hit on minions. When full it telegraphs for 5 s: deal 4.5% of his max HP in that window, or the strike takes 85% of everyone’s HP.
- Nothing one-shots: per-target cap of 45% max HP (casts) and 20% (melee).
- He heals 2.5% of max HP per healing cast.
- Coming back costs more each time: the hero returns in 15 s with 70% HP, and each fall gives back less (×0.7). Revives: Normal 6 · Hard 5 · Hero 4 · Nightmare 0.
- Regeneration is cut: inside the lair it’s 15% of normal.
Lair cards
Each lair has ten exclusive cards: nine from minions and the boss’s mythic. Effects are the ones the game applies today.
Baphomet’s Lair
Beelzebub’s Lair
Gopinich’s Lair
| Card | From | Rarity | Slot | What it does |
|---|
Stem Worm Card | Stem Worm · Phase 1 | Rare | Garment | AGI +2Flee +12Damage reduction +2% |
Wood Goblin Card | Leshij · Phase 1 | Rare | Armor | DEF +12Reflects 6% of damage taken |
Les Card | Lesavka · Phase 1 | Rare | Shield | Damage reduction +6% |
Mavka Card | Mavka · Phase 2 | Epic | Garment | Flee +12Damage vs Earth +10% · feeds Elemental |
Uzhas Card | Kikimora · Phase 2 | Epic | Footgear | HP +10% · feeds Guardian (at half value)Damage reduction +3% |
Vavayaga Card | Baba-Yaga · Phase 2 | Epic | Headgear | Buff potency +8% · feeds Regency |
Poisonous Toad Card | Poisonous Toad · Phase 3 | Legendary | Weapon | ATK +8%DoT damage +50%Damage vs Poison +30% · feeds Elemental |
Anacondaq Card | Anacondaq · Phase 3 | Legendary | Weapon | ATK +25%Ignores 30% of DEF and MDEF |
Dragon Tail Card | Dragon Tail · Phase 3 | Legendary | Footgear | MATK +12%HP +20% · feeds Guardian (at half value)SP +25%Cooldown -5% |
Gopinich Card | Gopinich | Mythic | Armor | ATK -15%HP +80% · feeds Guardian (at half value)Cooldown -12%Damage reduction +15%Guardian Mastery +40% · feeds Guardian |
Abyss Knight’s Lair
Chance per rewarded run
A run rolls at most one card, from rarest to most common, and stops at the first hit. Base-case values: VIP, pet, Ascension Greed and events stack on top (the mythic is the only one shielded from them).
| Difficulty | Multiplier | Rare | Epic | Legendary | Mythic | No card |
|---|
| Normal | ×0.8 | 23% | 12% | 0.14% 1 in 695 | — | 65% |
| Hard | ×1.2 | 31% | 17% | 0.22% 1 in 463 | 0.005% 1 in 20,000 | 52% |
| Hero | ×2 | 41% | 27% | 0.36% 1 in 278 | 0.01% 1 in 10,000 | 32% |
| Nightmare | ×3 | 45% | 38% | 0.54% 1 in 186 | 0.02% 1 in 5,000 | 16% |
Free vs Sealed. The card that drops is the free one: it circulates on the Bazaar and by Mail. The Sealed one has the same numbers, is account-bound and is bought with fragments at the shop. The grind guarantees power; luck guarantees merchandise.
Fragments, shop and the card sink
Fragments are per lair: Baphomet’s won’t buy Gopinich’s cards. They drop every run, in amounts that depend on difficulty and on whether the run is within the daily quota.
| Difficulty | Income factor | Zeny per minute | Account XP per minute | Fragments per run |
|---|
| Normal | ×0.4 | 25K | 984 | 2 |
| Hard | ×0.65 | 40K | 1,599 | 5 |
| Hero | ×1 | 62K | 2,460 | 14 |
| Nightmare | ×1.2 | 75K | 2,952 | 24 |
Daily quota and the tail. Your first 5 runs of the day pay in full. After that, fragments drop to a fraction (Normal 20% · Hard 25% · Hero 40% · Nightmare 50%) and the card becomes a single, thin roll. No cap: playing more still earns, just less per run.
| In the tail | Rare | Epic | Legendary | Mythic |
|---|
| Normal | 2.4% | 1.6% | — | — |
| Hard | 3.6% | 2.4% | 0.06% | — |
| Hero | 6% | 4% | 0.1% | 0.004% |
| Nightmare | 9% | 6% | 0.15% | 0.006% |
- Sealed shop: legendary 50,000 fragments · mythic 150,000. Only from that card’s lair, up to 3 copies of the same card per account.
- Grinding: any card turns into dust: rare 2 · epic 8 · legendary 40 · mythic 200. 10 dust become 1 fragment of the lair you choose.
- Card refining: 5 identical copies at the same level, unequipped, become one +1 card, up to +5 for rare and epic.
AFK expedition
You send the team and close the game. Each completed run is credited, and how many fit comes from the pace you proved by hand: the median of your last three SOLO wins in that lair and difficulty.
12 his the most an expedition stacks; it pauses while you play
+20%time per run: the price of being away
From Hero up, your time becomes a mark that multiplies what the expedition delivers: Gold ×1 · Silver ×0.75 · Bronze ×0.5.
| Lair (Hero) | Gold up to | Silver up to | Bronze up to | Runs in 12 h at Gold |
|---|
| Baphomet | 2 min 25 s | 3 min 52 s | 6 min 17 s | 248 |
| Beelzebub | 3 min 30 s | 5 min 36 s | 9 min 6 s | 171 |
| Gopinich | 1 min 45 s | 2 min 48 s | 4 min 33 s | 342 |
| Abyss Knight | 3 min 35 s | 5 min 44 s | 9 min 19 s | 167 |
Achievements
| Achievement | How to earn it | Reward |
|---|
| First Descent | Win your first Boss Lair expedition. | 800 XP · 100K zeny · 30 potions |
| Rock Bottom | Win an expedition on Hard. | 2,500 XP · 300K zeny · 40 magnifiers |
| Name on the Walls | Win an expedition on Hero. | 8,000 XP · 1M zeny · 1,000× HD Oridecon · 1,000× HD Elunium · 1 legendary equipment |
| That Which Does Not Sleep | Win an expedition on Nightmare. | 30,000 XP · 6M zeny · 2 crystals · 5,000× HD Oridecon · 5,000× HD Elunium · 2 legendary equipment |
| Lair Cartographer | Win all four lairs at least once. | 4,000 XP · 500K zeny · 2 soul shards |
| Lord of the Four Seals | Win all four lairs on Hero (or higher). | 20,000 XP · 4M zeny · 2 crystals · 5,000× HD Oridecon · 5,000× HD Elunium · 2 legendary equipment |
| No Witnesses | Finish an expedition in under 1m30s. | 3,000 XP · 400K zeny · 50 magnifiers |
| Abyss Lightning | Finish an expedition on Hero (or higher) in under 2m. | 12,000 XP · 2M zeny · 5,000× HD Oridecon · 5,000× HD Elunium · 1 legendary equipment |
| Sealed Pact | Win an expedition as a group. | 3,000 XP · 400K zeny · 50 potions |
| The Three Seals | Win an expedition with a full group — three players. | 9,000 XP · 1.5M zeny · 2 soul shards · 1,000× HD Oridecon · 1,000× HD Elunium · 1 legendary equipment |
Economy numbers (fragments, card odds, prices, AFK) can be tuned without a game update. If anything differs, the game is right. See also the Tower.