Every stage belongs to a stage group, and the group holds the rules: party size, starting lives, air damage, and whether the stage offers a difficulty choice at all. Access is granted one group at a time, by a licence.
Two ways a stage opens
Access can come from reaching the required level and rebirth conditions, or from a licence earned through quests or items. These routes can unlock a stage without clearing the immediately preceding stage. A visible or licensed stage can still have separate entry-item, quest, party or difficulty conditions; check the current entrance requirements.
What levelling opens
With no rebirths, this is the full ladder. Every level from 2 to 69 also pushes the History line forward by one stage, ending at 7-9 Ancient Hall of Moon Goddess.
| Level | Newly reachable |
|---|---|
| 1 | Tutorial, History 1-1 Ramancha Prairie, Ramancha Frst, Ghost Hunter's Frst, Citadel of Darkness, the squares, and every PvP arena including Ladder |
| 2 | Practice field, PvP Training Arena, Pet Field Day |
| 9 | Amuse Park |
| 11 | Peak of Icecap |
| 17 | The Legend line opens at 1-1 Ramancha Prairie |
| 20, 21 | Yeti's Cave, then Stone Wind Rock Hill |
| 31, 32 | Confusion Swamp, then Pumpkin Soul Graveyard |
| 38 | Entrance to Skull Rock, Map Piece of Hidden Treasures, Legendary Pirate King, Pirate King Roger's Grave |
| 41 | Cursed Monster Village, Bonapardo House |
| 45 | Kanhel's Ruins |
| 50, 51 | Black Forest and Cobolt's Secret Base, then Closed Mine |
| 55 | Jahillyah Volcano Lower Level, Sirens' Sea |
| 58 | Jahillyah Volcano Higher Level, Shadow Valley, Sealed Forest, Fog Valley, the Tumgalad chain, the Legend Skull Rock stages |
| 61, 66 | Le Lua Secret Factory, then Research Lab Le Chattlie |
| 64 | The Legend line completes at 6-10 Soldin Temple |
| 70 | Tower of Suffering, Ancient Gods' Island |
Levels 71 to 99 add nothing. The table stops moving at 70.
What a rebirth opens
Reaching level 70 again with at least one rebirth adds fifteen entries. Twelve are Myth versions of content you already had: Icerya, the Ancient Necromancer temple, both Jahillyah floors, the two Le Lua labs, Certak's Den, Temple of Cobolt, Serefin's Island, Grimbathol's Cave, the Cursed Guillotine tomb and Balmotte. The new ones are Tower of Ordeal, Cave of Summons and the rest of Ancient Gods' Island.
Fourteen of the 65 groups never appear in the level table at all. The three Devildom stages, the six Myth forests, the Tower floor bands, the Myth boss stages, Devastated Forest, both Bonus story lines and the hidden quest stage need a licence from a quest or an item.
Group rules side by side
| Group | Stages | Party | Lives | Air damage | Difficulty choice |
|---|---|---|---|---|---|
| History episodes | 69 | 4 | 2 | 1.50 | Yes |
| Legend episodes | 60 | 4 | 2 | 1.20 | No |
| Bonus story | 20 | 4 | 0 | 1.20 | No |
| Myth forests | 6 | 5 | 2 | 1.20 | No |
| Tower floors 1 to 70 | 7 | 10 | 2 | 1.20 | No |
| Tower of Ordeal / Suffering | 1 each | 4 | 0 | 1.20 | No |
| Myth boss stages | 3 | 8 | 0 | 1.20 | No |
| Devildom Workhouse | 1 | 5 | 2 | 1.30 | No |
| Gateway to Devildom | 1 | 5 | 2 | 1.30 | Yes |
| Battle Arena of Devildom | 1 | 4 | 0 | 1.20 | No |
| Devastated Forest | 1 | 5 | 2 | 1.20 | Yes |
| Ancient Gods' Island | 3 | 4 | 0 | 1.20 | No |
| Tumgalad chain | 3 | 8 | 2, shared | 1.40 | No |
| Square | 13 | 70 | 0 | 1.00 | No |
| Ladder PvP | 1 | 2 | 2 | 0.93 | No |
| Death match PvP | 10 | 8 | 2 | 0.93 | No |
| Battleground | 1 | 16 | 2 | 1.50 | No |
Air damage is not a flat bonus. From the third consecutive hit on an airborne target through to the ninth, each hit multiplies the running air combo factor by the group's figure, and those multiplications stack. At 1.50 that ramps hard; at 0.93 it does the opposite, so PvP air combos decay rather than build. The ninth air hit is where the factor stops growing outside PvP.
Shared lives and ghost rules
Shared lives are set on exactly three groups: both versions of the Tumgalad chain and the hidden quest stage. There your remaining lives carry into the next floor instead of resetting, and nobody can join once the party is past the first stage. Go in with the group you intend to finish with.
| Ghost rule | Where | Effect |
|---|---|---|
| Tombstone | Every co-op stage | You stay down until revived |
| Instant pop, 3s | Explosive Ostrich's Nest | Back up automatically after 3 seconds |
| Instant pop at will | PvP arenas and Ladder | You choose when to come back |
| Auto revive, 10s | Battlegrounds | Back up automatically after 10 seconds |
What difficulty actually changes
The stage select tabs (History, Legend, Bonus, Myth, Devildom) are content lines, not difficulty settings. The Easy / Normal / Difficult / Chaos selector exists on three groups only: History episodes, Devastated Forest and Gateway to Devildom. Everything else runs at fixed values.
Lives, XP and loot move identically across all three. Mob HP and attack do not. Attack is added to the mob's attack multiplier, so 0.00 is unmodified.
| Tier | Lives | XP | Loot | History HP / atk | Gateway HP / atk | Forest HP / atk |
|---|---|---|---|---|---|---|
| Easy | 2 | 1.00 | 1.00 | 0.80 / -0.50 | 0.20 / 0.00 | 1.00 / 0.00 |
| Normal | 1 | 1.50 | 1.50 | 1.30 / 0.00 | 1.00 / +1.00 | 5.00 / +1.00 |
| Difficult | 0 | 2.00 | 2.00 | 2.00 / +0.50 | 4.00 / +3.00 | 20.00 / +2.00 |
| Chaos | 0 | 2.50 | 2.30 | 3.75 / +1.25 | 6.50 / +4.40 | 30.00 / +3.25 |
Devastated Forest is the one exception: its Normal loot is 1.20, not 1.50.
XP is a straight multiplier. Loot is a roll count, so 2.30 means two guaranteed passes over the drop table plus a 30 percent chance of a third, and it also improves the odds on the rarest rows. Difficult and Chaos both set starting lives to zero, where the default elsewhere is two.
Per stage detail lives in the stage browser; the quests that hand out licences are in the quest browser.