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The Bonus Chapters

Seventeen key-gated stages in the Ancient past, from the Vanished Forest to the Fire Fortress, and what every clear reliably pays.

The Bonus tab sits beside History and Legend, and it is not a harder replay of anything. It is a seventeen stage side story set in the Ancient past: an erased elf forest, a frozen kingdom above a dragon cave, and a Cobolt fire fortress. A licence gets you the button; a key gets you through the door.

What the tier is

Three sub-tabs hold it, Episode1, Episode 2 and Episode 3 (the client's own spacing), with seven, seven and three stages. There is no Easy, Normal, Difficult or Chaos selector: each stage has one fixed difficulty.

ChapterStagesPartyStarting livesRevives
Episode 1, the Vanished Forest7up to 4010
Episode 2, ice and the Dragon Cave7up to 405
Episode 3, the Fire Fortress3up to 2010

You start with no spare lives, so the revive cap is your whole margin. Minimum party is one everywhere, air damage is 1.2, and no Bonus stage hides a secret. Mobs are level 80 in Episode 1, 81 in Episode 2 and 90 in Episode 3. Par times, the reference your clear rank is measured against, run from 15 to about 26 minutes in Episode 1, 16 to 20 in Episode 2, and a flat 10 minutes in Episode 3.

Getting in: one licence, one key per run

The licence comes once. "Myth Researcher Humil's Story" wants character level 70 and unlocks 1-1 Forest of Memory. Humil stands north of the square, and his is the only quest in the game granting a Bonus licence. After that each stage unlocks by clearing the one before it, in an unbroken chain from 1-1 to 3-3, and clearing 2-7 is what opens Episode 3.

The key is spent every time: a barrier near each entrance checks for that stage's own key item, walks the holder through and destroys it.

Five stages are the paid entry points, each with a level 70 daily quest, a pricier "additional keys" daily, and a level 99 version.

Entry stagesDailyAdditional keysLevel 99 daily
1-1, 1-5, 2-1 and 2-520 Gold, 2 keys100 Gold, 3 keys100 Gold, 2 keys
3-1 Entrance of Fire Fortress50 Gold, 2 keys450 Gold, 3 keys450 Gold, 2 keys

Every other key is a guaranteed clear reward from the stage before it. The chain stops at 1-4 and 2-4, because 1-5 and 2-5 are bought from their own dailies. So one purchased key buys one run of a chapter's opening stage, and each clear pays for the next door. Lose a run and you buy back in.

Sturdy Key to Bonus Episode 2 (for 2-1 and 2-5) and Sturdy Key to Bonus Episode 3 (for 3-1) are not destroyed on the way through, while Sturdy World of Ice Key is a different item those doors do not take. Ordinary keys warn in their own description that unstable time magic will make them vanish, so spend them rather than stockpile.

Episode 1: the Vanished Forest

Salia, the Ancient Elf, waits at the start of all seven, and several stages shuffle their room order between runs.

1-1 Forest of Memory ends in an arena on a five minute clock: forty kills before it expires, or the run is lost. A breakable prop in that arena stops the clock when destroyed, which is the single most useful thing to know about the stage, and Ancient Forest Ruler closes it. 1-3 Forest of the Tears is three timed rooms in the same spirit, thirty then fifty then a hundred kills, and missing a quota ends the run.

1-4 Forest of the Song looks like the same trap and is not one: when its clock expires the stage simply announces reinforcements and spawns them, so 1-4 cannot be lost to the clock. 1-2 Forest of the Mind has no clock at all, just fifty Ancient Corrupted Power Servant out of four corners before the centre opens for Ancient's Red Vanquisher.

Two stages give you something to protect. 1-5 Forest of Life is six waves, First Invasion through Last Invasion, each on its own six minute clock, with the Elf Village's Seal Stone to keep standing and free consumables dropped on the ground between waves. 1-7 Forest of the Souls defends the Ancient Source of Life through around fourteen waves, then puts four bosses on the field at once, one per compass point.

1-6 Forest of Hope purifies three Contaminated Water of Life sites while escorting Purified Life Water, and finishes on Contaminated Evil of Power, who returns to the centre on a forty-five second cycle until killed.

Episode 2: ice and the Dragon Cave

One puzzle repeated with rising numbers: destroy a set of enemy devices inside a time limit while a friendly device stays alive. Enemies spawn every thirty seconds up to forty alive, and five minutes in the spawn table switches to a heavier set, which is why long runs fall apart. Each device destroyed wakes an extra semi boss; the last stops the clock and summons the stage boss. The thing you protect is Snow Girl's Purifier in the ice stages and Device of Magic Source in the cave.

StageDestroyLimitStage boss
2-1 World of Ice2 Ice Rock10 min, second onlyAncient Yeti's Elder
2-2 Ancient Snow Girl's Village110 minAncient Ice Queen's Creepy Eyes
2-3 Cliff of Frozen Road110 minAncient Abyss's Knight
2-4 Altar of Ice Queen315 minAncient Ice Queen
2-5 Entrance of Dragon Cave415 minAncient Dark Master
2-6 Dragon Cave215 minAncient Water's Master
2-7 Dragon Cave Core420 minAncient Light's Master

2-1 is the odd one, with nothing to protect, the first Ice Rock untimed and only the second on a clock. In 2-7 the third device wakes a swarm of around twenty Ancient Blue Baby Dragon before the white dragon arrives. Five revives instead of ten makes this the least forgiving block in the tier.

Episode 3: the Fire Fortress

Two players, no time limits, nothing to protect, and no way to fail except running out of revives. All three are gauntlets through gated rooms. 3-1 Entrance of Fire Fortress is Cobolts and scorpions, ending on Cobolt's Secret Weapon; 3-2 Fire Fortress is fire spirits and dragons, closing on Flame Incarnation, the largest health pool in the tier.

3-3 Arena of Fire Fortress replays both plus Flame Demon in announced semi boss rooms, then hands the arena to Red Flame Mage, who casts a heavy area spell every thirty seconds and warns you ten seconds ahead: the one genuine dodge-or-die mechanic in the tier. Kill her, ride out eight ground tremors, and Ancient Ruler of Fire drops in to finish the chapters.

What a clear pays

Every clear hands you the next key box, where there is one, and a sealed boss box given whole to every player on the kill rather than rolled for. Ordinary Bonus mobs drop almost nothing, so the tier is low variance: what you want arrives on a schedule. No numeric rates are published for any of it, which farming and drop rates explains.

The boxes carry one armour part per stage. Episode 1's seven build the Rare Ancient Elf Hero Set, though 1-3, 1-5 and 1-7 hand theirs over through the end-of-stage treasure chest rather than a boss. Episode 2's seven build the Rare Ancient White Dragon Set. Episode 3's three carry the Epic Ancient Fire Set. (the trailing full stop is the client's) along with its craft books, and 3-2 also pays the title Flame.

All seventeen boxes also contain an Ancient Magic Scroll Box, opening into one of six bundles covering skill cooldown, skill damage, defence, HP recovery, MP recovery and movement speed. A guaranteed scroll faucet on every clear is the best reason to keep running Bonus once the sets are done. See alchemy and scrolls.

Two further Epic sets come from repeatable turn-ins paid in materials: Elf's Forgotten Chord Set from Humil for Forgotten Rune and High Elf's Light, both off designated mobs in Episode 1, and Forgotten Snow Girl Set for Cold Rune Jewelry, which comes off the devices and boss boxes of Episode

  1. The best thing in the tier is neither. Ancient Fire Dragon Set. is Legend and crafted from the Episode 3 books: 40 Gold plus the matching Ancient Fire piece, that class's ninth degree Invincibility or Dominion piece and ten ToddMarin a recipe, and it never fails. Six pieces give a 50% chance to summon a fire dragon that breathes over a wide area when that class fires its ultimate.

Achievements pay points only: an exploration award per chapter, repeat and death-free ladders on 1-4, 1-7, 2-4, 2-7 and 3-3, and time attack rows on the Fire Fortress stages (achievement browser).

What order to do it in

Run Bonus for the boxes, not the levels: mission clear experience is cut by the gap between the stage's appropriate level and your own.

  1. At level 70, take "Myth Researcher Humil's Story" from Humil north of the square. That one quest is your entire Episode 1 licence.
  2. Buy the 1-1 key, clear 1-1 through 1-4, then buy the 1-5 key and finish at 1-7. Seven boxes, one Ancient Elf Hero part each.
  3. Buy the 2-1 key and work to 2-4, then buy 2-5 and finish on 2-7. Bring people who will stay on a lane.
  4. Clearing 2-7 opens Episode 3. Buy the 3-1 key, find one partner, and walk 3-1 to 3-3 for the Ancient Fire pieces and the craft books.
  5. Collect materials as you go for the two Epic turn-in sets, then craft the Legend set.

Stage records are in the stage browser, named foes in the bestiary, keys and boxes in the item browser, and the dailies in the quest browser. None of this belongs to the Myth tier or Devildom: Bonus runs alongside the main line, as the episodes page shows.

Chaos Bible

A detailed companion for your adventures in Chaos Lunia. Availability, event rewards, and balance can change. Read the conditions beside each rate and check the current in-game tooltip before spending valuable materials.