HUMAN & DEVIL · PRIVATE PARTY HUNTS
The expedition guide.
A familiar starting town. An unfamiliar world beyond it. Bring back what you find by making it home alive.
Updated 12 October 2026 · Test-server rules
Two worlds, one challenge.
Human expeditions use a private copy of the Human starting zone, populated with Devil-world creatures. Devil expeditions use a private copy of the Devil starting zone, with Human-world creatures. Your town is a safe place to prepare, shop and extract. Camps become harder as you travel away from it.
Rewards follow your own world. Human players earn Human equipment and materials; Devils earn Devil equivalents. Layouts rotate between runs, so an old route may not be your best route next time.
Enter with a plan.
Open Activities → Expeditions. Farming runs accept 1–5 players; Challenge runs accept 6–10. Each offers Easy, Veteran and Heroic difficulty. The highest-level party member determines the run’s level bracket. The entry screen shows the current fee before each player accepts; Barr is charged for accepted entry.
Small groups can farm native crafting materials and ordinary equipment. High-level Challenge runs can award endgame weapons, armour and accessories when enough party members contribute. A larger group does not turn a lower-level run into an endgame reward bracket.
Choose the difficulty your party can finish. Reaching more checkpoints increases the rewards available, but staying too long can cost everything still pending.
Find it. Carry it. Extract alive.
Monster drops earned in the expedition stay pending until you return alive to the extraction portal in the local town before time runs out. Other members can continue or extract independently. You do not have to wait for the whole party to leave.
After a successful extraction, open your secured extraction chest in the expedition panel and claim your rewards. Leaving by another route, abandoning the run, losing your final life or missing the deadline forfeits pending expedition rewards. Gear you brought into the expedition is separate from pending rewards.
Watch the timer in Activities. The live run timer is authoritative. The longer-run update is in final checks: a first return warning at 45 minutes and an absolute extraction deadline at 60 minutes. Until that update is activated, existing test runs retain their displayed deadline.
Three free revives.
Your first, second and third deaths revive you in the local town for free. Expedition buff potions survive those revives. On your fourth death, you leave the expedition, return to your normal Human or Devil town and lose pending rewards. Expedition-only effects end when you leave.
If someone disconnects, the other players can still reach town and extract their own loot. Reconnecting does not reset the run timer. Do not assume a disconnected member can be rescued after the deadline; use the current expedition status when they return.
Prepare at the expedition shop.
The shop is in the expedition town. It sells virtual supplies for use only inside expeditions: HP/MP potions, condition serums, local travel scrolls and specialised or mixed buff potions. The screen shows the actual price before purchase; expedition progression reduces eligible shop prices.
The free HP/MP supply update is being checked for the next activation. Serums, buff potions and other paid supplies will continue to cost Barr.
- Automatic HP: assign expedition HP potions to F1.
- Automatic MP: assign expedition MP potions to F2.
- Condition serums: keep the matching expedition serums in your supply inventory. They are used automatically only when the relevant condition needs removal; they do not need a belt slot.
- Buff potions: one potion profile can be active at a time. A mixed profile combines its listed effects; separate profiles do not stack.
- Local scrolls: work only in the expedition. Keep a return route in mind before pushing further.
Unused virtual supplies carry into later runs, but they cannot be used outside an expedition. Active potion buffs end on exit and must be used again in a new run.
Know when the fight changes.
Bosses have a four-section health bar; mini-bosses have two. Their attacks or spell rotations can change as sections are lost. Watch the nameplate and bar, and keep room to retreat.
Boss kills grant a random five-minute party boon; mini-bosses have a 25% chance. Boons can give +50% maximum HP/MP, +25% damage or +25% physical and magical defence per stack, up to two stacks. The attack-speed boon makes attacks 20% faster and has one stack. Another eligible boon can extend your advantage while you keep moving.
Boss boons are separate from the single active buff-potion profile. Their remaining duration and the run’s deadline keep counting across reconnects.
Buy intelligence once.
A 1m Barr character purchase unlocks expedition spawn intelligence permanently. It follows each run’s layout, so you do not buy it again when the camps rotate. The purchase is available while you are inside an active expedition; ordinary supply purchases still require the town shop.
The private layout and its paid spawn markers are not published in the public monster guide. Check the in-game map after unlocking them.
Before leaving town.
- Check difficulty, party bracket, fee and remaining time.
- Prepare your weapon, spell belts and your chosen buff profile.
- Set expedition HP/MP to F1/F2 and carry the serums your party needs.
- Agree on the next checkpoint and a return time.
- Leave enough time to reach the town extraction portal alive.
Test balance can change. The in-game fee, supply price and run timer take precedence over an older guide. Share problems on the public test discussion board.
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