Monster Encounters
Monster Encounters are battles found while walking. Reach level 30 and accept The Slayer's Trial from Kira to unlock them. Defeating monsters gives coins, XP, and a chance of a gear box.
| Unlock | Level 30; accept The Slayer's Trial |
|---|---|
| Quest giver | Kira |
| Base encounter chance | 25% per 1,000 eligible steps |
| Pending encounters | 1 at a time |
| Victory rewards | Coins, XP, possible gear box |
Unlocking encounters
- Reach level 30. Open Quests → Story and speak to Kira.
- Choose Begin the Slayer's Trial. Accepting the quest unlocks encounters straight away.
- Walk and sync your steps. Open the monster encounter from the action bar on Home when one appears.
- Check your loadout, then choose START BATTLE. Your first victory counts toward the trial. Return to Kira to claim its separate quest reward.
Aldwin has a monster battle tutorial where you can practise movement, jumping, healing, attacks, and your class skill. The tutorial does not award normal encounter rewards.
Finding monsters
The game checks for an encounter once per 1,000 eligible walking steps while encounters are unlocked and no monster is waiting. The base chance is 25% per check. An encounter is not guaranteed after 1,000 steps.
Leftover steps carry toward the next check. For example, 600 steps followed by another 400 complete one check. Only one monster can wait at a time. Finish that encounter before looking for another.
These bonuses increase the chance:
Monster Potion adds 15 percentage points until a monster appears. With no other bonuses, the chance becomes 40% per check. The effect ends when the encounter appears, whether or not you win.- Encounter Find on your active pet adds its displayed percentage as percentage points.
- The Monster Chalice adds the encounter bonus from your Guild Chalices.
Potion Boost increases the Monster Potion's effect. For example, +20% Potion Boost changes its contribution from 15 to 18 percentage points. It does not extend the effect. See Pet Bonuses and Effects for how each bonus works.
Preparing for a fight
The encounter window shows your equipped gear and active pet. Use Edit to change your loadout before starting. Choosing Not Now closes the window and keeps the monster waiting on Home.
- Equip a suitable weapon and armour. Weapon ATK and armour DEF, your level, enchantments, and active pet bonuses affect your combat stats. Armour also contributes to maximum HP.
- Check your class skill. The skill depends on your class path, and higher skill ranks improve its effects.
- Bring
Health Potions if you want to heal during the fight. They are sold in the Coin Shop. - Leave room for a gear box. A box cannot be added if your inventory has no space for it.
Keep the app open during a fight.
Combat
Monster encounters use movement, jumping, attacks, and class skills. Defeat the monster before your HP reaches zero.
| Control | How it works |
|---|---|
| Left / right | Hold an arrow to move. Face the monster and keep it within your attack's range. |
| Jump | Tap the up arrow to jump. Use it to reposition and avoid projectiles when you can. |
| Attack | Tap the attack button to attack. Wait for its cooldown before attacking again. Attacks must reach the monster to hit. |
| Class skill | Tap the skill button when ready. Its effect and cooldown depend on your class path and skill rank. Skill Haste shortens the cooldown. |
| Health Potion | Tap the potion button while below full HP. One potion restores 100 HP before Potion Boost, up to your maximum HP. There is a 1-second delay before another potion can be used. |
Class skills
| Class path | Skill | Use |
|---|---|---|
| Warrior | Temporarily boosts ATK and DEF. | |
| Archer | Fires a shot that roots or slows the monster, and temporarily reduces attack cooldown. | |
| Wizard | Phases to avoid damage and reposition. | |
| Assassin | Avoids damage while invisible. The next hit is a guaranteed critical hit and ends invisibility. |
The linked class pages list each skill's ranks, costs, cooldowns, and effects. Advancements within a class path currently use that path's skill.
Winning, losing, and leaving
- Victory: earn coins, XP, and a possible gear box. Victory counts toward monster defeats and any active quest that asks for kills after accepting.
- Defeat: earn no encounter rewards. The encounter ends, and you can find another by walking. Existing coins, XP, and equipment are not deducted for losing. Potions already used stay spent.
- Leave battle: move to the exit on the left, choose LEAVE BATTLE, then QUIT to confirm. This forfeits the encounter with no rewards.
Starting a battle records the monster as discovered even if you lose. Unknown monster names appear as ??? until discovered. Discovery records and victory counts are separate.
Monsters by player level
Your player level determines the normal monster pool and the level of the monster you meet. Monsters within a pool are not equally likely.
| Player level | Monster level | Normal pool |
|---|---|---|
| 30–34 | 28–34 | |
| 35–39 | 32–38 | Slime · Skeleton · |
| 40–44 | 36–44 | Skeleton Archer · Orc · |
| 45–49 | 40–50 | Armored Skeleton · Armored Orc · |
| 50–64 | 48–58 | Bone Knight · Midnight Slime · |
| 65+ | Starts at 54–64; scales with player level | Executioner · Lycan · Mauler · |
From level 65, the lower monster level is 54 + 0.4 × (player level − 65), rounded to the nearest whole number and capped at 86. The upper level is 10 higher, capped at 96. For example, a level 100 player can meet level 68–78 monsters.
If you have undiscovered monsters from earlier pools, there is a 20% catch-up chance to select one of those instead of the normal pool when an encounter is generated. This changes which monster appears, not the chance of finding an encounter. It still uses your current monster level range.
Rewards
Rewards depend on the monster's level, its hidden stat variant, and your active pet bonuses. A higher player level changes the monsters you can meet; it does not directly select the reward tier.
Coins and XP
The table shows the starting values used to calculate rewards, before level scaling and bonuses.
| Monster level | Starting coins | Starting XP | Scaling starts from |
|---|---|---|---|
| Up to 36 | 15 | 30 | Level 28 |
| 37–42 | 25 | 50 | Level 33 |
| 43–48 | 40 | 80 | Level 38 |
| 49–52 | 60 | 120 | Level 43 |
| 53+ | 85 | 170 | Level 48 |
Each level above the scaling start adds 2% of the starting amount. The hidden stat variant then applies a multiplier of 1×, 1.05×, or 1.15×. Coins and XP are rounded to whole numbers after bonuses.
Drop Rate increases monster coins and XP as well as gear box chances. Coin Bonus adds to the coin increase. For example, +20% Drop Rate and +10% Coin Bonus give +20% XP and +30% coins. XP Bonus does not increase monster battle XP. See Drop Rate and other boosts.
For a level 30 monster with the 1× variant and no bonuses, the reward is 16 coins and 31 XP.
Gear boxes
A victory can drop one gear box. The base rates below have no level or pet bonuses applied.
| Monster level | |||
|---|---|---|---|
| Up to 36 | 8% | 1% | 0.1% |
| 37–42 | 10% | 3% | 0.3% |
| 43–48 | 8% | 6% | 0.8% |
| 49–52 | 5% | 10% | 2% |
| 53+ | 3% | 12% | 5% |
For each monster level above the matching Scaling starts from value, add 0.25 percentage points to Adventurer's Crate, 0.15 to Hero's Chest, and 0.05 to Legendary Vault. Drop Rate multiplies each adjusted chance. One roll checks Legendary Vault first, then Hero's Chest, then Adventurer's Crate. At very high combined chances, earlier boxes take priority.
For example, a level 30 monster with no Drop Rate bonus has a 8.5% Adventurer's Crate chance, 1.3% Hero's Chest chance, and 0.2% Legendary Vault chance. The remaining 90% gives no box. The hidden stat variant changes coins and XP, but does not change box chances.
The boxes have their own equipment pools. Open the linked item pages for their contents. A full inventory can prevent the box from being added, even after a victory.
Related pages
Kira · The Slayer's Trial · Classes · Equipment · Pet Bonuses and Effects · Achievements