← Play Archerogue · Game Guide

Difficulty

Start Adventure asks which forest you want. Normal, Hard, Hell, and Abyss change how hard the run is and how much it pays.

The four difficulties

The in-run HUD shows the difficulty name on its own, such as Hell. The loot multiplier sits beside the timer, such as Loot×40. Those are two different readouts.

DifficultyEnemy HPEnemy attackMovementProjectile speedLootRebirth ScoreEntry cost
Normal×1×1×1×1×1×1Free
Hard×10×10×2×1.25×5×5300 Ruby
Hell×100×100×3×1.5×40×402,000 Ruby
Abyss×1,000×1,000×5×2×250×25015,000 Ruby

HP and attack apply to enemies. The movement column is the speed multiplier for mid-bosses, final bosses, calamities, and charge dashes. On Hard and above, a regular enemy’s ordinary walk uses the fast and slow phases below instead of this column. Projectile speed is separate and is not changed by those phases. Loot multiplies Gold and Ruby pickups on top of the time multiplier. Rebirth Score uses its own multiplier. Potential can raise Rebirth Score again after that.

The entry prices above are the base Ruby costs. Expedition Thrift in Research lowers a paid entry by 1% per level, up to 50%. The Ruby you actually spend is that reduced price, rounded up. Normal stays free.

Fast and slow walking

On Hard, Hell, and Abyss, each regular enemy switches between a fast walk and a slow walk. Normal does not. A phase lasts 3 to 10 seconds, then blends into the other one. Fast and slow do not change projectile speed.

DifficultyFast walkSlow walk
Hard×1.0 to ×2.0×0.8 to ×1.0
Hell×1.0 to ×3.0×0.8 to ×1.0
Abyss×1.0 to ×5.0×0.8 to ×1.0

This applies to regular enemies, including chargers. It does not apply to mid-bosses, final bosses, clones, calamity shamans, chests, slime minions, or event creatures.

How many enemies appear

The clock asks for more regular spawns as time passes, starting at 2.2 per second. Difficulty adds to that request, and the result never goes above 4 per second.

DifficultyAt the startAdded to the clockFastest the run will spawn
Normal2.2 /s+04 /s
Hard2.5 /s+0.34 /s
Hell3.0 /s+0.84 /s
Abyss3.5 /s+1.34 /s

The longer clock steps are on the Enemies page. Those listed rates are the clock’s request before this addition and the 4-per-second limit.

Regular enemies during a final boss

While a final boss body is alive, only new regular spawns change. Enemies already on the field stay. Mid-bosses, clones, calamities, events, and chests follow their own rules.

DifficultyWhile the final boss is alive
NormalNo new regular spawns before 15:00. After 15:00, the normal rate.
HardNo new regular spawns before 10:00. After 10:00, the normal rate.
HellNo new regular spawns before 5:00. After 5:00, the normal rate.
AbyssHalf the regular rate before 5:00. After 5:00, the normal rate.

How boss fights change

The four named finals keep the same pattern list. Higher difficulties shorten the pause after a pattern, and Hell and Abyss shorten the dodge warnings a little. Some attacks also gain extra shots, waves, or repeats. Exact counts are in the Boss Guide.

DifficultyPause after a patternDodge warningFar-slam warningFar-slam cooldown
Normal×1×11.2s7.0s
Hard×0.95×11.2s6.5s
Hell×0.90×0.951.1s6.0s
Abyss×0.85×0.901.0s5.5s

If you stay far from a living final boss for about 0.8 seconds, it can vanish and slam a circle on your last position. That 0.8-second check is the same on every difficulty. The warning and cooldown in the table are what change.

Tactical Prep can also add opening skill picks on Hard, Hell, and Abyss. That rule is in Research.