Chaos — The Main Mode
The mode that lets you replay the Chaos seen in the story — no Aether cost, farm without limit.
Chaos is the mode that replays the Chaos events witnessed in Chaos Zero Nightmare's story. Entering Chaos costs no Aether, so it can be farmed indefinitely. Whether you clear the run or your whole squad wipes, you still keep the Save Data earned up to that point, usable in other content. Difficulty 1-2 only unlocks the outer area of a Chaos; difficulty 3 and above also unlocks a center area with new events and enemies.
The 9 Chaos Zones
| Zone | Entry condition | Boss | Weakness |
|---|---|---|---|
| Blue Pot | Clear Chapter 1 | Kentris · Soul Collector | Passion |
| Shadow of the Twin Stars | Clear Chapter 2 | Bercula · Formica | Instinct |
| City of Mist | Clear Chapter 3 | Gaju · Sweet Dream | Void |
| Swamp of Judgment | Clear Chapter 4 | Mountain God · Plague God | Order |
| Descended Chaos | Clear Chapter 5 | Viadeus · Serapion | Justice |
|
Laboratory 0
Season 1 |
Clear Chapter 1 of the Galactic Disaster event | Gaju · Sweet Dream | Void |
|
Burning Life
Season 2 |
Clear Season 2 Chapter 1 | Mountain God · Plague God | Order |
|
Theater of Illusion
Season 3 |
Clear Season 3 Chapter 1 | Not yet announced | Passion |
|
Kaleidoscope Hatchery
Season 4 |
Season 4 (from 2026-07-29) | Not yet announced | Not yet announced |
Chaos Exploration Level
Each Chaos Area tracks its own Exploration Level (not shared across areas) — the more runs you complete in one area, the higher that area's level gets, unlocking new content to show up in later runs. This is the main way to obtain the full set of seasonal cards and equipment, not pure luck.
The exact level thresholds needed to unlock each card/equipment: our current source doesn't state this number — we leave it blank instead of guessing.
The 10 Chaos Penalties
n scales with difficulty and the number of penalties attached — it isn't a fixed number.
| Penalty | Effect |
|---|---|
| Loss | Credit earned from battle is reduced by n%. |
| Negligence | At the start of each turn, discard 1 card (never more than 1 at once). |
| Tyrant | Attack and HP of Elite-node and Boss enemies increase by n%. |
| Unrest | You cannot rest at safe-zone nodes. |
| Elite | Adds n Elite nodes (turns normal-enemy nodes into Elite-enemy nodes). |
| Illness | Max HP is reduced by n%. |
| Wrath | Enemies gain n Morale every 3 turns. |
| Hardening | Enemies gain n Fortitude every 3 turns. |
| Vengeance | Whenever an enemy dies, another enemy gains n Morale. |
| Necrosis | Lose n% HP at the start of each turn. |
Penalty-picking tactics
Community experience — not a hard rule of the game.
Avoid taking Illness + Tyrant together: lower max HP plus higher Elite damage can turn one hit into near-death or a Link Crash that sends you back to the lobby.
At high-tier Chaos, avoid the trio 「Tyrant · Hardening · Illness」 — all three hit your sustain directly and can cost you your last card-copy chance.
The most favored pair is Loss + Necrosis — Credit still stays sufficient if you clear unidentified-area nodes and bosses, while Necrosis's steady chip damage barely counts as a downside (even helps) since healing also lowers stress.
Well-geared players actually prefer Elite: Elite nodes guarantee better equipment and more Credit drops — and late into a Chaos run, normal enemies can sometimes be scarier than Elite ones.
The Zero System & Codex
The Zero System unlocks at Captain Level 40 as an advanced layer over Chaos: it attaches difficulty-raising prefixes in exchange for a higher Save Data tier. You can hold up to 3 Codex at once; since 2026-05-27 you can pick your Chaos directly instead of getting a random one. Chaos Orb is spent on upgrades, and those upgrades also apply to seasonal Chaos.
⚠ An exclusive Codex (meeting one of the 4 gods) does NOT save Save Data — the trade-off for how strong the god's effect is.
The 4 Exclusive Codex Gods
| God | Effect |
|---|---|
| Dialos | Shield gained +200%; at end of turn, shield is kept and deals fixed damage based on shield amount to all enemies. |
| Nihilum | The hit count of every attack card is multiplied by 3. |
| Kirken | Using a card costing ≥2 refunds 2 cost and draws 1 extra card. |
| Secred | All multi-hit cards compress into a single hit (total damage unchanged) and damage is doubled. |
Nightmare Mode
Nightmare Mode unlocks once a squadmate falls into Deep Trauma at Chaos difficulty 3, after being treated at the Epione Center. If your squad has a combatant currently in Deep Trauma, this mode turns ON FORCIBLY (it cannot be switched off). Trade-off: stress management gets harder, but Save Data tier gets +1 and Epiphany rate goes up — so almost everyone leaves it on, except when farming a seasonal Chaos's own achievements.
Delegation Mode
Delegation Mode requires a Tactical Delegation Module, with 1 free per day (a monthly pack adds 1 more, for 2/day total; events add more). AI reads your playstyle and auto-resolves the battle — but the battle still runs for real: HP and stress still rise and fall normally, and a bad squad or a harsh penalty combo can still wipe your team and send you back to the ship. You still have to choose manually at unidentified-area nodes and rest nodes.
Real downside: the AI often skips rest nodes and unidentified-area nodes when auto-pathing, which hurts Controller-style decks that rely on Neutral Cards.
The Chaos data on this page is cross-checked against the original Korean community documentation (Season 1 patch notes) and official Season 4 notes; anything missing (such as the boss names for Theater of Illusion and Kaleidoscope Hatchery) is left blank rather than guessed.
Read more
Quick FAQ
No — Zero System Chaos and seasonal Chaos don't cost Aether to enter, so you can farm them as many times as you want in a day.
It only turns on forcibly when your squad has a combatant currently in Deep Trauma; otherwise you can toggle it yourself.
No — the battle still runs for real (HP/stress still change), a bad squad can still wipe your team, and you still have to manually choose at unidentified-area and rest nodes.