Journey System
Overview
Scenario Difficulties
Journey scenarios come in three difficulty levels. Each defines stat caps, resource scaling, and starting values.
| Field | Easy | Normal | Hard |
|---|---|---|---|
| Stat Max Limit | 500 | 750 | 1250 |
| PP Scale | 10000 (100%) | 15000 (150%) | 25000 (250%) |
| Arcana Point Scale | 10000 | 10000 | 10000 |
| Stamina Max | 100 | 100 | 100 |
| Coin Max | 10,000 | 10,000 | 10,000 |
| Coin Start | 30 | 30 | 30 |
| Condition Start | 3 | 3 | 3 |
| PP Start | 0 | 0 | 0 |
| Recommended Resonance | — | 4 | 8 |
Grade Thresholds
Journey performance is graded based on accumulated score. Higher grades unlock better end rewards.
| Grade | Score Required |
|---|---|
| G | 0 |
| F | 600 |
| E | 1,300 |
| D | 2,200 |
| C | 3,200 |
| B | 5,800 |
| A | 8,600 |
| S (14 sub-tiers) | 9,000–11,600 (+200 per tier) |
| SS (14 sub-tiers) | 11,800–14,400 (+200 per tier) |
| SSS | 14,600 |
End Rewards
Gold and EXP awarded upon journey completion, based on final grade.
| Grade | Gold | EXP |
|---|---|---|
| G | 11,630 | 600 |
| F | 11,820 | 600 |
| E | 12,005 | 600 |
| D | 12,185 | 600 |
| C | 12,355 | 600 |
| B | 12,520 | 600 |
| A | 12,680 | 600 |
| S | 12,840 | 600 |
| SS | 13,915 | 600 |
| SSS | 14,885 | 600 |
Score Milestones
Score milestones grant bonus rewards at specific thresholds during the journey.
| Score | Reward |
|---|---|
| 1,000 | Lunar Elixir ×50,000 |
| 2,000 | Planetary Guidance Stone ×50 |
| 3,000 | Standard Savior Observation Ticket ×1 |
| 4,000 | Stellagem ×200 |
| 5,000 | Cosmic Cube ×1 |
| 6,000 | Pathfinder of Starlight Frame ×1 |
| 7,000 | Standard Arcana Observation Ticket ×1 |
| 8,000 | Standard Observation Ticket Envelope ×3 |
| 9,000 | Stellagem ×200 |
| 10,000 | Galactic Guidance Stone ×50 |
Journey Events
Events may randomly trigger during normal turns as you progress through a journey. There are two categories:
- Journey Events — general events available to all saviors.
- Arcana Events — events specific to the equipped arcana. These are sequential (each unlocks the next) and offer potentials as rewards. Some arcana events can only be viewed once, while others are repeatable.
Event Choices
Many events present multiple choices. Each choice may be free or require spending a resource. Choices with a resource cost can also have a success/failure outcome, awarding different rewards depending on the result.
| Cost Type | Description |
|---|---|
| Free | No cost required; always succeeds |
| Stamina | Spend stamina for a chance at better rewards |
| Coins | Spend coins for a chance at better rewards |
| Journey Stat | Requires a minimum stat value (e.g. Focus 30); stat-gated choices can fail |
| Item | Consume a journey item |
| Potential Points | Spend PP for a chance at better rewards |
Typical rewards include journey stat gains, stamina recovery, condition recovery, potential points, potentials, journey items, and journey buffs. Cutscene-only events (no rewards) also exist.
Progression
Turn System (46 Turns)
All difficulty levels (Easy, Normal, Hard) share the same 46-turn structure. The pattern is generally 6 normal turns followed by a boss turn, but shortens to 3 normal turns before each boss in the final stretch (turns 38–45). Town transitions occur at turns 15 and 30 with Succession and Companion Recruitment events. Boss turns include a shop with reroll.
| Turn | Phase | Train | Battle | Shop | Rest | Town | Hurdle |
|---|---|---|---|---|---|---|---|
| 1 | NORMAL | Y | Y | — | Y | — | — |
| 2 | NORMAL | Y | Y | — | Y | — | — |
| 3 | NORMAL | Y | Y | — | Y | — | — |
| 4 | NORMAL | Y | Y | — | Y | — | — |
| 5 | NORMAL | Y | Y | — | Y | — | — |
| 6 | NORMAL | Y | Hunt | — | Y | — | — |
| 7 | BOSS | — | Boss | Y | — | — | Basic Trial |
| 8 | NORMAL | Y | Y | — | Y | — | — |
| 9 | NORMAL | Y | Y | — | Y | — | — |
| 10 | NORMAL | Y | Y | — | Y | — | — |
| 11 | NORMAL | Y | Y | — | Y | — | — |
| 12 | NORMAL | Y | Y | — | Y | — | — |
| 13 | NORMAL | Y | Hunt | — | Y | — | — |
| 14 | BOSS | — | Boss | Y | — | — | Hunt Trial |
| 15 | TOWN | — | — | — | — | Aganon | Blessing Join |
| 16 | NORMAL | Y | Y | — | Y | — | — |
| 17 | NORMAL | Y | Y | — | Y | — | — |
| 18 | NORMAL | Y | Y | — | Y | — | — |
| 19 | NORMAL | Y | Y | — | Y | — | — |
| 20 | NORMAL | Y | Y | — | Y | — | — |
| 21 | NORMAL | Y | Y | — | Y | — | — |
| 22 | BOSS | — | Boss | Y | — | — | Aganon Expedition |
| 23 | NORMAL | Y | Y | — | Y | — | — |
| 24 | NORMAL | Y | Y | — | Y | — | — |
| 25 | NORMAL | Y | Y | — | Y | — | — |
| 26 | NORMAL | Y | Y | — | Y | — | — |
| 27 | NORMAL | Y | Y | — | Y | — | — |
| 28 | NORMAL | Y | Hunt | — | Y | — | — |
| 29 | BOSS | — | Boss | Y | — | — | Competition Trial |
| 30 | TOWN | — | — | — | — | Flora/Kalaid | Blessing Join |
| 31 | NORMAL | Y | Y | — | Y | — | — |
| 32 | NORMAL | Y | Y | — | Y | — | — |
| 33 | NORMAL | Y | Y | — | Y | — | — |
| 34 | NORMAL | Y | Y | — | Y | — | — |
| 35 | NORMAL | Y | Y | — | Y | — | — |
| 36 | NORMAL | Y | Y | — | Y | — | — |
| 37 | BOSS | — | Boss | Y | — | — | Training Camp |
| 38 | NORMAL | Y | Y | — | Y | — | — |
| 39 | NORMAL | Y | Y | — | Y | — | — |
| 40 | NORMAL | Y | Y | — | Y | — | — |
| 41 | BOSS | — | Boss | Y | — | — | Void Trial |
| 42 | NORMAL | Y | Y | — | Y | — | — |
| 43 | NORMAL | Y | Y | — | Y | — | — |
| 44 | NORMAL | Y | Y | — | Y | — | — |
| 45 | BOSS | — | Boss | Y | — | — | Final Trial |
| 46 | ENDING | — | — | — | — | — | Journey End |
Towns
Each town provides training bonuses (+5%) to specific journey stats while you are stationed there.
| Town | Title | Training Bonuses | Notes |
|---|---|---|---|
| NOA | Main Outpost | Str +5%, Vit +5%, End +5% | Starting town (turns 1–14, 23–29, 38–46) |
| Aganon | Ancient City | End +5%, Foc +5%, Prot +5% | Turns 15–22 |
| Flora | Seaside City | Str +5%, Foc +5% | Turns 30–37 (choice) |
| Kalaid | Hot Spring City | Vit +5%, Prot +5% | Turns 30–37 (choice) |
Hurdles
Hurdles are milestone objectives that must be completed by a specific turn. Failing a hurdle triggers a penalty event.
| Objective | Type | Deadline |
|---|---|---|
| Participate in the Basic Trial | Battle (Attend) | Turn 7 |
| Emerge victorious in the Hunt Trial | Battle (Win) | Turn 14 |
| Participate in the Aganon Expedition | Town Move | Turn 15 |
| Emerge victorious in the Expedition Trial | Battle (Win) | Turn 22 |
| Emerge victorious in the Competition Trial | Battle (Win) | Turn 29 |
| Attend the training camp | Town Move | Turn 30 |
| Successfully complete the training camp | Wait | Turn 37 |
| Emerge victorious in the Void Trial | Battle (Win) | Turn 41 |
| Emerge victorious in the Final Trial | Battle (Win) | Turn 45 |
Succession and Companion Recruitment
At specific points during a journey (turns 1, 15, and 30), Succession events occur. These are tied to the two Stellar Archives equipped before the journey begins.
Stellar Archives
Before departing on a journey, two Stellar Archive slots must be filled. Stellar Archives of the same Savior as the journey leader cannot be equipped. Equipped Stellar Archives pass on power and experience through Succession to your journey members.
Succession
Selected Stellar Archives activate Blessings through Successions during a journey. Blessings are categorized into Stat Blessings and Standard Blessings.
- Stat Blessings are always activated through Succession. Stat increases granted by Stat Blessings can be viewed on the Journey Preparation screen before starting.
- Standard Blessings activate at a certain probability. They grant Potentials or increase the Potential discount rate.
After a journey ends, a Stellar Archive containing the Savior who participated is obtained. By repeating journeys and Successions with obtained Stellar Archives, stronger Stellar Archives can be acquired.
Companion Recruitment
During a journey, the Saviors contained in the equipped Stellar Archives join as Journey Companions. Each journey has a predetermined point at which companions join (turns 15 and 30). Companions join in a predetermined order, with the Savior from Stellar Archive Slot 1 joining first.
| Property | Details |
|---|---|
| Companion Stats | Companions grow stronger based on the Overall Rank of the Leader Savior. The stats that increase are ATK, HP, and DEF. |
| Companion Potentials | Companions' Potentials are configured based on their Stellar Archives. |
| Join Timing | Slot 1 joins at turn 15, Slot 2 joins at turn 30 (during town transition turns). |
Training
Arcana Matching Bonus
Equipping an arcana that shares the same character name as a savior in your journey party grants a +5% Training Effect bonus. This is indicated by a blue up arrow on the arcana selection screen.
Training
Training events have a success and failure outcome. Each rewards fixed journey stat values that scale with training level.
| Outcome | Strength Training Lv.1 Example |
|---|---|
| Success | +15 Strength, +6 Endurance, +6 Vitality, +8 Potential Points |
| Failure | +5 Strength |
Arcana Training Effects modify these outcomes:
| Effect | What It Does |
|---|---|
| Training Effectiveness | % increase to all stat gains from training |
| Training Failure Reduction | Reduces the chance of failure outcomes |
| Training Chance | Increases the success rate of training |
| Additional Potential Points | Flat bonus to potential points on success |
| Condition Effect Increase | Condition provides a larger training-efficiency bonus |
Sensory Training
When an equipped arcana's journey stat tag matches the training type (e.g. a Strength-tagged arcana during Strength Training), the game rolls to see if Sensory Training activates. It is not guaranteed — even with a matching tag, it only triggers if the chance roll passes.
tagMatch = arcana.journeyStatTag == training.trainingTag
// Step 2: If matched, roll against Sensory Training Chance
sensoryChance = baseChance + Σ arcana.SensoryTrainingChance
isSensory = tagMatch && random(1, 10000) <= sensoryChance
// Step 3: If Sensory Training activates, apply effectiveness bonuses
sensoryGain = baseGain + Σ flatBonus
sensoryGain = sensoryGain * (1 + Σ rateBonus / 10000)
| Effect | Type | Example Values |
|---|---|---|
| Sensory Training Chance | Flat additive (basis points) | +105, +200, +300 |
| Sensory Training Effectiveness | Flat (+N) or Rate (+N%) | +1, +2, +5% |
Training Base Gains
Base stat gains on success. Sensory Training Effectiveness modifies these values. Failure always gives +5 to the primary stat only. Protection and Focus training restores stamina on success (net +3 per session).
| Training | Lv | Stam | PP | Success Rewards |
|---|---|---|---|---|
| Strength | 1 | 15 | 5 | Str +13, End +5 |
| 2 | 15 | 6 | Str +14, End +5 | |
| 3 | 16 | 7 | Str +15, End +6 | |
| 4 | 16 | 8 | Str +16, End +6 | |
| 5 | 17 | 9 | Str +18, End +7 | |
| 6 | 17 | 10 | Str +19, End +7 | |
| 7 | 18 | 11 | Str +20, End +8 | |
| 8 | 18 | 12 | Str +21, End +8 | |
| 9 | 19 | 13 | Str +23, End +9 | |
| 10 | 20 | 14 | Str +25, End +10 | |
| Vitality | 1 | 15 | 5 | Vit +13, End +5 |
| 2 | 15 | 6 | Vit +14, End +5 | |
| 3 | 16 | 7 | Vit +15, End +6 | |
| 4 | 16 | 8 | Vit +16, End +6 | |
| 5 | 17 | 9 | Vit +18, End +7 | |
| 6 | 17 | 10 | Vit +19, End +7 | |
| 7 | 18 | 11 | Vit +20, End +8 | |
| 8 | 18 | 12 | Vit +21, End +8 | |
| 9 | 19 | 13 | Vit +23, End +9 | |
| 10 | 20 | 14 | Vit +25, End +10 | |
| Endurance | 1 | 15 | 6 | End +10, Str +4, Vit +4 |
| 2 | 15 | 8 | End +11, Str +4, Vit +4 | |
| 3 | 16 | 10 | End +12, Str +5, Vit +5 | |
| 4 | 16 | 12 | End +13, Str +5, Vit +5 | |
| 5 | 17 | 14 | End +14, Str +6, Vit +6 | |
| 6 | 17 | 15 | End +15, Str +6, Vit +6 | |
| 7 | 18 | 16 | End +16, Str +6, Vit +6 | |
| 8 | 18 | 17 | End +17, Str +7, Vit +7 | |
| 9 | 19 | 18 | End +18, Str +7, Vit +7 | |
| 10 | 20 | 19 | End +20, Str +7, Vit +7 | |
| Protection | 1 | 14 | 11 | Prot +9, Vit +2, Stam +17 |
| 2 | 15 | 12 | Prot +10, Vit +2, Stam +18 | |
| 3 | 16 | 13 | Prot +11, Vit +2, Stam +19 | |
| 4 | 17 | 14 | Prot +12, Vit +2, Stam +20 | |
| 5 | 18 | 15 | Prot +13, Vit +3, Stam +21 | |
| 6 | 19 | 16 | Prot +14, Vit +3, Stam +22 | |
| 7 | 20 | 17 | Prot +15, Vit +3, Stam +23 | |
| 8 | 21 | 18 | Prot +16, Vit +3, Stam +24 | |
| 9 | 22 | 19 | Prot +17, Vit +4, Stam +25 | |
| 10 | 23 | 20 | Prot +19, Vit +4, Stam +26 | |
| Focus | 1 | 14 | 11 | Foc +9, Str +2, Stam +17 |
| 2 | 15 | 12 | Foc +10, Str +2, Stam +18 | |
| 3 | 16 | 13 | Foc +11, Str +2, Stam +19 | |
| 4 | 17 | 14 | Foc +12, Str +2, Stam +20 | |
| 5 | 18 | 15 | Foc +13, Str +3, Stam +21 | |
| 6 | 19 | 16 | Foc +14, Str +3, Stam +22 | |
| 7 | 20 | 17 | Foc +15, Str +3, Stam +23 | |
| 8 | 21 | 18 | Foc +16, Str +3, Stam +24 | |
| 9 | 22 | 19 | Foc +17, Str +4, Stam +25 | |
| 10 | 23 | 20 | Foc +19, Str +4, Stam +26 |
Super Sensory Training
When an arcana performing Sensory Training has Bond Points at or above a threshold, it upgrades to Super Sensory Training. The threshold varies per arcana (typically 30–70 Bond Points).
isSuperSensory = isSensory
&& arcana.bondPoints >= arcana.uniquePromoteThreshold
// Super Sensory Training Effectiveness (rate-based, stacks)
superBonus = Σ arcana.SuperSensoryEffectiveness
// Base value: 2000 (20%), gains +30 (0.3%) per arcana level
// At max level: ~20% + additional levels = commonly 16-18% shown
// Applied as a multiplier on top of sensory gains
superGain = sensoryGain * (1 + superBonus / 10000)
| Property | Value |
|---|---|
| Base Effectiveness Rate | 2000 (20%) |
| Per-Level Gain | +30 (0.3%) per arcana level |
| Bond Point Threshold | 30–70 (varies per arcana) |
| Stacking | All equipped arcana SST bonuses sum together |
Bond Points
Bond Points start at 0 every journey — no starting value exists in the scenario configuration, unlike Stamina, Coins, and Condition.
Bond Points are gained from:
- Bond Points Gain — a Journey Start Effect found on most SSR arcana (typically +7 to +9). This is the only bond point source in the promote system.
- Training — training sessions can award Bond Points.
- Journey Events — some event choices award Bond Points directly.
Bond Points are required to activate Unique Effects and Super Sensory Training. Each arcana has its own threshold (typically 30–70).
Condition
Each savior has a Condition (levels 1–5) during a journey that affects two things:
- Training failure rate — poor condition increases the chance of training failure. Low stamina also increases failure rate.
- Combat Turn Speed — an undispellable buff/debuff applied in battle.
| Level | Condition | Battle Turn Speed |
|---|---|---|
| 5 | BEST | +10% |
| 4 | GOOD | +5% |
| 3 | Neutral | none |
| 2 | BAD | -5% |
| 1 | WORST | -10% |
Stamina Buff Ranges
Stamina level determines a buff category that affects training outcomes.
| Stamina Range | Buff |
|---|---|
| 0–30 | WORST |
| 31–50 | BAD |
| 50–70 | NORMAL |
| 71–90 | GOOD |
| 90–100 | BEST |
Resources
Journey Resources
Each journey scenario defines starting values and caps for the core resources.
| Resource | Start | Max | Sources |
|---|---|---|---|
| Stamina | 100 | 100 | Rest (30–80 depending on tier), arcana promote |
| Coins | 30 | 10,000 | Battles (50–100+), support quests, arcana promote |
| Condition | 3 | 5 | Rest success (+1–2), journey events |
| Potential Points | 0 | — | Training success (5–24 per session), arcana promote, journey events |
| Bond Points | 0 | — | Arcana promote (Journey Start Effect), training |
| Journey Stats | per role | 500–1250 | Training (3–41 primary, 2–31 secondary), arcana promote, journey events |
Stamina is spent on training (24–44 per session depending on stat and level). Coins are spent at rest (30–60) and shops (20–80 per item). Journey stat caps scale by scenario difficulty.
Condition Combat Effects
Condition affects training efficiency and applies a passive SPD buff/debuff in combat. Condition 3 (Normal) has no effect.
| Condition | Level | SPD Modifier |
|---|---|---|
| 1 | Worst | −10% |
| 2 | Bad | −5% |
| 3 | Normal | — |
| 4 | Good | +5% |
| 5 | Best | +10% |
Stamina Combat Effects
Your current stamina level passively applies an HP buff or debuff in combat.
| Stamina Range | Level | HP Modifier |
|---|---|---|
| 0–30 | Worst | −20% |
| 31–50 | Bad | −10% |
| 50–70 | Normal | +10% |
| 71–90 | Good | +20% |
| 90–100 | Best | +30% |
Journey Stats
Every savior has five journey stats. These accumulate during a journey run and convert into real combat stats:
| Journey Stat | Combat Stat | Multiplier |
|---|---|---|
| Strength | ATK | 10000 |
| Vitality | HP | 60000 |
| Endurance | DEF | 5000 |
| Protection | Effect RES | 4 |
| Focus | Effect Hit | 4 |
Role Multipliers
| Role | STR | VIT | END | PRT | FOC |
|---|---|---|---|---|---|
Defender | 8000 | 11000 | 11000 | 10000 | 10000 |
Striker | 11000 | 10000 | 9000 | 10000 | 10000 |
Ranger | 11000 | 10000 | 9000 | 10000 | 10000 |
Caster | 12000 | 9000 | 9000 | 10000 | 10000 |
Assassin | 12000 | 9000 | 9000 | 10000 | 10000 |
Supporter | 8000 | 11000 | 11000 | 10000 | 10000 |
Conversion Example
An
Assassin ends a journey with 180 Strength and 100 Vitality:
ATK = 180 × (10000/10000) × (12000/10000) = 180 × 1.0 × 1.2 = +216
// Vitality → HP (constMult=60000, roleMult=9000)
HP = 100 × (60000/10000) × (9000/10000) = 100 × 6.0 × 0.9 = +540
Starting Values
Journey stats begin at role-dependent starting values, plus any resonance bonuses:
| Role | STR | VIT | END | PRT | FOC |
|---|---|---|---|---|---|
| Defender / Supporter | 10 | 30 | 30 | 10 | 10 |
| Striker / Ranger | 30 | 20 | 20 | 10 | 10 |
| Caster / Assassin | 30 | 20 | 20 | 10 | 10 |
Blessings & Stellar Archives
The Journey Loop
Stellar Archives, Blessings, and Succession form a progression loop that makes each journey stronger than the last:
2. Succession activates Blessings — At the start of the journey, the equipped archives pass their power to your current run via Succession. This grants stat boosts and potentials.
3. Journey & learn Potentials — During the journey, collect and learn Potentials by spending Potential Points. Potentials are categorized as Normal, Special, or Unique.
4. Journey ends → new Stellar Archive — After the journey ends, a new Stellar Archive is created from the savior who participated, recording their learned potentials.
5. Normal Potentials become Blessings — Learned Normal Potentials may be converted into Blessings on the new archive. Special and Unique Potentials are not converted.
6. Repeat — Equip the new, stronger archive on a future journey for better Succession bonuses.
Succession
Succession is the moment where equipped Stellar Archives pass their Blessings to the current journey. It occurs at the journey start (turn 1) and when companions join (turns 15 and 30). Blessings come in two types:
| Blessing Type | Activation | Effect |
|---|---|---|
| Stat Blessings | Always activated | Flat journey stat increases (Strength, Vitality, etc.). Visible on the Journey Preparation screen before starting. |
| Standard Blessings | Probability-based | Grant Potentials or increase the Potential discount rate (reducing PP cost to learn). |
Stat Blessings
Stat Blessings grant flat journey stat increases and are always activated through Succession. Values apply equally to all five stats (Strength, Vitality, Endurance, Focus, Protection). Blessings from any tier can appear regardless of scenario difficulty.
| Group | Tier 1 | Tier 2 | Tier 3 | Tier Weights |
|---|---|---|---|---|
| Low | +10 | +15 | +20 | 3000 / 1800 / 1200 |
| Mid | +25 | +30 | +35 | 3000 / 1800 / 1200 |
| High | +40 | +45 | +50 | 1200 / 800 / 400 |
Weights are relative, not absolute percentages. Higher value blessings (+40–+50) have significantly lower weights.
Potential-to-Blessing Conversion
When a journey ends, Normal Potentials that were learned during the journey may be converted into Blessings and stored on the resulting Stellar Archive. This is how Stellar Archives accumulate power over time.
- Normal Potentials — eligible for conversion into Blessings (e.g. Sense of Attack, Skill of Speed)
- Special Potentials — not converted into Blessings
- Unique Potentials — not converted into Blessings
Learned Potentials also take effect during the journey itself. After the journey ends, they are registered to the Stellar Archive — equipping that archive will provide the effects of the learned Potentials.
Potentials
Potentials are combat abilities obtained during a journey through events, Arcana event rewards, and Blessings from equipped Stellar Archives.
- Potential effects are not applied immediately when obtained. They must be learned by spending Potential Points (PP).
- Some Potentials can be leveled up after learning by spending additional PP.
- PP is earned through training, event rewards, and purchasing items.
- When a Potential is obtained as a reward, a discount rate may apply, reducing the PP cost to learn and level up.
- At the final turn, remaining Charms and Old Coins are converted into Potential Points.
| Type | Converts to Blessing | Restriction |
|---|---|---|
| Normal | Yes | None |
| Special | No | Some are class-exclusive (can be obtained but not learned without the required class) |
| Unique | No | Exclusive to a specific Savior (can be obtained but not learned without that Savior) |
Potential Discount Rates
When a Standard Blessing activates during Succession, it can either grant the associated Potential directly or increase the discount rate for that Potential. Discounted Potentials require fewer Potential Points to learn and level up.
Each Potential has a discount level (0–5) that determines the percentage reduction in PP cost. The discount level is derived from the blessing levels stored on both equipped Stellar Archives — their values are combined and capped at 5.
| Discount Level | PP Discount |
|---|---|
| 0 | 0% |
| 1 | 10% |
| 2 | 20% |
| 3 | 30% |
| 4 | 35% |
| 5 | 40% |
The discount is calculated as ceil(base PP cost × discount % / 100), rounded in the player's favor.
Discount levels from both Stellar Archive slots are combined and capped at 5 (40% max).
Quests
Overall Rank
During a journey, your party has an Overall Rank — a comprehensive level calculated from the combined stats of all journey members. As your Saviors' Strength, Vitality, Endurance, Focus, and Protection increase through training and events, the Overall Rank rises with them.
| Property | Details |
|---|---|
| Based On | Combined stats of all journey party members |
| Battle Difficulty | Each battle has a Rank level. Your Overall Rank is compared against it to determine difficulty |
| Companion Scaling | Companions grow stronger (ATK, HP, DEF) based on the leader's Overall Rank |
| Stellar Archive | Higher rank at journey's end produces a higher-level Stellar Archive with better stats |
Journey Battles
Journey battles come in two types. Each battle has a Rank level, and the game compares it against your Overall Rank to display a difficulty rating. Battles reward coins, with bonus coins for completing turn-limit mission objectives.
| Type | Description | Coins | Mission Bonus |
|---|---|---|---|
| Evaluation | Mandatory boss/trial battles tied to hurdle objectives | 50–60 | +5 each |
| Raid | Optional side missions available during normal turns | 40–80 | +5 each |
Each battle has 3 turn-limit missions (e.g. clear in 18/15/12 turns). Completing each awards +5 bonus coins.
Battle Difficulty Rating
Each battle displays a colored difficulty badge based on the level distance — the difference between the battle's Rank level and your party's Overall Rank.
| Rating | Condition | Meaning |
|---|---|---|
| Safe | Level distance ≤ −7 | Overleveled by 7+. Skip highly recommended |
| Recommended | Level distance ≤ +2 | Near your rank. Skip suggested |
| Danger | Level distance > +2 | Battle outlevels you. Manual play recommended |
Level distance = Battle Rank − Your Overall Rank. A negative value means you are overleveled. Battles that have been cleared before can be skipped.
Battle Stat Penalties
When journey stats are insufficient for a battle, penalty debuffs are applied per 10-point shortfall (up to 20 stacks):
| Stat Deficit | Combat Effect | Per 10 Points |
|---|---|---|
| Low Strength | DMG Dealt | −1% |
| Low Vitality | DMG Reduction | −0.5% |
| Low Endurance | DMG Reduction | −0.5% |
| Low Focus | Effect Hit | −0.5% |
| Low Protection | Effect RES | −0.5% |
Max 20 stacks (200 stat points below threshold). At max stacks: −20% DMG dealt, −10% DMG reduction, −10% effect hit, −10% effect RES.
Score Composition
The final Journey Score that determines your grade is the sum of three components, each calculated per party member and then totaled across all units:
| Component | Source |
|---|---|
| Journey Score | Accumulated from stat growth, training, and event progression throughout the journey |
| Battle Score | Earned from battle performance — clearing battles and completing turn-limit missions |
| Tier Score | Bonus from the scenario difficulty tier selected (Easy / Normal / Hard) |
Each party member (leader + companions) contributes their own journey, battle, and tier scores independently. The total across all members is your final Journey Score, which is compared against the grade thresholds in the Overview tab.
Support Quests
Support quests are non-combat encounters that have stat requirements and coin rewards.
| Property | Details |
|---|---|
| Stat Requirement | Strength, Vitality, Endurance, Focus, or Protection |
| Unit Requirement | Requires specific unit types to participate |
| Rewards | Coin rewards based on quest difficulty |
Position Bonuses
In Journey battles, placing a savior in a matching slot grants hidden, permanent, undispellable +10% stat buffs to all deployed saviors of that role at the start of combat. Each slot has 3 valid roles — unlisted combinations get no bonus.
| Slot | Role | Bonus 1 | Bonus 2 |
|---|---|---|---|
| Slot 0 — back row | |||
| Ranger | SPD +10% | CRIT DMG +10% | |
| Caster | ATK +10% | CRIT DMG +10% | |
| Assassin | ATK +10% | HP +10% | |
| Slot 1 — front row (takes 80% of single-target hits) | |||
| Defender | HP +10% | Effect RES +10% | |
| Striker | ATK +10% | HP +10% | |
| Assassin | CRIT Rate +10% | CRIT DMG +10% | |
| Slot 2 — back row | |||
| Defender | HP +10% | DEF +10% | |
| Striker | CRIT Rate +10% | CRIT DMG +10% | |
| Supporter | HP +10% | Effect RES +10% | |
For example, placing a Striker in Slot 1 (front) gives all Strikers ATK +10% and HP +10%, while Slot 2 (back) gives them CRIT Rate +10% and CRIT DMG +10% instead. Supporters only get bonuses in Slots 2 and 3.
Slot 3 unused in current Journey
The game defines position bonuses for a 4th slot, but Journey parties cap at 3 saviors. These bonuses exist in the data but cannot currently be activated.
| Role | Bonus 1 | Bonus 2 |
|---|---|---|
| Ranger | ATK +10% | CRIT Rate +10% |
| Caster | SPD +10% | CRIT Rate +10% |
| Supporter | HP +10% | DEF +10% |
This would be a back row slot if active. May indicate a future 4-savior Journey mode.
Rest & Trade
Rest Tiers
Rest options restore stamina and may improve condition. Each tier has different costs and outcomes.
| Type | Name | Coin Cost | Stamina | Condition | Buff Chance |
|---|---|---|---|---|---|
| Outdoors | Sleep Outdoors | 0 | 30 | — | Rare negative buff |
| Home | Quarters | 30 | 30–50 | +1–2 | — |
| Meditation | Meditation Room | 60 | 60–80 | — | Always positive buff |
Meditation Room Bonuses by Town
In addition to stamina recovery and a guaranteed positive buff, meditation rooms in expedition towns grant bonus journey stats.
| Town | Stat Bonus | Range |
|---|---|---|
| NOA | None (positive buff only) | — |
| Aganon | Endurance | +10–20 |
| Flora | Strength | +10–20 |
| Kalaid | Vitality | +10–20 |
Journey Buffs
Journey buffs are applied from rest, food, and events. All are turn-based and expire after a set number of journey turns.
| Buff Type | Effect |
|---|---|
| Training Stat Bonus | Increases gains for a specific training stat (e.g. +Strength training) |
| Training Success | Increases or decreases training success rate |
| Potential Points | Increases Potential Point gains from training |
| Bond Points | Increases Bond Point gains |
| Trade Discount | Reduces shop prices |
Trade System
Shops sell food, training manuals, and consumables. Item costs scale by grade (rarity).
| Grade | Coin Cost Range |
|---|---|
| Rare | 15–30 |
| Unique | 30–50 |
| Legendary | 50–80 |
| Item Type | Effect |
|---|---|
| Food | Grants journey buffs (stat gains, PP bonuses, etc.) |
| Training Manuals | Boost training effectiveness or level |
| Consumables | Stamina recovery, condition improvement, etc. |
CoinToPotenPointConvertRatio = 5000 // 50% conversion rate
Auto Journey
Overview
Auto Journey advances the journey automatically from the current turn until the final turn. It handles training, rest, battles, and events without player input. Available after clearing the Final Trial of the corresponding difficulty.
Journey Structure (per scenario)
- 46 total turns per journey
- 36 normal turns — training, rest, and battles available
- 7 boss battle turns (mandatory, on fixed turns)
- 2 town movement turns
- 1 ending turn
Training Frequency
Before starting, you set a Training Frequency for each of the five journey stats. These act as priority weights that influence which stat is trained on each turn. At least one stat must have a frequency of 1 or higher to start.
| Stat | Battle Stat |
|---|---|
| Strength | ATK |
| Vitality | HP |
| Endurance | DEF |
| Focus | Effect Hit |
| Protection | Effect RES |
How Stat Gains Work
Training a stat gives a primary gain to the selected stat and secondary gains to related stats. Final stats are heavily influenced by your savior's stat efficiency and multipliers — these have more impact than frequency settings alone.
Stat Efficiency
Each savior has per-stat efficiency ratings that scale training rewards.
| Efficiency | Effect |
|---|---|
| GOOD | High stat gains per training session (multiplier ~1.1x). |
| NORMAL | Standard gains (multiplier ~0.9x–1.0x). |
| BAD | Low stat gains per session, even with high frequency. |
Reward Ranges by Training Type
| Training | Primary | Secondary |
|---|---|---|
| Strength | STR +13–25 | END +5–10 |
| Vitality | VIT +13–25 | END +5–10 |
| Endurance | END +10–20 | STR +4–7, VIT +4–7 |
| Focus | FOC +9–19 | STR +2–4, Stam +17–26 |
| Protection | PRO +9–19 | VIT +2–4, Stam +17–26 |
Training Levels
Each stat has a training type with 10 levels. Each session advances the level by 1, increasing both the stamina cost and the stat rewards.
| Lv | Stamina | PP | STR | END | VIT | Fail |
|---|---|---|---|---|---|---|
| 1 | 30 | 8 | +15 | +6 | +6 | +5 |
| 5 | 38 | 16 | +36 | +16 | +16 | +5 |
| 10 | 44 | 22 | +41 | +21 | +21 | +5 |
Example: Strength training (Grade 1). Each session gives primary + two secondary stat gains.
Training Failure
Training can fail, giving a flat +5 to the primary stat instead of the full reward. Failure rate increases with training level.
| Level | 1 | 3 | 5 | 7 | 10 |
|---|---|---|---|---|---|
| Fail Rate | 0.4% | 4.0% | 11.1% | 21.8% | 44.4% |
Rest Options
Training costs 14–23 stamina per session (varies by stat and level). Protection and Focus training restores stamina on success for a net gain of +3 per session. When stamina runs low, rest is needed. Max stamina is 100.
| Rest Type | Cost | Stamina | Bonus |
|---|---|---|---|
| Free Rest | 0 coin | +30 | Small chance of negative buff |
| Paid Rest | 30 coin | +30–50 | +1–2 condition |
| Premium Rest | 60 coin | +60–80 | Guaranteed positive buff |
Additional Options
| Option | Description |
|---|---|
| Prioritize Super Sensory Training | Prefers training stats that match the equipped arcana's journey stat tag, increasing the chance of triggering Sensory and Super Sensory Training |
| Prioritize Arcana Event Reward Options | When an event offers multiple reward choices, prefers the arcana event reward option |
| Shorten Arcana Events | Shortens arcana event cutscenes during auto progression |
| Shorten Journey Events | Options: Shorten All Events, or Shorten Only Viewed Events |
| Skip SD Scenes | Skips SD (chibi) scenes that appear during journey progression |
| Journey Auto Battle | Enables Auto Battle for Hunts and Trials during the journey |
Starlight Trajectory
Starlight Trajectories are special potentials exclusive to Journey Hard Mode. They replace the standard Normal potentials and offer powerful combat passives with unique triggered effects.
There are 67 trajectories across 9 letter codes (AX–HX + XX), plus a special XXX trajectory. Codes AX–HX each come in 8 variants: a pure version (primary stat only, higher values) and 7 combo versions that pair the primary stat with a secondary stat.
How to Obtain — Decision Tree
Lisa asks you to set a direction for training. Choose a training manual — this determines which relic category you can obtain.
"A training manual that helps with offense"
Offensive secondary stats: ATK, CRIT Rate, CRIT DMG
"A training manual that helps with survival"
Defensive secondary stats: HP, DEF, SPD
"A training manual that helps in various situations"
Utility secondary stats: Effect Hit, Effect RES, + special
Pick one relic from your training path's pool. The relic determines the primary stat and letter code of the trajectory (e.g. Gloves → AX, Hat → EX, Necklace → FX). The secondary stat (sub-variant number) is determined separately.
Complete hunt quests throughout the journey. After each hunt, the "Spoils of the Hunt" event lets you pick one gear piece from a pool of 3. Spoils function as charm items with passive battle effects while held. All 3 gear tiers share the same stat values.
Spoils come in three gear sets. Each set has the same 8 gear types (matching the relics), offered in rotating pools of 3.
This event fires towards the end of the journey and grants the trajectory potential. Costs 200 PP to learn.
The primary stat (letter code) is determined by the relic you chose in Step 2. The secondary stat (sub-variant number) may be influenced by hunt spoils gear, but this is unconfirmed — other factors or randomness may be involved. If secondary matches primary, you get the pure variant with higher primary values.
Summary
| Code | Primary Stat | Pure | Combo | Unique Passive |
|---|---|---|---|---|
| ATK | +12% | +8% | ATK +8%/stack at turn start (max 5 stacks = +40%). Resets on Ultimate. | |
| Max HP | +12% | +8% | 25% chance to heal 8% of Max HP when attacked. | |
| DEF | +18% | +12% | DEF +10%/stack when attacked (max 5 stacks = +50%). Resets on attacking. | |
| SPD | +12 | +8 | 25% chance for +10% Action Gauge after Basic Skill (1x/turn). | |
| CRIT Rate | +15% | +10% | 25% chance on crit to trigger a random ally’s Basic Skill (1x/turn). Works through Toughness break. | |
| CRIT DMG | +15% | +10% | On crit, next attack deals +25% increased damage. | |
| Effect Hit | +24% | +16% | 50% chance to inflict Bleed (25% ATK, 2T) after Basic Skill attack. | |
| Effect RES | +24% | +16% | 50% chance to deal 8% Max HP as Chain DMG to attacker on single-target hit, if no debuffs. | |
| Utility | — | 3 unique options: Counterattack +20%, Lifesteal +15%, or Max Toughness +3. | ||
| All Stats | — | All stats +2% at start of first battle. | ||
All Combinations
The primary stat (row) is determined by your Ancient Savior Relic. The secondary stat (column) may be influenced by hunt spoils gear, but this is unconfirmed — other factors or randomness may be involved. When primary and secondary match, you get the Pure variant (higher primary value, no secondary).
| Primary | Pure | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| AX1 +12% | — | AX2 +8%, HP+4% | AX3 +8%, DEF+6% | AX4 +8%, SPD+4 | AX5 +8%, CRI+5% | AX6 +8%, CDM+5% | AX7 +8%, EHi+8% | AX8 +8%, ERS+8% | |
| BX2 +12% | BX1 +8%, ATK+4% | — | BX3 +8%, DEF+6% | BX4 +8%, SPD+4 | BX5 +8%, CRI+5% | BX6 +8%, CDM+5% | BX7 +8%, EHi+8% | BX8 +8%, ERS+8% | |
| CX3 +18% | CX1 +12%, ATK+4% | CX2 +12%, HP+4% | — | CX4 +12%, SPD+4 | CX5 +12%, CRI+5% | CX6 +12%, CDM+5% | CX7 +12%, EHi+8% | CX8 +12%, ERS+8% | |
| DX4 +12 | DX1 +8, ATK+4% | DX2 +8, HP+4% | DX3 +8, DEF+6% | — | DX5 +8, CRI+5% | DX6 +8, CDM+5% | DX7 +8, EHi+8% | DX8 +8, ERS+8% | |
| EX5 +15% | EX1 +10%, ATK+4% | EX2 +10%, HP+4% | EX3 +10%, DEF+6% | EX4 +10%, SPD+4 | — | EX6 +10%, CDM+5% | EX7 +10%, EHi+8% | EX8 +10%, ERS+8% | |
| FX6 +15% | FX1 +10%, ATK+4% | FX2 +10%, HP+4% | FX3 +10%, DEF+6% | FX4 +10%, SPD+4 | FX5 +10%, CRI+5% | — | FX7 +10%, EHi+8% | FX8 +10%, ERS+8% | |
| GX7 +24% | GX1 +16%, ATK+4% | GX2 +16%, HP+4% | GX3 +16%, DEF+6% | GX4 +16%, SPD+4 | GX5 +16%, CRI+5% | GX6 +16%, CDM+5% | — | GX8 +16%, ERS+8% | |
| HX8 +24% | HX1 +16%, ATK+4% | HX2 +16%, HP+4% | HX3 +16%, DEF+6% | HX4 +16%, SPD+4 | HX5 +16%, CRI+5% | HX6 +16%, CDM+5% | HX7 +16%, EHi+8% | — | |
| XXUtility | | ||||||||
| XXXAll Stats | All stats +2% at start of first battle. Obtained only as a Blessing through Stellar Archive succession from a previous journey — not part of the relic/spoils system. | ||||||||
All percentage values use basis points where 10000 = 100%.
Defender
Striker
Ranger
Caster
Supporter