Game Systems
Attributes
Every savior has one of five attributes. Advantage gives bonuses to damage and debuff accuracy; disadvantage penalizes both.
Element Wheel
The three basic elements form a cycle:
Sun →
Star →
Moon →
Sun Order and Chaos are strong against each other:
Order ↔
Chaos Advantage effects:
- +5% base damage increase (hardcoded, stacks with stat bonuses)
- +30% Effect Hit bonus (debuff accuracy)
- Per-attribute damage bonus stat applies (e.g.
DamageUp vs Sun) - Target's Attribute Guaranteed Effect RES applies
- +1 base Toughness damage
Disadvantage effects:
- -5% base damage decrease (hardcoded)
- -30% Effect Hit penalty (debuff accuracy)
- 0 base Toughness damage (can't break without bonus)
Debuff Accuracy
When a skill applies a debuff, two sequential checks determine whether it lands: the Activation Rate roll and the Effect Hit check.
Quick Guide
Landing a debuff is two coin flips back to back. Both must succeed.
Flip 1 — Does the skill even try?
Check the skill's activation chance (shown on the tooltip). A skill that says "75% chance to stun" simply rolls 75% here. If it fails, nothing happens — Effect Hit doesn't matter.
Flip 2 — Does the target resist?
Your Effect Hit minus their Effect RES = your chance to land. Element advantage adds 30%; disadvantage subtracts 30%.
Everyone starts with 100% Effect Hit and 0% Effect RES, so against a base target you have 100% to land. But the built-in 20% Guaranteed Effect RES caps your maximum at 80% — unless you have Guaranteed Effect Hit to push past it.
Worked Example
Your caster has 120% Effect Hit. The target has 45% Effect RES. You have element advantage. The skill has a 100% activation chance.
- Flip 1: 100% activation — auto-pass
- Flip 2: 120% - 45% + 30% = 105%
- But the target has 20% Guaranteed Effect RES, capping you at 80%
- Final chance to land: 80%
Another Example
Same caster (120% Effect Hit), but now you're at element disadvantage against a target with 60% Effect RES. Skill activation is 75%.
- Flip 1: 75% activation — must pass first
- Flip 2: 120% - 60% - 30% = 30%
- 30% is under the 80% cap, so no cap applies
- Overall chance: 75% × 30% = 22.5%
Detailed Formula
1 Activation Rate
Each skill effect has a base activation chance (ActiveRate), shown on skill tooltips. This is rolled first.
success = random < ActiveRate
// where 10000 = 100%
A skill with 75% activation chance has ActiveRate = 7500.
2 Effect Hit Check
If the activation roll passes, the game checks whether the target resists using the caster's Effect Hit against the target's Effect RES.
Attribute Advantage
attributeBonus = 0
if caster has attribute advantage: attributeBonus = +3000 (+30%)
if caster has attribute disadvantage: attributeBonus = -3000 (-30%)
Base Effect Rate
Default EffectHit = 10000 (100%), default EffectRES = 0.
Guaranteed Effect Hit / RES
A separate "guaranteed" layer can override the base rate. If the target has attribute advantage over the caster, their Attribute Guaranteed Effect RES also applies.
attrGuaranteedRES = 0
if target has attribute advantage over caster:
attrGuaranteedRES = target.AttributeGuaranteedEffectRES
// Net guaranteed value
guaranteedNet = caster.GuaranteedEffectHit
- (target.GuaranteedEffectRES + attrGuaranteedRES)
Guaranteed Override Logic
The guaranteed value acts as a floor or ceiling that can modify the final rate.
OR (baseRate < 0 AND guaranteedNet > 0):
finalRate = guaranteedNet // guaranteed raises the rate
else if baseRate > 0 AND guaranteedNet < 0:
cap = 10000 - |guaranteedNet| // guaranteed caps maximum
if baseRate > cap:
finalRate = cap
else:
finalRate = baseRate
else:
finalRate = baseRate
Final Roll
Default Stat Values
| Stat | Base Value |
|---|---|
| Effect Hit | 100.0% |
| Effect RES | 0.0% |
| Guaranteed Effect Hit | 0.0% |
| Guaranteed Effect RES | 20.0% |
| Attribute Guaranteed Effect RES | 0.0% |
The 20% base Guaranteed Effect RES means even with massive Effect Hit advantage, the target always has a minimum ~20% chance to resist (via the cap mechanic), unless the attacker has Guaranteed Effect Hit to counteract it.
Critical Hits
Critical hit chance follows the same subtraction pattern as Effect Hit. Crit damage is then applied as a multiplier.
Crit Rate
Works the same way as Effect Hit — it's the attacker's crit chance minus the defender's crit evasion, then a dice roll.
critRate = attacker.CRITRate - defender.CRITEvade
isCrit = random(0, 10000) < critRate
Crit Rate is capped at 100% (10000). CRIT Evade is not a common stat but some buffs/passives grant it.
Crit Damage
When a hit crits, the damage is multiplied by 1 + critDmgBonus. The bonus can be reduced by the defender's CRIT Damage Reduce stat.
critDamage = baseDamage * (1 + critDmgBonus)
CRIT Damage is capped at 300% (30000).
Example
Your attacker has 65% CRIT Rate and 180% CRIT Damage. The defender has 0% CRIT Evade and 20% CRIT Damage Reduce. A non-crit hit would deal 5,000 damage.
- Crit chance: 65% - 0% = 65%
- If it crits: bonus = 180% - 20% = 160%
- Crit damage: 5,000 × (1 + 1.6) = 5,000 × 2.6 = 13,000
On average across many hits: 5,000 × (0.35 + 0.65 × 2.6) = 10,200 expected damage per hit.
Damage
Damage calculation uses ATK, DEF, skill scaling, and several multiplicative layers.
Constants
| Constant | Value | What It Does |
|---|---|---|
| Damage Scale | 18500 | Global multiplier applied to all base damage after stat scaling. Effectively a normalization constant that the game uses to keep damage numbers in a desired range. |
| Defence Constant | 3000 (PvE) 300 (PvP) | Used in the DEF formula: DEF/(DEF+Const). |
| Damage Reduce Cap | 50% | Total Damage Reduce from all sources (buffs, role bonuses, etc.) cannot exceed 50%. Prevents full damage immunity stacking. |
| CRIT Rate Cap | 100% | CRIT Rate cannot exceed 100%. |
| CRIT Damage Cap | 300% | CRIT Damage bonus cannot exceed 300% (for a max 4x multiplier on crit hits). |
Damage Pipeline
Damage is calculated through several multiplicative stages:
- Base Damage — Each skill has a scaling factor (e.g., a normal attack might scale at 65% ATK, a hyper skill at 265% ATK). Some skills also scale off DEF or HP. For AoE skills, all scaling factors except SPD are divided by a fixed value of 4 (see AoE Damage Split below)
- Defence Reduction — DEF mitigates damage using the defence constant (higher constant = DEF matters less)
- Damage Share — Some units can redirect a portion of incoming damage to themselves
- Damage Up / Reduce — Additive bonuses from buffs, including role-specific and attribute-specific modifiers (see below). Capped at 50% total reduction
- Break Bonus — While target's super armor is broken, attacker gets additional
DamageUp (Break) - Critical — If crit: multiply by
1 + (CRITDmg - CRITDmgReduce) - Life Steal — Attacker heals for
damage * DamageVampirism%, modified by target's Heal Receive stat
Damage Up/Reduce Breakdown
The Damage Up/Reduce stage combines several sources additively:
+ DamageUp vs [Role] // e.g. DamageUp vs Striker
+ DamageUp vs [Attribute] // e.g. DamageUp vs Sun
+ DamageUp vs [Attack Type] // e.g. DamageUp vs Slash
+ DamageUp (Break) // only if target is broken
totalDmgReduce = general DamageReduce
+ DamageReduce vs [Role]
+ DamageReduce vs [Attack Type] // e.g. DamageReduce vs Element
+ DamageReduce (Break) // while self is broken
+ NonCrit DamageReduce // only on non-crit hits
modifier = totalDmgUp - totalDmgReduce
Attack type modifiers (Slash, Impact, Element, Spirit) let units specialize in resisting or dealing extra damage against specific damage types. NonCrit Damage Reduce only applies when the hit doesn't crit, rewarding high CRIT Rate builds.
Base Damage Formula
Each skill has scaling factors (ATK%, HP%, DEF%, SPD%) that are combined with the attacker's stats to produce the raw base damage before any multipliers.
atkScaling = (AtkFactor + skillLevelBonus) / targetCount
hpScaling = HpFactor / targetCount
defScaling = DefFactor / targetCount
spdScaling = SpdFactor // SPD is NOT divided
baseDamage = (ATK × atkScaling
+ HP × hpScaling
+ DEF × defScaling)
× (1 + SPD_bonus × spdScaling)
baseDamage = baseDamage × DamageScale
The skillLevelBonus is the hidden DMG% gained from leveling the skill (the "DMG +1%", "DMG +2%" etc. shown in skill level descriptions). It is added directly to the ATK scaling factor before division.
AoE Damage Split
Skills that target all enemies (ENEMY_ALL) have their scaling factors divided by a fixed divisor of 4, regardless of how many enemies are actually on the field. This division is hardcoded in the game's damage calculation and applies to ATK, HP, and DEF scaling factors (but not SPD).
targetCount = 1 // default for single-target
if (skill.targetType == ENEMY_ALL)
targetCount = 4 // always 4, even vs 1 enemy
This means AoE skills always deal 1/4 of their listed scaling per target. The scaling factors shown in skill data represent the total damage budget, not the per-target amount.
Practical Impact
| Skill Type | Listed Factor | Per-Target Factor | Example |
|---|---|---|---|
| Standard S1 (single) | 65% | 65% | Most saviors' basic attack |
| AoE S1 | 120% | 30% | Luna's Defensive Mana Shot |
| AoE S3 (hyper) | 265% | 66.25% | Luna's The World I See |
| Single-target S3 | 115% | 115% | Lydia's Void Within the Tome |
The /4 divisor applies even when only 1 enemy remains. AoE skills do not redistribute unused damage to fewer targets. DOT and fixed-damage effects bypass this divisor.
Defence Formula
The defence constant determines how quickly DEF reduces damage. A higher constant means DEF matters less (you need more to see results).
reduction = DEF / (DEF + DefenceConst)
damage = baseDamage * (1 - reduction)
Damage Up/Reduce: Skill & Target Type Modifiers
In addition to the general Damage Up/Reduce stats, the game applies separate modifiers based on the skill slot and target type. These are additive with other Damage Up/Reduce sources.
skillDmgUp = DamageUp vs [Skill Type] // Basic / Special / Hyper
// Attacker's target-type bonus
targetDmgUp = DamageUp vs [Target Type] // Single Target / AoE
// Defender's corresponding reduction
skillDmgReduce = DamageReduce vs [Skill Type]
targetDmgReduce = DamageReduce vs [Target Type]
These stats can come from buffs, equipment set bonuses, or ranking raid effects. For example, the Chain debuff applies -20% DamageReduce vs AoE, making the target take more damage from AoE skills.
BP Scaling (PvE Only)
Each PvE stage has a recommended BP. The ratio between your team's BP and the stage's recommended BP applies a damage multiplier to both sides. Exceeding the recommended BP gives no bonus — this is purely a penalty system for being under. This only affects PvE — PvP battles have no BP scaling.
| Your BP / Recommended | Your Damage | Enemy Damage |
|---|---|---|
| ≥ 90% | 100% | 100% |
| 85% | 90% | 110% |
| 80% | 80% | 120% |
| 75% | 70% | 130% |
| 70% | 60% | 140% |
| 60% | 40% | 160% |
| 50% | 20% | 180% |
| < 50% | 10% | 190% |
The scaling is a smooth curve with 500 entries — the table above shows key breakpoints. No penalty kicks in until you drop below 90% of recommended BP. Between 90% and 50%, your damage drops by roughly 2% for every 1% of BP you're missing. Below 50% you floor at 10% damage dealt / 190% damage taken.
Additional Damage Rules
- Damage Variance — Some skills apply a ±5% random jitter to final damage. The roll is
random(0.95, 1.05)multiplied against the calculated damage. Only skills tagged with the random damage flag use this. - Damage Limit By HP — Certain bosses have a stat that caps the maximum damage they can take per hit as a percentage of their max HP:
maxDmg = MaxHP × DamageLimitRate. This prevents one-shots even from extremely buffed attacks. - Minimum Damage — Damage can never be reduced below 1. Even with extreme DEF stacking and damage reduction, a hit that connects will always deal at least 1 damage.
- Evasion Damage — When a hit is evaded (see Hit/Evasion), damage is reduced by 50%, debuffs are not applied, and no Toughness damage is dealt.
Example
An attacker with 2,500 ATK uses a skill with 200% scaling against a target with 1,500 DEF. The attacker has 25% Damage Up from buffs, no other modifiers. Non-crit hit in PvE.
- Base damage: 2,500 × 2.0 = 5,000
- Defence reduction: 1,500 / (1,500 + 3,000) = 33.3%
- After DEF: 5,000 × (1 - 0.333) = 3,335
- Damage Up: 3,335 × (1 + 0.25) = 4,169
Chain Damage
TL;DR
Chain DMG is a bonus true damage hit that procs when a condition is met (e.g. on crit, on Basic Skill, when attacked). It scales from a stat (usually ATK or Max HP) at a set rate, benefits from Damage Up and Break bonus, but ignores DEF, CRIT, Damage Reduce, and does not proc Life Steal. Think of it as an extra true damage instance tacked onto the triggering action.
Chain Damage (also called Additional Damage) is a separate damage instance triggered after certain actions — basic attacks, critical hits, being attacked, or specific skill conditions. It fires independently of the triggering skill's damage and has its own scaling.
How It Works
- Trigger — A skill effect or potential specifies when Chain DMG fires: on attack, on crit, on Basic Skill, after being attacked, etc. Each has a proc chance (e.g. 50% or 100%).
- Base Value — The effect specifies a stat to scale from (usually ATK, sometimes Max HP) and a rate. Base Value =
Stat × AddDamageRate - Stat Source — The stat can be read from either the caster (self) or the target, depending on the effect.
- Damage Modifiers — The base value is then multiplied by the caster's Damage Up buffs (including Break bonus if the target's toughness is broken):
Final = (Base + Base × DmgUp%) × DamageScale - Separate Hit — Chain DMG appears as a separate damage number. Multiple Chain DMG effects on the same target from the same action are grouped and applied together.
Formula
// Step 1: Base damage from stat
BaseDmg = Stat(source) × AddDamageRate%
// Step 2: Apply damage multipliers
FinalDmg = BaseDmg × (1 + DamageUp%) × 1.85
// Where DamageUp% is the sum of:
NST_RATE_DAMAGE_UP (general Damage Up buffs)
+ attribute-specific Damage Up (element advantage, etc.)
+ role-specific Damage Up
+ NST_RATE_DAMAGE_UP_BREAK (only if target toughness is broken)
The 1.85 multiplier is the global DamageScale constant (18500 / 10000), the same one used in the normal damage formula. Chain DMG is not affected by DEF, CRIT, Damage Reduce, or Life Steal. Only Damage Up stats on the attacker modify it. True Damage variants (fixed amount) skip stat scaling entirely and deal a flat value.
Common Rates
Chain Damage rates vary by source. Here are typical values found in the game data:
| Source | Rate | Stat | Notes |
|---|---|---|---|
| Potentials (Catalyst) | 17.5% | ATK | On crit with Basic Skill, hits all enemies, once per turn |
| Potentials (Double Tap) | 5 – 20% | ATK | On Basic Skill vs broken toughness target |
| Potentials (HP-based) | 8% | Max HP | Counter-based: when attacked with no debuffs |
| Enemy Passives | 30 – 50% | ATK | After Basic Skill or on being attacked |
| Boss Scaling (per stack) | 30 – 150% | ATK | Increases per buff stack (e.g. Motif stacks: 30%, 60%, 90%, 120%, 150%) |
| Boss HP-based | 3% | Target Max HP | Scales from target's HP instead of self ATK |
| Journey Item Effects | 5% | Max HP | Charm/item battle effects |
Key Differences from Normal Damage
| Property | Normal Damage | Chain Damage |
|---|---|---|
| DEF Reduction | Yes | No |
| Can Crit | Yes | No (can be triggered by a crit, but the Chain DMG itself never crits) |
| Damage Reduce | Yes (buffs, role, etc.) | No |
| Damage Up | Yes | Yes |
| Break Bonus | Yes | Yes |
| Life Steal | Yes (skill damage only) | No |
Healing
Heal skills scale off a stat (usually the caster's ATK or the target's Max HP) multiplied by the skill's heal rate, then modified by two stats.
Heal Formula
Each heal skill specifies which stat it scales from (usually the caster's ATK or the target's Max HP) and a heal rate multiplier. Two stats then modify the final amount:
- Heal Give — on the caster, increases all healing they provide
- Heal Receive — on the target, increases all healing they receive
modifier = 1.0 + caster.HealGive + target.HealReceive
finalHeal = baseHeal * modifier
Both stats are additive with each other — stacking Heal Give on the healer and Heal Receive on the tank compounds. Life steal from Damage Vampirism also uses this same Heal Receive modifier on the target being healed (the attacker).
Example
A healer with 3,000 ATK and 20% Heal Give uses a skill that heals for 50% of their ATK. The target has 15% Heal Receive.
- Base heal: 3,000 × 0.5 = 1,500
- Modifier: 1.0 + 0.20 + 0.15 = 1.35
- Final heal: 1,500 × 1.35 = 2,025
Super Armor
Bosses (and some saviors) have a Super Armor gauge. When broken, the target takes increased damage and may trigger break-specific effects.
How It Works
Each damaging hit chips away at the Toughness gauge. When it reaches 0, the target enters Break state. Only hits that actually deal damage (Normal or Critical) chip the gauge — misses, nullified hits, and non-damaging skills don't count. The gauge refills after break ends.
Break Effects by Unit Type
Break effects differ depending on the type of unit being broken. The key difference: monsters get their speed gauge reset to 0, but saviors do not.
| Effect | Savior | Normal | Elite | Boss |
|---|---|---|---|---|
| +15% Damage Taken (1 turn) | ✓ | ✓ | ✓ | ✓ |
| Speed Gauge Reset to 0 | ✗ | ✓ | ✓ | ✓ |
| Counter Disabled (1 turn) | ✓ | ✓ | ✓ | ✓ |
| Preemptive Guard Disabled (1 turn) | ✓ | ✓ | ✓ | ✓ |
The speed gauge reset is why breaking bosses feels so impactful — it delays their next turn significantly. In PvP, breaking a savior only gives the damage debuff and disables, with no turn delay.
Super Armor Damage Per Hit
Each hit's contribution to breaking the gauge is calculated from attribute matchup and bonus stats:
if attacker has attribute advantage:
baseSA = 1
else:
baseSA = 0 // neutral or disadvantage
// Add bonus stats
saDamage = baseSA
+ attacker.SuperArmorDamage
+ attacker.SuperArmorTrueDamage
- defender.SuperArmorDamageReduce
Super Armor True Damage bypasses the defender's reduction stat. If the total is 0 or negative, no gauge damage is dealt that hit.
Example
A boss has Super Armor = 8 and 2 SA Damage Reduce. Your Sun attacker hits a Star boss (advantage). Attacker has 1 Super Armor Damage from gear.
- Base: 1 (advantage)
- + SA Damage: 1
- - SA Reduce: 2
- Per hit: 1 + 1 - 2 = 0 — not enough to chip!
But if the attacker also has 1 Super Armor True Damage (bypasses reduce):
- Per hit: 1 + 1 + 1 - 2 = 1 per hit
- Needs 8 hits to break the boss
Break Skills
Break Skills are powerful party-wide abilities that activate after breaking enemy Toughness. Each party can equip one Break Skill. When triggered, the skill deals damage (or heals) and deploys a Domain that provides persistent buffs.
How It Works
- Break an enemy's Toughness to gain Break Points. Normal enemies grant 1 point, bosses grant 3 points.
- Once you accumulate 3 Break Points, the Break Skill becomes available on your next turn.
- Activating the skill triggers its damage/heal effect and deploys the Domain.
- After use, Break Points reset and the skill enters an 8-turn cooldown.
Break Skills do not trigger counterattacks. The damage scales off all allies' combined stats (total team ATK or HP), not the individual unit's stats.
Break Skills
| Break Skill | Type | Scaling | On-Use Effect | Nova |
|---|---|---|---|---|
| Singularity Observation | AoE DMG | 70% Team ATK | — | +4 |
| Star Piercer | AoE DMG | 50% Team ATK | +20% Action Gauge (all allies) | 0 |
| Cube Overload | AoE Heal | 2% Team HP | Omega Protocol: ATK +15%, Effect Hit +15% (2 turns) | 0 |
| Dimensional Assault | AoE DMG | 50% Team ATK | — | +4 |
| Planetary Purification unreleased | AoE DMG | — | DEF Down on all enemies (1 turn, ignores Effect RES) | — |
"Team ATK" means the sum of all allies' ATK stats. Break Skill damage is subject to the AoE /4 divisor like other all-enemy skills. Break Skills can be leveled from 1 to 10, adding up to +10% total damage (or +2% total healing for Cube Overload).
Domain Deployments
When a Break Skill activates, it deploys a Domain that changes the battle environment and provides persistent buffs to your team.
| Domain | Break Skill | Effect |
|---|---|---|
| Starlight Horizon | Singularity Observation | +20% ATK and +20% DEF to all allies |
| Strategic Command | Star Piercer | +10% CRIT Rate and CRIT DMG to all; additional +10% to Strikers and Rangers |
| Cheat Matrix | Cube Overload | +10% SPD to all; additional +10% to Defenders and Supporters |
| CRF Amplification | Dimensional Assault | +15% ATK and +1 Toughness DMG to all |
| Witch's Blessing unreleased | Planetary Purification | +10% ATK to all; additional +10% to Casters and Assassins |
Enhancement Costs
Break Skills are leveled using Break Skill Support Plans. All break skills share the same cost table (5,150 total plans to max).
| Level | DMG Bonus | Cost | Cumulative |
|---|---|---|---|
| 1 | Base | 50 | 50 |
| 2 | +1% | 50 | 100 |
| 3 | +1% | 100 | 200 |
| 4 | +1% | 150 | 350 |
| 5 | +1% | 300 | 650 |
| 6 | +1% | 400 | 1,050 |
| 7 | +1% | 500 | 1,550 |
| 8 | +1% | 1,000 | 2,550 |
| 9 | +1% | 1,200 | 3,750 |
| 10 | +2% | 1,400 | 5,150 |
Cube Overload (healing) follows the same cost table but gains +0.1–0.5% heal per level instead of DMG. Dimensional Assault requires a special unlock item for Lv1 instead of the standard plans.
Constants
| Property | Value | Notes |
|---|---|---|
| Break Points to activate | 3 | Same for all break skills |
| Points per normal break | 1 | Breaking a non-boss enemy |
| Points per boss break | 3 | Instantly charges the break skill |
| Cooldown after use | 8 turns | Must accumulate 3 points again after cooldown |
| Limit per party | 1 | One break skill per party |
Nova Burst
Nova Burst is a temporary power-up that enhances your savior's attacks with bonus Toughness damage and a unique secondary effect. It's fueled by Nova Force, a shared party resource that accumulates during battle.
How It Works
- Gain Nova Force — certain skills have a Nova Force value (shown as a violet badge on skills). Using these skills adds to the party's shared Nova Force gauge.
- Fill the gauge to 4 — the gauge holds up to 12 Nova Force, but activation costs 4. Break Skills like Singularity Observation and Dimensional Assault grant +4 Nova Force on use.
- Activate with V — press V during a savior's turn to activate Nova Burst, consuming 4 Nova Force.
- Enhanced attacks — while active, the savior gains +15% damage dealt plus bonus Toughness Fixed DMG and their unique Nova Burst effect for the duration of that turn.
Nova Force is shared across the entire party. Any savior's skill that has a Nova Force value contributes to the same gauge.
Nova Force Constants
| Max Nova Force | 12 |
| Activation Cost | 4 |
| Nova Force per Skill | +1 (all skills with Nova Force grant +1) |
| Break Skill Bonus | +4 (Singularity Observation, Dimensional Assault) |
| Keybind | V |
Effect Tiers by Skill Type
Each savior has three tiers of Nova Burst effects depending on which skill type is used during activation. Attack and Special skills get the common base effect, while Hyper skills unlock the savior's unique enhanced effect.
| Skill Type | Nova Burst Effect |
|---|---|
| Attack | +1 Toughness Fixed DMG per hit (common) |
| Special | +1 Toughness Fixed DMG per hit (common) |
| Hyper | +1 Toughness Fixed DMG + unique savior effect |
The "Instant" nova burst effect (Nova Burst Damage Up, +15% damage dealt) is applied at activation regardless of skill type, then removed after the skill ends.
Related Buffs & Debuffs
| Buff | Effect |
|---|---|
| Nova Force Up | Increases Nova Force gauge |
| Nova Force Down | Decreases Nova Force gauge |
| Nova Burst Damage Up | +15% damage dealt — applied at Nova Burst activation regardless of skill type (auto-removed after the skill ends) |
| Toughness Fixed DMG Up | +1 Toughness Fixed DMG per hit (core nova burst buff, bypasses SA Damage Reduce) |
| Toughness Recovery | Restores own Toughness gauge (used by some support-type nova bursts) |
Break Skills
Break Skills are powerful party-wide abilities that activate after breaking enemy Toughness. Each party can equip one Break Skill. When triggered, the skill deals damage (or heals) and deploys a Domain that provides persistent buffs.
How It Works
- Break an enemy's Toughness to gain Break Points. Normal enemies grant 1 point, bosses grant 3 points.
- Once you accumulate 3 Break Points, the Break Skill becomes available on your next turn.
- Activating the skill triggers its damage/heal effect and deploys the Domain.
- After use, Break Points reset and the skill enters an 8-turn cooldown.
Break Skills do not trigger counterattacks. The damage scales off all allies' combined stats (total team ATK or HP), not the individual unit's stats.
Break Skills
| Break Skill | Type | Scaling | On-Use Effect | Nova |
|---|---|---|---|---|
| Singularity Observation | AoE DMG | 70% Team ATK | — | +4 |
| Star Piercer | AoE DMG | 50% Team ATK | +20% Action Gauge (all allies) | 0 |
| Cube Overload | AoE Heal | 2% Team HP | Omega Protocol: ATK +15%, Effect Hit +15% (2 turns) | 0 |
| Dimensional Assault | AoE DMG | 50% Team ATK | — | +4 |
| Planetary Purification unreleased | AoE DMG | — | DEF Down on all enemies (1 turn, ignores Effect RES) | — |
"Team ATK" means the sum of all allies' ATK stats. Break Skill damage is subject to the AoE /4 divisor like other all-enemy skills. Break Skills can be leveled from 1 to 10, adding up to +10% total damage (or +2% total healing for Cube Overload).
Domain Deployments
When a Break Skill activates, it deploys a Domain that changes the battle environment and provides persistent buffs to your team.
| Domain | Break Skill | Effect |
|---|---|---|
| Starlight Horizon | Singularity Observation | +20% ATK and +20% DEF to all allies |
| Strategic Command | Star Piercer | +10% CRIT Rate and CRIT DMG to all; additional +10% to Strikers and Rangers |
| Cheat Matrix | Cube Overload | +10% SPD to all; additional +10% to Defenders and Supporters |
| CRF Amplification | Dimensional Assault | +15% ATK and +1 Toughness DMG to all |
| Witch's Blessing unreleased | Planetary Purification | +10% ATK to all; additional +10% to Casters and Assassins |
Enhancement Costs
Break Skills are leveled using Break Skill Support Plans. All break skills share the same cost table (5,150 total plans to max).
| Level | DMG Bonus | Cost | Cumulative |
|---|---|---|---|
| 1 | Base | 50 | 50 |
| 2 | +1% | 50 | 100 |
| 3 | +1% | 100 | 200 |
| 4 | +1% | 150 | 350 |
| 5 | +1% | 300 | 650 |
| 6 | +1% | 400 | 1,050 |
| 7 | +1% | 500 | 1,550 |
| 8 | +1% | 1,000 | 2,550 |
| 9 | +1% | 1,200 | 3,750 |
| 10 | +2% | 1,400 | 5,150 |
Cube Overload (healing) follows the same cost table but gains +0.1–0.5% heal per level instead of DMG. Dimensional Assault requires a special unlock item for Lv1 instead of the standard plans.
Constants
| Property | Value | Notes |
|---|---|---|
| Break Points to activate | 3 | Same for all break skills |
| Points per normal break | 1 | Breaking a non-boss enemy |
| Points per boss break | 3 | Instantly charges the break skill |
| Cooldown after use | 8 turns | Must accumulate 3 points again after cooldown |
| Limit per party | 1 | One break skill per party |
Nova Burst
Nova Burst is a temporary power-up that enhances your savior's attacks with bonus Toughness damage and a unique secondary effect. It's fueled by Nova Force, a shared party resource that accumulates during battle.
How It Works
- Gain Nova Force — certain skills have a Nova Force value (shown as a violet badge on skills). Using these skills adds to the party's shared Nova Force gauge.
- Fill the gauge to 4 — the gauge holds up to 12 Nova Force, but activation costs 4. Break Skills like Singularity Observation and Dimensional Assault grant +4 Nova Force on use.
- Activate with V — press V during a savior's turn to activate Nova Burst, consuming 4 Nova Force.
- Enhanced attacks — while active, the savior gains +15% damage dealt plus bonus Toughness Fixed DMG and their unique Nova Burst effect for the duration of that turn.
Nova Force is shared across the entire party. Any savior's skill that has a Nova Force value contributes to the same gauge.
Nova Force Constants
| Max Nova Force | 12 |
| Activation Cost | 4 |
| Nova Force per Skill | +1 (all skills with Nova Force grant +1) |
| Break Skill Bonus | +4 (Singularity Observation, Dimensional Assault) |
| Keybind | V |
Effect Tiers by Skill Type
Each savior has three tiers of Nova Burst effects depending on which skill type is used during activation. Attack and Special skills get the common base effect, while Hyper skills unlock the savior's unique enhanced effect.
| Skill Type | Nova Burst Effect |
|---|---|
| Attack | +1 Toughness Fixed DMG per hit (common) |
| Special | +1 Toughness Fixed DMG per hit (common) |
| Hyper | +1 Toughness Fixed DMG + unique savior effect |
The "Instant" nova burst effect (Nova Burst Damage Up, +15% damage dealt) is applied at activation regardless of skill type, then removed after the skill ends.
Related Buffs & Debuffs
| Buff | Effect |
|---|---|
| Nova Force Up | Increases Nova Force gauge |
| Nova Force Down | Decreases Nova Force gauge |
| Nova Burst Damage Up | +15% damage dealt — applied at Nova Burst activation regardless of skill type (auto-removed after the skill ends) |
| Toughness Fixed DMG Up | +1 Toughness Fixed DMG per hit (core nova burst buff, bypasses SA Damage Reduce) |
| Toughness Recovery | Restores own Toughness gauge (used by some support-type nova bursts) |
Unique Nova Burst Effects by Savior
When using a Hyper skill during Nova Burst, each savior gains their unique enhanced effect in addition to the base Toughness Fixed DMG bonus. Some saviors also have unique effects on their Attack or Special skill types.
| Savior | Unique Effect (Hyper) | Category |
|---|---|---|
| Niel | +2 Toughness Fixed DMG on attack | Toughness+ |
| Petra | +2 Toughness Fixed DMG on attack | Toughness+ |
| Smile | +1 Toughness Fixed DMG and +20% damage | Offense |
| Charlotte | +1 Toughness Fixed DMG and +20% damage | Offense |
| Tanya | +1 Toughness Fixed DMG and +20% damage | Offense |
| Trish | +1 Toughness Fixed DMG and +20% damage | Offense |
| Lacy | +1 Toughness Fixed DMG and +20% damage | Offense |
| Yoo Mina | +1 Toughness Fixed DMG and +20% damage | Offense |
| Omega | +1 Toughness Fixed DMG and +20% damage | Offense |
| Asherah | +1 Toughness Fixed DMG and +30% CRIT Rate | Offense |
| Dana | +1 Toughness Fixed DMG and +30% CRIT Rate | Offense |
| Rosaria | +1 Toughness Fixed DMG and +30% CRIT Rate | Offense |
| Epindel | +1 Toughness Fixed DMG and 30% lifesteal | Sustain |
| Scarlet | +1 Toughness Fixed DMG and 30% lifesteal | Sustain |
| Emily | +1 Toughness Fixed DMG and self Barrier (Max HP) | Defense |
| Hilde | +1 Toughness Fixed DMG and self Barrier (Max HP) | Defense |
| Haydee | +1 Toughness Fixed DMG and self Barrier (DEF) | Defense |
| Frey | +1 Toughness Fixed DMG and Barrier to lowest HP ally (Max HP) | Defense |
| Carmen | +1 Toughness Fixed DMG and self Rule of Monastir (1 turn) | Defense |
| Besta | +1 Toughness Fixed DMG and extend DEF Up by 1 turn | Defense |
| Kyra | +1 Toughness Fixed DMG and self Stealth (1 turn) | Defense |
| Roberta | +1 Toughness Fixed DMG and +20% self Action Gauge | Speed |
| Claire | +1 Toughness Fixed DMG and +20% self Action Gauge | Speed |
| Lugh | +1 Toughness Fixed DMG and extend SPD Up by 1 turn | Speed |
| Seira | Restore 1 Toughness and +50% Action Gauge | Speed |
| Annah | Restore 1 Toughness and +30% Action Gauge | Speed |
| Luna | +1 Toughness Fixed DMG and 100% Bind chance | Debuff |
| Bell | +1 Toughness Fixed DMG and inflict ACC Down (1 turn) | Debuff |
| Harley | +1 Toughness Fixed DMG and -15% enemy Action Gauge | Debuff |
| Clarissa | +1 Toughness Fixed DMG and -15% enemy Action Gauge | Debuff |
| Lily | +1 Toughness Fixed DMG and ATK Down on all enemies (2 turns) | Debuff |
| Muriel | +1 Toughness Fixed DMG and 100% ATK Down chance | Debuff |
| Naru | +1 Toughness Fixed DMG and inflict Effect RES Down (2 turns) | Debuff |
| Lydia | +1 Toughness Fixed DMG and inflict Unknown Hex (1 turn) | Debuff |
| Marcille | +1 Toughness Fixed DMG and inflict Recovery Down (1 turn) | Debuff |
| Scarlet | +1 Toughness Fixed DMG and 100% Burn chance | Debuff |
| Serpang | +1 Toughness Fixed DMG and heal lowest HP ally (Max HP) | Support |
| Elisa | +1 Toughness Fixed DMG and Holy Blessing to lowest HP ally (1 turn) | Support |
| Asherah | +1 Toughness Fixed DMG and remove 1 debuff from all allies | Support |
| Vera | Restore 1 Toughness and +15% Outgoing Healing | Support |
| Claire | +1 Toughness Fixed DMG and self ATK Up (1 turn) | Offense |
Some saviors (like Asherah, Charlotte, Frey, Omega, Scarlet, Claire) have different unique effects on different skill types. The table shows the primary Hyper-tier effect. Check individual savior pages for full details.
Nova Burst & Toughness Synergy
Nova Burst's core function is accelerating Toughness breaks. The +1 Toughness Fixed DMG from Nova Burst is classified as Super Armor True Damage, which bypasses the enemy's SA Damage Reduce stat.
saDamage = baseSA
+ attacker.SuperArmorDamage
+ attacker.SuperArmorTrueDamage
+ novaBurstBonus // +1 or +2 (True Damage, ignores reduce)
- defender.SuperArmorDamageReduce
The optimal flow is: build Nova Force with skills that have the Nova badge → use a Break Skill (Singularity Observation or Dimensional Assault give +4 Nova Force) → activate Nova Burst on your next turn with a Hyper skill for maximum break damage and unique effect.
Turn Order
Turn order is determined by each unit's Turn Speed stat. Higher speed means the unit acts sooner.
Speed Gauge
Each unit has a speed gauge that fills over time. When it reaches 10000, the unit takes its turn. The rate it fills depends on Turn Speed — higher speed = fills faster = acts sooner.
timeToAct = (10000 - currentGauge) / TurnSpeed
// Lower timeToAct = acts first
If a unit's gauge is already at or above 10000, they get an instant turn.
Leader Position
The savior in the Leader slot (first team position) gets +10 Turn Speed in PvE. This is a flat bonus added to their base speed before any other calculations.
Turn 1 Randomization
On the very first turn only, a random multiplier is applied to each unit's Turn Speed to break ties and add variance:
jitter = random(9500, 10500) / 10000 // 0.95x to 1.05x
effectiveSpeed = TurnSpeed * jitter
This is a +/- 5% jitter. After the first turn, speed is used as-is with no randomization — turn order becomes fully deterministic.
Example
Three units start a battle. All gauges begin at 0.
| Unit | Speed | T1 Jitter | Effective | Time to Act |
|---|---|---|---|---|
| A | 500 | ×1.03 | 515 | 10000/515 = 19.4 |
| B | 500 | ×0.97 | 485 | 10000/485 = 20.6 |
| C | 400 | ×1.01 | 404 | 10000/404 = 24.8 |
Turn order: A → B → C. Units A and B have the same base speed but the jitter broke the tie — A got lucky with a 1.03x roll while B got 0.97x. On subsequent turns, their actual speed (500) is used with no jitter.
Counter
When you prepare a skill of the same kind (Attack, Special, or Hyper) as the enemy's most recently used skill, the COUNTER mark appears on that enemy. Hitting a target in a COUNTER state deals bonus damage.
How It Works
- The game tracks the last skill type each enemy used (Attack, Special, or Hyper)
- When you select a skill of the same type, the COUNTER mark appears on matching enemies
- Attacking a target in the COUNTER state grants +10% Damage Up
Example
An enemy just used their Attack skill. On your turn, you prepare your savior's Attack skill.
- The COUNTER mark appears on that enemy
- Your attack deals +10% bonus damage against them
- If you had used a Special or Hyper skill instead, no COUNTER mark would appear (type mismatch)
Preemptive Guard
Some units have a chance to intercept single-target attacks aimed at their allies, taking the hit in their place. This is checked before the attacker's skill resolves. AoE and multi-target skills bypass Preemptive Guard entirely.
How It Works
When an attacker uses a single-target skill, the game checks if an ally of the target has Preemptive Defend before the attack resolves. If it triggers:
- The guarding unit steps in and takes the hit instead of the originally targeted unit
- The guarding unit does not attack back — they only absorb the damage
- The original attacker's skill still resolves, but against the guarding unit instead
Dead, stunned, or otherwise incapacitated units cannot guard. Preemptive Guard is also disabled for 1 turn when a unit's Toughness is broken.
Guard Rate
guardRate = max(0, guardRate)
isGuard = random(1, 10000) <= guardRate
If the attacker has enough Preemptive Defend Reduce, they can completely shut down the guard chance.
Example
A guard has 30% Preemptive Defend. The attacker has 10% Preemptive Defend Reduce.
- Guard rate: 30% - 10% = 20%
- 20% chance the guard intercepts the attack and takes the hit for the targeted ally
- The guard does not retaliate — they only absorb the damage
Hit / Evasion
Separate from debuff accuracy, there is a physical hit/evasion system that determines whether an attack connects at full effect. This is governed by HIT and Evasion stats, which are entirely different from Effect Hit and Effect RES.
Hit Check Formula
On each attack, the game rolls to determine if the hit connects normally or is evaded:
isHit = random(0, 10000) ≤ hitChance
Most saviors have 100% HIT (10000) and 0% Evasion by default, so this check almost always passes in normal PvE. It becomes relevant when Evasion buffs are active.
What Happens on Evasion
- Damage is reduced by 50%
- Debuffs from the skill are not applied
- No Toughness damage is dealt
Force Hit / Force Evade
Some buffs grant Force Hit (attacks always connect regardless of evasion) or Force Evade (attacks are always evaded). Force Hit overrides Force Evade when both are present.
Stat Scaling
Final stats are computed using a 3-stage multiplicative pipeline. All percentage stats use a base of 10000 = 100%.
Quick Explanation
A savior's final stats come from stacking several layers on top of their base stats. The key thing to understand is the order — percentage bonuses multiply the pool after flat bonuses are added, so flat bonuses get amplified by percentage bonuses that come later.
In practice: the higher your base stat, the more value you get from percentage bonuses. A 15% ATK buff on a unit with 2,000 ATK gives +300, but on a unit with 3,000 ATK it gives +450.
Stat Calculation Pipeline
Stats are built up in stages. Each stage adds to the running total, and percentage multipliers apply to everything accumulated so far:
pool = baseStat + growthStat + journeyStat
// Stage B: Add per-level growth, then apply first % multiplier
pool = pool + growthPerLevel
pool = pool + pool * (percentBonus0)
// Stage C: Add flat bonuses (equipment, etc), then apply second % multiplier
pool = pool + flatBonus
pool = pool + pool * (percentBonus1)
// Stage D: Round down
finalStat = floor(pool)
Stat Sources (in order of application)
- Flat additions — Equipment main stats, set bonuses, resonance bonuses
- Percentage multipliers — Percentage-of-base bonuses (e.g., "ATK +15%") — these multiply the entire pool, so they amplify flat additions too
- Rate additions — Flat percentage point additions for rate stats (e.g., "CRIT Rate +5%") — added directly, not multiplied
Example
A savior has 1,000 base ATK and 200 ATK from growth. They equip a weapon with +500 ATK (flat) and a set bonus giving +15% ATK.
- Stage A: 1,000 + 200 = 1,200
- Stage B (no per-level growth in this example): 1,200
- Stage C flat: 1,200 + 500 = 1,700
- Stage C percent: 1,700 + 1,700 × 0.15 = 1,700 + 255 = 1,955
Note: the 15% bonus multiplied 1,700 (including the +500 weapon), not just the 1,200 base.
Battle Power Weights
| Stat | Weight |
|---|---|
| ATK | 10 |
| HP | 55 |
| DEF | 5 |
| Turn Speed | 5 |
| Overall Scale | 12 |
Full Battle Power Formula
BP is not just a weighted stat sum — it incorporates CRIT, Effect Hit/RES, potential points, limit break, and skill levels as multiplicative layers on top of the base stat score.
baseATK = ATK / 10 × 12
atkFactor = baseATK × (1 - critRate) // non-crit portion
+ baseATK × critRate × (1 + critDmg) // crit portion
// Step 2: HP and DEF factors (simple weighted)
hpFactor = HP / 55 × 12
defFactor = DEF / 5 × 12
// Step 3: Speed factor (diminishing returns above 100)
spdFactor = (100 + (SPD - 100) / 5) / 100
// Step 4: Effect Hit/RES factor
hitResFactor = 1 + (effectHit - 1.0 + effectRES) / 10 // minimum 1.0
// Step 5: Combine into first score
// totalPotenPoints = (sum of PP spent on BP-flagged potential levels) × 0.0001
firstScore = (atkFactor + hpFactor + defFactor)
× (1 + totalPotenPoints)
× spdFactor
× hitResFactor
// Step 6: Limit break and skill level multiplier
secondScore = 1 + limitBreak × 0.02 + totalSkillLevel × 0.01
// Final BP
BP = firstScore × secondScore
- limitBreak is the unit's limit break count, excluding any levels beyond limit break 3 (capped at 3).
- totalSkillLevel is the sum of all four skill levels: Unique Passive + Basic Skill + Special Skill + Ultimate Skill.
- totalPotenPoints only counts PP spent on BP-flagged potential nodes — most basic stat potentials do not contribute. Check the potentials page (BP column) to see which ones count.
BP Calculator
Fill in all fields to compute BP.
Star Grade
Each star grade gives a flat percentage bonus to three core stats. These are cumulative:
At max (7 stars): +14% ATK, +14% HP, +14% DEF
Party Position Buffs
How Party Slots Work
Standard parties have 4 slots in two rows. The front row has higher targeting priority (80% chance enemies target front) while the back row is safer (20%). Leader is a separate designation for any slot, granting +10 flat SPD.
Journey parties start with 1 savior and expand up to 3 during the run. With 3 slots, the layout is: Slot 0 (back), Slot 1 (front), Slot 2 (back) — so 1 front and 2 back.
Targeting
When an enemy selects a target, the skill's targeting conditions are checked in order. Each condition is an independent dice roll that can narrow the candidate list.
How It Works
A skill can have multiple targeting preferences (e.g. front row +
Defender). Each preference is processed sequentially:
- The game rolls a dice against the preference's rate (out of 10000). If the roll fails, the preference is skipped entirely — the candidate list is unchanged.
- If the roll passes, the candidate list is filtered to only units matching that preference (e.g. front row units only, or Defenders only).
- If the filter would result in an empty list (no matching units), the filter is not applied — the candidate list stays as it was.
- The next preference then operates on whatever list remains.
After all preferences are processed, a target is randomly selected from the final candidate list.
Common Targeting Patterns
Enemy skills use these row and role preferences:
- 80% front row — the most common pattern
- 100% front row — always targets the front row
- 100% back row — always targets the back row
- 80%
Defender — the most common role preference, often paired with front row - 100%
Defender — always targets a Defender if one exists
Example
An enemy skill has 80% front row and 80% Defender preference. Your team has a Defender in front, a Striker in front, and a Supporter in back.
- Step 1 — Front row roll (80%):
- Roll passes → candidate list narrows to the 2 front row units (Defender, Striker)
- Step 2 — Defender roll (80%):
- Roll passes → candidate list narrows to just the Defender
- Final target: Defender
But if the front row roll fails:
- Step 1 — Front row roll (80%):
- Roll fails → candidate list stays as all 3 units
- Step 2 — Defender roll (80%):
- Roll passes → candidate list narrows to just the Defender
- Final target: Defender (Defender preference still caught it)
Candle Square
Candle Square is the hub for all PvE battle content. Each mode has different rules, restrictions, and reward structures.
Cosmo Gate
Seasonal competitive PvE. Fight powerful bosses for Raid Score and rank against other players for Stellagem and cosmetic rewards.
How It Works
- Each season features 2 bosses with 3 escalating difficulty steps each
- All saviors fixed at full stats — Star Link stats beyond Lv200 do NOT apply
- Saviors and gear used against one boss are locked and cannot be reused on the other boss unless you pay Gold to reset (which also resets your score)
- Each step has a 50-turn limit
- Step 3 unlocks Challenge of the Stars — optional difficulty modifiers for extra score
Scoring
+ damagePoints // scaled by boss damage dealt
+ remainingTurns × turnBonus
+ survivingSaviors × saviorBonus
raidScore = stepScore × (1 + difficultyBonus%) // Step 3 only
| Component | Step 1 | Step 2 | Step 3 |
|---|---|---|---|
| Base Points | 0 | 158,000 | 553,000 |
| Max Damage Points | 100,000 | 250,000 | 2,500,000 |
| Per Remaining Turn | 1,000 | 2,500 | 2,500 |
| Per Surviving Savior | 2,000 | 5,000 | 50,000 |
| Battle Power | 33,450 | 48,950 | 64,450 |
Total score = sum of all 3 steps per boss, summed across both bosses. Your highest score per boss is saved across attempts.
Boss Roster
| Boss | Seasons | Notable Mechanic |
|---|---|---|
| Demoraigis: Alpha | Pre-S1, Pre-S2, S2, S3, S5 | Stacks "Endless Veil" — strips buffs at 4+ stacks, strips debuffs at 6+. ATK and Effect RES grow per attack. |
| Demoraigis: Beta | Pre-S1, Pre-S2, S1, S4, S5 | Inflicts "Seeping Fear" — bonus damage to feared targets. Counter-attacks after 5 hits. ATK and Effect Hit grow per attack. |
| Immortal King Mogulus | S1, S3, S5 | Inflicts "Fallen Will" (ignores Effect RES). Gains Action Gauge when enemies have Fallen Will. "Misguided Will" buff refreshes each enemy turn. |
| Orthros | S2, S4 | Inflicts "Tenth Trial" — bonus damage to marked targets. Extends debuff duration on single-target hit. Counter-attacks after 4 single-target hits. |
| Hilde | S6 | Stacks "Endurance" when attacked — at max stacks, resets all cooldowns and gets instant turn. Cleanses all debuffs at turn start. |
| Rosaria | S6 | Builds "Black Flame" stacks for Action Gauge. Takes +10% damage per debuff (up to 4). Effect RES drops to 0% if attacker has a buff. |
Challenge of the Stars (Step 3 Only)
Optional difficulty modifiers that increase your Step 3 score. Each has 3 tiers granting +10% / +20% / +30% score increase. All 8 modifiers at max tier = +240% total (3.4x multiplier).
Enemy Buffs
- Annihilation — Boss DMG +60/90/120%
- Spacetime — Boss SPD +30/40/50%
- Erosion — Boss gains +3/6/9% stacking DMG per skill
- Nihility — Boss gets Immunity 1/2/3 turns
Ally Debuffs
- Expansion — Ally DMG -10/20/30%
- Harmony — Ally healing -40/60/80%
- Sustain — Allies lose 2/4/6% Max HP per skill
- Power — Ultimate CD +1/2/3 turns at start
Season Buff Rotation
Each boss has attribute and role buffs that change per season, encouraging different team compositions.
| Season | Boss 1 | Attr | Role | Boss 2 | Attr | Role |
|---|---|---|---|---|---|---|
| S1 | Demo: Beta | Order | Assassin | Mogulus | Star | Defender |
| S2 | Demo: Alpha | Moon | Ranger | Orthros | Star | Defender |
| S3 | Mogulus | Sun | Assassin | Demo: Alpha | Moon | Defender |
| S4 | Orthros | Moon | Striker | Demo: Beta | Sun | Supporter |
| S5 | Mogulus | Moon | Caster | Demo: Beta | Star | Ranger |
| S6 | Hilde | Sun | Defender | Rosaria | Star | Ranger |
Score Milestone Rewards
Accumulated total Raid Score across the season unlocks milestone rewards. Each tier grants Cosmo Gate Contribution Points (for the Apocalypse Shop) plus upgrade materials.
Ranking Rewards
Final ranking at season end determines ranking rewards. Top 30% and above receive a seasonal cosmetic item (profile frame), with higher-tier versions for higher ranks.
| Rank Tier | Seasonal Cosmetic |
|---|---|
| Rank 1–3 | Tier 3 |
| Top 10 – Top 3% | Tier 3 |
| Top 5% – Top 10% | Tier 2 |
| Top 15% – Top 30% | Tier 1 |
| Top 40% – Top 100% | None |
All tiers also receive Stellagems and enhancement materials, scaling with rank. Resetting a boss score costs 1,000 Gold and clears both score and difficulty selections for that boss.
Interstellar Corridor
Progressive PvE tower with 850 total floors across 4 corridors. Each floor grants first-clear rewards (Stellagems, Gold, Guidance Stones).
| Corridor | Floors | BP Range | Reward Focus |
|---|---|---|---|
| Interstellar | 250 | 4,775 – 243,320 | Planetary Guidance Stones |
| Sun | 200 | 11,750 – 139,160 | Sun Guidance Stones |
| Moon | 200 | 11,750 – 139,160 | Moon Guidance Stones |
| Star | 200 | 11,750 – 139,160 | Star Guidance Stones |
Each floor gives 30 Stellagems + 3,000 Gold + 5 Guidance Stones on first clear.
Cube Palace
Wave-based, turn-limited battles that reward Cubes for Skill Enhancement. Requires a Palace Access Card to enter.
- 5 stages of escalating difficulty
- Progress through stages unlocks higher Cube tiers (Advanced, Expert, Master, Cosmic)
- Computation Tier increases with progress and unlocks Cheat Codes (special battle effects)
- Partial rewards — even incomplete runs give rewards; entry currency not consumed until finalized
- Auto Protocol — auto-farm up to previously achieved progress without battling
Flash Point
Fixed-level boss rush. All saviors are set to Level 200, Resonance 10 regardless of actual progression. Requires a Grudgebound Challenge Letter to enter.
| Boss | Stages | BP Range | Notes |
|---|---|---|---|
| Manager Gregory | I–IV | 50K – 220K | Stages I–III sweepable |
| Carbonpunk Khan | I–IV | 50K – 220K | Stages I–III sweepable |
| Void Ascendant | I–IV | 50K – 220K | Stages I–III sweepable |
Stage IV unlocks Challenge of the Stars difficulty modifiers. Battle buffs include CRIT Rate +30%, DEF +30%, ATK +30%, and role-specific bonuses.
PvP Contents
Star Savior has two PvP modes: Async Arena (attack AI-controlled defense teams) and Ranked Arena (real-time matches with a draft phase). Both share a tier ladder and seasonal structure.
Game Modes
Async Arena
- Attack AI-controlled defense teams
- Both attack and defense earn/lose score
- 6 battle tickets max, recharges 1 per 4 hours
- Weekly rewards based on current tier
- Weekly tier reset at high ranks
- Named seasons: Thales, Kepler, Laplace, Gauss
Ranked Arena
- Real-time matches against other players
- Draft mode from Gold tier onwards
- 20 sec turn timer (+5 sec delay)
- Fixed level 200, resonance 10
- Season rewards based on peak tier
- Weekly score decay at Diamond+
- Requires minimum 16 saviors for private matches
Stat Scaling
PvP modes apply a stat squish to HP, ATK, and DEF only. Each stat source is then scaled independently using the multipliers below (values are basis points, ÷ 10000).
| Mode | Base Stats | Tactics | Star Link | Stellar Archive | Equipment |
|---|---|---|---|---|---|
| Strategy Battle | 10% | 5% | 5% | 10% | 10% |
| Ranked Match | 10% | 0% | 0% | 10% | 10% |
These multipliers only impact HP, ATK, and DEF — all other stats pass through unscaled. The PvP Defence Constant is 300 (vs 3000 in PvE), compensating for the stat squish so damage mitigation stays proportionally equivalent.
Async Arena Tiers
Score changes per battle are: base amount + tier bonus. The base amount is determined server-side. The bonuses below make climbing easier at lower tiers and taper off at higher ranks. Bronze and Silver have demotion protection (can't drop below tier floor).
| Tier | Score | Win Bonus | Loss Bonus | Def Win Bonus | Def Loss Bonus | Weekly Reset To | |
|---|---|---|---|---|---|---|---|
| Bronze 6 | 0 | +15 | +32 | +8 | +13 | - | |
| Bronze 5 | 25 | +15 | +32 | +8 | +13 | - | |
| Bronze 4 | 50 | +15 | +32 | +8 | +13 | - | |
| Bronze 3 | 100 | +15 | +32 | +8 | +13 | - | |
| Bronze 2 | 200 | +15 | +32 | +8 | +13 | - | |
| Bronze 1 | 300 | +15 | +32 | +8 | +13 | - | |
| Silver 5 | 400 | +12 | +31 | +6 | +12 | - | |
| Silver 4 | 500 | +12 | +31 | +6 | +12 | - | |
| Silver 3 | 600 | +12 | +31 | +6 | +12 | - | |
| Silver 2 | 700 | +12 | +31 | +6 | +12 | - | |
| Silver 1 | 800 | +12 | +31 | +6 | +12 | - | |
| Gold 5 | 1000 | +9 | +9 | +5 | +10 | Gold 5 | |
| Gold 4 | 1200 | +9 | +9 | +5 | +10 | Gold 4 | |
| Gold 3 | 1400 | +9 | +9 | +5 | +10 | Gold 3 | |
| Gold 2 | 1600 | +9 | +9 | +5 | +10 | Gold 2 | |
| Gold 1 | 1800 | +9 | +9 | +5 | +10 | Gold 1 | |
| Platinum 5 | 2000 | +9 | +6 | +5 | +7 | Gold 1 | |
| Platinum 4 | 2200 | +9 | +6 | +5 | +7 | Platinum 5 | |
| Platinum 3 | 2400 | +9 | +6 | +5 | +7 | Platinum 4 | |
| Platinum 2 | 2600 | +9 | +6 | +5 | +7 | Platinum 3 | |
| Platinum 1 | 2800 | +9 | +6 | +5 | +7 | Platinum 2 | |
| Diamond 5 | 3000 | +9 | +3 | +5 | +2 | Platinum 1 | |
| Diamond 4 | 3200 | +9 | +3 | +5 | +2 | Diamond 5 | |
| Diamond 3 | 3400 | +9 | +3 | +5 | +2 | Diamond 4 | |
| Diamond 2 | 3600 | +9 | +3 | +5 | +2 | Diamond 3 | |
| Diamond 1 | 3800 | +9 | +3 | +5 | +2 | Diamond 2 | |
| Master 5 | 4000 | +6 | - | +3 | - | Diamond 1 | |
| Master 4 | 4200 | +6 | - | +3 | - | - | Master 5 |
| Master 3 | 4400 | +6 | - | +3 | - | - | Master 4 |
| Master 2 | 4600 | +6 | - | +3 | - | - | Master 3 |
| Master 1 | 4800 | +6 | - | +3 | - | - | Master 2 |
| Grandmaster 5 | 5000 | +3 | - | +2 | - | - | Master 1 |
| Grandmaster 4 | 5200 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 3 | 5400 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 2 | 5600 | +3 | - | +2 | - | - | Grandmaster 5 |
| Grandmaster 1 | 5800 | +3 | - | +2 | - | - | Grandmaster 5 |
| Eternium | 6000 | - | - | - | - | - | Grandmaster 5 |
Bonuses are added to a server-determined base score change. At Bronze/Silver, the large loss bonuses offset the base loss (demotion protection). At Gold, bonuses are equal for wins and losses. From Master onwards, no loss bonus — you take the full base penalty. Weekly Reset To = your score is floored to that tier's minimum each week (e.g. Gold 3 resets to Gold 3's minimum). - = no bonus (base only). Master+ hides opponent info.
Ranked Arena Tiers
Same bonus system as Async. From Gold onwards, Draft mode is enabled. Only attack bonuses apply (no async defense). Score decay at Diamond+ reduces your score weekly if inactive.
| Tier | Score | Win Bonus | Loss Bonus | Draft | Score Decay | Season Reset |
|---|---|---|---|---|---|---|
| Bronze 6 | 0 | +22 | +38 | - | - | - |
| Bronze 5 | 25 | +22 | +38 | - | - | - |
| Bronze 4 | 50 | +22 | +38 | - | - | - |
| Bronze 3 | 100 | +22 | +38 | - | - | - |
| Bronze 2 | 150 | +22 | +38 | - | - | - |
| Bronze 1 | 200 | +22 | +38 | - | - | - |
| Silver 5 | 250 | +2 | +23 | - | - | - |
| Silver 4 | 300 | +2 | +23 | - | - | - |
| Silver 3 | 350 | +2 | +23 | - | - | - |
| Silver 2 | 400 | +2 | +23 | - | - | - |
| Silver 1 | 450 | +2 | +23 | - | - | - |
| Gold 5 | 500 | - | +15 | Yes | - | Gold 5 |
| Gold 4 | 600 | - | +15 | Yes | - | Gold 5 |
| Gold 3 | 700 | - | +12 | Yes | - | Gold 5 |
| Gold 2 | 800 | - | +12 | Yes | - | Gold 5 |
| Gold 1 | 900 | - | +9 | Yes | - | Gold 5 |
| Platinum 5 | 1000 | - | +9 | Yes | - | Gold 3 |
| Platinum 4 | 1100 | - | +6 | Yes | - | Gold 3 |
| Platinum 3 | 1200 | - | +6 | Yes | - | Gold 3 |
| Platinum 2 | 1300 | - | +3 | Yes | - | Gold 3 |
| Platinum 1 | 1400 | - | +3 | Yes | - | Gold 3 |
| Diamond 5 | 1500 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 4 | 1700 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 3 | 1900 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 2 | 2100 | - | +3 | Yes | Yes | Platinum 5 |
| Diamond 1 | 2300 | - | +3 | Yes | Yes | Platinum 5 |
| Master 5 | 2500 | - | +2 | Yes | Yes | Platinum 3 |
| Master 4 | 2700 | - | +2 | Yes | Yes | Platinum 3 |
| Master 3 | 2900 | - | +2 | Yes | Yes | Platinum 3 |
| Master 2 | 3100 | - | +2 | Yes | Yes | Platinum 3 |
| Master 1 | 3300 | - | +2 | Yes | Yes | Platinum 3 |
| Grandmaster 5 | 3500 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 4 | 3700 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 3 | 3900 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 2 | 4100 | - | +1 | Yes | Yes | Platinum 1 |
| Grandmaster 1 | 4300 | - | +1 | Yes | Yes | Platinum 1 |
| Eternium | 4500 | - | - | Yes | Yes | Platinum 1 |
Same bonus system as Async — bonuses are added to a base score change. At Bronze/Silver, large loss bonuses offset the base loss (protection). From Gold onwards, no win bonus — only the loss bonus reduces the penalty, and it shrinks each tier. - = no bonus (base only). Master+ hides opponent info.
Win Streak Bonus
Consecutive wins grant bonus score (and in Async, bonus currency) on top of the normal win amount.
Async Arena
Grants both bonus score and bonus currency
- 6+ wins: +1 score, +1 currency
- 11+ wins: +2 score, +2 currency
Ranked Arena
Grants bonus score only
- 4+ wins: +1 score
- 7+ wins: +2 score
- 10+ wins: +3 score
Async AI Difficulty
You can choose the difficulty of AI opponents. Higher difficulty grants bonus reward currency per win.
| Difficulty | Win Reward Bonus |
|---|---|
| Beginner | - |
| Expert | +2 |
| Veteran | +4 |
Opponent Refresh Cost
Refreshing your async arena opponent list costs gold, escalating with each refresh.
| Refresh # | Gold Cost |
|---|---|
| 1st | 1,000 |
| 2nd | 2,000 |
| 3rd | 4,000 |
| 4th | 6,000 |
| 5th | 8,000 |
| 6th | 10,000 |
| 7th | 15,000 |
| 8th | 20,000 |
| 9th | 50,000 |
| 10th | 100,000 |
Sudden Death
PvP battles have a sudden death mechanic that prevents matches from going on indefinitely. The two modes handle this differently.
Async: Elves' Bolt Strike
Deals flat true damage to the attacker's team. Fires once per level, escalating rapidly.
| Level | Turn | True Damage |
|---|---|---|
| 1 | 13 | 1,000 |
| 2 | 24 | 1,500 |
| 3 | 33 | 2,000 |
| 4 | 40 | 2,500 |
| 5 | 46 | 3,000 |
| 6 | 51 | 6,000 |
| 7 | 55 | 12,000 |
| 8 | 58 | 24,000 |
| 9 | 61 | 48,000 |
Ranked: Roche Limit
Progressive stat shifts applied to both teams. Each level replaces the previous. Level 1 is the start marker with no effects.
| Level | Turn | Damage Up | Effect Hit | HP | DEF | Heal |
|---|---|---|---|---|---|---|
| 1 | 13 | - | - | - | - | - |
| 2 | 22 | +10% | +10% | -10% | -10% | -10% |
| 3 | 30 | +20% | +25% | -20% | -20% | -20% |
| 4 | 37 | +40% | +50% | -40% | -30% | -40% |
| 5 | 43 | +80% | +75% | -60% | -40% | -60% |
| 6 | permanent | +160% | +100% | -80% | -50% | -80% |
PvP Battle Constants
| Constant | Value |
|---|---|
| PvP Defence Constant | 300 |
| Turn Timer | 20 sec (+5 sec delay) |
| Async Tickets (max) | 6 |
| Ticket Recharge | 4 hours |
| Private Match Min Saviors | 16 |
| Ranked Delay Time Max | 4 sec |
Sudden Death Mechanics
PvP matches have built-in overtime mechanics that escalate damage as the match drags on, preventing stalemates.
Async Arena: Elves' Bolt Strike
At specific turn thresholds, all units take escalating true damage at the end of each turn:
| Activates At | True DMG / Turn |
|---|---|
| Turn 13 | 100 |
| Turn 24 | 150 |
| Turn 33 | 200 |
| Turn 40 | 250 |
| Turn 46 | 300 |
| Turn 51 | 600 |
| Turn 55 | 1,200 |
| Turn 58 | 2,400 |
| Turn 61 | 4,800 |
Ranked Arena: Roche Limit
Instead of flat damage, Roche Limit progressively buffs offense while crippling defense for both sides:
| Phase | DMG Up | Eff Hit | HP% | DEF% | Heal |
|---|---|---|---|---|---|
| Turn 13 | — | — | — | — | — |
| Turn 22 | +10% | +10% | -10% | -10% | -10% |
| Turn 30 | +20% | +25% | -20% | -20% | -20% |
| Turn 37 | +40% | +50% | -40% | -30% | -40% |
| Turn 43 | +80% | +75% | -60% | -40% | -60% |
| Final | +160% | +100% | -80% | -50% | -80% |
Roche Limit makes defensive stalling increasingly futile — by the final phase, units take massive extra damage with shredded HP/DEF while healing is nearly useless.
Guild
Guilds are the cooperative social system in Star Savior. Members contribute through attendance, donations, and Guild Defense battles. Guilds level up to increase capacity and unlock shop items.
Guild Levels
Guilds gain EXP from member donations and attendance. Higher levels increase the member cap (max 30 at level 11+).
| Level | EXP Required | Max Members |
|---|---|---|
| 1 | 250 | 20 |
| 2 | 500 | 21 |
| 3 | 1,000 | 22 |
| 4 | 1,500 | 23 |
| 5 | 2,000 | 24 |
| 6 | 3,000 | 25 |
| 7 | 4,000 | 26 |
| 8 | 6,000 | 27 |
| 9 | 8,000 | 28 |
| 10 | 10,000 | 29 |
| 11 | 13,000 | 30 |
| 12 | 17,000 | 30 |
| 13 | 22,000 | 30 |
| 14 | 28,000 | 30 |
| 15 | 35,000 | 30 |
| 16 | 49,000 | 30 |
| 17 | 70,000 | 30 |
| 18 | 98,000 | 30 |
| 19 | 133,000 | 30 |
| 20 | 150,000 | 30 |
Total EXP to max: 656,250. Member cap reaches 30 at level 11 and stays there.
Attendance
Members earn rewards by checking in. The first check-in each day is the basic reward; additional milestones grant bonus rewards as cumulative attendance grows.
| Days | Type | Guild Points | Guild EXP | Gold | Coupons |
|---|---|---|---|---|---|
| 1 | Basic | 10 | 10 | 100 | 10 |
| 3 | Bonus | — | 5 | 100 | 10 |
| 5 | Bonus | — | 5 | 150 | 15 |
| 10 | Bonus | — | 10 | 200 | 20 |
| 15 | Bonus | — | 10 | 250 | 25 |
| 20 | Bonus | — | 10 | 300 | 30 |
Each attendance milestone also awards Gold (currency). Bonus milestones stack with the daily basic reward.
Donations
Members can donate resources to the guild up to 3 times daily per type. Each donation step costs more but gives the same rewards. Donations generate Silver Guild Coins (guild treasury) and Guild Coupons (personal).
| Resource | Cost (1st / 2nd / 3rd) | Silver Coins | Coupons | Guild Pts | Guild EXP |
|---|---|---|---|---|---|
| Gold | 3,000 / 5,000 / 7,000 | 100 | 10 | 5 | 5 |
| Certificates | 15 / 15 / 15 | 50 | 5 | 10 | 10 |
| Stellagems | 30 / 40 / 50 | 100 | 10 | 20 | 20 |
Silver Guild Coins are spent in the Manager Shop (guild-wide purchases). Guild Coupons are spent in the Member Shop (personal purchases). Values shown are per donation.
Guild Defense
Guild Defense is a seasonal PvE boss mode with 3 rotating seasons, each containing 6 stages. All stages are solo (1 party), boss kill mode, with a 50-turn limit. Each member's score contributes to both personal and guild point totals.
Stages
| Stage | Level | BP | Base Pts | Boss Kill | Elite Kill | Mob Kill |
|---|---|---|---|---|---|---|
| 1 | 45 | 8,300 | 1,500 | 500 | 100 | 100 |
| 2 | 120 | 21,000 | 1,500 | 1,000 | 100 | 100 |
| 3 | 175 | 29,500 | 1,500 | 1,000 | 200 | 200 |
| 4 | 400 | 64,500 | 1,500 | 2,000 | 200 | 200 |
| 5 | 665 | 105,500 | 1,500 | 2,000 | 400 | 400 |
| 6 | 1,047 | 164,800 | 1,500 | 4,000 | 400 | 400 |
Stages are identical across all 3 seasons. Score = Base + Boss Kill + Elite Kill + Mob Kill points per enemy defeated.
Seasonal Buffs
Each season features a promoted special buff and 4 normal buffs. You select one before entering a Guild Defense battle at no cost.
Extreme Focus SPECIAL
Increases CRIT Rate by 50%. Reduces the cooldowns of all skills by 1 turn when using a Basic Skill. Occurs once per turn.
Warm Breeze Supporter
Increases Outcoming Healing by 30%. Gains 2 Nova Force at the start of the turn.
Steadfast Spirit Defender
Increases Max HP by 30%. Triggers the Basic Skill of the ally with the highest ATK on a random enemy after using a Skill. Occurs once per turn. This effect can trigger while Toughness is broken.
Pulse of Fire Party
Increases ATK by 15%. Increases Effect Hit by 6% after using a Skill. Stacks up to 5 times.
Flow of Wind Party
Increases CRIT Rate and CRIT DMG by 15%.
Desperate Resolve SPECIAL
Increases CRIT DMG by 100%. Increases Action Gauge by 30% on attack if self has a buff.
Razor-Sharp Focus Caster
Increases CRIT Rate by 30%. Reduces the cooldowns of all skills by 1 turn when using a Basic Skill. Occurs once per turn.
Nimble Steps Ranger
Increases SPD by 10%. Deals 30% increased damage on attack if the enemy has a debuff.
Breath of the Forest Party
Increases Max HP by 15%. Increases Effect RES by 6% when attacked. Stacks up to 5 times.
Will of the Mountain Party
Deals 10% increased damage if HP is 50% or above. Takes 10% reduced damage if HP is 50% or below.
Swift Dash SPECIAL
Increases SPD by 20%. Deals 30% increased damage on attack if the enemy has a debuff.
Protection Energy Defender
Increases Max HP by 30%. Grants Barrier to the ally with the current lowest HP ratio for 1 turn after using a Skill. Barrier is proportional to self Max HP.
Determined Resolve Assassin
Increases CRIT DMG by 50%. Increases Action Gauge by 30% on attack if self has a buff.
Pulse of Fire Party
Increases ATK by 15%. Increases Effect Hit by 6% after using a Skill. Stacks up to 5 times.
Breath of the Forest Party
Increases Max HP by 15%. Increases Effect RES by 6% when attacked. Stacks up to 5 times.
Point Rewards
Points earned from Guild Defense unlock milestone rewards. Personal and guild point thresholds are separate tracks.
Personal Point Milestones
| Points | Coupons |
|---|---|
| 2,000 | 50 |
| 4,000 | 50 |
| 6,000 | 50 |
| 8,000 | 50 |
| 10,000 | 50 |
| 14,000 | 50 |
| 20,000 | 50 |
| 25,000 | 50 |
| 30,000 | 50 |
| 35,000 | 50 |
| 40,000 | 50 |
| 45,000 | 50 |
| 50,000 | 50 |
Each personal milestone also awards bonus materials (catalysts, enhancement items, etc.) alongside the 50 Guild Coupons. 21 milestones total, every 2,000–5,000 points up to 50,000.
Guild Point Milestones
| Guild Points | Coupons |
|---|---|
| 50,000 | 30 |
| 100,000 | 30 |
| 200,000 | 30 |
| 300,000 | 30 |
| 500,000 | 30 |
| 700,000 | 30 |
| 1,000,000 | 30 |
Guild milestones also award bonus materials. 15 milestones total, every 50,000–200,000 guild points up to 1,000,000.
Ranking Rewards
At the end of each season, guilds are ranked by total points. Top guilds receive Stellagems and exclusive ranking titles/items.
| Rank | Stellagems | Bonus |
|---|---|---|
| 1st | 600 | Exclusive title |
| 2nd | 600 | Exclusive title |
| 3rd | 600 | Exclusive title |
| Top 10 | 600 | Exclusive title |
| Top 5% | 600 | — |
| Top 10% | 500 | — |
| Top 30% | 400 | — |
| Top 50% | 350 | — |
| Top 100% | 300 | — |
Each season awards different exclusive titles for top 1–10 ranks. Ranking rewards are the same structure across all 3 seasons.
Emblem Customization
Guild emblems have 4 customizable layers: icon (10 options), frame (10 options), icon color (10 options), and frame color (10 options).
Icon Colors
Frame Colors
10 icons and 10 frames available, combined with 100 possible color combinations each.
Recruitment Tags
Guilds can display up to 2 tags to signal their play style and activity expectations to potential recruits.
Activity Tags
- Login every day
- Log in 3 or more days a week
- Weekend-focused activity
- Flexible check-in
Play Style Tags
- Beginners welcome
- Aiming to be the best
- Gauntlet-focused
- Active guild chat
- Casual play
Keybinds
Keyboard shortcuts available on the PC (Steam) version. Keybinds are context-sensitive — they only work on screens where the action is available.
Battle
| Action | Key |
|---|---|
| Attack Skill | Q |
| Special Skill | W |
| Hyper Skill | E |
| Use Skill / Confirm | Space / Enter |
| Nova Burst | V |
| Orbital Array | R |
| Previous Unit | A / ← |
| Next Unit | D / → |
| Show Turn Order | C |
| Auto Battle | Z |
| 2x Speed | X |
| Skip | Tab |
UI / Menus
| Action | Key |
|---|---|
| Confirm | Enter |
| Back / Close | Esc |
| Navigate | WASD / Arrow Keys |
| Select Item (1-9) | 1 - 9 |
| Deck | P |
| Inventory | I |
| Unit Info | C |
| Potentials | S |
| Options | O |
| Calendar | Q |
| Auto (Journey) | Z |
| Journey Options | X |
| Skip | Tab |
| Retry | R |
| Battle Log | ` |
| Mute | M |
Star Link
Star Link is an HQ facility that synchronizes the levels of multiple Saviors. Unlocked after completing Episode 3, Stage 15.
How It Works
- Your four highest-level Saviors are automatically assigned as the main slots.
- The Star Link Level equals the minimum level among those four main Saviors.
- You manually assign other Saviors to registration slots to sync their level to the Star Link Level.
- Linked Saviors cannot be leveled individually — their level is controlled by the link.
- Removing a Savior from a slot returns them to their original level.
- The system supports up to 50 registration slots.
Facility Upgrades
Upgrading the facility adds registration slots. Each upgrade costs 10 Star Link Facility Cores.
| Level | Bonus | Cost |
|---|---|---|
| 1 | Base facility | — |
| 2 | +3 slots | 10 Cores |
| 3 | +3 slots | 10 Cores |
| 4 | +3 slots | 10 Cores |
| 5 | +3 slots | 10 Cores |
Additional slots beyond these 12 can be unlocked with Stellagems (free gems used first), up to a maximum of 50 registration slots.
Star Link Amplification
When your Star Link Level reaches 200 (all four main Saviors at level 200), Star Link Amplification unlocks. The four main Saviors become fixed at level 200 and can no longer be leveled individually.
How Amplification Works
- You spend resources to raise the Star Link Level itself (200 → 201 → 202, etc.).
- You are not leveling individual Saviors — the Star Link Level increases for all linked Saviors at once.
- Every Savior in a registration slot automatically has their level set to the current Star Link Level.
- Amplification grants growth stats — all Saviors receiving the shared level gain stats proportional to the amplified level.
Max Level Formula
Owning more Saviors and performing more Limit Breaks raises the amplification ceiling. You can check the current max via the Star Link facility.
Stats gained beyond Level 200 through Star Link Amplification do not apply to boss battles (Cosmo Gate). PvP modes also have separate stat scaling — Ranked Arena ignores Star Link bonuses entirely, while Async Arena halves them.
Amplification Costs
Each amplification level costs Gold, Operation Reports, and Starlight Essence. Costs increase at higher tiers. Data available for levels 200–349.
| Level | Gold / Lv | Op. Reports / Lv | Starlight / Lv |
|---|---|---|---|
| 200–219 | 2,842,500 | 18,582,300 | 9,360 |
| 220–229 | 2,842,500 | 18,582,300 | 9,360–11,700 |
| 230–249 | 2,842,500 | 18,582,300 | 11,700 |
| 250–279 | 3,411,000 | 22,298,760 | 14,040–16,380 |
| 280–299 | 3,411,000 | 22,298,760 | 16,380 |
| 300–349 | 4,127,310 | 28,207,931 | 20,720–25,900 |
Levels 350–700 exist in data but have placeholder costs (not yet released).
Cumulative Costs
Total resources needed to reach each milestone from level 200.
| Target Level | Total Gold | Total Op. Reports | Total Starlight |
|---|---|---|---|
| 225 | 73,905,000 | 483,139,800 | 245,700 |
| 250 | 145,536,000 | 951,413,760 | 540,540 |
| 275 | 230,811,000 | 1,508,882,760 | 893,880 |
| 300 | 316,802,310 | 2,072,260,931 | 1,307,720 |
| 325 | 419,985,060 | 2,777,459,206 | 1,848,512 |
| 349 (current max) | 519,040,500 | 3,454,449,550 | 2,426,600 |
Slot Rules
Main Slots (4)
- Auto-assigned to your 4 highest-level Saviors
- Their minimum level sets the Star Link Level
- These Saviors can still be leveled normally
- Once amplification is active, these 4 become fixed
Registration Slots (up to 50)
- Manually assign Saviors to sync to Star Link Level
- First 12 slots from facility upgrades, remaining via Stellagems
- Each slot can be: empty, locked, or occupied
- Removing returns the Savior to their original level
- Saviors not assigned to a slot are unaffected
Level Reset
You can reset a Savior's level back to Level 1, refunding all materials that were used for leveling.
- Cost: 10 Stellagems per reset.
- Available from: Savior Lv. 2 and above.
- Refund: All leveling materials (Gold, Operation Reports, Starlight Essence) are returned.
- Resonance: Enhanced Resonance Grades will be locked until the Savior reaches the required level again.
- Star Link: Saviors currently receiving shared levels through Star Link cannot be reset.
System Interactions
- Tactics: Some Tactics enhancements require a minimum Star Link Level to unlock.
- Cosmo Gate: Stats gained from amplification beyond Lv.200 do not apply in boss raids.
- Resonance: Removing a linked Savior may lock Resonance Grades that require the synced level.
- Limit Break: More Limit Breaks across all Saviors raises the amplification max level ceiling.
All percentage values use basis points where 10000 = 100%.