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Loot & rewards

The Journey feeds the same economy as everything else โ€” there's no separate "Journey currency." Every attempt can pay a mix of the rewards below, and your two real decisions are which node to farm for the item you want and when to set a node to Repeat instead of playing runs one at a time.

What an attempt can payโ€‹

RewardWhat it's for
Battle XP (bXP)Raises your personal Battle Level โ€” your PvE rank.
Activity ScoreFeeds your weekly RSNC bounty payout. Journey has its own 5,000 AS / week cap (see below).
RSNCPaid one-time on Elite and Boss first-clears and star milestones.
Kitchen ingredientsCook them into recipes in the Kitchen.
Ascension AspectsFeed the ascension path that raises a fighter's stat ceiling.
Equipment / gearElites and Bosses have the highest chance; higher Dissonance raises the rate.
Higher difficulty pays more

Raising your Dissonance โ€” the difficulty dial โ€” increases enemy power and, in step, your drop rates. Push it as high as your team can reliably clear.

Gear-slot drops arrive as Avatar Essence

Where a gear-slot reward would drop, the Journey grants Avatar Essence โ€” the material that forges and deepens your fighters. So a routine "gear" drop lands as Essence you spend in the Forge, not a wearable part.

Equipment chests are world-aligned

The equipment chests you earn as milestone rewards are a separate path โ€” they're filled with wearable gear that matches the world you earned them in: a Stillair chest gives Stormswept gear, a Meridian Deep chest gives Barnacled gear, a Cinderfall chest gives Ashen gear. Later worlds drop a higher power band, so it's worth farming chests in the newest world you've unlocked.

World gear materialsโ€‹

Beyond the shared economy above, each world drops its own gear materials โ€” an Ore line and a Bloom line (Galestone, Storm Seed, Deepbloom, and the rest) that forge into that world's gear. Which tier drops on which node, and the full per-world material list, is on its own page: World Loot & Materials. The short version: Standard and Rare materials drop across a world's nodes (the Rare Bloom is each world's marquee drop), and the Mythical materials come from the world's Boss.

Where the big rewards landโ€‹

Two moments in a run pay noticeably more than a routine node:

  • Victory (node 16 โ€” chapter clear): roughly two equipment-grade rewards (delivered as Avatar Essence) plus bXP. Finishing the chapter is the run's payoff.
  • Checkpoints (after nodes 4, 8, 12): roughly one loot drop plus bXP each, on top of restoring your team.
  • Elite and Boss first-clears carry a one-time RSNC bonus โ€” Bosses pay the most, the single richest moment in a chapter.
The early game front-loads your one-time rewards

Everything you can only earn once is concentrated at the start. The Resonant Plains tutorial hands out a starter faucet of ingredients and your first forge gear as you clear it, and across Cinderfall's opening sprints the first-clear, star, and Elite/Boss bonuses โ€” Essence, gear materials, and RSNC โ€” come thick and fast. None of it repeats, so while you're new, pushing fresh nodes is where your biggest gains come from. See Step 5 โ€” Your First Battles.

The weekly Activity Score capโ€‹

Playing the Journey earns Activity Score, which drives your weekly RSNC bounty โ€” up to a 5,000-per-week Journey cap.

  • That cap is separate from other surfaces. Arena has its own independent 5,000 cap, so you never have to choose between PvE and PvP for your weekly earnings.
  • Once you're over the Journey cap, extra clears still give loot, stars, and progress โ€” they just stop adding to that week's Activity Score.

Repeat Battle โ€” the farming toolโ€‹

Once a node is 3-starred and first-cleared, you unlock Repeat on it: the fight loops โ€” as soon as you clear it, the next run starts again on the same node, so you can farm it without walking back out to the map each time.

  • Repeat is a live run, not an instant batch. Turn Auto-battle on and the loop runs hands-off โ€” your locked team fights each run for you and immediately re-queues the next, at 5ร— speed by default so it farms fast.
  • A loss doesn't dead-stop it. If a run is lost, Repeat now auto-restarts and re-queues the next attempt rather than silently stalling. You still bank everything you already earned, and a loss never claws back progress. You can hit Stop repeating at any time to end the loop yourself.
  • Empty Attunement is the real limiter. When your Attunement runs out the loop pauses cleanly โ€” it shows an amber "Out of Attunement" note with a Refill button (and the Stop repeating control) instead of stalling with no explanation. Refill and the loop picks straight back up.
  • Repeat rolls the repeat loot table โ€” the pool shown on the "Repeat ยท Sweep" tab of a node's loot preview.
  • Because Repeat is ordinary play, it pays the same play (half) energy rate per node as a one-shot clear, and while you're Attuned each looped run still earns the Attuned bonus.

Repeat is how veterans keep the Kitchen and their Roster stocked without re-selecting a fight they've already mastered. Because it needs a 3-star first-clear, it also rewards actually beating a node cleanly before you settle in to farm it.

Two fairness rules worth knowingโ€‹

  • Bigger nodes cost more energy but drop proportionally more, so no node is a secret "best farm" for raw value. Which node to grind is about which items you want (ingredients, Essence, Aspects), not efficiency.
  • One-time rewards are always safe. First-clears, stars, and milestones can't be re-earned, and retries or losses never claw them back โ€” back-filling old content for completion always pays full.

See alsoโ€‹