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Journey reference

Every Journey number on one page. Each block links to the page that explains it in full.

Difficulty is one dial

You set difficulty with the Dissonance dial β€” a single number that scales enemy power. The bands below (Normal / Hard / Nightmare) are just names for ranges of that dial. Higher bands are still being tuned, so they may not be open to your account yet.

Run structure​

A chapter is one 16-node run, played as 4 sprints of 4 nodes.

LayerValue
Nodes per run (chapter)16
Sprints per run4 (nodes 1–4, 5–8, 9–12, 13–16)
Checkpointsafter nodes 4, 8, 12 β€” each fully heals your team
Victoryclearing node 16 clears the chapter
Healthyour team's HP carries between nodes within a sprint; a loss ends the run

See Run Mode and Combat.

Node types​

You field a team of 3 at every node. Each node shows its own energy cost (bigger nodes cost more) and a recommended power advisory before you commit.

TypeWhereMake-up
Standardthe 11 ordinary nodes (1–3, 5, 6, 9–11, 13–15)1 enemy team of 3
Elitenodes 4, 8, 12 (each sprint's checkpoint)1 stronger team of 3 (first-clear RSNC bonus)
Swarmnode 7several waves of weaker enemies
Bossnode 161 boss + helpers (carries a first-clear RSNC bonus)
Trialdailya rotating featured fight β€” 3 attempts a day (see Daily Trials)

See Node types.

Difficulty β€” the Dissonance dial​

You set difficulty with a single Dissonance number, saved once and applied to every run until you change it. Enemy power steps up per band β€” +3%/level D1–20, +5% D21–40, +6% D41–75, +8% D76–100 (compounding) β€” and higher levels pay richer loot to match. The number falls into four named bands:

BandDissonanceStep per levelNotes
Normal1–20+3%Open to all players
Hard21–40+5%The first difficulty break
Nightmare41–75+6%Farmable with fully-kitted Mythical + Notes
Cacophony76–100+8%The deepest push β€” pays the climb, not new rarities

Difficulty is set on the map and locked once a run starts. See The Dissonance dial.

Energy refills​

Energy is called Attunement, and it's a loot bonus, not a gate β€” nodes are always playable, and playing while Attuned pays +50% quantity of all loot drops (items, gear, aspects, chests, essence). Playing a node costs half its listed energyCost; a Repeat loop is ordinary play, so each looped run costs that same half rate and still earns the Attuned bonus. Your pool maximum is 120 + 10 per 10 Tune-In levels (Signal subscribers +30%), regenerates +1 every 60s (Signal: ~48s), and can be refilled in two tiers per UTC day:

Refill tierCostPer UTC day
RSNC ladder500 β†’ 1,000 β†’ 1,500 β†’ 2,000 β†’ 2,500 β†’ 3,000 RSNC (stays at 3,000 after the 6th)up to 6
Paid$1 each (USDSC or Card)up to 6 more

Both counters reset at UTC midnight. The app always shows your exact next cost (server-authoritative). See Energy.

Stars​

You earn 0–3 stars per node, so a full chapter tier is worth 48 stars (16 nodes Γ— 3).

StarsRoughly
β˜…Clear the node
β˜…β˜…Clear with fighters to spare
β˜…β˜…β˜…A clean, efficient clear

Stars are the gate for Repeat Battle and for unlocking the next difficulty tier. See Progression.

Repeat Battle​

Once a node is 3β˜… and first-cleared, you can set it to Repeat β€” the fight loops, re-starting the same node as soon as you clear it, so you farm it without walking back to the map.

ThingValue
How it runsa live looping run β€” each clear re-queues the next; runs until you stop or your team wipes
Auto-battleturn it on and the loop runs hands-off
Scopea single node (must be 3β˜… and first-cleared)
Dropsrolls the leaner repeat/farm loot pool (first clears pay richer)
Energyordinary play β€” half the node's energyCost per looped run, and still earns the Attuned bonus
Requiresnode at 3β˜… and already first-cleared

It's the farming tool β€” a live loop of a node you've already mastered, none of the re-selecting. See Loot & rewards.

Activity Score cap​

ThingValue
Journey weekly cap5,000 Activity Score / week (separate from Arena's 5,000)
Over the caploot, stars, and progress still count; no more AS

Battle Level & the Echo's Ladder​

Your PvE power grows with your Battle Level (from Battle XP earned in runs). What actually drives your Journey stat bonus is your Effective Battle Level, which folds in Tune-In:

Effective Battle Level = Battle Level + ⌊Tune-In Γ· 10βŒ‹

That is, every 10 Tune-In levels adds +1 effective Battle Level. Effective Battle Level sets your rank 1–10 on the Echo's Ladder, which grants a Journey-only PvE stat bonus (it has no effect in Arena PvP). See Progression.

See also​