Guide by stage
Mid game
From the abyss at floor 51 to floor 399. Every floor now adds battle conditions, and one lineup stops carrying the climb.
Your goal here
Change into new gear each generation and field members who answer the zone traits. Each first win over an abyss boss raises Guild Prestige, which strengthens everyone. The expedition prep screen shows your current level.
What opens
- Past floor 50: "Abyss" at the base, plus "Bond Quests", "Material Dungeon" and "Boss Hunt" under "Adventure".
- Floor 51: mutations on every floor.
- Floor 100: a "Specialty" slot in the "Training Hall" under "Facilities".
- Floor 101: zone traits and variants.
- Floors 150 and 300: the first two steps of "Personal Trials".
- Your first retiree: "Corridor of Rebirth".
- Floor 300 with a member in decline: "Spring of Time".
- Floor 301: a choice of road mid-chapter, including the Rough Road.
- Floor 301: tower enemies lose health and gain attack.
Where people get stuck
The abyss rite keeps failing. The rite's enemies scale with your best floor, so it gets harder the higher you climb. Pick the 2 companions before you start. A loss returns the shards and leaves a 2-week injury. Awakening reduces damage taken, so compare "Now" and "Branded" under "Rite candidates" and consider the members who fall most often.
You run out of abyss shards. Clearing abyss floors pays them, and so does the abyss patrol on rear duty. The rite, specialties and abyss perks all spend shards, so pay for whatever blocks you now.
Time runs out with the enemy still standing. More front-row members and healers make survival easier and leave too little damage for the time limit. The result screen names the cause: healing, shields, dodging or low damage. On healing or low damage, trade a healer or front-row spot for a damage dealer. If enemy healers outlast you, add someone who hits the back row.
A new zone wipes the party. From floor 101 the zone trait changes every 10 floors. Tap the orbs in the zone card to see who fills each slot. A matching class fills one, a member with that specialty fills 2 alone, and 2 filled slots counter the trait.
You can't get past the start of a generation. A generation lasts 100 floors, and its low floors already drop its tier. Repeat that stretch for weapons and armor, and apply "Auto-equip" person by person. Opening a generation also raises the relic forge limit.
Read next
Value tables: The Abyss · Zone trait strength · Time limit · Abyss ritual