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Node types

Not every fight is the same shape, and that's the point. The Journey pushes you to build a roster, not a single "best team." Each node type asks a different question, and the wrong answer fails even with strong fighters.

What every node shows you

Before you commit, tap a node to read three things — they're how you decide whether to attempt it:

  • Recommended power — a color-coded advisory: green if your team meets it, yellow if you're within about 20% below, red if you're further under. It's guidance, not a lock; you can attempt a red node, you'll just probably lose.
  • Energy cost — bigger nodes cost more (see Energy).
  • Loot preview — an honest "1 of N from a family pool." The item pictured is an example of what can drop, not a guarantee — you'll get one item from that family.

The types

TypeWhere in a 16-node chapterWhat you faceThe question it asks
StandardThe 11 ordinary nodesOne team of three normal enemiesCan your balanced team win a fair fight?
EliteNodes 4, 8, 12 (each sprint's checkpoint)One stronger enemy teamIs your team actually invested — gear, skills, ascension?
SwarmNode 7Waves of many weak enemiesCan you hit lots of targets fast?
BossNode 16 (the finale)One huge boss plus helpersCan you burst down one tough target?
TrialRotating daily nodeA curated special fightA fresh daily test — see Daily Trials

Standard nodes

The bread and butter of a chapter. One enemy team of three, tuned to teach the chapter's theme. A balanced team — an Anchor up front, a Striker, a Mender — clears most of these. This is where you learn a chapter before it tests you.

Elite nodes — the stat check

Nodes 4, 8, and 12 — the checkpoint at the end of each of the first three sprints. A single but noticeably stronger enemy team, standing as a mid-run wall. Elites ask whether you've actually invested in gear, skills, and ascension — a team that coasted through the Standards can stall here. Elites also carry a first-clear RSNC bonus, so the first time you drop each one pays out. Each Elite also plays to its class — a Striker Elite adds one class beat (a bleed, a life-drain, a Speed-steal, a cold bite), so scout its class in the Enemy Preview, not just its role.

Swarm nodes — the area-damage check

Node 7. Instead of one team you face many weak enemies arriving in waves. Your team's health and effects carry between waves; each wave shows up fresh.

  • A single-target team kills one enemy per turn while the rest chip away — by the last wave you've lost to attrition.
  • An area-damage team clears each wave in a round or two and finishes healthy.

This is the reason you build a wide-hitting team.

Boss nodes — the single-target check

Node 16, the finale of the run. You face one boss with a colossal health pool plus helpers — often a Mender keeping it topped up and a debuffer weakening you.

  • A single-target team drops the helpers, then pours everything into the boss → win.
  • An area-damage team splits its damage three ways, the boss never falls → loss.

Bosses can do dramatic things — hit harder at low health, open big, or lean on a Mender — but it's all expressed through the same skill system your own fighters use, with no unavoidable, can't-miss chip on top; the threat is always something you can read and counter. Each world's capstone Boss is its Herald, and each Herald fights as its own class (Cinderfall's Embric as a Brawler, Stillair's Zephyrian as a Sky Knight, Meridian's Maris as a Wave Dancer). Bosses also carry a first-clear RSNC bonus, so the first time you drop one is the richest single moment in a run.

The daily Trial

A rotating Trial node refreshes each day — a curated special fight outside the normal chapter flow, with a few attempts a day. It's covered on its own page: Daily Trials.

Why this forces a roster

Bring an area team to a Boss and you barely scratch it; bring a single-target team to a Swarm and you get nibbled to death. There's no team that wins everything — that's the design. Aim to own enough fighters to field:

  • a balanced team for Standard fights,
  • a wide-hitting team for the Swarm,
  • a focused single-target team for the Boss.

Remember your team is locked for the whole run, so you're not choosing per node — you're choosing the one team that can survive all of a chapter's questions in a row.

See also

  • Run Mode — how these nodes string into a 16-node gauntlet
  • Bestiary — how to scout a node's Enemy Preview
  • Loot & rewards — what each node type pays