STFUREQUIEM
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Modes

Mirror World, tower & dungeon

Story

Story mode walks you through the game chapter by chapter. Some steps ask you to do something first (build a team, win a fight, claim the daily), and some pay rewards. Progress is shared with the bot's /story.

Account prestige. With the whole story cleared, you can start it again at the next prestige (up to 3). Every enemy in the story, Alternate Universe, Over Heaven, Carry Me, Requiem, the tower, the dungeon, boss rush, wormholes and gang raids then fights at your account's prestige (unless it has a higher one of its own), with its health and damage ×1.67, ×2.33, then ×3: far harder than the first time. Every stage pays its first-clear rewards again, and every XP you earn, in any mode, is +50% a prestige. Everything the story opened stays open.

Heaven's Door training

Heaven's Door is the main way to level a stand. Rohan writes into one of your stands for 12 turns, about five minutes (3 energy and 500 Meteor Dust, plus 50 for every level of the stand). Each turn, train one stat (Strength, Stamina, Luck, Guard, Speed), rest, or go on an outing for a better mood; training costs energy and may fail when energy runs low, and mood scales every gain. Events with two choices come up between turns. 3 chapters end in a fight: your stand alone against a tougher rival each time, with this run's training on top. The end pays stand XP (more for each chapter won) and writes a small permanent gain into the stand: up to +5% health, damage and armor, and +2 speed and critical, in all.

  • Pink Dark Boy's deadline (Part 4): Rohan has a chapter due on Monday and your stand is his model. Strength and Luck train faster.
  • Lisa Lisa's island (Part 2): Air Supplena Island: breathing, climbing, enduring. Stamina and Guard train faster.
  • The Steel Ball Run (Part 7): 6,000 km across America, one stage at a time. Speed and Strength train faster.

Rogue rush

Rogue rush is a roguelike: draft three stands from a random pool and fight room by room through 8 floors, one for each part. 3 runs a day. Chests and bosses drop crafting materials for your bag, and bosses pay souls for a permanent upgrade tree.

XP boosts

Dungeon chests (15%) and Rogue rush bosses (25%) can drop an XP boost: double player and stand XP for 30 minutes. Another one adds 30 more.

Mirror World

Energy

Mirror World trips, story and Alternate Universe replays cost energy (the dungeon doesn't). It comes back one point every 6 minutes (4 for supporters) until your bar is full; your max grows with your level. A Can of Energy gives 5 at once and can push you past your max, up to 2× it. Cans drop from the daily reward and streak, Mirror World, the tower, the boss rush, gang raids and the Crusaders' Journey.

The Mirror World pits your team against a reflection of itself: as many stands as you bring, rarities close to theirs, levels and awakenings scaled from your team. Each trip rolls how sharp the reflection is: Faded (35%, weaker), Clear (40%), Sharp (20%, your equal) or Twisted (5%, stronger, an extra awakening). Harder reflections pay more Meteor Dust and stand XP. A trip costs 1 energy and opens every 14 minutes.

Tower

The tower never ends. A climb costs 500 Meteor Dust and starts at floor 1; the same three fighters climb on, so health and growth carry from floor to floor, with a small heal after each one and a rest stop every 5 floors that also revives the fallen. Enemies level up fast (level 100 by floor 27), gain an awakening at floors 10, 18, 26, 34 and 42, get a little stronger every floor, and past floor 42 that growth compounds (about ×2 health and damage ten floors later); every 10th floor has a boss, and a loss ends the climb. The floors and the leaderboard reset every Monday; each floor pays out the first time you clear it that week.

Dungeon

The dungeon is free: no energy, no Dust, one run a day. Every day brings a new dungeon, the same for everyone: nine floors of corridors under a fog, each hiding monster packs, an elite, chests, traps and a campfire. Your team walks in at full health and keeps its wounds from fight to fight; campfires heal and get the fallen back up, traps hurt. On B1–B3 enemies are matched to your team's level and get tougher on each floor. Below that the dungeon stops matching you: B4–B6 are the Over Heaven depths (level 100 ★5 enemies with refined items, rising to Over Heaven's strength, one of heaven's rules on each floor and two on its boss), and B7–B9 the Requiem depths (rising to Requiem mode's strength). The stairs warn you before each of those floors.

Fights, elites and chests fill a loot bag that's only paid when you leave. On each floor's stairs, take the bag home or go deeper. A boss guards the stairs of B3, B6 and B9: beat it, then take everything home or keep going. Bosses add crafting materials and sometimes a Devil's Palm (always from B6), and the B9 boss may drop a Requiem Arrow. The deep floors multiply the bag's Meteor Dust (×1.6 on B4 up to ×4 on B9), and stand and player XP grow with every floor. If your team falls, or you give up, only half the bag comes home. Stand XP from each fight is yours either way.

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