The worlds in a run
A normal run visits three planets. Vista is the familiar opening world. Frozen Reach and Ember Wastes form the base route, while later Ascensions can bring Mirefall into the run. The route still contains three worlds; unlocking another planet does not automatically add a fourth stage.
Vista favors water and open sky. Frozen Reach leans toward Hydro and Geo, while Ember Wastes favors Pyro, Geo and Aero. Mirefall strongly features Kali and also supports the Phumi counterplay that can help against its debuffs. These themes influence reward and enemy weights; they are not guarantees for every drop.
| World | What to watch |
|---|---|
| Vista | Open exploration and early build development |
| Frozen Reach | Reduced visibility in blizzards and stronger freezing threats |
| Ember Wastes | Heat, sandstorms and fire/stone-oriented rewards |
| Mirefall | Debuffs, dangerous weather pockets, limited sight and later secrets |
Use sonar to choose a destination
Tap to scan while exploring. A returning signal helps locate a target beyond what you can see directly. Some enemies and landmarks begin hidden, so flying past their area without scanning can miss the lead completely.
Follow one useful marker at a time and scan again as you move. Sonar, the compass and the minimap provide complementary information: a bearing does not always mean the target is immediately in sight. Exploration relics can improve the reach or persistence of what you discover.
After clearing a world boss, decide whether another detour improves the remaining run. You can stay and explore before travelling. A nearby upgrade is useful; an aimless search under a damaging sky may cost more health than its likely reward is worth.
Weather changes more than the view
Rain, storms, night and world-specific conditions change the atmosphere and can influence the enemies, landmarks and element rewards you encounter. Weather themes increase some reward weights while reducing others. They do not bypass the progression requirements of a locked element.
A blizzard makes Frozen Reach harder to read and improves enemy debuff pressure. It is not continuous free-flight damage from the sky. Devouring Dark severely restricts sight, making sonar especially important; it also makes encounters more demanding.
Read the weather banner when entering a world. It explains why a familiar planet may now reward a different route or a different defensive tool.
Recognize damaging weather
Acid Rain periodically chips health outside combat. Blight Storm uses the same broad out-of-combat pressure with a faster current damage cadence. A Warding Altar or eligible Warding Charm provides a temporary reprieve, so use that window to make progress rather than waiting in place.
Plague Wind creates damaging pockets that you can route around. Meteor Shower produces marked impacts; move away from the incoming danger instead of treating the effect as scenery. These hazards require different responses from a global weather-damage tick.
Protection against the sky should not be confused with immunity to enemy attacks. Continue reading battle telegraphs even while a ward is active.
Explore efficiently
Travel between meaningful targets: a revealed enemy, a nearby chest, a landmark, or a station that fits your plan. Collect crystal sources along that route. If a hunter is approaching or the weather is costing health, shorten the detour and prepare the next fight.
Optional content is intentionally variable. A secret described in the wiki will not necessarily appear on every planet or every run. Use the current world’s signals and visual hints instead of searching indefinitely for an event that may not have been selected.


