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OFFICIAL STARTER GUIDE · progression

Overworld progression: account levels, hero levels and skills

Understand which progress bar an unlock uses, prepare for exploration, and choose a useful next goal when your journey slows down.

By Space Zodiacs · Source checked . Check current in-game previews after updates.

Which level does an unlock mean?

Space Zodiacs has several kinds of progress. Your account's Overworld level comes from Overworld progress. Individual heroes also have their own training and Overworld progression. Skills such as Fishing and Hunter have separate levels. Ladder requirements count cleared stages. These numbers are not interchangeable.

Read the name beside a locked feature's requirement. For example, Fusion needs both Overworld level 20 and Ladder 100 cleared. Training a hero to level 20 or reaching a fight at Ladder 100 does not satisfy those two account requirements.

What should I do before exploring?

Where should I train, and how do I get there?

Open Menu, then Where to train. On a wider screen, tapping the area name at the top opens it too. It lists the training grounds for your Overworld level: the best one first, then the next one up and an easier one, plus fighting areas on other worlds. Each shows its level range in colour (blue outgrown, green your level, yellow a few levels above, red ten or more above), the enemies that roam there and why it suits you or not. An outgrown ground pays a fifth of the Overworld XP and a fifth of its Coins. A hero whose own Star Level is still in that ground's range keeps earning full Star XP there, and the card names those heroes.

Go walks your party there through each area's exits. For a place on another world, it walks to the Starport and opens the star chart on that planet. With a starship it flies on by itself; without one, the chart shows the starship's price, and only your own tap buys it. A place your Overworld level has not opened shows the level that opens it instead of Go. If an enemy hits your party on the way, the trip pauses and goes on once the fight is over; if you steer during the fight, tap Go on the quest card to carry on. Steering while the party walks, a raid, the Star Carnival or a duel ends the trip. The Bestiary has Go for every enemy too: it walks to the area where that enemy roams that suits your level best.

A Slayer contract has Go as well, on the Adventurers' Board, the Slayer skill page and the contract card that shows after a kill on it. It walks you to the area where that family of monsters roams that suits your level best, through the Starport when they live on another world. It only travels: once you arrive, fight them yourself or tap Auto Hunt, which costs Coins as usual. A place your level has not opened shows the level instead, a flight without a starship says so, and a finished contract tells you to take a new one at the board.

How do I improve a team that keeps losing?

Watch what happens before the defeat. If the active hero falls quickly, review enemy level, positioning, incoming attacks and food. If the team survives but cannot finish enemies, examine skills, target selection and upgrades that apply to that mode. Make one change and compare the next attempt.

Hero variants can fill different jobs even when they share a Zodiac sign. Read their actual skill descriptions. Advice for auto Ladder, manual Tower and real-time Overworld combat should name the mode; a team that succeeds in one is not automatically the best in the others.

Where do I level after Overworld level 30?

Meridian's own wild areas end at level 35: the Elder Grove covers 30–35 and the Hall of the Fallen Star 31–35. Past 35, every Meridian area counts as outgrown and pays a fifth of its usual Overworld XP and Coins; a hero still at ★35 or below keeps earning its full Star XP there.

The next levels are earned on other worlds, reached with the starship:

Every wild area on another world pays 10% more Overworld XP, Star XP and Coins than Meridian's, also where its levels overlap Meridian's. Its title card shows the bonus when you arrive. Each band of levels pays more Coins a minute than the band before it, so the newest area for your level is also the best place to earn Coins.

What is Auto Hunt?

In a wild area or training ground (not towns, Gobbler Grove, raids or the Star Carnival), tap Auto Hunt to see what it costs, then start it. Your party fights every enemy nearby on its own while the game is open, and earns the usual Overworld XP, Star XP, drops and Coins. Moving the party yourself, a fall, Auto Quest, Go or leaving the wild stops it. Only time the party is really fighting counts: menus, conversations and a hidden game pause the clock.

Auto Hunt is paid with Coins every 15 seconds, and the cost follows your Overworld level, not the area: about 214 Coins a minute at level 10, 1,228 at level 30 and 7,126 at level 60. It always costs more than the Coins the party picks up while it runs, and the gap grows as you level: however strong your team, its kills pay Coins only up to three quarters of what that hunt has cost so far. It is a way to trade Coins for hands-free XP and drops, not a way to earn Coins. When the next step cannot be paid it stops; sell gear, Sigils or goods on the Free Market for more Coins.

What is a good next goal?

Choose a goal whose required level, materials and route are visible. Train the skill that supplies a needed ingredient, earn the next account unlock, or strengthen a hero that fills a missing role. When asking for advice, include your mode, Overworld level, highest Ladder clear, roster variants and the specific fight or requirement blocking you.

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