Game systems
Warrior life
A Duskar warrior's life: levels to 100, training, the gym, synergy, healing, masters, four ways to evolve, value, and aging through Dawn, Prime and Dusk.
Key numbers
- Level cap
- 100
- Training
- 500 ¥
- First purchase of each stat
- Clean purchases
- 400
- Per warrior
- Life phases
- 3
- Dawn, Prime, Dusk

A warrior in Duskar has one life. It grows from its first level to level 100, gets stronger with training, synergy and a master, changes its form as it evolves, and ages through three phases until it dies of old age. Everything you invest in a warrior stays with it for the whole of that life, so it pays to know how each part works.
Levels and XP
Warriors gain XP from expedition fights, training, the gym, gravity rooms, the Chronal Chamber, XP Capsules and saga rewards. Each level needs more XP than the last:
| Level | XP for the next level | Total XP from level 1 |
|---|---|---|
| 1 | 20 | - |
| 10 | 200 | 830 |
| 25 | 1,200 | 8,080 |
| 50 | 7,100 | 99,955 |
| 75 | 18,500 | 404,205 |
| 99 | 48,000 | 1,078,705 |
| 100 | - | 1,126,705 |
Level 100 is the cap for warriors and for your account. Your account level is the highest level any of your warriors has reached, and it rises by at most one level at a time. Every new account level gives 2 Golden Potions, 4 from level 50 on and 20 at level 100. Every warrior that reaches level 100 earns its own trophy.
Turn on the level lock on a warrior’s card and it stops gaining levels: XP that would raise it is lost. It is a way to keep a warrior under a tournament’s level limit.
Growth per level
Each species has its own growth: the points every stat gains per level. Condition grows twice as fast, because every point of condition is a point of HP. Better growth means more power at the same level, but growth only pays off when it matches the attacks: a warrior with physical attacks needs melee attack, not special attack. Each species’ growth is on its page in the warriors encyclopedia.
Paid training
On a warrior’s card you can buy stat points with yen. Every purchase adds one point (two to condition), gives the warrior 2 XP and adds 40% of the price to its value. Each stat has its own price: it starts at 500 yen and rises after every purchase, slowly at first and steeply later.
Every warrior starts with a clean account of 400 purchases. From the 401st purchase on, every purchase also adds 100 yen to the prices of the six other stats, so spreading training across all seven stats gets expensive.
- Coach. This achievement counts your paid trainings and lowers every price, by 5% at the first level and by 40% at the highest.
- Synergy. High synergy makes training cheaper.
- Time Machine. Once per warrior it takes back every trained point, sets the prices back to 500 yen and divides the value by three. Capsule points stay.
You can train a warrior in the team, the reserve or storage, up to 100 purchases at once.
Stat capsules
Stat capsules raise one stat of one warrior without touching the training prices. Each boost of a stat costs more capsules than the last, and each gives +3 to the stat (+6 to condition). Capsules come from expeditions and the market; see expeditions.
The gym, gravity rooms and the Chronal Chamber
- The gym. While your account trains at the gym, every warrior of the team gets XP for each full hour. The XP per hour grows with your account level, is higher with the Titan of Training achievement and Ilyari Metal, and is three times as much in Sunset weather. A session gives at most 3,000 XP per warrior. You cannot go on expeditions or work while training.
- Gravity rooms. One reserve warrior trains in your personal room. It gets the gym’s hourly XP times the room’s gravity: ×2 in the 100G room (23,000,000 ¥), ×3 in the 150G room (40,000,000 ¥) and ×4 in the 200G room (1,500 gold yen), bought in that order. At most 48 hours count, and a training of a full day or more counts for the Gravity Master achievement, which raises the XP. Developed planetoids add more rooms; see planetoids.
- The Chronal Chamber. A Chronal Chamber Pass takes two reserve warriors inside for a day. When the day is over, each gets the XP it needs for its next level, up to 15,000 XP.
Synergy
Synergy shows how well a warrior fights with your company, from 0% to 100%. It grows with won expedition fights and shrinks with lost ones: in big steps while it is low and in ever smaller ones as it nears the top.
- Synergy events on expeditions give every team warrior a small boost.
- Synergy Capsules add a little each. A warrior can take only a limited number a day, and the limit grows with your account level and the Teamwork achievement.
- Outside the team synergy fades every game day, faster while it is high.
- A sale keeps only a small part of the warrior’s synergy.
High synergy makes a warrior noticeably stronger in six combat stats, and it also makes training cheaper.
Healing
Damage from expedition fights stays until you heal. Healing restores one warrior or the whole team to full health at once:
| When | Price per missing HP |
|---|---|
| Below account level 20 | Free |
| Normal | 100 ¥ |
| With a Healing Chamber | 80 ¥ |
| With a Regeneration Chamber | 50 ¥ |
| With Healing Techniques | 20 ¥ |
| Fighter / Elite premium | ×0.7 / ×0.5 |
Only your best healing equipment counts. A warrior you cannot pay for is left unhealed. HP Capsules heal 10 HP each (up to 18 with the Medicine achievement), and a Life Fruit Sack lifts the team to 40%, 80% or 100% of its health after every expedition fight. HP never come back on their own.
Attacks
A warrior fights with five attacks and can learn others: from its species’ pool, from its species’ techniques (each needs a technique disc, which is used up), from its master’s attacks and from up to three attacks it remembers. An attack can be learned once the warrior’s level reaches the attack’s level, and every lesson costs yen: a hundredth of the warrior’s value, at most 1,000,000 yen. The order of the five attacks is free to change. The attacks encyclopedia shows which warriors can learn each attack.
Evolution
Many species change into a stronger form during their life. A higher form usually has better growth and new attacks, but not always. There are four ways to evolve:
| Way | What it needs |
|---|---|
| Natural | The warrior reaches the level of its evolution and evolves by itself |
| Item | An evolution item, the warrior in the reserve and at the required level |
| Fusion | Two warriors in the reserve whose forms lead to the same new form, and Bond Bracelets or Fusion Techniques |
| A place of evolution | The right species in the team, on an expedition to a special location |
- The evolution switch. Every warrior card has it. Switched off, the warrior keeps its form: no natural and no item evolution. Use it to let a warrior learn the high-level attacks of its current form before it evolves.
- Fusion. Bond Bracelets use up two bracelets and need each warrior at its own evolution level. Fusion Techniques use up one item but need both warriors at the same level, with values no more than 100,000 yen apart. The first warrior evolves and keeps everything it had; the second is gone for good. A warrior in a league line-up cannot be the second one.
- What stays. An evolution keeps the level, XP, stats, training, value, aura, master, synergy, attacks and the life dates. It changes the species, resistances, future growth, the attacks it can learn and the art.
- Into the reserve. A team warrior that evolves into a species already in your team moves to the reserve.
- Ring of Regression. It returns a warrior to its previous form for good: afterwards it can never evolve again.
- Staff of Recall. It brings back an attack of one of the warrior’s earlier forms into a slot you choose.
The Time Machine, the Ring of Regression and the Staff of Recall each work once per warrior. Every species’ evolutions, with levels and items, are on its page in the warriors encyclopedia.
Masters
From account level 50, masters can guide your warriors. To unlock a master you pass six trials: duels against the master’s students and tasks the master gives you. Only a knockout passes a duel, the duels cost no AP and leave your warriors unhurt. You can follow one master’s trials at a time; giving up loses every trial passed. Unlocking a master gives a Golden Potion.
An unlocked master takes any of your warriors that has reached the master’s minimum level, 50 or higher, for a price in yen; the Star Pupil achievement lowers it. The choice is for life: the master stays through evolution and sale, its growth is added to every level the warrior gains from then on, and the warrior can learn the master’s attacks. The growth counts only for an owner who has unlocked that master: a warrior you buy with a master you have not unlocked has none of its growth until you pass that master’s trials, and gets all of it once you do. Many masters take something away as well as give, so pick one that fits: a fighter with physical attacks gains nothing from a master of special attack. Every master is in the masters encyclopedia.
Aging and the end of life
Every warrior is born on the day it is awakened and dies of old age, never in a fight. Its life has three phases:
| Phase | What it means |
|---|---|
| Dawn | Still growing into full strength: its stats are a little lower |
| Prime | At the height of its strength |
| Dusk | Strength slowly fades with age |
Races differ in how long they live and how soon they reach their Prime, but every warrior’s life ends. The card shows the birth date, the age and the final month, never the exact day. Nothing extends a life, and a sale, an evolution or a fusion does not change it.
When a warrior reaches its final month, the game invites you to leave a note that becomes its epitaph. After its death the warrior leaves your team, the market and any garrison, you say farewell to it in a short scene, and its public page becomes a memorial. Dusk Watch in the top bar counts your warriors in their last phase, and the Archivist achievement counts those who lived their whole life with you.
Warrior value
A warrior’s value matters when you sell it and when it learns attacks.
- At the meeting: it depends on how rare the species is, its level and luck. Rare species are worth far more than common ones.
- Bonuses: ×1.6 in Drizzle weather; newer accounts get a higher value.
- Later: +40% of every training price paid. The Time Machine divides it by three. Stats, evolution and levels do not change it.
- Uses: the planet army pays the value, a market price in yen must be above it, an attack lesson costs a hundredth of it, and fusion with Fusion Techniques compares it.
The starter warrior is worth 100,000 yen and an awakened Inborn 2,000,000; see the Inborn.
Art from the game

Every warrior that reaches level 100 earns its own trophy in your cabinet. 
Gravity Room 100G: the first of three personal rooms, doubling the gym's XP per hour for one warrior. 
Chronal Chamber Pass: two warriors spend a day inside and come out with the XP for their next level. 
Time Machine: once per warrior, it takes back every trained point and resets the training prices. 
Fusion Techniques: two warriors of equal level become one new form. 
Ring of Regression: back to the previous form for good, with no evolution afterwards.
Questions players ask
How do I heal a warrior?
Heal your team in the game's healing screen. Below account level 20 it is free; after that every missing HP costs 100 yen, less with a Healing Chamber, a Regeneration Chamber or Healing Techniques, and Fighter or Elite premium lower the price further. HP Capsules heal one warrior or the whole team, and a Life Fruit Sack keeps the team's health up after every expedition fight.
Does a newly awakened warrior come with any training?
No. Its seven training prices start at 500 yen and nothing has been bought yet, so its first 400 purchases raise only the price of the stat you train. From the 401st purchase on, every purchase also adds 100 yen to the prices of the six other stats. A warrior bought on the market keeps the training and prices it had.
What decides a warrior's value?
When it is met, a warrior gets a value that depends on how rare its species is, its level and some luck: rare species are worth far more than common ones. Drizzle weather adds 60%, and newer accounts get a higher value. Every training purchase then adds 40% of its price; stats themselves do not count.
Can I reset a warrior's stats?
Yes, once per warrior, with a Time Machine from the planet store. It takes back every point bought in training, sets the training prices back to 500 yen and divides the warrior's value by three. Points from stat capsules stay.
Where can I train a warrior?
Buy stat points with yen on the warrior's card; every purchase also gives 2 XP. The gym gives XP to the whole team for every full hour, a gravity room trains one warrior faster, and the Chronal Chamber gives two warriors the XP for their next level. The Coach achievement and high synergy make paid training cheaper.
What is the highest level?
Level 100, for warriors and for your account. Every warrior that reaches it earns its own level-100 trophy, and your account gets 20 Golden Potions when it reaches level 100.
How do I judge a warrior?
Look at its aura against its races and attacks, its resistances, its growth and the forms it can evolve into, how its training is spread, its attacks and its level, and whether it has a master. Evolving too early can skip attacks that only an earlier form learns at higher levels; turn evolution off on its card to keep the form.
Where do evolution items come from?
Rare warriors leave their item after a knockout win, transformation stones can turn up on any expedition, a Diamond can give one, and players trade them on the market. Each warrior's page in the encyclopedia shows which item its evolution needs.
How do masters work?
Masters open at account level 50. You unlock a master by passing its six trials, then send it a warrior that has reached the master's minimum level, for a price in yen. From then on the master's growth is added to every level the warrior gains, and the warrior can learn the master's attacks. The choice is for life, so pick a master whose strengths match the warrior's attacks.
How do techniques work?
Techniques are attacks learned from a technique disc. Every species has its own list of techniques, and learning one uses up a disc of that technique on top of the usual lesson price. Discs come from expeditions, technique training on planetoids, sagas and the market. A warrior that later replaces a technique needs a new disc to learn it again, unless it keeps the technique among its remembered attacks.
In the encyclopedia
455WarriorsEvery warrior species in Duskar, grouped by race, with the lowest level each one exists at and the species you cannot meet on expeditions.
23MastersEvery master in Duskar: guiding race, the level from which they train warriors, how they change stat growth, the attacks they teach and what they cost.
124ItemsEvery item in Duskar by kind: potions, capsules, upgrades, boosts, tickets, evolution items, scanner modules and equipment, with what each one does, its price and where to find it.
98AchievementsEvery achievement in Duskar by category, with what each level needs and the bonus or reward it gives.
