Every Morimens Phantasmal Dive board drawn in full, the enemies waiting on each hex, the eight difficulties and the Relic this week opens on.
This week
The opening Relic and the frenzied Awakeners change every Monday at 9:00 (GMT+8).
September 7, 2026 — September 14, 2026
At battle start, shuffle 3 random Symptom Cards into your deck. At turn start, draw 1 card. Playing each Symptom Card grants 2 Arithmetica. Discarding each Symptom Card grants all Awakeners 5 Aliemus, up to 5 times per turn.
September 14, 2026 — September 21, 2026
"Attack" and "Defense" gain an additional 50 Keyflare. Each time you play a card with an Arithmetica Cost of 2 or more, draw a card with an Arithmetica Cost of 1 and reduce its cost to 0, up to 3 times per turn.
Boards
A run enters one of these at random, and each one ends on a Boss of its own.
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Battle
Some unexpected enemies will trigger a battle.
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Black Sigil
Gain Black Sigil, a currency in Dreamscape.
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D-Mark
Enter the D-Mark Store, where a mysterious presence would take your Black Sigils and offer power in return.
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Elite
Some moderately challenging enemies will trigger a tougher battle.
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Event
Danger or opportunity, the choice is yours.
- Evil Swamp Dangerous Dissolution Zone, do not enter lightly.
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Final Battle
Ultimately, the strongest enemy. Defeat them to conclude this investigation.
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Illusion
A twisted illusion blocks your path; choosing to break it will infect you with an unknown symptom
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Junction
Trigger to obtain assistance from Mythag University: Restore HP or Rouse an Awakener.
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One-Way Path
An unstable one-way path; once entered, there is no way to return from the exit.
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Rusted Door
A sturdy, silent door. Requires a Rusted Key to open.
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Rusted Keys
It patiently searches for its Door.
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Searchlight
An ancient lighting device that can dispel the surrounding thick fog.
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Secret Passage Exit
The One-Way Passage's exit. It has already collapsed, making it impossible to go back.
- Start
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Tunnel
The pitch-black road leads to the unknown, and upon entry, it will transport you to the other end of the passage.
- Unstable Floor
17 steps · 3 fights on the way · clears 2 passages
Point at a hex to see what is on it.
Difficulties
| Difficulty | Enemy level | Deep Dive EXP | D-Jewel |
|---|---|---|---|
| Phantasmal Dive I | 10 | 75 | 300 |
| Phantasmal Dive II | 20 | 100 | 400 |
| Phantasmal Dive III | 30 | 125 | 500 |
| Phantasmal Dive IV | 40 | 150 | 600 |
| Phantasmal Dive V | 50 | 175 | 700 |
| Phantasmal Dive VI | 60 | 200 | 800 |
| Phantasmal Dive VII | 70 | 225 | 900 |
| Phantasmal Dive: Madness | 80 | 250 | 900 |
Symptoms
A run picks these up from the choices that ask for one, and they stay in the deck.
- Blind Obedience
- If this card is in hand, all Awakeners Crit. Rate + 25%, but at turn end, 1 random "Symptom Card" will be added to the Draw Pile.
- Claustrophobia
- Lose 5% Max HP, gain double that value in Shield. Cannot sell.
- Delusions
- Lose 10% Max HP, gain 2 Arithmetica. Cannot sell.
- Despondency
- Gain Shield equal to 10% of Max HP. Upon drawing, all Awakeners lose 3 Aliemus.
- Epilepsy
- Lose 10% Max HP, draw 2 cards. Cannot be sold.
- Hallucinations
- At turn start, randomly transform into a copy of a Command Card in the Draw Pile with a fixed Arithmetica Cost of 3. Revert at turn end. Unplayable.
- Hysteria
- Gain 1 Arithmetica, adds 1 "Symptom: Hysteria" to the Discard Pile. Cannot be sold.
- Madness
- Lose 10% Max HP, all Awakener gain 10 Aliemus. Cannot Sell.
- Mania
- At turn end, if this card is in hand and the remaining Arithmetica >2, draw 2 additional cards next turn.
- Paranoia
- At turn end, if this card is in hand and 3 or fewer cards are played this turn, obtain 2 additional Arithmetica next turn.
- Shock
- Gain X stacks of Temporary STR when played. Reduce X Temporary STR when drawn.
- Somniloquy
- Draw 2 cards and add 1 "Symptom: Somniloquy" to the Discard Pile. Cannot be sold.
- Trauma
- At turn end, if in hand, this card inflicts Fragile on team for 1 turn. Play this card to inflict Vulnerable on all enemies for 1 turn. Cannot be sold.
- Weakness
- At turn end, if in hand, this card inflicts Weakness on team for 1 turn. Play this card to inflict Weakness on all enemies 1 turn. Cannot be sold.
Rating Items
- Initial turns: 50. +20 pts for every remaining turn.
- Earn 250/500/750/1000 pts when 1/2/3/4 weekly enhanced Awakeners are deployed.
- -20% pts per Emergency Gnosis
- +500 pts for first P-Dive clear every day