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Phantasmal Dive — Morimens

Every Morimens Phantasmal Dive board drawn hex by hex, with the enemies waiting on each one, the eight difficulties and the Relic the week opens on.

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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

Chrono Pendulum "Plague"

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

Chrono Pendulum "Twins"

"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.

  • Battle Some unexpected enemies will trigger a battle.
  • Black Sigil Gain Black Sigil, a currency in Dreamscape.
  • D-Mark Enter the D-Mark Store, where a mysterious presence would take your Black Sigils and offer power in return.
  • Elite Some moderately challenging enemies will trigger a tougher battle.
  • Event Danger or opportunity, the choice is yours.
  • Evil Swamp Dangerous Dissolution Zone, do not enter lightly.
  • Final Battle Ultimately, the strongest enemy. Defeat them to conclude this investigation.
  • Illusion A twisted illusion blocks your path; choosing to break it will infect you with an unknown symptom
  • Junction Trigger to obtain assistance from Mythag University: Restore HP or Rouse an Awakener.
  • One-Way Path An unstable one-way path; once entered, there is no way to return from the exit.
  • Rusted Door A sturdy, silent door. Requires a Rusted Key to open.
  • Rusted Keys It patiently searches for its Door.
  • Searchlight An ancient lighting device that can dispel the surrounding thick fog.
  • Secret Passage Exit The One-Way Passage's exit. It has already collapsed, making it impossible to go back.
  • Start
  • 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

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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