World map: turns, main quests, and weekly activities
Each turn lasts 6 hours and allows up to 3 spaces of movement. Confirm the green check beside the main destination before planning exploration, encounters, and protagonist-specific actions.

Confirm the main-story green check before calculating stops and the return trip. Do not assume automatic travel works unconditionally.
Talking or using facilities at a base does not immediately consume a turn, but making a purchase locks in the current turn. “24 turns remaining” does not mean 24 days.
After confirming the main-story destination, running out of turns on the world map automatically takes you there, restores HP, magic, and Divine Sand, and starts the battle. If you have never visited the destination node, you may be forced to restart the chapter. Explore distant areas in the final turns only after meeting this condition.
Exclusive commands determine what to do outside town. Cai captures animals and cultivates plants, Dietrich uses Blade Resonance to find hidden enemies, Theodora recruits and dispatches troops, and Leda gives local performances. Doing these along your route builds strength, supplies, and rewards more efficiently than wandering without a goal.

Why plan around stops?
Each turn gives 6 hours and up to 3 spaces of movement, but stopping along the way uses the turn. If you have three places to handle things along one road, each needs a stop; you cannot do all three in one turn. List the actual stops first, then calculate return turns so you are not far away when a calendar event arrives.
Press + on the calendar to set reminders, preferably several days early for long trips. At the start of a chapter, check the calendar and set reminders for spectating, discounts, and limited-time quests before leaving town. Use this order: confirm the next main-story destination → mark events and your return date → connect nearby quests, dungeons, and exclusive actions.
Which actions advance time?
| Action | Time rule |
|---|---|
| World-map movement | Up to 3 spaces per turn; stopping early still consumes a turn |
| Talking at a base or selecting a facility | Does not immediately consume a turn; purchases lock in the turn |
| Leaving the imperial capital for the world map | Consumes one turn |
| Staying at an inn | Advances 6 hours, or one turn; costs 400G |
| Automatic activities at an inn | Advance the selected number of turns and award the corresponding gains |
| Standing idle in the imperial capital | The clock advances only to the end of the current six-hour period, such as 18:00 to 23:59; it does not enter the next turn on its own |
| Fast travel within the city | Observations show the clock advancing but stopping at the current six-hour period’s end; a contrary estimate also exists, as noted below |
City minutes, six-hour world-map turns, Sunday's 0:00 weekly reset, and facility opening hours are four separate pieces of information. Existing opening-hour tables list training, the theater, Thermae, and the gift shop as open from 6:00 to 23:59. Another record says training is unavailable at night; the exact nighttime cutoff remains unconfirmed, so schedule training during daylight. See Free time and Renown for facility details and weekly activities, and Money and shops for discounts.
Set reminders before you need to return, and check that shortcuts are usable. A reminder one day early can help: if it triggers on the event day while you are far away, you may already be too late. You can also use a Divine Gate to reach a temple near a dungeon, then take its exit to the world map to shorten the overland return. Temples marked × cannot be used for this travel. Check unlocked stations, usable Divine Gates, and exits before deciding how early to set reminders.
Check the main destination before the countdown reaches zero
Visited status and current location determine what happens when turns reach zero. Automatic travel requires the appropriate visit and location conditions:
| Your location and the main destination | What happens at zero turns |
|---|---|
| On the map; main destination is outside the capital; you have visited or passed through its node | Automatically travel there, restore HP, magic, and Divine Sand, and enter the story |
| On the map; main destination is in the imperial capital | Automatically return to the main story |
| Main destination is outside the capital, but you have never visited or passed through its node | Restart the chapter; unit stats, carried items, and other chapter progress roll back |
| Already inside the imperial capital | You can keep walking, but cannot do further activities; advance the main story to regain access to weekly and calendar activities |
Check the checkmark beside the main destination at the bottom of the screen rather than relying on memory. To begin early, move to the main-story marker. You do not have to spend every remaining turn.
Practical scheduling: Visit the main destination, then explore distant areas. Near the deadline, if you will not fight further free-time battles, you can avoid an inn stay made solely to return to the main story. If you still plan to fight encounters, judge safety from your current HP and magic. Automatic recovery happens when entering the main story.
You can retreat from encounters, but supplies do not reset
Enemy nodes on the map trigger encounters, and empty nodes may hide random enemies. These are grid-based battles, unlike dungeon Clashes. You can retreat during deployment preparations, but if enemies block the road, you still need to win to pass. They continue blocking it after a retreat.
Finishing a free-time battle does not fully restore HP or magic. Resource use carries between battles. Stay at an inn when needed; a victory screen does not establish that the next battle is safe.
Watch for yellow third-party enemies once on the battlefield. They may flee or be defeated by other enemies first. Silver Mummies give large amounts of EXP, and Gold Mummies drop valuables to sell, so they are worth prioritizing. Keep the army safe rather than chasing them into an encirclement.

Each protagonist’s exclusive world-map actions
| Protagonist | Exclusive action | Use during excursions |
|---|---|---|
Cai | Lure and capture mounts; cultivate plants | Supplies animals and ingredients for training; harvest mature plants when passing by |
Dietrich | Bladesong | Reveals hidden enemies; victories award EXP, Resonance Stones, and a little Renown |
Theodora | Recruit Battalions and dispatch exploration troops | Builds combat strength and gathers materials; see Gambits and Battalions |
Leda | Local performances | Awards gold and item crates, fitting money-making into exploration routes |
See Mounts for Cai’s animal-training details.
Bladesong unlocks when Dietrich’s world map opens in Chapter 4. Repeated use shrinks its detection radius. Passing turns on the map gradually restores it; entering and leaving bases or dungeons can also restore it. Revealed enemies disappear after 2 turns, so select targets you can reach in time. Do not waste a trip chasing a distant group. Resonance Stones are used for Combat Art upgrades. Ordinary random encounters are not a reliable source of them.


Cai
Dietrich
Theodora
Leda