Anime Astral Simulator items
Five systems in this game hand you an item off an eight-step rarity ladder, and Astral Team published the exact figure for every rung of each one. Update 13 added a different kind of collection: six named spirits with one stat each. This page keeps both kinds of lookup tied to the studio's patch notes.
There is no ranking here and no opinion about what to chase. Where the studio printed a number, the number is in the table. Where it did not, the table says so rather than filling in a plausible one.
Titan passives
Rolled onto a titan in Tempest Federation (World 14), added in Update 10. Every one of the eight is a straight power increase, so this is the cleanest ladder in the game to read: Common to Divine is a fortyfold jump, from +2.5% to +100%. The studio also states that a roll only replaces the passive already on that titan if the new one is better, so rolling cannot set you back.
| Passive | Rarity | Effect |
|---|---|---|
| Hardened Skin | Common | +2.5% power |
| Titan Stamina | Uncommon | +5% power |
| Nape Guard | Rare | +10% power |
| Colossal Might | Epic | +15% power |
| War Hammer Will | Legendary | +20% power |
| Founding Roar | Mythical | +25% power |
| Coordinate Link | Secret | +50% power |
| Rumbling | Divine | +100% power |
Primordial demons
Also Update 10, also Tempest Federation. These do not follow the titan pattern, and it is the most useful thing to know about them: every primordial gives a different kind of boost, not a larger version of the same one. A Rare that multiplies XP and a Legendary that multiplies damage are not on the same scale at all, so "higher rarity" does not translate into "better for what you are doing".
| Primordial | Rarity | Boost |
|---|---|---|
| Misery | Common | +2.5 Luck |
| Rain | Uncommon | 1.5x Yen |
| Ultima | Rare | 1.5x XP |
| Testarossa | Epic | +0.25 Drop |
| Carrera | Legendary | 2x Damage |
| Diablo | Mythical | 2x Power |
| Guy Crimson | Secret | 3x Power and 4x Damage |
| Demon Diablo | Divine | 6x Power, 3x Damage and +0.1 Drop |
Two behaviours apply to whichever one you equip. It follows you around, and every 90 seconds it activates, doubling or otherwise increasing its boost for 30 seconds. The studio does not say which of the boosts double and which merely "increase", so the uptime figure — 30 seconds in every 90 — is the part worth planning around.
Kagunes
The newest of the five, added with World 16 in Update 12. There is no machine to spin for one: every wave you clear in the Owl Suppression raid rolls a kagune for free, so farming them means getting deeper into the raid. You equip one at a time from the Vault and it is visible on your character.
| Kagune | Rarity |
|---|---|
| Gourmet Spiral | Common |
| Crimson Petal | Uncommon |
| Serpent Tail | Rare |
| Twin Bloodwing | Epic |
| Scarlet Wing | Legendary |
| Chimera Bloom | Mythical |
| Thorned Dominion | Secret |
| Bone Centipede | Divine |
Kagunes are the one ladder here with no published numbers. What the studio did explain is how they grow: feeding a kagune RC Cells from the same raid raises its boosts, each carries up to three, and the second and third only unlock once enough cells have gone in. The boost pool is Power, Damage, Yen, XP, Drop, Luck, Kill, Crit Chance, Crit Damage or Shiny. Every kagune keeps its own cells, so switching does not waste what you already invested.
SixFold spirits
Update 13 added these six spirits in Kingdom of Lugunica (World 17). They are not a rarity ladder: each one belongs to an affinity and boosts a different stat. The bosses in the Past, Present and Future Sanctuary Trials drop two spirits for their own time period.
| Spirit | Affinity | Boost |
|---|---|---|
| Ia | Fire | Power |
| Kua | Water | Yen |
| Aro | Wind | XP |
| Ik | Earth | Damage |
| In | Yang | Luck |
| Nes | Yin | Drop |
A duplicate raises that spirit by one level, up to level 5. Your six levels are added together and every six total levels unlocks another equip slot. Reaching 30 total levels unlocks the Perfect Sixfold Contract: all six spirits can be equipped together, every contract becomes stronger and the Spirit Knight title is awarded. Astral Team did not publish the boost amounts, so none are invented here.
Accessory curses
From Update 10.5, applied in Cursed School (World 11). A curse is rolled at random onto an accessory to make it stronger, and the eight run from +2.5% to +75%.
| Curse | Boost |
|---|---|
| Cursed Trace | +2.5% |
| Cursed Mark | +5% |
| Cursed Flow | +10% |
| Cursed Infusion | +15% |
| Black Spark | +20% |
| Binding Curse | +25% |
| Domain Imprint | +50% |
| Calamity Curse | +75% |
This table has no rarity column for a reason. Astral Team listed these eight with their percentages and no rarity names, unlike the three ladders above. Eight steps rising in the same shape makes it tempting to lay Common through Divine over them, and that mapping has never been published — so it is not here.
Rune attributes
Runes came in Update 10 and work differently from everything else on this page. Rarity does not decide how strong a rune is; it decides how many attributes it carries — one on Common, up to six on Divine. There are eleven attributes and a rune never repeats one.
| Attribute | Ceiling |
|---|---|
| Power | Up to +900% on Divine |
| Damage | Up to +900% on Divine |
| Coin | Up to +900% on Divine |
| Luck | Up to +7.5 |
| Drop | Up to +1 |
| Gacha Speed | Up to +50% faster |
| Star Speed | Up to +50% faster |
| Shadow Attack Speed | Up to +75% faster |
| Gacha Open | +1, or +2 on Divine |
| Star Open | +1, or +2 on Divine |
| Pet Equip | +1, or +2 on Divine |
You get one equip slot, an inventory cap of 75, and a lock to stop a rune being deleted. The only source is the Runes Tower in World 14: 80 floors, a landing every 10, ten minutes for the whole climb, 25 minute cooldown, free entry. The landing you bank on sets the rarity — landing 3 gives a Rare, landing 8 gives a Divine — and running out of time still leaves you with the last landing's rarity, but with random attributes and a weak roll.
One ladder, five very different payoffs
All five systems use the same eight rarities — Common, Uncommon, Rare, Epic, Legendary, Mythical, Secret, Divine — which makes it easy to assume a Divine is a Divine. Laid out together they are not comparable at all:
| System | What rarity actually controls | Common → Divine |
|---|---|---|
| Titan passives | Size of one fixed effect | +2.5% → +100% power (40x) |
| Accessory curses | Size of one fixed effect | +2.5% → +75% (30x) |
| Primordials | Which effect you get, and how many | +2.5 Luck → three stacked boosts |
| Runes | How many attributes roll on it | 1 attribute → 6 attributes |
| Kagunes | Not published | Not published |
The practical consequence is in the middle two rows. A Divine titan passive is a known quantity you can multiply out. A Divine primordial or rune is a different shape of reward, and a Legendary that happens to boost the stat you care about can beat a Mythical that does not.
One rarity is missing from every table here. Update 11 added Astral, above Divine, and it exists on pets and gacha pulls — the Update 12 gacha carries an Astral item called Dragon Eradication Authority. None of these five systems has an Astral rung. The studio has not said whether that is permanent.
What is not on this page yet
Pets, swords, mounts, avatars, relics and accessories each have far more entries than any list above, and Astral Team has never published a complete one for any of them — the patch notes announce counts ("10 new pets") rather than names. So they are absent because there is no first-party list to reproduce, not because they were left out, and this page will not fill them in from a rival site or from the game's community wiki.
Everything here is checkable at source: the studio's #game-logs channel in its own Discord, in the Update 10, 10.5, 12 and 13 posts. If a later update revises a number, the figure changes here and the date at the top of the page moves with it.