Astral Ascent Beginner's Guide | Four-Spell Cycle Examples and Dodging Twelve Zodiacs

A calculation starting at 4 mana, melee replenishment steps, and telegraphs and responses for all 12 Zodiacs by region. Also covers goals after the first victory.

Edition: Primarily covers the full-release PC Steam base game. Yamat, Arven, The Outer Reaches, and Celestial Haven are treated separately as DLC.

Verification scope: Public information checked on 2026-10-04. Reflects the 2.6 system redesign and 2.6.2 fixes. The current installed build number has not been verified.

Sources checked: 2026-10-04

21 / 21 rows

First Practice: Cycle All Four Slots and Return to the Same Spell

Understanding why you cannot repeatedly press only a used slot helps explain mana problems. At first, judge whether all four can be used comfortably rather than choosing only by damage.

  1. Check each slot's mana cost and whether casting moves you
  2. Use basic attacks during safe openings to obtain enough for the next spell
  3. Use an unused slot and check which ones remain
  4. After using every slot and Refreshing, confirm that the first used slot is available again

Even if all four slots contain the same spell, each slot must be used. Reordering organizes casting order; it does not bypass reuse conditions.

Example: Spend 7 Mana Across Four Slots, Starting with 4

For illustration, let A cost 1, B cost 2, C cost 1, and D cost 3 mana. This is a calculation without extra regeneration or cost changes, not an actual spell setup or strongest build.

Wide tables scroll horizontally.

Example: Spend 7 Mana Across Four Slots, Starting with 4: 5 entries
ActionMana remainingNext decision
Use A starting from 4 mana3A is used
Use B1C and D remain unused
Use C0You cannot return to A because D remains unused
Hit an enemy with basic attacksRecover to the required 3Watch the actual gauge rather than counting one mana per hit
Use D0All four slots are used; Refresh makes every slot available again

In combat, you need not fire until reaching 0. Insert basic attacks during boss openings and dodge incoming danger. Changing unused-slot order to A → C → B still requires using all slots.

Melee Example: Dodge → Brief Basic Attacks → Spell → Retreat

At close range with Ayla or Kiran, basic attacks are also needed to restore mana. Staying in place punching to refill, however, leaves you unable to dodge the next telegraph.

  1. Check where the enemy will attack and leave that area first
  2. Approach during the opening after the attack and land a short basic-attack sequence
  3. If enough mana is restored for the next spell, use an unused slot
  4. When a new danger telegraph appears, prioritize dodging over the remaining combo

This practices using openings. No fixed attack count works against every enemy. Ranged basic attacks, such as Octave's gunfire, also restore mana, so approaching is not always necessary.

Three Checks for New Spells: Cost, Movement, and Activation

Replacing spells only for individual damage can stall the cycle when the final expensive slot is unaffordable, or move you unexpectedly into an enemy attack.

  1. Check whether the four-slot total cost changes substantially
  2. If a spell moves you forward or backward, picture your position after casting
  3. Read whether extra effects trigger on basic attacks, spell hits, Signature, or another action
  4. Match the new specialization to actions you can actually repeat

Sources disagree on a fixed multiplier per spell level, so this page does not assert a value. Check the replacement screen's numbers and effects active in that run.

Look Beyond Avoiding Red Areas in Zodiac Fights

Some major attacks require hitting targets to remain airborne or hitting barrels to shrink danger areas. Simply running away is not always safe.

  1. Check telegraph color, height, and location
  2. Look for attackable targets, books, or barrels
  3. After dodging the first hit, check whether follow-ups or reflections have ended
  4. Initially prioritize surviving the entire major attack over landing more counterattacks

The following representative examples cover first runs and low Destiny. Official Japanese move names are unconfirmed, so attacks are described by their behavior. These steps do not guarantee evasion of additional high-Destiny attacks.

Region 1, Fragmented Plains: Typical Telegraphs and Dodges

Wide tables scroll horizontally.

Region 1, Fragmented Plains: Typical Telegraphs and Dodges: 3 entries
ZodiacTelegraph to watchExample response
TaurusBlue fire covers the floor and targets appear in the airUse basic attacks on targets to remain airborne. Breaking them all too quickly removes the targets serving as footholds; use them as you fall
VirgoAn overhead electrical orb and electric blades spreading from the bossStop chasing in melee range, retreat, check the danger area, then approach again
CapricornSummoned books add attack sourcesDestroy books first to simplify the screen. Watch the boss's telegraphs too, avoiding hits while dealing with them

Examples checked against independent guides for representative boss patterns. Attack order and frame-specific dodge inputs have not been tested in-game.

Region 2, Red Barrens: Typical Telegraphs and Dodges

Wide tables scroll horizontally.

Region 2, Red Barrens: Typical Telegraphs and Dodges: 3 entries
ZodiacTelegraph to watchExample response
LeoLarge rocks blocking upper and lower space fly in sequence, starting belowJump over the lower rock, then return to ground level for the upper one. Move to the open height instead of continuing to jump
SagittariusColumns of fire reach the top of the screen from the central weaponEscaping upward alone is insufficient. Read the red telegraphs and move sideways between fire columns
AriesThe boss charges at the edge while aerial targets appear in sequenceAttack the targets to lower the major attack's height, then jump above its lowered danger area

Examples checked against independent guides for representative boss patterns. Attack order and frame-specific dodge inputs have not been tested in-game.

Region 3, Coral Archipelago: Typical Telegraphs and Dodges

Wide tables scroll horizontally.

Region 3, Coral Archipelago: Typical Telegraphs and Dodges: 3 entries
ZodiacTelegraph to watchExample response
ScorpioAt the end of repeated slams, lightning spreads left and right after landingLeave the impact point first, then dash back toward the boss after landing. Do not keep fleeing outward
PiscesAfter sword-form attacks, ice spikes spread across the floor from the centerDo not rush to land after dodging projectiles or clones. Watch the following floor attack and jump or dodge it too
CancerLow water columns fly out and reflect off walls and other surfacesJump over them or time a dash through the narrow column. Watch for columns returning after passing you

Examples checked against independent guides for representative boss patterns. Attack order and frame-specific dodge inputs have not been tested in-game.

Region 4, Crimson Highlands: Typical Telegraphs and Dodges

Wide tables scroll horizontally.

Region 4, Crimson Highlands: Typical Telegraphs and Dodges: 3 entries
ZodiacTelegraph to watchExample response
AquariusThe boss enters the central barrel and creates a large telegraph circleAttack the barrel to shrink the circle, then leave it before the explosion
LibraNear the major attack's end, both halves are marked and one side flashesDo not choose your destination from the first telegraph alone. Watch which dangerous side remains at the end and dash to the other side
GeminiClones line up, with a blue telegraph among red falling markersMove under the blue marker indicating the clone that will not fall. Reassess the safe spot each repetition

Examples checked against independent guides for representative boss patterns. Attack order and frame-specific dodge inputs have not been tested in-game.

After a Loss: Choose an Upgrade That Addresses the Cause

Running out of mana, missing a telegraph, and not knowing a major attack are different problems. In the next run, address one cause of your previous failure rather than changing everything at once.

Wide tables scroll horizontally.

After a Loss: Choose an Upgrade That Addresses the Cause: 4 entries
Why progress stoppedNext check
Insufficient mana for the fourth slotTotal cost and openings for basic attacks
A movement spell carried you into dangerThe next slot's effect and movement direction
The same part of a major attack keeps hitting youThat boss's telegraphs and target/barrel mechanics
You returned after the first victoryAdvance through Sova's Path of Destinies

The general guide collects new character and weapon unlock conditions. Practice does not require DLC or a specific locked weapon from the start.

Separate Your Goals from the First Run Onward

Getting past four regions' Zodiacs to meet The Master, winning for the first time, and raising Destiny are separate goals.

  1. Reach The Master and check the Arsenal facility unlock
  2. After the first victory, set Destiny with Sova
  3. For additional weapons for the four base characters, check DL2 / DL4 with the relevant character
  4. Aim to clear DL6 or higher as the ordinary story milestone

You do not need to learn all 12 Zodiacs at once from the first run. Check each opponent as you encounter them.

Frequently asked questions

Can reordering spells let me fire continuously?

You can change order, but used slots do not return until all four are spent. Check the next unused slot together with remaining mana.

Can I ignore melee attacks because they seem weak?

They are a basic early mana source. Land brief attacks after enemy attacks, then transition to spells and dodges once enough is restored. A safe attack count depends on opponent and weapon.

Must I defeat all 12 in one run?

An ordinary run has a Zodiac from each region's pool. Fighting all 12 consecutively need not be your first goal.

I followed a low-Destiny guide but another attack followed

Destiny can strengthen attacks. This page focuses on ordinary representative patterns; distinguish additional high-Destiny attacks.

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