The Signet Game is where Dynamite Blue stops letting raw Combat Power carry a team. Since the 23 September rework, Hard and Extreme stages shield ordinary enemies behind Guardian Stones, and every chapter asks for a different set of elements to break them. This guide lays out each chapter's stone order next to the characters on the roster who can actually break it, so you can plan a squad before spending tickets.
How the mode is laid out
There are seven chapters, one per faction of Vierhaven, and each has ten stages. Stage 5 is a mini-boss and stage 10 is the chapter boss. Every chapter can be played on Easy, Normal, Hard and, since the launch build, Extreme, with enemy levels running from 130 up to 206.
The rework also smoothed the level curve. Enemy levels used to dip sharply at stage 6; now they climb steadily from stage 1 to stage 9, and chapter 3 was lifted so it sits between chapters 2 and 4 instead of below chapter 2.
Stars are counted per chapter, with rewards at 10, 20 and 30. Thirty means every one of the ten stages cleared at three stars, so the last milestone of a chapter is a full clean sweep rather than a stage count. Each difficulty pays different materials, once per chapter, and chapter 7 has its own 30-star reward (last column below).
Clearing stage 3-5 on Easy is also what opens Firewall, the skill-material dungeon, so the Signet Game is the first mode worth pushing on a new account.
| Difficulty | 10 stars | 20 stars | 30 stars (ch. 1-6) | 30 stars (ch. 7) |
|---|---|---|---|---|
| Easy | Battle Chip 30 | Common License 150 | Oracle 150 | Oracle 300 |
| Normal | Injector 300 | Skill Core 15 | Oracle 200 | XA-grade Shard 40 |
| Hard | Advanced Skill Module 300 | Advanced License 30 | X-grade Shard 40 | X~XA Gacha Ticket 1 |
| Extreme | Advanced License 40 | Skill Core 20 | XA-grade Shard 30 | XA-grade Shard 60 |
What changes on Hard and Extreme
Three rules switch on above Normal. The first is the Guardian Stone Shield: while any Guardian Stone is still standing, normal enemies take only 40% of the damage they would on Hard and 80% on Extreme. Break every stone and the shield drops, and the usual break reward applies on top: defence reduction, a guaranteed critical hit and an action lock. The shield never applies to the stage 5 mini-boss and stage 10 boss, or to Easy and Normal.
The second is a 15-round limit on normal stages. A team that cannot break stones spends most of those rounds hitting a shielded enemy, which is how the rework turns a Combat Power check into a formation check. On Hard and above the game states outright that a team matching the stone elements is required, and that squads already over the recommended power will notice little change.
The third is elites. Stages 3, 7 and 8 field elite enemies carrying the chapter boss's status effect, so the ailment you meet at stage 10 shows up three times on the way there.
Breaking stones: which elements you have
A Guardian Stone breaks when it is hit by a character of the matching element. That makes the Signet Game a roster question before it is a power question: five deck slots have to cover a chapter's three stone elements, and the roster is not spread evenly. Plasma has twelve characters and Bio only five, and three chapters need a Bio breaker.
Element advantage still matters for damage. The main cycle runs Power over Bio, Bio over Chemical, Chemical over Plasma and Plasma over Power, while Electrical and Network each hold the advantage over the other. The chapters below list both: the elements that break the stones, and on the three reworked chapters, the elements the enemies are weak to.
Baeksa is the one exception to element matching. Baeksa's passive can break a random Guardian Stone of any element, which no other kit on the current roster does.
BaeksaPlasma RewinderBreaks a random stone of any element
| Element | Beats | Characters |
|---|---|---|
| Bio | 7 | |
| Chemical | 5 | |
| Plasma | 8 | |
| Power | 12 | |
| Network | 8 | |
| Electrical | 8 |
Chapter 1: HDT
HDT's stones come in the order Electrical, Chemical, Network. Hyde, the tutorial lead and the only character who comes free rather than from the gacha, is Electrical, so every account can cover the first stone from day one. The chapter's enemy elements were left as they were, and the rework lists no elite status effect for it.
HydeElectrical Slaughter
Amatech Rookie SoldierElectrical Jacker
CalisElectrical Jacker
HugoElectrical Slaughter
KirillElectrical Slaughter
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | Amatech Rookie Soldier, Calis, Hugo, Hyde, Kirill, Mou, Nataliya, Navii Soldier | |
| 2nd | Amatech Soldier, Ari, Coo&Beak Head Chef, Coo&Beak Sous Chef, Hyki, Lilly, MGPD Special Officer, Mighty | |
| 3rd | Andrew, Hayden, Marcus, MGPD Inspector, Muro, Tyra, Vlacky, Vlacky Boss |
Chapter 2: MGPD
The police chapter opens on Plasma, then Power, then Network. Plasma is the deepest element on the roster, so the opening stone is rarely the problem; Power, with seven characters, is the thinner one. Its elites stun: the stage 3 and 8 elites carry Stun, and the stage 7 elite stuns your whole front row.
AG Grand PontiffPlasma Rewinder
BaeksaPlasma Rewinder
JunpeiPlasma Rewinder
LainPlasma Slaughter
MotherPlasma Rewinder
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | AG Grand Pontiff, Baeksa, Junpei, Lain, Mother, Navii Commander, Navii Elite Soldier, Navii Security Team, Persa, Ru, Sol, Terry | |
| 2nd | Drax, Iron, Ironclad, Lin Qiang, Reyna, Tsuki, Yasha | |
| 3rd | Andrew, Hayden, Marcus, MGPD Inspector, Muro, Tyra, Vlacky, Vlacky Boss |
Chapter 4: AG
AG is the first of the three chapters whose Hard and Extreme enemies were given new elements. They are now Chemical and Bio, which Bio and Power hit for advantage. The stones, though, are Electrical, then Network, then Plasma, and none of those three is a favoured element here. Five slots have to hold both the stone breakers and the damage, so this is the chapter where squad planning shows most. Elites carry Petrify on stages 3 and 8, and the stage 7 elite petrifies the whole party.
Amatech Rookie SoldierElectrical Jacker
CalisElectrical Jacker
HugoElectrical Slaughter
HydeElectrical Slaughter
KirillElectrical Slaughter
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | Amatech Rookie Soldier, Calis, Hugo, Hyde, Kirill, Mou, Nataliya, Navii Soldier | |
| 2nd | Andrew, Hayden, Marcus, MGPD Inspector, Muro, Tyra, Vlacky, Vlacky Boss | |
| 3rd | AG Grand Pontiff, Baeksa, Junpei, Lain, Mother, Navii Commander, Navii Elite Soldier, Navii Security Team, Persa, Ru, Sol, Terry |
Chapter 5: AMATEC
AMATEC's enemies were moved to Network and Electrical, the pair that trade advantage with each other, so both of those elements hit them well. Its stones ask for the opposite end of the roster: Chemical, then Bio, then Power. Once again no stone element is a favoured one. The elites burn: Burn on stages 3 and 8, and one heavy single-target Burn from the stage 7 elite.
Amatech SoldierChemical Jacker
AriChemical Vanguard
Coo&Beak Head ChefChemical Jacker
Coo&Beak Sous ChefChemical Slaughter
HykiChemical Jacker
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | Amatech Soldier, Ari, Coo&Beak Head Chef, Coo&Beak Sous Chef, Hyki, Lilly, MGPD Special Officer, Mighty | |
| 2nd | AG Helper, AG Priest, Rem, Verdorman, Zero-P | |
| 3rd | Drax, Iron, Ironclad, Lin Qiang, Reyna, Tsuki, Yasha |
Chapter 6: Q&B
Q&B's enemies are now Chemical and Plasma, favouring Bio and Chemical attackers. The stones run Network, then Electrical, then Power. The first two are the sub-pair elements, so a squad here carries at least one of each of Electrical and Network alongside a Power character. Elites on stages 3 and 8 inflict Blind, and the stage 7 elite slows the whole party.
AndrewNetwork Slaughter
HaydenNetwork Slaughter
MarcusNetwork Vanguard
MGPD InspectorNetwork Jacker
MuroNetwork Jacker
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | Andrew, Hayden, Marcus, MGPD Inspector, Muro, Tyra, Vlacky, Vlacky Boss | |
| 2nd | Amatech Rookie Soldier, Calis, Hugo, Hyde, Kirill, Mou, Nataliya, Navii Soldier | |
| 3rd | Drax, Iron, Ironclad, Lin Qiang, Reyna, Tsuki, Yasha |
Chapter 7: Iron
The last chapter kept its original enemy elements. Its stones are Electrical, then Network, then Bio, the third and final chapter to need a Bio breaker. The elites are built against sustain: Suppress on stages 3 and 8, and a Heal Block on your whole front row from the stage 7 elite.
Amatech Rookie SoldierElectrical Jacker
CalisElectrical Jacker
HugoElectrical Slaughter
HydeElectrical Slaughter
KirillElectrical Slaughter
| Stone | Element | Characters who break it |
|---|---|---|
| 1st | Amatech Rookie Soldier, Calis, Hugo, Hyde, Kirill, Mou, Nataliya, Navii Soldier | |
| 2nd | Andrew, Hayden, Marcus, MGPD Inspector, Muro, Tyra, Vlacky, Vlacky Boss | |
| 3rd | AG Helper, AG Priest, Rem, Verdorman, Zero-P |
One squad for all seven chapters
Three elements do most of the work. Electrical and Network each break stones in chapters 1, 4, 6 and 7, and Power in chapters 2, 3, 5 and 6. Hyde, a Network unit and a Power unit clear every stone in chapter 6 and two of three in chapters 1, 2, 4 and 7, which is why that core is worth levelling first.
The last two slots decide the rest. Bio and Chemical there finish chapters 1, 3, 5 and 7, and chapters 3 and 5 share the same three stones, Power, Bio and Chemical. For chapters 2 and 4, swap the Chemical slot for Plasma. So one five-character squad plus one Plasma bench covers every stone the Signet Game asks for, and Sweep EXP levels them together.
Bio is the element most accounts lack: five Bio characters, one released at XA (Rem). Chemical has two at XA, Ari and Hyki; Plasma has four, and Baeksa's random-stone passive can stand in for any single missing element. On Hard and Extreme, check the chapter's elites before going in. Chapter 2's stuns are why Ru (a dispel at skill Lv. 20 and two turns of crowd-control immunity at Lv. 30) earns a slot there.
HydeElectrical SlaughterElectrical, free
MuroNetwork JackerNetwork, XA
TsukiPower JackerPower, XA
RemBio RewinderBio, XA
AriChemical VanguardChemical, XA
| Chapter | Stones | Hyde + Network + Power miss | Fill with |
|---|---|---|---|
| 1 HDT | Electrical, Chemical, Network | Chemical | Chemical slot |
| 2 MGPD | Plasma, Power, Network | Plasma | Plasma swap |
| 3 Navii | Power, Bio, Chemical | Bio, Chemical | Bio + Chemical slots |
| 4 AG | Electrical, Network, Plasma | Plasma | Plasma swap |
| 5 AMATEC | Power, Bio, Chemical | Bio, Chemical | Bio + Chemical slots |
| 6 Q&B | Electrical, Network, Power | none | free choice |
| 7 Iron | Electrical, Network, Bio | Bio | Bio slot |
Tickets and the daily routine
Entries run on tickets. Each day gives three free entries and lets you buy two more, and a bought entry yields exactly the same as a free one. The day turns over at 05:00 KST.
Tickets count in two other places. Every Signet ticket you spend adds 1 point of guild Contribution, and the Signet missions in G-TASK track tickets spent rather than stages won, so a day's entries tick both off whichever stage you choose to run.
Power
Bio
Chemical
Plasma
Electrical
Network


