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First Steps in Yomi

This guide assumes you have completed Getting Started and have Kagaribi at level 10 with her second skill unlocked. The first day in Yomi no Sho sets the trajectory for your entire playthrough; the game front-loads a lot of one-time resources, and spending them carelessly will cost you several days of catch-up later. The recommendations below reflect the current meta as of patch 2.4 and are calibrated for free-to-play players.

There are six zones available to a fresh account, but only three of them are worth pushing on day one. The others either have poor Munin yields, drop only niche materials, or are gated behind Ascension ranks that you will not reach for at least a week.

ZoneUnlockMunin/hrDrop of notePriority
Wreck of the LanternDefault80Push to level 10, then leave
Sanzu FerryLevel 10140Binding Slip (low)Primary day-one target
Field of Tethered BonesLevel 15110Bone AshSecondary, for crafting
Hollow ShrineAscension 195Old CoinSkip until Ascension 2
The Drowning MarshAscension 2220Sanzu CoinLong-term goal
Mount KaguraAscension 3310Kagura BellLate-game farm

The Sanzu Ferry is the cornerstone of your first day. It drops Binding Slips at a low rate, which means you will be able to summon your second and possibly third Shade within 24 hours. Push Kagaribi as hard as you can into this zone; she can solo it until around encounter 8, at which point the Hollow Ferrymen start to out-damage her sustain.

Three resources dominate day one: Munin, Binding Slips, and Spirit Ember. Each behaves differently and each is spent differently.

Munin is the universal progression currency. It is used to level Shades, unlock skills, and ascend gear. On day one you will have more Munin than you know what to do with — the game showers new accounts with one-time login bonuses. Resist the urge to spread it across multiple Shades. Concentrate it on Kagaribi until she is level 20, then begin investing in your second Shade once you have summoned one.

Binding Slips are the summoning currency. Each summon costs 10 Slips and yields a random Shade from the standard pool, with a 3% chance of an SR-rarity Shade and a 0.5% chance of an SSR-rarity Shade. New accounts receive 50 free Slips spread across the first three days. Spend them as soon as you get them — there is no benefit to hoarding, and the pity counter only advances when you summon.

Spirit Ember is the upgrade material for Shade skills. It is the rarest of the three on day one and the easiest to waste. Do not spend Ember on Kagaribi’s first skill — its base form is already adequate for the entire first zone. Save Ember for the moment you summon a Shade whose skill scales multiplicatively, such as Yomotsu-Shikome or Tengu.

The single most common mistake new players make is spreading their Munin across every Shade they summon. A party of four level-10 Shades will lose to a party of one level-25 Shade in almost every zone in the game. Yomi no Sho rewards specialisation heavily, particularly in the first week before Ascension mechanics unlock.

Offline progression is capped at 12 hours. If you leave the game for longer, the excess is lost. Set a daily reminder or log in during your lunch break. Some players prefer to leave the game running in a background tab while they work; this works, but be aware that the game’s tab-throttling will reduce idle yields to roughly 30% of normal after 5 minutes of background activity.

The first summon is guaranteed to be an SR-rarity Shade. Many players skip the tutorial summon animation in their haste to play and miss which Shade they received. Check your roster immediately after the tutorial to see who you got — it changes your build priority for the entire first week.

Kagaribi is a free unit with low stats. She appears in the unit list with a “Common” rarity tag and a small dismiss button. Do not dismiss her. She is required for a mid-game quest chain (the Embers of Memory arc, starting at Ascension 3) and dismissing her locks you out of that content until you re-summon her from the standard pool — a roughly 1-in-200 chance.

This is the schedule that the speedrun community has converged on for fresh free-to-play accounts. It assumes you have roughly two hours of active play and are willing to leave the game idle overnight.

  1. Hour 0–0.5: Complete the tutorial, watch the cinematic, get Kagaribi to level 5.
  2. Hour 0.5–1: Push Kagaribi to level 10, unlock her second skill, clear the Wreck of the Lantern.
  3. Hour 1–1.5: Unlock the Sanzu Ferry. Begin the first encounter chain.
  4. Hour 1.5–2: Spend your free Binding Slips as they arrive. Identify your second Shade.
  5. Hour 2+: Park Kagaribi (and your new Shade, if viable) at the Sanzu Ferry encounter 5, which is the highest-yield fight you can clear at this level. Leave the game idle.
  6. Next morning: Collect 12 hours of accumulated Munin. Spend it. Push for level 20 on Kagaribi.

Once you have a level-20 Kagaribi and a second Shade at level 15 or so, you are ready to start thinking about combat mechanics in more detail. Read Combat Basics next — it covers the resolution order, the affinity wheel, and how to read a damage log. After that, Progression & Ascension will walk you through your first Ascension and the major shift it brings to the game’s pace.