Runic DiscsintermediateUpdated: 10/21/2026

Stella Sora Note Adjustment: Pull, Pity & Gold Disc Banners

Navigate Stella Sora note adjustment with disc banner timing, pity tracking, and gold disc recruitment paths so you never waste Stellanite on the wrong pull.

Pulling in Stella Sora feels great when the disc you wanted lands, and painful when it does not. Note adjustment is the system that decides what you get out of every Runic Disc banner, and it directly controls the pace at which a Gold Disc enters your roster. Because official sources have published only one numeric guarantee around recruitment, the 120-recruitment limited-banner floor, most of the discipline around pulling is community-tested rather than developer-stated. This guide walks through how the adjustment screen works, how to read pity, when to spend Cerulean Tickets, and how a Gold Disc recruitment path actually plays out in practice, so every Stellanite pull moves your account forward instead of resetting it.

How Note Adjustment Fits Into the Disc Banner System

Note adjustment is the post-pull configuration step in the disc recruitment flow. Once a pull resolves on a Runic Disc banner, the game rolls the disc's affix values and then exposes them through the note adjustment screen, where you can lock, swap, or reroll individual notes before committing. In practice it behaves like a tunable layer above the Runic Disc itself, because two players can pull the same named disc yet end up with very different stat profiles depending on what their notes rolled.

The system sits between two other disc-related menus that share a similar name and routinely confuse new players. Record Adjustment tunes the level and rank of an individual Trekker's Record, while Note Adjustment tunes the affix notes attached to a Runic Disc. Both unlock at higher Authorization Levels, but they target different things: Record Adjustment is about a character, Note Adjustment is about a gear piece. Community guides often point players toward Record Adjustment details when they conflate the two, so it helps to treat them as separate workshops from the start.

What the Adjustment Screen Actually Shows

When you open the note adjustment interface on a disc you just pulled, three clusters of information are visible. The first is the disc's identity block, showing the named Runic Disc (for example My Guiding Star or Bedtime Story), its rarity band, and the slot it occupies. The second is the affix list, where each line represents a single note with a numeric range or a fixed value. The third is the action bar at the bottom, which holds the Lock, Reroll, and Confirm buttons, along with the cost of the next action in the relevant currency.

The numeric value of each note is the key thing to read. Official sources describe the cap structure: unassigned notes max 15, a single note's value 0 to 99, and unassigned Potentials max 5. That means even before you start rerolling, the cap on how good any single line can become is 99, and the cap on how many lines you can have staged for use is 15. This is the ceiling that every pull is rolling against, and it is why a high-roll single line on a Gold Disc can outweigh three mediocre lines on a Silver Disc.

Why Note Adjustment Matters More Than the Pull Itself

A common mistake new players make is to treat the recruitment animation as the moment of value, when in fact the value is locked in when the adjustment is finalized. The disc you pull determines your pool of potential notes and the elemental/role flavor of the gear, but the specific affix numbers that determine combat performance come from the notes the system rolled and from any rerolls you apply. Two identical pulls can end up powering a Trekker through Monolith content or sitting unused in the bag, depending entirely on note outcomes.

That asymmetry is what makes the note adjustment screen a planning surface rather than a passive confirmation. Treat the pull as acquiring a canvas and the note adjustment as the part where the painting happens. The sooner that mental model lands, the less Stellanite you will spend chasing named discs that turn out to be duds at the affix layer.

Reading the Banner and the 120-Recruitment Guarantee

The single published numeric guarantee in the disc recruitment system is the 120-recruitment floor on limited banners. Official sources state that a ★5 is granted within the first 120 recruitments on a limited banner, which is the only pity-style number the developer has put in writing. The implication is clear: if you start a limited banner and reach 119 pulls without a ★5, the 120th pull is guaranteed. Outside that floor, the official sources have not published percentage rates, drop tables, or a soft-pity threshold, so any precise number beyond 120 is community-estimated at best.

Pull count on limited bannerOfficial guarantee statusWhat the player has spent (in pulls)Practical interpretation
0–119No ★5 guaranteed yetUp to 119 recruitments consumedEach pull still subject to unpublished per-pull rate; treat as a gamble, not a guarantee
120★5 guaranteed (only published numeric floor)Exactly 120 recruitments consumedThe first and only written pity-style number — the 120th pull resolves as a ★5 if no prior ★5 appeared
121+Carry-over state depends on banner typeMore than 120 recruitments consumedOfficial sources have not published a soft-pity threshold, drop rate, or carry-over rule beyond the 120 floor

That single guarantee is the backbone of every pulling plan. Players who learn to count their pulls on a banner, and who save enough Stellanite or Cerulean Tickets to reach 120, never leave a limited banner empty-handed. Players who pull casually, hit a string of bad luck, and run out of currency before 120, are the ones who most often regret their spending. Community reports consistently describe the 120 floor as the only "safe" number to plan around, with anything below it treated as a gamble.

Stella Sora runs three banner categories that matter for disc recruitment. Standard banners use the Gold Disc currency and feed into the long-term roster of named Runic Discs. Limited banners use Cerulean Tickets, run for a fixed window, and guarantee a specific ★5 disc within the 120-recruitment window. Event or collaboration banners can use either currency depending on the announcement, and they typically feature a smaller pool of named discs with stronger theme synergy.

Banner TypeCurrencyPity FloorPool SizeBest For
StandardGold DiscNot officially publishedLargest, rotating named Runic DiscsFilling out elemental coverage over time
LimitedCerulean Ticket120 recruitments (★5)Small, featured discsChasing one specific named disc
Event / CollabGold Disc or Cerulean TicketVaries by announcementThemed, smaller poolSynergy builds and time-limited rewards

Knowing which banner you are on determines your pull discipline. On a limited banner with the 120 guarantee, you can plan to spend down to a known floor; on a standard banner, the official sources have not published a comparable floor, so most community advice is to spend only what your weekly Stellanite budget allows. The Sprout and Cerulean ticket guide covers how to stock the limited-banner currency ahead of time, which is the most common prerequisite for reaching 120.

Counting Pity Across Banners

Pity does not carry over between different banner types, which is one of the easiest things to misread. Pulls on a standard Gold Disc banner do not advance pity on a Cerulean Ticket limited banner, and vice versa. Within a single limited banner, however, the counter does carry over if you leave and come back before the banner closes, as long as the banner itself is still live.

The practical habit that experienced players describe is to track three numbers for any active limited banner: total pulls made on that banner, Stellanite balance reserved for it, and the date the banner closes. With those three numbers in hand, you can decide well in advance whether to commit to pity or to save your currency for the next banner. The same habit on standard banners is less useful because the official sources do not publish a comparable floor, but tracking pulls still helps you avoid burning resources in a single sitting.

Gold Disc Recruitment and How to Get a Gold Disc

A Gold Disc is the named Runic Disc item used to pull on standard banners, and it is the primary long-term currency of the disc recruitment system. Players earn Gold Discs through a mix of weekly Monolith rewards, Daily Affairs objectives, event shops, and the natural overflow of Stellanite Dust over time. The disc recruitment guide for any account is essentially a Gold Disc income plan: how many you earn per week, how many you spend per pull, and how the ratio changes when an event shop is open.

The relationship between Gold Discs and Stellanite Dust is also important. Stellanite Dust is the soft currency you accumulate passively through Monolith Exploration and Daily Affairs, while Gold Discs are the hard pulls. Some activities pay out in Stellanite Dust that you can convert into Gold Discs through the Monolith Shop, while others pay Gold Discs directly. Knowing the difference prevents the common mistake of spending Stelanite Dust on cosmetic items and then finding yourself short of Gold Discs when a strong standard banner opens.

Gold Disc Income Sources

The most reliable Gold Disc income comes from weekly Monolith milestones, which reset on a fixed schedule and reward a baseline amount each week. Daily Affairs objectives layer a smaller amount on top, and the Monolith Shop lets you convert Stellanite Dust overflow into additional Gold Discs at a known rate. Limited-time events and certain endgame modes like Menace Arena or Boss Blitz contribute smaller lumps, especially when a featured event is running.

SourceTypical CadenceYieldNotes
Weekly Monolith MilestonesWeekly resetMediumMost reliable baseline
Daily AffairsDailyLowCompounds steadily
Monolith Shop (Stellanite Dust conversion)AnytimeVariableBest use of Dust overflow
Event ShopsEvent windowMedium-HighTime-limited, plan ahead
Endgame Modes (Menace Arena, Boss Blitz)PeriodicLow-MediumBonus, not a primary source

The cadence matters because disc recruitment is a marathon, not a sprint. Saving Gold Discs for two weeks so you can do a 30-pull session on a strong standard banner is generally more productive than scattering pulls across four banners in the same window. For a deeper look at how Stellanite Dust and Dorra feed the same system, the Stellanite Dust farming guide covers the upstream side of the equation.

When to Spend vs. Save Gold Discs

The standard banner does not have a published pity floor, which makes saving decisions harder than on a limited banner. Community-tested advice generally splits into two camps. The first camp treats standard banner pulls as a constant low-intensity spend, pulling whenever their Gold Disc balance crosses a small threshold so they always make progress on the standard pool. The second camp saves aggressively for a specific named disc they want, then dumps the entire reserve when that disc is featured.

The camp that tends to lose less overall is the second, because Gold Discs spent on off-banner standard pulls are statistically more likely to land on discs that are not the one the player is building around. The first camp's discipline only works if the player is honest about not caring which disc they get, which is rare in practice. As a rule of thumb, if you have a specific named disc in mind, save Gold Discs until it is featured; if you are early in the game and just want to grow your bench, do small frequent pulls and let the pool surprise you.

Pity Tracking and Banner Timing

Banner timing is the second half of the disc recruitment equation. Even with the 120 guarantee on limited banners, you still need to have the currency on hand when the banner opens, and you need to know when the banner is going to close. Official sources describe limited banners as time-windowed, with the in-game notice page acting as the authoritative source for the exact end date and any rollover rules. Pulling on day one of a banner you cannot financially complete is one of the most common ways to waste Cerulean Tickets.

The practical workflow is straightforward. When a new limited banner is announced, check the end date, divide the remaining currency by 10 (the per-pull cost), and ask whether you can plausibly reach 120 pulls before the banner closes. If yes, pull as the banner progresses. If no, save the currency for the next banner. The math is simple but it has to be done before the first pull, not after.

Common Timing Mistakes

The most common timing mistake is the "soft pity" trap, where players assume that because their last few pulls were not ★5, the next one is more likely to be. Official sources have not published a soft-pity mechanic, and the only number that is contractually guaranteed is the 120 floor. Expecting the system to "owe" you a hit before 120 is reading community patterns into a system that has only published the hard floor.

A second mistake is mixing currencies across banner types. Players sometimes spend Cerulean Tickets on a standard banner by accident, or try to use Stellanite Dust on a limited banner. The game does block this at the UI level, but the moment of confusion still costs time. Train yourself to read the currency icon at the top of the recruit screen before confirming a pull, because the icon tells you which pool the pull is feeding into.

A third mistake is to chase the wrong named disc on a banner. Limited banners usually feature two or three named discs, and only one of them may fit the build you are actually building. Reading the featured disc list in advance and committing only when your target is on it is the single highest-value habit in the system.

Building a Pull Calendar

A pull calendar is a simple document or note where you list every known limited banner, its start and end dates, the featured disc, and the currency you plan to spend on it. Updating it each patch takes five minutes and prevents the most expensive kind of mistake: pulling on a banner you did not plan to pull on, and then discovering the banner you actually wanted opens the following week. Players who keep a pull calendar report far fewer regret pulls, because the calendar forces the planning step to happen before the spending step.

Common Mistakes When Adjusting Notes

Note adjustment mistakes are usually a mix of UI confusion and resource mismanagement. The most common error is locking the wrong note before rerolling, which burns the reroll currency without changing the value the player actually wanted to improve. Always double-check the lock icons on every line before confirming a reroll, because the lock state persists between rerolls and a single missed toggle can cost a full reroll's worth of Stellanite Dust.

The second common mistake is over-rerolling. Because notes cap at 99 on a single line, the expected value of a reroll decreases sharply as the line value climbs. A reroll that takes a 70 to a 75 is much more valuable than a reroll that takes a 90 to a 91, even though both moves are technically improvements. Knowing when to stop is as much a part of the system as knowing when to start.

Reading the Note Cap

The 99 cap on a single note and the 15 cap on unassigned notes mean there is a hard ceiling to every reroll session. Once your best line is in the 80s and your other lines are in the 60s, additional rerolls are mostly redistributing value rather than raising the floor. The community habit at this stage is to lock the highest line, reroll once or twice for distribution, and then commit the disc to a Trekker, because further investment has diminishing returns.

The 15 unassigned cap also means you should not hoard unassigned notes indefinitely. If you are sitting at 14 unassigned notes and pull a strong disc, you will not be able to stage the new disc's notes until you assign or discard one of the existing ones. Regular housekeeping of your note pool is part of the discipline that keeps the adjustment screen useful rather than crowded.

Affix and Emblem Interactions

Notes do not exist in isolation. A note's contribution to a Trekker's performance depends on the Emblem and Affix slots that consume it, and on the Disc Skill the disc itself provides. Community reports describe situations where a mediocre affix roll on a high-rarity disc outperforms a perfect roll on a lower-rarity disc, because the higher-rarity disc's Disc Skill and Harmony Skill provide a bigger baseline. The note adjustment screen cannot fix a weak Disc Skill; it can only tune the affix layer. Players who try to fix a fundamentally mismatched disc through endless rerolling are the ones who burn out their Stellanite Dust without seeing real combat gains.

For a deeper look at how notes and emblems interact on a specific Trekker, the Resonant Chorus and Emblem guide covers the upstream resources that feed the same power curve.

Frequently Asked Questions

What is the 120-recruitment guarantee in Stella Sora?

Official sources state that a ★5 is granted within the first 120 recruitments on a limited banner. Outside of that single floor, no other gacha rate, drop percentage, or soft-pity threshold has been published, so the 120 number is the only contractually guaranteed pull outcome players can plan around. Reaching 120 pulls is therefore the safest way to ensure a limited banner leaves you with a ★5 disc.

How do you get a Gold Disc in Stella Sora?

Gold Discs come from weekly Monolith milestone rewards, Daily Affairs objectives, event shops during limited-time events, and the Monolith Shop where you can convert Stellanite Dust overflow. The most reliable cadence is the weekly Monolith reset, which provides a steady baseline; event shops add larger lumps when active. Saving Gold Discs for a featured standard banner is generally more productive than scattering them across off-banner pulls.

Does pity carry over between limited banners?

Pity does not carry over between different banner types, so pulls on a standard Gold Disc banner do not advance a Cerulean Ticket limited banner's counter. Within a single limited banner, the counter does carry over if you leave and re-enter the banner before it closes, as long as the banner itself remains live in your account. Once the banner ends, the counter resets and any unspent currency is typically converted or refunded per the in-game notice.

Should I lock notes before rerolling?

Yes, locking the notes you want to keep before rerolling is essential, because rerolls only affect unlocked lines and the lock state persists between rolls. The most common mistake is forgetting to lock a high-value line and then accidentally rerolling it back down. Train yourself to check every lock icon before confirming each reroll, and your Stellanite Dust will go much further per session.

Is Note Adjustment the same as Record Adjustment?

No, they target different things. Note Adjustment tunes the affix notes attached to a Runic Disc, while Record Adjustment tunes the level and rank of a Trekker's Record. Both unlock at higher Authorization Levels, but they live in separate menus and serve separate purposes. Treating them as the same system is one of the most common sources of confusion for new players navigating the disc recruitment flow.