Potentials
Stella Sora Potentials and Records guide: Core versus Common Potentials, the Version 2.0 Record Adjustment workflow, Emblem tempering and the materials each adjustment consumes.
Introduction
Potentials are the modifier layer of a Stella Sora Record, and they split into two kinds with very different rules. Core Potentials cannot be adjusted at all, while Common Potentials can be lowered and raised as long as they stay at Lv. 1 or above. Version 2.0 turned that distinction into a workflow: Record Adjustment lets you bank unassigned Potentials by lowering a Common one, spend each banked Potential to raise a different Common Potential by a level, and confirm the whole change by consuming a Vintage Reserve. A separate Note Adjustment does the same for Musical Notes using a Resonant Chorus. Both are permanent once saved, and both are limited to Records at Lv. 21 or above.
Potential, Note and Emblem Systems Side by Side
| System | What It Adjusts | Cost To Confirm | Limit |
|---|---|---|---|
| Potential Adjustment | Common Potential levels inside a Record | Vintage Reserve | Bank up to 5 unassigned Potentials; Core Potentials cannot be touched |
| Note Adjustment | Distribution of Elemental Notes | Resonant Chorus | Bank up to 15 unassigned Notes; each Note holds a value from 0 to 99 |
| Emblem Tempering | Affix effects on Emblems | Drop of Purity | A separate system from the Record; Emblems are not part of Potential adjustment |
| Emblem Reforging | Emblem re-roll browsing | Emblem materials | Uses the Emblem Reforging screen rather than the Record Adjustment workflow |
| Potential Presets | Saving and sharing a Potential build | None beyond the build | Presets can be customised, shared and imported between players |
Adjustment Workflow Steps
Check the Record Level
Step one before anything else is touched
Bank an Unassigned Potential
Lower one Common Potential to free a point
Spend the Banked Point
Raise a different Common Potential
Adjust Musical Notes
The parallel workflow for the Disc layer
Emblem Tempering
The adjacent system that is not part of Record Adjustment
Core Mechanics
Record Adjustment is a conservation system. Lowering a Common Potential does not destroy the level, it banks it; spending the banked point raises a different Common Potential. Nothing is added to the total, so the mechanic is about matching a Record to the content in front of you rather than making it stronger in the abstract. Two constraints shape the workflow: Core Potentials are immutable, so only the Common layer is movable, and a Record can be adjusted once for Potentials and once for Notes, which means each adjustment is closer to a final decision than to an experiment. The confirmation materials follow the same split — a Vintage Reserve for a Potential change, a Resonant Chorus for a Note change — and neither is refunded once the change is saved.
Advantages
Before Version 2.0, a Record that had been built against the wrong stat distribution had to be replaced, which meant farming a second one from scratch. Adjustment removes that penalty: a finished Record at Lv. 21 or above can be re-tuned in place, so the effort invested in levelling it is preserved even when the target changes. Because the operation conserves total levels, the cost of a mistake is a confirmation material and a re-optimisation rather than a whole new Record, and the same holds for Notes — the Disc you already recruited keeps working while its Harmony Skills are re-tuned. Potential Presets then make a good distribution reusable, since a build can be customised, shared and imported between players rather than reconstructed by hand.
Challenges & Weaknesses
The limits on adjustment are tight enough that it cannot rescue a badly built Record. Nothing below Lv. 21 can be adjusted at all, Core Potentials are permanently out of reach, Common Potentials cannot be lowered below Lv. 1, and each Record accepts one Potential adjustment and one Note adjustment in total. The confirmation materials are consumed and not refunded, so the second adjustment decision is effectively final. There is also a planning hazard in the material economy: Vintage Reserve, Resonant Chorus and Drop of Purity come from different sources — Through Hostile Depths, Menace Arena, Call for Best Records and event shops — so an account that needs all three at once has to spread its Vigor across several modes before any of them is usable.
Frequently Asked Questions
Which Records can be adjusted?+
Can I adjust Core Potentials?+
What do the confirmation items cost me?+
How many times can one Record be adjusted?+
Quick Tips
Check the Record level before you farm anything for adjustment. The interface only opens at Lv. 21, and a player who collects Vintage Reserve and Resonant Chorus before checking may find the Record they intended to re-tune is still below the threshold and cannot be touched at all, which wastes the materials until it is levelled.
Bank from a Common Potential you can spare, never from a Core Potential. Core Potentials are explicitly immutable in the official rules and cannot be used to bank a point either, so planning an adjustment around one wastes a workflow step and leaves you with nothing banked and no saving made.
Remember that adjustment moves power rather than adding it. Lowering one Common Potential banks a level and spending that banked point raises another, so the total across the Record is conserved — the goal is matching your Record to the content in front of you, not making it stronger in the abstract.
Decide the Note distribution before confirming, because the adjustment is permanent and the Resonant Chorus is not refunded afterwards. Harmony Skills follow the change automatically, so you can judge the effect from the interface before committing the material to a distribution you might regret. Because the Harmony Skills respond immediately in the interface, you can see the result before spending any material on it.
Keep Emblems out of Record planning. Emblem Tempering and Emblem Reforging sit on the Trekker and consume Drop of Purity rather than Vintage Reserve or Resonant Chorus, so mixing the two material budgets leads to farming the wrong resource for the wrong system and to planning a change you cannot make.
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