Four effects that move you, one that moves your mount, and three that never scale.
This is a mixed on-foot and mounted traversal kit. Verdash adds one jump and one mid-air dash to the trainer, Valentail reduces trainer gravity, Celaray prevents fall damage and extends the equipped glider's high-speed phase, and Gorirat Terra accelerates trainer climbing. Starryon is the mounted leg: its jump boost works only while ridden, and its 50% to 100% speed bonus works only at night. Those mount values do not apply on foot.
While ridden, gains 25% jump power; its own movement speed rises by 50% to 100% only at night.
Mounted Speed at Night50% →100%This pal
Mounted Jump Power25% →25%This palUnique effect · does not stack
Recruitment route
Catch it in the wild. Spawns at levels 42 to 67 across 209 points on the main island.
TipThe short version
Chain the jump, the mid-air dash and the glide to turn cliffs into routes rather than obstacles, and climb straight up rather than routing around now that climbing is twice as fast. Know which effects are yours: Verdash, Valentail, Celaray and Gorirat Terra all affect you on foot, while Starryon jump and speed belong to Starryon and only apply while you are riding it, at night. Equip a glider or Celaray does nothing.
// 02
Condensation scaling
Rank 1 → Rank 5
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
Pal / role
Partner effect
Affects
Rank 1
Rank 5
VerdashAir mobility
Extra Mid-Air DashUnique
You
Active
Active
VerdashAir mobility
Extra Mid-Air JumpUnique
You
Active
Active
ValentailLow gravity
Trainer Low GravityUnique
You
Active
Active
CelarayGlide and landing
Fall-Damage PreventionUnique
You
Active
Active
Gorirat TerraClimbing
Trainer Climbing SpeedUnique
You
50%
100%
StarryonNight mount
Mounted Speed at Night
This pal
50%
100%
StarryonNight mount
Mounted Jump PowerUnique
This pal
25%
25%
Values verified against current partner-skill rank curves
// 03
Passives to implant
1 core · 3 total
Traversal has almost no passive support. Only one passive in the catalog touches movement at all, which makes this the shortest passive plan on the site.
Wellness Watcher
All five slots
Rank 3 · Standard pool
Player Stamina Consumption -5.0%
Wellness Watcher, 5% less player stamina consumption per copy. Climbing, gliding and sprinting all draw on stamina, so this is the only passive that meaningfully extends how far a traversal party can take you.
25% reduced stamina consumption across five carriers
How to get it
Rolls on wild catches and breeds normally.
Idiosyncratic
Nice to have
Rank 4 · Mutation
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Health regeneration and immunity to poison and burn. Long overland routes cross hostile biomes, and regeneration between encounters is worth more than defence during them.
Defense and regeneration on every carrier, immunities do not need stacking
How to get it
Mutation-pool only. Breed for it, or pull the implant from the ancient relic recycler.
Stronghold Strategist
Nice to have
Rank 3 · Standard pool
10% increase in Player Defense.
Nothing in this party fights, so player defense is what gets you through anything that intercepts you on the way.
50% player defense across five carriers
How to get it
Bought once from a bounty officer for bounty tokens.
// 04
Gear and loadout
6 picks
One required item and a set of accessories that genuinely compound with the party effects rather than duplicating them.
Required equipment
Celaray modifies the equipped glider rather than granting one. With no glider equipped, that slot contributes nothing at all.
Glider
Best glider you can craft
Celaray prevents fall damage and extends high-speed gliding on whatever glider you have equipped. Glider tier therefore sets the ceiling on the largest part of this build.
Mount
Starryon
Its jump power and movement speed are both worded as its own, so they apply while you are riding it and not while you are on foot. The speed bonus is also night-only.
Movement accessories
These stack with the party effects rather than overlapping them, which makes them unusually good value here compared to other builds.
Air Walker EX. The highest-tier air-mobility accessory and the single largest traversal upgrade available outside the glider.
An accessory that allows the player to perform double jumps in mid-air when equipped. Also grants a double mid-air dash.
Coralum Ingot ×30Paldium Fragment ×60Dark Fragment ×45Nightstar Sand ×60Ancient Bone ×60
// 05
Stat point priority
Highest priority first
Stamina first by a wide margin. It is the resource every part of this build spends, and no party effect regenerates it.
1StaminaFirst, and it is not close. Climbing, gliding, sprinting and swimming all consume it, and Gorirat Terra 100% climbing speed simply makes you run out faster.
2WeightSecond. Traversal parties exist to reach places and come back with things, and weight is what limits the second half.
3HealthThird, for the hostile terrain between destinations.
4Attack and work speedLast. Nothing in this party fights or gathers.
// 06
How to play it
6 steps
There is no rotation. What matters is knowing which of these five effects apply to you on foot and which apply to the pal you are riding, because the lineup table makes them look alike.
1Know which effects are yours
Verdash, Valentail, Celaray and Gorirat Terra all affect you directly on foot. Starryon jump power and nighttime speed both belong to Starryon itself, so they apply while you are mounted and never while you are walking.
2Equip a glider or lose a slot
Celaray modifies the glider you have equipped rather than granting one. With no glider, its fall-damage prevention and extended glide do nothing, and the party is effectively four pals.
3Chain the jump, the dash and the glide
Verdash adds one jump and one mid-air dash, Valentail makes the fall floaty, and Celaray extends the glide and removes the landing cost. Used together they turn a cliff into a route rather than an obstacle.
4Climb rather than route around
Gorirat Terra doubles climbing speed at rank 5, which is the steepest curve in the party. Straight up is often the fastest line once climbing is no longer slow.
5Ride Starryon at night
Its movement speed rises 50% to 100% only at night. During the day it is an ordinary mount with a 25% jump bonus, so Starryon Primo is the daylight answer.
6Do not condense the flat ones
Verdash gives exactly one jump and one dash at every rank, Valentail low gravity is a binary flag, and Celaray fall-damage prevention is fixed at 100. Only Gorirat Terra climbing speed and Starryon nighttime speed actually improve with souls.
// 07
What this build turns down
4 considered
The most common mistake with this party is assuming everything in it scales and everything in it applies to you. Neither is true.
Condensing the whole party evenly
The case for it Every partner skill improves with condensation rank, so all five members deserve equal soul investment.
Three of the five do not move at all. Verdash grants exactly one extra jump and one extra mid-air dash at rank 1 and at rank 5. Valentail low gravity is a binary flag. Celaray fall-damage prevention is fixed at 100 across every rank. Only Gorirat Terra, from 50% to 100% climbing speed, and Starryon, from 50% to 100% nighttime speed, reward souls.
Reading Starryon as a player speed buff
The case for it A 50% to 100% movement speed increase is the largest number in the party, so it should be the headline effect.
It targets Starryon itself, not you. The speed applies to the mount while you are riding it, and only at night. On foot it does nothing whatsoever. The same is true of its 25% jump power, which is also fixed at every rank.
Running two glider modifiers
The case for it Celaray, Galeclaw and Killamari all modify the equipped glider in different ways, so carrying two should combine their modifications.
Our data does not settle how two glider modifications interact, and the three describe overlapping rather than additive behaviours: Celaray prevents fall damage and extends high-speed gliding, Galeclaw enables high-speed gliding plus right-hand shooting, Killamari enables gentle floating. Pick the one whose behaviour you want rather than assuming they stack.
Bringing this party to a fight
The case for it Five slots of mobility should at least help you avoid damage, which is a form of defence.
Not one of these five contributes any combat effect. There is no attack bonus, no defence, no healing and no status. This is a travel party, and the honest recommendation is to swap to a combat lineup before anything that matters rather than trying to kite with it.
// 08
Where to get everything
6 stops
The most accessible party in the library. Every member is an early or mid-game catch, and the accessories cost more effort than the pals.
Catch or breed the five palsEvery recruitment route is on the role cards above. Verdash, Valentail and Celaray are all available well before the endgame.
Craft the best glider you canCelaray modifies the equipped glider rather than granting one, so glider tier sets the ceiling on the whole gliding half of the build.
Condense only Gorirat Terra and StarryonThese are the only two members whose values move: 50% to 100% climbing speed, and 50% to 100% nighttime mount speed. Souls spent on the other three change nothing.
Buy the air-mobility accessoriesTriple Air Dash Boots, Triple Jump Boots and Air Walker EX all stack with the party effects rather than overlapping them. In a build with three flat flags, the accessories are where the scaling lives.
Farm Wellness WatcherWorth 5% reduced stamina consumption per copy and 25% across a full party. It is the only passive in the catalog that meaningfully extends a traversal session.
Keep a combat party ready to swapNone of these five contributes anything in a fight. Treat this as a travel loadout you switch out of on arrival.
// 09
Alternates and flex picks
4 viable swaps
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Which effects work on foot and which require a mount?
Verdash, Valentail, Celaray and Gorirat Terra affect the trainer on foot. Starryon's jump power and nighttime speed apply to Starryon itself while mounted; neither is a trainer movement buff.
Which traversal effects improve when condensed?
Only two of them. Gorirat Terra climbing bonus rises from 50% to 100%, and Starryon nighttime speed rises from 50% to 100%. Verdash stays at exactly one jump and one dash, Valentail remains a fixed low-gravity flag, Celaray fall prevention is fixed at 100, and Starryon mounted jump-power bonus stays at 25%. Spend souls on the first two and nothing on the other three.
Do I need a glider for this party?
Yes, for Celaray to do anything. It modifies the glider you have equipped rather than granting one, so with nothing equipped its fall-damage prevention and extended high-speed gliding both do nothing and the party is effectively four pals.
Can I run two glider modifiers together?
Celaray, Galeclaw and Killamari all modify the equipped glider, but our data does not settle how two modifications interact and their behaviours overlap rather than adding. Celaray prevents fall damage and extends high-speed gliding, Galeclaw enables high-speed gliding plus right-hand shooting, and Killamari enables gentle floating. Pick the behaviour you want.
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