| Fused Gifts
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Result
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| Burn
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Tier: IV Cost: 421
Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (except E.G.O Skills; except Backup Units)
Inflict 3 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies and randomly inflict a total of 15 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies (or all Abnormality parts; once per wave).
To Skills that inflict Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn': Final Power +1, Coin Power +1, inflicted Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency +1, inflicted Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count +1.
When winning a Clash with a Skill that inflicts Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins + 1) Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency to the target enemy.
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Decamillennial Hearthflame
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| Bleed
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Tier: III Cost: 259
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'.(except E.G.O Skills; except Backup Units)
1 ally with the fastest Speed) Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +1, damage dealt +50%
Final Power +1 to all Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'.
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Tier: III Cost: 259
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'.(except E.G.O Skills; except Backup Units)
1 ally with the fastest Speed) Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +1, damage dealt +50%
Final Power +1 to all Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'.
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Tier: IV Cost: 418
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'. (except E.G.O Skills; except Backup Units)
Allies inflict double the amount of Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and Count with Skill effects against enemies.
The ally highest in the Deployment order) Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +2, damage dealt +100%. If the enemy attacked by or Clashed with the said ally dies, inflict the remaining Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on the enemy randomly between all enemies. (for Focused Encounters, Parts)
Coin Power +1 to all Skills that inflict Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'
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Tier: IV Cost: 405
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed'. (except E.G.O Skills; except Backup Units)
On ally Clash Win: activate the enemy's Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. once and reduce Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 1 (once per turn for each ally)
Enemies become Staggerable by Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Damage; if an enemy gets Staggered due to Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage mid-Clash, activate Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. (# of remaining enemy Coins) times and reduce Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by (# of Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. activations)
If all enemies have Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., they lose 2 Defense Level. At Turn End, inflict (# of Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. activations x 2) Defense Level Down Defense Level DownDefense Level -X for this turn. (max 20)
When inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on the target
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| Tremor
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Tier: III Cost: 248
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count. (except E.G.O Skills; except Backup Units) (If an Identity only has Attack Skills that gain Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self, this E.G.O Gift does not activate for them)
When winning a Clash with a Skill that consumed Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target does not have Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s)., inflict +3 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count
Turn Start: gain Clash Power +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self / 5) (max 3)
When using a Skill that consumes Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target is defeated or Staggered, gain +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count consumed / 2) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (once per Skill)
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Tier: III Cost: 248
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count. (except E.G.O Skills; except Backup Units) (If an Identity only has Attack Skills that gain Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self, this E.G.O Gift does not activate for them)
When winning a Clash with a Skill that consumed Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target does not have Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s)., inflict +3 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count
Turn Start: gain Clash Power +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self / 5) (max 3)
When using a Skill that consumes Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target is defeated or Staggered, gain +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count consumed / 2) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (once per Skill)
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Tier: IV Cost: 405
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units) (If an Identity only has Attack Skills that gain Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self, this E.G.O Gift does not activate for them)
When winning a Clash with a Skill that inflicts Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, or consumes Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: inflict (# of remaining Coins) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency against the target and gain (# of remaining Coins) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (max +3 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count gained per Skill). If the target does not have Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s)., inflict +3 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count
Turn Start: gain (1 + ( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self / 5)) Clash Power Up Clash Power UpClash Power +X for this turn.. (max 3)
When using a Skill that consumes Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: when defeating or Staggering a target, gain ( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count consumed / 2) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (once per Skill)
Skills that consume Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self deal +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). consumed on self + Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the enemy + 5)% damage (except E.G.O Skills; max 50%) When the target has Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition., when triggering either Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. against the enemy with a type of Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). they don't have in their Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition., extend the Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition. on target at Turn End to the next turn
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Tier: IV Cost: 419
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units)
Inflict 5 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and +5 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to all enemies. (or all Abnormality parts; once per wave)
Apply 5 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 2 Fragile FragileTake +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target. (activates once per Attack Skill that triggers Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target)
After triggering 3 Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target to a target this turn, Stagger the target at the next Turn Start and add a new Stagger Threshold at 66% and 33% marks of the target's current HP. (once per Encounter)
When triggering Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor., inflict 1 Fragile FragileTake +(X*10)% damage this turn. (Max 100%) (3 times per turn)
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| Rupture
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Tier: IV Cost: 406
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units)
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. effects deal +150% damage against enemy Shield
Turn Start: enemies or Parts with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. lose (3 + ( Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency / 2)) Offense Level and Defense Level. (max 6)
When inflicting Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count with Skill effects, inflict 2 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count against the target. If the target has less than 15 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, inflict 2 additional Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency.
Coin Power +1 for Plus Coin Skills that inflict Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture'
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Tier: II Cost: 212
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units)
When an enemy's Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count drops below 1 in combat, consume 20 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency instead of Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (at less than 20 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, however, the effect ends)
On Hit, when the target has 1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count in combat, inflict +1 more Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (2 times per Encounter)
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Tier: IV Cost: 416
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units)
When hitting an enemy with a Skill, inflict 5 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency.
When Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on an enemy drops below 1, consume 10 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency instead of Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count. (This effect ends when Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency drops below 10)
If the target has less than 3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count, inflict +1 more Count when inflicting Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count. (3 times per Encounter)
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| Sinking
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Tier: III Cost: 257
Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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When activating the Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect (including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 3 SP at Turn End (2 times per turn per Identity)
If the said unit was at 45 SP at Turn Start, the effect changes to the following: when activating the Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect with a Base Attack Skill, inflict +2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on the target (2 times per turn per Identity)
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Tier: IV Cost: 401
Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)
Turn Start: inflict 1 Reflux Reflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack against a random enemy
When an enemy with Reflux Reflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack is killed, at the next Turn Start, transfer the Reflux Reflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack from the said enemy to an enemy with the highest, but not maxed, Reflux Reflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking', inflict 4 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End (once per turn for each enemy) Combat Start: when activating Gloom or Lust A-Reson., inflict 3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies (for Abnormalities, a random Part)
After using a base Attack Skill, if the target has 10+ Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal ( Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level Down Defense Level DownDefense Level -X for this turn. against the target (max 5; once per turn for each enemy)
Turn End: all allies gain Offense Level Up Offense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP or without SP next turn (max 6)
Coin Power +1 for Plus Coin Skills that inflict Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'
When activating the Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 5 SP at Turn End (2 times per turn per Identity) If the unit was at 45 SP at Turn Start, the effect changes to the following: when hitting and activating the Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with a base Attack Skill, inflict +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count against the targeted enemy (2 times per turn per Identity)
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Tier: II Cost: 207
Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)
Turn Start: enemies with Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)(for Abnormalities, all Parts) regain ( Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count lost on hit last turn / 3) Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.
If the Base Attack Skill hits against a target with less than 0 SP(for enemies without SP, if they have 1.5+ Gloom Resist.), inflict ( Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency / 10) Gloom Affinity damage (min 1, 10 times per turn for this effect)
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Tier: IV Cost: 427
Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)
On Hit against an enemy with a Skill: inflict 5 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.
Turn Start: enemies or Parts with Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) regain ( Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count each enemy lost On Hit last turn / 2) Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.
On Hit with a Base Attack Skill: deal ( Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target / 10) Gloom damage (min 1 damage)
On Hit with an Attack Skill: if the target's SP is below 0, Skill deals more damage the further the target's SP is from 0 (+1% damage per SP) - If target is Panicked, deal +50% damage instead - If the target does not have SP, deal +1% damage for every 2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target. If target has 90+ Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, deal +50% damage instead
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| Poise
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Recollection of a Certain Day
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| Charge
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T-5 Perpetual Motion Machine
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Material Interference Force Field
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T-1 Perpetual Motion Machine
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| Themed Gifts Fusion
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| Main Story
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Tier: IV Cost: 424
Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
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First Turn Start of a wave: all allies gain +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, and inflict all enemies(or all Abnormality parts) 4 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +8 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.
Enemies with Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) lose 2 Clash Power; when an allied Identity wins a Clash against an affected enemy, inflict 2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency; when an allied Identity is hit by an affected enemy, inflict 3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.
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Nagel und Hammer Scriptures
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Tier: IV Cost: 404
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
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If the ally wins a Clash using a Skill that inflicts Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', inflict 2~3 Nails NailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down).
'N Corp. Fanatic' Identities deal +25% damage against targets with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and gain 1 Fanatic FanaticSkill Final Power +X against units with Nails for this turn. (Applies to clashes as well) at Turn Start. If the said ally's SP is maxed, also gain 3 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).
'N Corp. Fanatic' Identities gain Final Power +1, Plus Coin Power +1, Minus Coin Power -1, and their Attack Skills inflict +1 more Nails NailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down).
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Tier: III Cost: 212
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Chief Butler's Secret Arts First Turn Start of a wave: select 1 enemy with the slowest Speed(or a random Abnormality part), and inflict 5 Bind BindSpeed -X for this turn. for 5 turns starting next turn.
Clash Win: If this unit's Speed is faster than the target's, heal SP equal to the Speed difference, and gain 'Offense Level' equal to the half of that Speed difference. (only applies to the Skill used to win the Clash. Max 'Offense Level' gain: 3)
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Chief Butler's Secret Arts
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Mirror Tactile Synaesthesia
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Tier: III Cost: 404
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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First Turn Start of a wave: select 2 enemies with the slowest Speed(or 2 random Abnormality parts. The effect does not stack if the enemy is singular) and inflict 5 Bind BindSpeed -X for this turn. and 3 Defense Level Down Defense Level DownDefense Level -X for this turn. at Turn Start starting next turn.
When the enemy recovers from Stagger, and if they don't have any remaining Stagger Thresholds, create a new Stagger Threshold at 66% mark of the target's current HP (3 times per Encounter). If an ally Staggers an enemy with an Attack Skill(except E.G.O Skills) that applies Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count(including on self or on ally), randomly inflict Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency equal to half of the Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target between other enemies(or other Abnormality parts), and increase Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the Staggered target by x2.
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| Miracle in District 20
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Tier: III Cost: 251
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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[Effects apply only to #1, #2, #7, and #8 Deployed Identities]
Gain +1 more Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count from Skill & Coin effects - If the target is in Staggered, Low Morale, or Panic states, gain +2 more instead
If there are enemies in Staggered, Low Morale, or Panic states at Turn Start, inflict 2 Offense Level Down Offense Level DownOffense Level -X for this turn. or 2 Defense Level Down Defense Level DownDefense Level -X for this turn. against all enemies. (3 times per turn)
On Hit against enemies in Staggered, Low Morale, or Panic states: inflict 1 Offense Level Down Offense Level DownOffense Level -X for this turn. or 1 Defense Level Down Defense Level DownDefense Level -X for this turn. (3 times per turn between all Identities)
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Tier: I Cost: 151
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On Hit from ally Skills) randomly select one of the following effects: Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s)., Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s)., Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage., and Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), then inflict 1 Potency of the selected effect (3 times per turn)
On Kill from allies) randomly select one of the following effects: Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, Haste HasteSpeed +X for this turn., Offense Level Up Offense Level UpOffense Level +X for this turn., and Defense Level Up Defense Level UpDefense Level +X for this turn., then inflict 1 of the selected effect to a random ally (3 times per turn)
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Tier: III Cost: 249
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Turn Start: randomly select 1 out of 'Wrath ~ Envy DMG Up' effects and apply 1 Stack to all allies
Turn Start: randomly select 1 out of 'Wrath ~ Envy Fragility' effects and inflict 1 Stack to all enemies
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Tier: IV Cost: 398
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When an ally hits with a Skill, randomly select 2 of the following effects: Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s)., Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s)., Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage., and Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), then inflict 1 Potency of the selected effect (3 times per turn)
When an ally hits with a Skill, randomly select one of the following effects: Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, Haste HasteSpeed +X for this turn., Offense Level Up Offense Level UpOffense Level +X for this turn., and Defense Level Up Defense Level UpDefense Level +X for this turn., then inflict 1 of the selected effect to 2 random allies (3 times per turn)
Turn Start: randomly select 2 out of 'Wrath ~ Envy DMG Up' effects and apply 1 Stack to all allies
Turn Start: randomly select 2 out of 'Wrath ~ Envy Fragility' effects and inflict 1 Stack to all enemies
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| Yield My Flesh to Claim Their Bones
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| Timekilling Time
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Tier: IV Cost: 400
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units)
To allies' Skill 3s that inflict Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% damage.
When an ally that inflicts Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' triggers Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. on an enemy with Attack Skills(Including E.G.O Skills): multiply the Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and Count by 1.5(only when actually Converting them into different 'Tremor' types) and inflict 5 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn. (once per turn)
Turn Start: inflict (12 - current Speed) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency (min. 6) to 3 enemies with the slowest Speed. (once per wave)
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Tier: IV Cost: 400
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' effects. (except E.G.O Skills; except Backup Units)
To allies' Skill 3s that inflict Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% damage.
When an ally that inflicts Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' deals damage to a slower enemy with 2+ Speed difference between them: deal +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target, max 25)% damage and inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. every time the ally deals damage (max 6)
Turn Start of a wave: inflict (12 - current Speed) Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency (min. 6) and (12 -current Speed)/2 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to 1 enemy with the fastest Speed. (rounded up; for Abnormalities, a Part; once per wave)
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Tier: IV Cost: 400
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).
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Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' effects. (except E.G.O Skills; except Backup Units)
To allies' Skill 3s that inflict Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% damage.
When an ally that inflicts Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' Clashes against a faster enemy with 2+ Speed difference: Clash Power +2 and deal +( Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target)% damage. (max 50%)
Turn Start: from slowest to fastest, the 3 slowest allies gain 5 Offense Level Up Offense Level UpOffense Level +X for this turn., 3 Offense Level Up Offense Level UpOffense Level +X for this turn., and 2 Offense Level Up Offense Level UpOffense Level +X for this turn. respectively.
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| Murder on the WARP Express
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Cardiovascular Reactive Module
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Perpetual Generator Servos
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Cardiovascular Reactive Module
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W. Corp Standard Issue Cap
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E-Type Dimensional Dagger
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Tier: IV Cost: 402
Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
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After using a Skill that gains Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge, gain Emergency Barrier Battery Emergency Barrier Battery- Max Stack: 7 - When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed equal to the Count gained (max 7 per Identity)
Skills that consume Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge deal +(number of Identities in the Team with Skills that gain or consume Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge)% damage (counts all units in the Team)
Skills that consume Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge gain Clash Power +3 and deal +15% damage - When using said Skills, the unit gains +4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 1 Charge Barrier Charge Barrier- Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per Identity per turn)
W. Corp Identities gain the following effects: - When dealing damage with a Skill (including E.G.O Skills), inflict 2 HP Healing Down HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (cannot Stack) - During the combat phase, when this unit takes HP damage from sources other than direct Skill damage, gain 5 Charge Barrier Charge Barrier- Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per turn per Identity) - Skill 2 gains Clash Power +3 and deals +15% damage - Turn Start: for this turn, Skill 3 deals +(number of W Corp. Identities on the field x 6.25)% damage - Turn Start: W Corp L2 Agents gain 1 Plus Coin Boost Plus Coin BoostPlus Coin Power +X for this turn. - Turn Start: gain (number of W Corp. Identities on the field / 3) Load Load- Max Value: 6 - Attack Skills that consumed Charge Count deal +2.5% damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% damage for every value instead (max 30%) - Turn End: this effect expires (max 2; rounded down)
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| LCB Regular Check-Up
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Operation Authorization Card
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High-risk Operational Gear
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| Nocturnal Sweeping
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Tier: II Cost: 212
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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When defeating a target with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.(for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on the target between all enemies(for Focused Encounters, all Parts) (max 2 per enemy, rounded down)
When defeating a target with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active(for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and Count on the target between all enemies(for Focused Encounters, all Parts) (max 2 per enemy, rounded down)
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Tier: III Cost: 245
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Strange Glyph Inscriptions When clashing against targets with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage., gain ( Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. on the target / 20) Clash Power (max 2) - When clashing against targets with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active, gain ( Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. on the target / 15) Clash Power instead (max 3)
When dealing damage with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active effect, deal fixed damage by ( Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active damage / 3)
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Strange Glyph Inscriptions
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Tier: IV Cost: 407
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Turn Start: This Gift activates for the whole Encounter when there are 5 or more Identities that inflict Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (except E.G.O Skills; except Backup Units)
When defeating a target with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.(for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on the target between all enemies(for Focused Encounters, all Parts) (max 3 per enemy)
When defeating a target with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active(for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and Count on the target between all enemies(for Focused Encounters, all Parts) (max 6 per enemy)
When clashing against targets with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage., gain ( Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. on the target / 20) Clash Power (max 2) - When clashing against targets with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active, gain ( Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. on the target / 10) Coin Power instead (max 2)
When dealing damage with Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active effect, deal fixed damage by ( Deathrite【Haste】 Deathrite【Haste】- Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active damage / 2)
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Enh. Tattoos - The Middle
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Everlasting Chains of Bond
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| Spring Cultivation
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Tier: IV Cost: 399
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage.
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Cultivation: Cut, File, Carve, Polish [Effects apply only to #6 Deployed Identity]
When using an Attack Skill(including E.G.O Skills) that inflicts Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count to win a clash, heal 20 HP, gain 3 Offense Level Up Offense Level UpOffense Level +X for this turn., and gain 3 Defense Level Up Defense Level UpDefense Level +X for this turn. next turn (once per turn) - If this unit is a Family Hierarch Candidate: apply 1 Haste HasteSpeed +X for this turn., 1 Protection ProtectionTake -(X*10)% damage this turn. (Max 100%), and 3 Offense Level Up Offense Level UpOffense Level +X for this turn. to all allies, including this unit
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Cultivation: Cut, File, Carve, Polish
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