List of E.G.O Gifts/Enhance
Jump to navigation
Jump to search
A list of all enhanceable E.G.O Gifts, and their effects post-enhance.
Enhance Costs
Tier | Cost (Base → +) | Cost (+ → ++) |
---|---|---|
I | 80 | 160 |
II | 100 | 200 |
III | 125 | 250 |
IV | 160 | 320 |
List of Enhanceable E.G.O Gifts
Gift | Tier | Base Effect | + | ++ |
---|---|---|---|---|
Hellterfly’s Dream |
II | When applying Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies. When activating Wrath Absolute Resonance, randomly inflict a total of 5 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start. |
When applying Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 4 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies. When activating Wrath Absolute Resonance, randomly inflict a total of 6 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start. |
When applying Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 5 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). between all enemies. When activating Wrath Resonance, randomly inflict a total of 8 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start. |
Ashes to Ashes |
I | Combat Start: if all enemies (or all Abnormality parts) have Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', inflict 2 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on all enemies (or all Abnormality parts). |
Combat Start: inflict 2 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on all enemies (or all Abnormality parts) with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn'. |
Combat Start: inflict 3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on all enemies (or all Abnormality parts). |
Wound Clerid |
II | When hitting an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed', inflict 4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency. |
When hitting an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed', or with a Wrath Affinity Skill, inflict 5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency. |
When hitting an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed', or with a Wrath Affinity Skill, inflict 5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. |
Fiery Down |
II | When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on enemy) x2 |
When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 4 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on enemy) x2 |
When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 4 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on enemy) x2.5 |
Bloody Gadget |
I | Turn Start: apply 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to a random ally. Prioritizes allies with Lust Affinity Attack skills; apply 1 additional Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to the said ally. |
Turn Start: apply 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to a random ally. Prioritizes allies with Lust Affinity Attack skills; apply 2 additional Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to the said ally. |
Turn Start: apply 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to 2 random allies. Prioritizes allies with Lust Affinity Attack skills; apply 2 additional Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) to the said allies. |
Talisman Bundle |
I | Whenever an ally deals 12+ HP damage to an enemy with a Skill, inflict 2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency instead. |
Whenever an ally deals 12+ HP damage to an enemy with a Skill, inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency instead. |
Whenever an ally deals 1+ HP damage to an enemy with a Skill, inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count instead. |
Blood, Sweat, and Tears |
II | Skills deal +10% damage to Staggered enemies. If the Skill’s Affinity was Sloth, deal +20% damage instead. |
Skills deal +12.5% damage to Staggered enemies. If the Skill’s Affinity was Sloth, deal +25% damage instead. |
Skills deal +15% damage to Staggered enemies. If the Skill’s Affinity was Sloth, deal +30% damage instead. |
Green Spirit |
I | After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency using Skill effects, randomly inflict a total of 4 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency between all enemies(or all Abnormality parts). |
After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency using Skill effects, randomly inflict a total of 6 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency between all enemies(or all Abnormality parts). |
After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency using Skill effects, randomly inflict a total of 8 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency between all enemies(or all Abnormality parts). |
Crown of Roses |
I | Turn Start: inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on a random enemy(or all Abnormality parts). When activating Gluttony Absolute Resonance, inflict 2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies at Combat Start. |
Turn Start: inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on 2 random enemies(or all Abnormality parts). When activating Gluttony Absolute Resonance, inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies at Combat Start. |
Turn Start: inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on 3 random enemies(or all Abnormality parts). When activating Gluttony Absolute Resonance, inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies at Combat Start. |
White Gossypium |
II | Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (8 + Stagger LV x 4) Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and (8 + Stagger LV x4)/2 Offense Level Down Offense Level Down Offense Level -X for this turn. on them. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger) |
Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (10 + Stagger LV x 5) Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and (10 + Stagger LV x 5) Offense Level Down Offense Level Down Offense Level -X for this turn.. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger) |
Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (12 + Stagger LV x 6) Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and (12 + Stagger LV x 6) Offense Level Down Offense Level Down Offense Level -X for this turn. and Defense Level Down Defense Level Down Defense Level -X for this turn. on them. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger) |
Thunderbranch |
III | When inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency Count on target. |
When inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on target. |
When inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on target. If the Skill's Affinity was Gloom, inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count instead. |
Lowest Star |
II | When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 2 fixed SP damage on target. Allies with less than 0 SP deal 10% more damage. |
When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 3 fixed SP damage on target. Allies with less than 0 SP deal 15% more damage. |
When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 5 fixed SP damage on target. Allies with less than 0 SP deal 25% more damage. |
Nixie Divergence |
I | First Turn Start of an Encounter: inflict 4 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 4 Tremor Tremor When 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) When hitting an enemy with an Envy Affinity Skill, inflict 2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target. |
First Turn Start of a wave: inflict 4 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 4 Tremor Tremor When 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) When hitting an enemy with an Envy Affinity Skill, inflict 2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target. |
First Turn Start of a wave: inflict 5 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 5 Tremor Tremor When 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) When hitting an enemy with an Envy Affinity Skill, inflict 3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target. |
Voodoo Doll |
I | Turn Start: deal 3 fixed Envy Affinity damage to all enemies. Inflict 1 Power Down Power Down Skill Final Power -X for this turn. to enemies with 33% or less HP. |
Turn Start: deal 4 fixed Envy Affinity damage to all enemies. Inflict 1 Power Down Power Down Skill Final Power -X for this turn. to enemies with 50% or less HP. |
Turn Start: deal 5 fixed Envy Affinity damage to all enemies. Inflict 2 Power Down Power Down Skill Final Power -X for this turn. to enemies with 50% or less HP. |
Carmilla |
II | At the start of a non-Focused Encounter, all enemies take fixed damage equal to 20% of their Max HP. | At the start of a non-Focused Encounter, all enemies take fixed damage equal to 25% of their Max HP. | At the start of a non-Focused Encounter, all enemies take fixed damage equal to 30% of their Max HP. |
Red Order |
II | Whenever an ally inflicts Sinking Sinking The 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' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 3) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4) |
Whenever an ally inflicts Sinking Sinking The 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' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 4) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 5) |
Whenever an ally inflicts Sinking Sinking The 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' on enemies with Skill Effects, the ally gains 2 'Offense Level' next turn. (Max 4) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 3 'Offense Level' next turn instead. (Max 6) |
Smokes and Wires |
III | Allies inflict x2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' lose 2 Speed next turn. |
Allies inflict x2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' lose 3 Speed next turn. |
Allies inflict x2.5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' lose 3 Speed next turn. |
Employee Card |
II | When activating Wrath Absolute Resonance or using a Skill that gains or applies Charge Charge Resource 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', all allies gain +3 Charge Charge Resource 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 at the next Turn Start. (Once per turn) |
When activating Wrath Resonance or using a Skill that gains or applies Charge Charge Resource 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', all allies gain +3 Charge Charge Resource 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 at the next Turn Start. (Once per turn) |
When activating Wrath Resonance or using a Skill that gains or applies Charge Charge Resource 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', all allies gain +4 Charge Charge Resource 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 at the next Turn Start. (Once per turn) |
Oscillating Bracelet |
II | When hitting an enemy with a Skill, inflict 1 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency next turn. If the Skill's Affinity was Wrath, inflict 2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency instead. |
When hitting an enemy with a Skill, inflict 1 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency next turn. If the Skill's Affinity was Wrath, inflict 3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency instead. |
When hitting an enemy with a Skill, inflict 2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency next turn. If the Skill's Affinity was Wrath, inflict 4 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency instead. |
Glimpse of Flames |
IV | Turn End: consume half of Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count) bonus Wrath damage. Targets lose (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 3) |
Turn End: consume half of Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count x 1.5) bonus Wrath damage. Targets lose (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 5) |
Turn End: consume half of Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count x 2) bonus Wrath damage. Targets lose (Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 8) |
Barbed Snare |
II | Turn End: Inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies equal to their current Speed values. When activating Lust Absolute Resonance, apply 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start. |
Turn End: Inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies equal to (their current Speed values + 1). When activating Lust Absolute Resonance, apply 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start. |
Turn End: Inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies equal to (their current Speed values + 2). When activating Lust Absolute Resonance, apply 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start. |
Rusted Cutting Knife |
III | When inflicting Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects against non-Staggered enemies, inflict 1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
When inflicting Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects, inflict 2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
When inflicting Bleed Bleed The 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 Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
Thorny Path |
I | When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The 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 enemy per turn) When activating Lust Absolute Resonance, inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start. |
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The 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 enemy per turn) When activating Lust Resonance, inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start. |
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 4 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The 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 enemy per turn) When activating Lust Resonance, inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start. |
Red-stained Gossypium |
IV | First Turn Start of an Encounter: inflict 1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +15 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count to all enemies (or all Abnormality parts). Turn Start: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency lose (Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency/3) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency stack) |
First Turn Start of a wave: inflict 2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +15 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count to all enemies (or all Abnormality parts). Turn Start: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. lose (Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency/3) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency stack) |
First Turn Start of a wave: inflict 4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +20 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count to all enemies (or all Abnormality parts). Turn Start: enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. lose (Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency/2) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency stack) |
Stone Tomb |
II | Allies gain 1.5x Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects. When an ally defeats an enemy with a Sloth Affinity Skill, they gain 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at the next Turn Start. (Once per turn) |
Allies gain 1.5x Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects. When an ally defeats an enemy, they gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at the next Turn Start. (Once per turn) |
Allies gain 2x Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects. When an ally defeats an enemy, they gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at the next Turn Start. (Once per turn) |
Portable Battery Socket |
II | Turn Start: Two random allies gain +2 Charge Charge Resource 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. (Prioritizes Identities with Skills that gain Charge Charge Resource 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') When activating Sloth Absolute Resonance, one random ally gains +3 Charge Charge Resource 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 at Combat Start. |
Turn Start: two random allies gain +3 Charge Charge Resource 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. (Prioritizes Identities with Skills that gain Charge Charge Resource 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') When activating Sloth Resonance, one random ally gains +3 Charge Charge Resource 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 at Combat Start. |
Turn Start: three random allies gain +3 Charge Charge Resource 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. (Prioritizes Identities with Skills that gain Charge Charge Resource 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') When activating Sloth Resonance, one random ally gains +5 Charge Charge Resource 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 at Combat Start. |
Dust to Dust |
III | First Turn Start of a wave: inflict 5 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies. (for Abnormalities, one random Part) When activating Sloth Absolute Resonance, inflict 3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +2 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies (for Abnormalities, one random Part) at Combat Start. |
First Turn Start of a wave: inflict 6 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies. (for Abnormalities, one Part) When activating Sloth Absolute Resonance, inflict 4 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +2 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies (for Abnormalities, one Part) at Combat Start. |
First Turn Start of a wave: inflict 8 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies. (for Abnormalities, one random Part) When activating Sloth Resonance, inflict 4 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies (for Abnormalities, one random Part) at Combat Start. |
Downpour |
IV | Turn Start: Inflict (Current Turn Count x 2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on all enemies (or all Abnormality parts). Turn End: Trigger Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target on all enemies (or all Abnormality parts). |
Turn Start: Inflict (3 + Current Turn Count x 2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on all enemies (or all Abnormality parts). Turn End: trigger Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target on all enemies (or all Abnormality parts). |
Turn Start: Inflict (5 + Current Turn Count x 2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on all enemies (or all Abnormality parts). Turn End: trigger 2 Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target on all enemies (or all Abnormality parts). |
Thrill |
IV | Turn Start: inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (for Abnormalities, each Part is considered individually) then reduce Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count by 2. |
Turn Start: inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (for Abnormalities, each Part is considered individually) then reduce Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count by 1. |
Turn Start: inflict 6 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (for Abnormalities, each Part is considered individually). |
Curriculum Vitae |
I | Turn End: allies with 7+ (Charge Charge Resource 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 + 'Unique Charge') gain 1 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 2 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge Charge Resource 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 + 'Unique Charge') gain 2 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 3 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge Charge Resource 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 + 'Unique Charge') gain 3 Haste Haste Speed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 4 Haste Haste Speed +X for this turn. and 1 Power Up Power Up Skill Final Power +X for this turn. next turn instead. |
Pendant of Nostalgia |
I | Combat Start: a random ally gains 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Counts) Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. |
Combat Start: a random ally gains 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Counts) Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. |
Combat Start: two random allies gains 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Counts) Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. |
Artistic Sense |
IV | Deal +35% damage against enemies suffering negative effects (Low Morale, Panic) from SP loss. When Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective. |
Deal +40% damage against enemies with 0 or less SP. When Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective. |
Deal +50% damage against enemies without Sanity or ones with 0 or less SP. When Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective. |
Nebulizer |
II | First Turn Start of an Encounter: all allies gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Absolute Resonance, all allies gain 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. |
First Turn Start of a wave: All allies gain 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Absolute Resonance, all allies gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. |
First Turn Start of a wave: All allies gain 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Resonance, all allies gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. |
Wrist Guards |
I | Turn Start: allies with 5+ (Charge Charge Resource 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 + 'Unique Charge') gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with 3+ (Charge Charge Resource 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 + 'Unique Charge') gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with (Charge Charge Resource 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 + 'Unique Charge') gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 3 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Clear Mirror, Calm Water |
IV | Increase the allies' Critical Hit damage multiplier from x1.2 to x1.7. If a Critical Hit consumed Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 10 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn. (activates once per Identity, per turn) |
Increase the allies' Critical Hit damage multiplier from x1.2 to x2. If a Critical Hit consumed Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 12 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn. (activates once per Identity, per turn) |
Increase the allies' Critical Hit damage multiplier from x1.2 to x2.5. If a Critical Hit consumed Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 15 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn. (activates once per Identity, per turn) |
Lightning Rod |
III | Encounter Start: all allies gain +3 Charge Charge Resource 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. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 Charge Charge Resource 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 instead. |
Encounter Start: all allies gain +4 Charge Charge Resource 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. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 Charge Charge Resource 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 instead. |
Encounter Start: all allies gain +5 Charge Charge Resource 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. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 Charge Charge Resource 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 instead. |
Endorphin Kit |
III | When gaining Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 1 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +1 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the Skill's Affinity was Envy, the ally gains 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
When gaining Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the Skill's Affinity was Envy, the ally gains 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
When gaining Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the Skill's Affinity was Envy, the ally gains 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
Headless Portrait |
I | Combat Start: Inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part) For each Envy Affinity Skill used, randomly inflict 1 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part) |
Combat Start: Inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part) For each Envy Affinity Skill used, randomly inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part) |
Combat Start: Inflict 4 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +1 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies with less than 0 SP. (for Abnormalities, one random part) For each Envy Affinity Skill used, randomly inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part) |
Charge-type Gloves |
IV | Max Charge Charge Resource 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 +10. Encounter Start: All allies gain +5 Charge Charge Resource 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. Turn Start: All allies gain +2 Charge Charge Resource 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. |
Max Charge Charge Resource 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 +10. Encounter Start: All allies gain +6 Charge Charge Resource 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. Turn Start: All allies gain +3 Charge Charge Resource 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. |
Max Charge Charge Resource 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 +10. Encounter Start: All allies gain +8 Charge Charge Resource 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. Turn Start: All allies gain +4 Charge Charge Resource 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. |
Piece of Relationship |
IV | Upon Acquisition: All Deployed Identities gain 5 Levels. [Cannot Sell] | Upon Acquisition: All Deployed Identities gain 7 Levels. [Cannot Sell] | Upon Acquisition: All Deployed Identities gain 10 Levels. [Cannot Sell] |
Reverberation |
II | Turn End: Inflict 2 Bind Bind Speed -X for this turn. to enemies (for Abnormalities, their Parts) with 10+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 20+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind Bind Speed -X for this turn. and 1 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. instead. |
Turn End: Inflict 2 Bind Bind Speed -X for this turn. and 2 Defense Level Down Defense Level Down Defense Level -X for this turn. to enemies (for Abnormalities, their Parts) with 8+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 15+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind Bind Speed -X for this turn. 1 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn., and 2 Defense Level Down Defense Level Down Defense Level -X for this turn. instead. |
Turn End: Inflict 3 Bind Bind Speed -X for this turn. and 3 Defense Level Down Defense Level Down Defense Level -X for this turn. to enemies (for Abnormalities, their Parts) with 5+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 10+ Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind Bind Speed -X for this turn. 1 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn., and 4 Defense Level Down Defense Level Down Defense Level -X for this turn. instead. |
Burning Intellect |
I | After defeating an enemy with a Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). effect, 2 allies with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency gains 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) at the next Turn Start. |
After defeating an enemy with a Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). effect, 2 allies with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency gains 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) at the next Turn Start. |
After defeating an enemy with a Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). effect, 3 allies with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency gains 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) at the next Turn Start. |
Rusted Muzzle |
I | When hitting and dealing 12+ HP damage to an enemy with a Skill, inflict 2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency. When using a Slash Skill, inflict 4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency instead. |
When hitting and dealing 12+ HP damage to an enemy with a Skill, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency instead. |
Whenever an ally deals 1+ HP damage to an enemy with a Skill, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
Bell of Truth |
III | Inflict 1 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) this turn to enemies affected by Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target. (Activates once per Attack Skill that triggers Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target) |
Inflict 1 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target. (Activates once per Attack Skill that triggers Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target) |
Inflict 2 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target. (Activates once per Attack Skill that triggers Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target) |
Fluorescent Lamp |
II | Turn End: If there are enemies or Abnormality parts with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) or 1 Haste Haste Speed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. + 1) times. |
Turn End: If there are enemies or Abnormality parts with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) or 1 Haste Haste Speed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. + 3) times. |
Turn End: If there are enemies or Abnormality parts with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) and 1 Haste Haste Speed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. + 3) times. |
Broken Compass |
III | First Turn Start of a wave: randomly inflict (5 + (# of enemies x 3)) Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts). (For Abnormalities, only the Core counts as an enemy) |
First Turn Start of a wave: randomly inflict (10 + (# of enemies x 3)) Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts). (For Abnormalities, only the Core counts as an enemy) |
First Turn Start of a wave: randomly inflict (10 + (# of enemies x 4)) Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts). (For Abnormalities, only the Core counts as an enemy) |
Ornamental Horseshoe |
I | Turn Start: apply 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency to 2 random allies without Poise Poise Boost critical hit chance by X*5% for the next Y hit(s).. When all allies have Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency, apply 1 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count to all allies instead. |
Turn Start: apply 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency to a random ally without Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. When all allies have Poise Poise Boost critical hit chance by X*5% for the next Y hit(s)., apply 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count to all allies instead. |
Turn Start: apply 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency to 2 random allies without Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. When all allies have Poise Poise Boost critical hit chance by X*5% for the next Y hit(s)., apply 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count to all allies instead. |
Material Interference Force Field |
III | First Turn Start of a wave: all allies gain 3 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. |
First Turn Start of a wave: all allies 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. |
First Turn Start of a wave: all allies gain 7 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. |
Melted Paraffin |
I | When winning a Clash with a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2) Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on the target. |
When winning a Clash with a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2 + 1) Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on the target. |
When winning a Clash with a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins + 1) Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on the target. |
Polarization |
I | If the ally has 30 or more SP than the target, deal +7.5% more damage with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0) |
If the ally has 25 or more SP than the target, deal +12.5% more damage with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0) |
If the ally has 15 or more SP than the target, deal +20% more damage with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0) |
Pain of Stifled Rage |
II | [Effects apply only to #1, #2 Deployed Identities] When inflicting Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste Haste Speed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste Haste Speed +X for this turn., gain 1 Haste Haste Speed +X for this turn. and 2 Offense Level Up Offense Level Up Offense Level +X for this turn. instead. (once per Skill, 2 times per turn) |
[Effects apply only to #1, #2, and #3 Deployed Identities] When inflicting Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste Haste Speed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste Haste Speed +X for this turn., gain 2 Haste Haste Speed +X for this turn. and 2 Offense Level Up Offense Level Up Offense Level +X for this turn. instead. (once per Skill, 2 times per turn) |
[Effects apply only to #1, #2, and #3 Deployed Identities] When inflicting Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste Haste Speed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste Haste Speed +X for this turn., gain 2 Haste Haste Speed +X for this turn., 2 Offense Level Up Offense Level Up Offense Level +X for this turn., and 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. (once per Skill, 2 times per turn) |
Arrested Hymn |
I | Combat Start: if all enemies (or all Abnormality parts) have Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 1 Haste Haste Speed +X for this turn. next turn. |
Combat Start: if all enemies (or all Abnormality parts) have Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next turn. |
Combat Start: if all enemies (or all Abnormality parts) have Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 2 Haste Haste Speed +X for this turn., 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%), and 2 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn. |
Tangled Bundle |
I | When the ally with the fastest Speed deals damage to an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', deal +12.5% more damage. |
When 2 allies with the fastest Speed deals damage to an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', deal +15% more damage. |
When 3 allies with the fastest Speed deals damage to an enemy with a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', deal +20% more damage. |
Awe |
II | [Effects apply only to #1, #2 Deployed Identities] When using a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', and if the main target has 7+ Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count, deal +10% more damage |
[Effects apply only to #1, #2, and #3 Deployed Identities] When using a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', and if the main target has 5+ Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count, deal +15% more damage |
[Effects apply only to #1, #2, and #3 Deployed Identities] When using a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', and if the main target has 3+ Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count, deal +20% more damage |
Bio-venom Vial |
III | If a target with Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 0.5(Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn |
If a target with Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 0.75(Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn |
If a target with Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 1.25(Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn |
Venomous Skin |
I | When winning a Clash with a Skill that applies(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, inflict (# of remaining Coins/2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the target. |
When winning a Clash with a Skill that applies(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, inflict (# of remaining Coins) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the target. |
When winning a Clash with a Skill that applies(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, inflict (# of remaining Coins) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and (# of remaining Coin/2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on the target. |
Sour Liquor Aroma |
II | [Effects apply only to #1, #2 Deployed Identities] Skills that apply(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count gain 'Offense Level' +2 If the main target has Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and is Staggered, deal +(Stagger Level x 7.5)% more damage with the Skill When attacking an enemy with a Skill that applies Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, deal +(Stagger Level x 15)% more damage with the Skill instead |
[Effects apply only to #1, #2, and #3 Deployed Identities] Skills that apply(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count gain 'Offense Level' +2 If the main target has Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and is Staggered, deal +(Stagger Level x 10)% more damage with the Skill When attacking an enemy with a Skill that applies Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, deal +(Stagger Level x 20)% more damage with the Skill instead |
[Effects apply only to #1, #2, and #3 Deployed Identities] Skills that apply(including on self) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count gain Offense Level +3 If the main target has Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and is Staggered, deal +(Stagger Level x 12.5)% more damage with the Skill When attacking an enemy with a Skill that applies Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, deal +(Stagger Level x 25)% more damage with the Skill instead |
Smoking Gunpowder |
II | [Effects apply only to #1, #2, and #3 Deployed Identities] Turn End: If an Attack Skill inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count has been used at least once this turn, gain 1 Haste Haste Speed +X for this turn. next turn. If this unit's Speed is at 6+, Attack Skills inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count deal +12.5% more damage. |
[Effects apply only to #1, #2 Deployed Identities] Turn End: If an Attack Skill inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count has been used at least once this turn, gain 1 Haste Haste Speed +X for this turn. next turn. If this unit's Speed is at 5+, Attack Skills inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count deal +15% more damage. |
[Effects apply only to #1, #2 Deployed Identities] Turn End: If an Attack Skill inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count has been used at least once this turn, gain 1~2 Haste Haste Speed +X for this turn. next turn. If this unit's Speed is at 4+, Attack Skills inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count deal +20% more damage. |
Ragged Umbrella |
II | [Effects apply only to #1, #2 Deployed Identities] When winning a Clash using a Skill that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target (once per turn per Identity) If the target doesn't have Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., inflict 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count instead. |
[Effects apply only to #1, #2, and #3 Deployed Identities] When winning a Clash using a Skill that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target (once per turn per Identity) If the target doesn't have Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count instead. |
[Effects apply only to #1, #2, and #3 Deployed Identities] When winning a Clash using a Skill that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 4 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target (once per turn per Identity) If the target doesn't have Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage., inflict 6 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count instead. |
Eldtree Snare |
I | Attack Skills(Except E.G.O Skills) that inflict Sinking Sinking The 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' deal +5% more damage. For Skills with 2- Coins, gain Clash Power +1 and deal +10% more damage instead. |
Attack Skills(Except E.G.O Skills) that inflict Sinking Sinking The 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' deal +7.5% more damage. For Skills with 2- Coins, gain Clash Power +1 and deal +12.5% more damage instead. |
Attack Skills(Except E.G.O Skills) that inflict Sinking Sinking The 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' deal +10% more damage. For Skills with 2- Coins, gain Clash Power +1 and deal +15% more damage instead. |
Rags |
I | Allies with Attack Skills that inflict Sinking Sinking The 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' heal 5 additional SP(once per turn) upon Clash Win; if at max SP, deal +7.5% more damage. When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP)% more damage; if already at less than -15 SP, deal +15% more damage. |
Allies with Attack Skills that inflict Sinking Sinking The 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' heal 6 additional SP(once per turn) upon Clash Win; if at max SP, deal +10% more damage. When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 5)% more damage; if already at less than -15 SP, deal +20% more damage. |
Allies with Attack Skills that inflict Sinking Sinking The 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' heal 7 additional SP(once per turn) upon Clash Win; if at max SP, deal +12.5% more damage. When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 10)% more damage; if already at less than -15 SP, deal +25% more damage. |
Grandeur |
II | [Effects apply only to #1, #2 Deployed Identities] When dealing damage with an Attack Skill that inflicts Sinking Sinking The 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' against targets with 10+ (Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity) In Focused Encounters: inflict 4 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity) |
[Effects apply only to #1, #2, and #3 Deployed Identities] When dealing damage with an Attack Skill that inflicts Sinking Sinking The 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' against targets with 8+ (Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity) In Focused Encounters: inflict 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity) |
[Effects apply only to #1, #2, and #3 Deployed Identities] When dealing damage with an Attack Skill that inflicts Sinking Sinking The 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' against targets with 5+ (Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity) In Focused Encounters: inflict 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity) |
Devil's Share |
I | Turn End: apply 1 Haste Haste Speed +X for this turn. next turn to 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. (both effects can apply on the same Identity) If the ally has Lust Affinity Attack Skills, apply 2 Haste Haste Speed +X for this turn. instead. (not counting E.G.O Skills) |
Turn End: apply 1 Haste Haste Speed +X for this turn. and 1 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn to 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. (both effects can apply on the same Identity) If the ally has Lust Affinity Attack Skills, apply 2 Haste Haste Speed +X for this turn. and 2 Offense Level Up Offense Level Up Offense Level +X for this turn. instead. (not counting E.G.O Skills) |
Turn End: apply 1 Haste Haste Speed +X for this turn., 1 Offense Level Up Offense Level Up Offense Level +X for this turn., and 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next turn to 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. (both effects can apply on the same Identity) If the ally has Lust Affinity Attack Skills, apply 2 Haste Haste Speed +X for this turn., 2 Offense Level Up Offense Level Up Offense Level +X for this turn., and 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) instead. (not counting E.G.O Skills) |
Emerald Elytra |
I | First Turn Start of a Wave: 1 fastest ally gains 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
First Turn Start of a Wave: 1 fastest ally gains 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
Turn Start: 1 fastest ally gains 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. |
Old Wooden Doll |
II | [Effects apply only to #1, #2 Deployed Identities] On Crit, inflict 1 Defense Level Down Defense Level Down Defense Level -X for this turn. next turn. (3 times per turn per Identity) |
[Effects apply only to #1, #2 Deployed Identities] On Crit, inflict 1 Defense Level Down Defense Level Down Defense Level -X for this turn. next turn. (4 times per turn per Identity) |
[Effects apply only to #1, #2 Deployed Identities] On Crit, inflict 1 Defense Level Down Defense Level Down Defense Level -X for this turn. next turn. (6 times per turn per Identity) |
UPS System |
I | Turn End: If at less than 3 Charge Charge Resource 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, gain +3 Charge Charge Resource 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 next Turn Start. Turn End: If at 3+ Charge Charge Resource 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, gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 4 Charge Charge Resource 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, gain +3 Charge Charge Resource 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 next Turn Start. Turn End: If at 4+ Charge Charge Resource 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, gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 5 Charge Charge Resource 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, gain +4 Charge Charge Resource 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 next Turn Start. Turn End: If at 5+ Charge Charge Resource 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, gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Uncapped Defibrilator |
I | Turn End: heal HP and SP equal to the sum of Charge Charge Resource 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 'Unique Charge' consumed by Attack Skills this turn. If this unit has 50%- remaining HP, boost the heal amount by x1.5. |
Turn End: heal HP and SP equal to (the sum of Charge Charge Resource 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 'Unique Charge' consumed by Attack Skills this turn + 1). If this unit has 50%- remaining HP, boost the heal amount by x2. |
Turn End: heal HP and SP equal to (the sum of Charge Charge Resource 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 'Unique Charge' consumed by Attack Skills this turn + 2). If this unit has 75%- remaining HP, boost the heal amount by x2. |
Patrolling Flashlight |
II | [Effects apply only to #1, #2 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes Charge Charge Resource 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', the Identity's Skill 1 gains Clash Power +1 and deals +10% more damage while that unit has 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. Turn End: if the affected Identity does not have 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, apply 2 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 next turn. |
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes Charge Charge Resource 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', the Identity's Skill 1 gains Clash Power +1 and deals +15% more damage while that unit has 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. Turn End: if the affected Identity does not have 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, apply 3 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 next turn. |
[Effects apply only to #1, #2, and #3 Deployed Identities] Turn Start: if the affected Identity has a Skill that gains or consumes Charge Charge Resource 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', the Identity's Skill 1 gains Clash Power +1 and deals +25% more damage while that unit has 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. Turn End: if the affected Identity does not have 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, apply 4 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 next turn. |
Scalpel |
I | [Effects apply only to the #4 Deployed Identity] Turn End: Identity with Slash Attack Skills gain (# of Slash Attack Skills they have) Haste Haste Speed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 3 Haste Haste Speed +X for this turn. next turn. E.G.O Skills and Counters don't count) |
[Effects apply only to the #4 Deployed Identity] Turn End: Identity with Slash Attack Skills gain (1 + # of Slash Attack Skills they have) Haste Haste Speed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 Haste Haste Speed +X for this turn. next turn. E.G.O Skills and Counters don't count) |
[Effects apply only to the #4, #5 Deployed Identity] Turn End: Identity with Slash Attack Skills gain (1 + # of Slash Attack Skills they have) Haste Haste Speed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 Haste Haste Speed +X for this turn. next turn. E.G.O Skills and Counters don't count) |
Deceptive Accord |
I | [Effects apply only to #5 Deployed Identity] If there is a 3+ Speed difference between this unit and the enemy targeted by this unit, deal +15% more damage with Slash Skills. |
[Effects apply only to #5 Deployed Identity] If there is a 3+ Speed difference between this unit and the enemy targeted by this unit, deal +20% more damage with Slash Skills. |
[Effects apply only to #5, #6 Deployed Identity] If there is a 2+ Speed difference between this unit and the enemy targeted by this unit, deal +20% more damage with Slash Skills. |
Tailor's Scissors |
II | [Effects apply only to #6 Deployed Identity] Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +10% more damage. Single-Coin Skills gain Clash Power +1 and deal +20% more damage instead. |
[Effects apply only to #4, #6 Deployed Identity] Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +15% more damage. Single-Coin Skills gain Clash Power +1 and deal +25% more damage instead. |
[Effects apply only to #6 Deployed Identity] Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +20% more damage. Single-Coin Skills gain Clash Power +1 and deal +30% more damage instead. |
Resolution |
II | All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 1 Haste Haste Speed +X for this turn. & Clash Power +1 starting from the second turn. Shi Assoc. faction Identities' HP gets capped to 75% of Max HP. In return, take 50% less damage and receive 50% reduced heal. (activates immediately upon entering an Encounter) |
All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 2 Haste Haste Speed +X for this turn. & Clash Power +1 starting from the second turn. Shi Assoc. faction Identities' HP gets capped to 50% of Max HP. In return, take 75% less damage and receive 75% reduced heal. (activates immediately upon entering an Encounter) |
All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 2 Haste Haste Speed +X for this turn. & Final Power +1 starting from the second turn. Shi Assoc. faction Identities' max heal ceiling gets capped to 49% of Max HP. In return, take 75% less damage and receive 75% reduced heal. (activates immediately upon entering an Encounter) |
Moment of Sentencing |
III | [Effects apply only to #3, #4 Deployed Identities] Unopposed Slash Skills deal +10% more damage Clash Win: Slash Skills deal +(40/# of remaining Coins)% more damage |
[Effects apply only to #3, #4, and #5 Deployed Identities] Unopposed Slash Skills deal +10% more damage Clash Win: Slash Skills deal +(40/# of remaining Coins)% more damage |
[Effects apply only to #3, #4, #5, and #6 Deployed Identities] Unopposed Slash Skills deal +12.5% more damage Clash Win: Slash Skills deal +(50/# of remaining Coins)% more damage |
Carpenter's Nail |
I | [Effects apply only to #4 Deployed Identity] If this unit has 2+ Pierce Attack Skills, gain 1 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) at Turn Start. |
[Effects apply only to #4 Deployed Identity] If this unit has 2+ Pierce Attack Skills, gain 2 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) at Turn Start. |
[Effects apply only to #4, #5 Deployed Identities] If this unit has 2+ Pierce Attack Skills, gain 2 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) at Turn Start. |
Once, A Blessing |
II | [Effects apply only to #6 Deployed Identity] When hitting an enemy with a Pierce Skill, gain 1 Haste Haste Speed +X for this turn. and 1 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn. (once per turn) When defeating an enemy with the said Skill, gain 1 additional Haste Haste Speed +X for this turn. next turn. (once per turn) |
[Effects apply only to #5, #6 Deployed Identities] When hitting an enemy with a Pierce Skill, gain 1 Haste Haste Speed +X for this turn. and 1 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn. (once per turn) When defeating an enemy with the said Skill, gain 1 additional Haste Haste Speed +X for this turn. and 1 additional Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn. (once per turn) |
[Effects apply only to #5, #6 Deployed Identities] When hitting an enemy with a Pierce Skill, gain 1 Haste Haste Speed +X for this turn. and 1 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn. (2 times per turn) When defeating an enemy with the said Skill, gain 1 additional Haste Haste Speed +X for this turn. and 2 additional Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn. (once per turn) |
Torn Bandolier |
II | Pierce Skills gain Clash Power +1 Skills that consume Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. deal +(40/# of Coins)% more damage If the unit is out of Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter) |
Pierce Skills gain Clash Power +1 and deal +5% more damage Skills that consume Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. deal +(50/# of Coins)% more damage If the unit is out of Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter) |
Pierce Skills gain Clash Power +1 and deal +10% more damage Skills that consume Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. deal +(60/# of Coins)% more damage If the unit is out of Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter) |
Keenbranch |
III | [Effects apply only to #3, #4 Deployed Identities] In a Clash, Clash Power +1; Pierce Skills deal +20% more damage. In an unopposed attack, Pierce Skills deal +10% more damage. |
[Effects apply only to #3, #4, and #5 Deployed Identities] In a Clash, Clash Power +1; Pierce Skills deal +25% more damage. In an unopposed attack, Pierce Skills deal +12.5% more damage. |
[Effects apply only to #3, #4, #5, and #6 Deployed Identities] In a Clash, Clash Power +1; Pierce Skills deal +20% more damage. In an unopposed attack, Pierce Skills deal +10% more damage. |
Burial Curse |
I | [Effects apply only to #6 Deployed Identity] When winning a Clash with a Blunt Skill, gain 1 Haste Haste Speed +X for this turn. next turn (2 times max) Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 Haste Haste Speed +X for this turn. next turn instead. |
[Effects apply only to #6 Deployed Identity] When using a Blunt Skill, gain 1 Haste Haste Speed +X for this turn. next turn (2 times max) Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 Haste Haste Speed +X for this turn. next turn instead. |
[Effects apply only to #4, #6 Deployed Identities] When using a Blunt Skill, gain 1 Haste Haste Speed +X for this turn. and 1 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) next turn (2 times max) Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 Haste Haste Speed +X for this turn. and 2 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) next turn instead. |
Compression Bandage |
II | [Effects apply only to #5 Deployed Identity] When hitting an enemy with a Blunt Skill, deal 3 bonus Blunt damage. Gloom Affinity Attack Skill: heal an additional 3 HP as well. |
[Effects apply only to #5, #6 Deployed Identities] When hitting an enemy with a Blunt Skill, deal 3~5 bonus Blunt damage. Gloom Affinity Attack Skill: heal an additional 4 HP as well. |
[Effects apply only to #5, #6 Deployed Identities] When hitting an enemy with a Blunt Skill, deal 3~7 bonus Blunt damage. Gloom Affinity Attack Skill: heal an additional 6 HP as well. |
Temporal Bridle |
II | Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 1 Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start. Units with 2+ Blunt Attack Skills gain 1 Offense Level Up Offense Level Up Offense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. Units with 2+ Blunt Attack Skills that use Minus Coins gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. |
Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start. Units with 2+ Blunt Attack Skills gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. Units with 2+ Blunt Attack Skills that use Minus Coins gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. |
Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) at Turn Start. Units with 2+ Blunt Attack Skills gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. Units with 2+ Blunt Attack Skills that use Minus Coins gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. and 3 Blunt DMG Up Blunt DMG Up Deal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead. |
Clasped Sculpture |
III | [Effects apply only to #3, #4 Deployed Identities] If there are 2+ remaining Coins after a Clash using a Blunt Skill, deal +10% more damage; if there are 3+ remaining Coins, deal +20% more damage; if there are 4+ remaining Coins, deal +40% more damage. |
[Effects apply only to #3, #4, and #5 Deployed Identities] If there are 2+ remaining Coins after a Clash using a Blunt Skill, deal +10% more damage; if there are 3+ remaining Coins, deal +20% more damage; if there are 4+ remaining Coins, deal +40% more damage. |
[Effects apply only to #3, #4, #5, and #6 Deployed Identities] If there are 2+ remaining Coins after a Clash using a Blunt Skill, deal +12.5% more damage; if there are 3+ remaining Coins, deal +25% more damage; if there are 4+ remaining Coins, deal +50% more damage. |