List of E.G.O Gifts/Enhance
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A list of all enhanceable E.G.O Gifts, and their effects post-enhance.
Enhance Costs
Tier | Cost (Base → +) | Cost (+ → ++) |
---|---|---|
I | 50 | 100 |
II | 60 | 120 |
III | 75 | 150 |
IV | 100 | 200 |
List of Enhanceable E.G.O Gifts
Gift | Tier | Base Effect | + | ++ |
---|---|---|---|---|
Hellterfly’s Dream |
II | When applying Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 3 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start. |
When applying Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 4 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start. |
When applying Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 5 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). between all enemies. When activating Wrath Resonance, randomly inflict a total of 8 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', inflict 2 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on all enemies (or all Abnormality parts). | Combat Start: inflict 2 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on all enemies (or all Abnormality parts) with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn'. | Combat Start: inflict 3 Burn BurnTurn 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed', inflict 4 Bleed BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. |
Fiery Down |
II | When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 3 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 4 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 4 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency. Turn Start: If the enemy has 20+ Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on enemy) x2.5 |
Bloody Gadget |
I | Turn Start: apply 2 Damage Up Damage UpDeal +(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 UpDeal +(X*10)% damage with skills this turn. (Max 100%) to the said ally. |
Turn Start: apply 2 Damage Up Damage UpDeal +(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 UpDeal +(X*10)% damage with skills this turn. (Max 100%) to the said ally. |
Turn Start: apply 2 Damage Up Damage UpDeal +(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 UpDeal +(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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 4 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on target. When using a Slash Skill, inflict 5 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies at Combat Start. |
Turn Start: inflict 4 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies at Combat Start. |
Turn Start: inflict 4 Rupture RuptureThe 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 RuptureThe 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 BleedThe 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 DownOffense 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 BleedThe 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 DownOffense 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 BleedThe 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 DownOffense Level -X for this turn. and Defense Level Down Defense Level DownDefense 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on target. | When inflicting Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 2 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on target. | When inflicting Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with Skill effects, Inflict 3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on target. If the Skill's Affinity was Gloom, inflict 3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture RuptureThe 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 4 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to all enemies. (Or all Abnormality parts) When hitting an enemy with an Envy Affinity Skill, inflict 2 Tremor TremorWhen 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 4 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to all enemies. (Or all Abnormality parts) When hitting an enemy with an Envy Affinity Skill, inflict 2 Tremor TremorWhen 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 5 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to all enemies. (Or all Abnormality parts) When hitting an enemy with an Envy Affinity Skill, inflict 3 Tremor TremorWhen 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 DownSkill 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 DownSkill 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 DownSkill 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 3) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 4) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 2 'Offense Level' next turn. (Max 4) Allies with Wrath Affinity Attack Skills, upon inflicting Sinking SinkingThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency with Skill effects. Turn End: enemies with Bleed BleedThe 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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', all allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at the next Turn Start. (Once per turn) | When activating Wrath Resonance or using a Skill that gains or applies Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', all allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at the next Turn Start. (Once per turn) | When activating Wrath Resonance or using a Skill that gains or applies Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', all allies gain +4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at the next Turn Start. (Once per turn) |
Oscillating Bracelet |
II | When hitting an enemy with a Skill, inflict 1 Tremor TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count) bonus Wrath damage. Targets lose (Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count x 1.5) bonus Wrath damage. Targets lose (Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count x 2) bonus Wrath damage. Targets lose (Burn BurnTurn 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 Lasso |
II | Turn End: Inflict Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start. |
Turn End: Inflict Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start. |
Turn End: Inflict Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +4 Rupture RuptureThe 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 BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
When inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects, inflict 2 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
When inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. If the Skill's Affinity was Lust, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +2 Bleed BleedThe 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 SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn) When activating Lust Absolute Resonance, inflict 2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count 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 SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn) When activating Lust Resonance, inflict 2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count 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 SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn) When activating Lust Resonance, inflict 3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start. |
Red-stained Gossypium |
IV | First Turn Start of an Encounter: inflict 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +15 Bleed BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency lose (Bleed BleedThe 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 BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +15 Bleed BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. lose (Bleed BleedThe 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 BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +20 Bleed BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. lose (Bleed BleedThe 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 BleedThe 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 PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost 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 PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost 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 PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost 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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (Prioritizes Identities with Skills that gain Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge') When activating Sloth Absolute Resonance, one random ally gains +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at Combat Start. |
Turn Start: two random allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (Prioritizes Identities with Skills that gain Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge') When activating Sloth Resonance, one random ally gains +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at Combat Start. |
Turn Start: three random allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (Prioritizes Identities with Skills that gain Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge') When activating Sloth Resonance, one random ally gains +5 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at Combat Start. |
Dust to Dust |
III | First Turn Start of a wave: inflict 5 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +2 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +2 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency and +3 Burn BurnTurn 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +2 Tremor TremorWhen 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 BurstRaise 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +3 Tremor TremorWhen 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 BurstRaise 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and +3 Tremor TremorWhen 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 BurstRaise target's Stagger Threshold by Tremor Potency on target on all enemies (or all Abnormality parts). |
Thrill |
IV | Turn Start: inflict 3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (for Abnormalities, each Part is considered individually) then reduce Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count by 2. |
Turn Start: inflict 4 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (for Abnormalities, each Part is considered individually) then reduce Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count by 1. |
Turn Start: inflict 6 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts) Turn End: Inflict (Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies with 3+ Rupture RuptureThe 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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 1 Haste HasteSpeed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 2 Haste HasteSpeed +X for this turn. and 1 Power Up Power UpSkill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 2 Haste HasteSpeed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 3 Haste HasteSpeed +X for this turn. and 1 Power Up Power UpSkill Final Power +X for this turn. next turn instead. |
Turn End: allies with 7+ (Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 3 Haste HasteSpeed +X for this turn. next turn. If the ally has Gloom Affinity Skills, gain 4 Haste HasteSpeed +X for this turn. and 1 Power Up Power UpSkill Final Power +X for this turn. next turn instead. |
Pendant of Nostalgia |
I | Combat Start: a random ally gains 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. |
Combat Start: a random ally gains 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. |
Combat Start: two random allies gains 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency. (Prioritizes Identities with Attack Skills that gain Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost 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 SinkingThe 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 SinkingThe 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 SinkingThe 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Absolute Resonance, all allies gain 2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. - [Cannot Stack] When Thoracalgia Ryōshū E.G.O Passive 「Breath」 activates, this effect does not activate |
First Turn Start of a wave: All allies gain 5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Absolute Resonance, all allies gain 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. - [Cannot Stack] When Thoracalgia Ryōshū E.G.O Passive 「Breath」 activates, this effect does not activate |
First Turn Start of a wave: All allies gain 5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. When activating Pride Resonance, all allies gain 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count at Combat Start. - [Cannot Stack] When Thoracalgia Ryōshū E.G.O Passive 「Breath」 activates, this effect does not activate |
Wrist Guards |
I | Turn Start: allies with 5+ (Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with 3+ (Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead. |
Turn Start: allies with (Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). If the ally has Pride Affinity Attack Skills, gain 3 Damage Up Damage UpDeal +(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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 10 Offense Level Up Offense Level UpOffense 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 12 Offense Level Up Offense Level UpOffense 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, the ally gains 15 Offense Level Up Offense Level UpOffense Level +X for this turn. next turn. (activates once per Identity, per turn) |
Lightning Rod |
III | Encounter Start: all allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count instead. |
Encounter Start: all allies gain +4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count instead. |
Encounter Start: all allies gain +5 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count instead. |
Endorphin Kit |
III | When gaining Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 1 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +1 Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count instead. |
When gaining Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count instead. |
When gaining Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count instead. |
Headless Portrait |
I | Combat Start: Inflict 2 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part) For each Envy Affinity Skill used, randomly inflict 1 Sinking SinkingThe 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 SinkingThe 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 SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +1 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies with less than 0 SP. (for Abnormalities, one random part) For each Envy Affinity Skill used, randomly inflict 3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part) |
Charge-type Gloves |
IV | Max Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count +10. Encounter Start: All allies gain +5 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. Turn Start: All allies gain +2 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. |
Max Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count +10. Encounter Start: All allies gain +6 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. Turn Start: All allies gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. |
Max Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count +10. Encounter Start: All allies gain +8 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. Turn Start: All allies gain +4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. |
Piece of Relationship |
IV | Upon Acquisition: All Deployed Identities gain 5 Levels. | Upon Acquisition: All Deployed Identities gain 7 Levels. | Upon Acquisition: All Deployed Identities gain 10 Levels. |
Reverberation |
II | Turn End: Inflict 2 Bind BindSpeed -X for this turn. to enemies (for Abnormalities, their Parts) with 10+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 20+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind BindSpeed -X for this turn. and 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn. instead. |
Turn End: Inflict 2 Bind BindSpeed -X for this turn. and 2 Defense Level Down Defense Level DownDefense Level -X for this turn. to enemies (for Abnormalities, their Parts) with 8+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 15+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind BindSpeed -X for this turn. 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn., and 2 Defense Level Down Defense Level DownDefense Level -X for this turn. instead. |
Turn End: Inflict 3 Bind BindSpeed -X for this turn. and 3 Defense Level Down Defense Level DownDefense Level -X for this turn. to enemies (for Abnormalities, their Parts) with 5+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency. If the target has 10+ Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind BindSpeed -X for this turn. 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn., and 4 Defense Level Down Defense Level DownDefense Level -X for this turn. instead. |
Burning Intellect |
I | After defeating an enemy with a Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). effect, 2 allies with Skills that inflict Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency gains 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) at the next Turn Start. | After defeating an enemy with a Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). effect, 2 allies with Skills that inflict Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency gains 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) at the next Turn Start. | After defeating an enemy with a Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). effect, 3 allies with Skills that inflict Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency gains 2 Damage Up Damage UpDeal +(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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency. When using a Slash Skill, inflict 4 Bleed BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count instead. |
Bell of Truth |
III | Inflict 1 Fragile FragileTake +(X*10)% damage this turn. (Max 100%) this turn to enemies affected by Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Burst. (Activates once per Attack Skill that triggers Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target) | Inflict 1 Fragile FragileTake +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Burst. (Activates once per Attack Skill that triggers Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target) | Inflict 2 Fragile FragileTake +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Burst. (Activates once per Attack Skill that triggers Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target) |
Fluorescent Lamp |
II | Turn End: If there are enemies or Abnormality parts with Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) or 1 Haste HasteSpeed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) or 1 Haste HasteSpeed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and 1 Haste HasteSpeed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture RuptureThe 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 SinkingThe 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 SinkingThe 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 SinkingThe 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency to 2 random allies without Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s).. When all allies have Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency, apply 1 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count to all allies instead. |
Turn Start: apply 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency to a random ally without Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency. When all allies have Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., apply 2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count to all allies instead. |
Turn Start: apply 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency to 2 random allies without Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency. When all allies have Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., apply 3 Poise PoiseBoost 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2) Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on the target. | When winning a Clash with a Skill that inflicts Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2 + 1) Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on the target. | When winning a Clash with a Skill that inflicts Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins + 1) Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency 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 BurnTurn 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 BurnTurn 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 BurnTurn 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste HasteSpeed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste HasteSpeed +X for this turn., gain 1 Haste HasteSpeed +X for this turn. and 2 Offense Level Up Offense Level UpOffense 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste HasteSpeed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste HasteSpeed +X for this turn., gain 2 Haste HasteSpeed +X for this turn. and 2 Offense Level Up Offense Level UpOffense 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 BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste HasteSpeed +X for this turn. next turn. (2 times per Skill, 2 times per turn) If the affected unit already has Haste HasteSpeed +X for this turn., gain 2 Haste HasteSpeed +X for this turn., 2 Offense Level Up Offense Level UpOffense Level +X for this turn., and 2 Damage Up Damage UpDeal +(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 BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 1 Haste HasteSpeed +X for this turn. next turn. | Combat Start: if all enemies (or all Abnormality parts) have Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next turn. | Combat Start: if all enemies (or all Abnormality parts) have Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., all allies gain 2 Haste HasteSpeed +X for this turn., 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%), and 2 Offense Level Up Offense Level UpOffense 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 BleedThe 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 0.5(Tremor TremorWhen 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 0.75(Tremor TremorWhen 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency is defeated, inflict 1.25(Tremor TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and (# of remaining Coin/2) Tremor TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 TremorWhen 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 RuptureThe 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 HasteSpeed +X for this turn. next turn. If this unit's Speed is at 6+, Attack Skills inflicting Rupture RuptureThe 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 RuptureThe 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 HasteSpeed +X for this turn. next turn. If this unit's Speed is at 5+, Attack Skills inflicting Rupture RuptureThe 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 RuptureThe 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 HasteSpeed +X for this turn. next turn. If this unit's Speed is at 4+, Attack Skills inflicting Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict +2 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage., inflict 3 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 2 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage., inflict 4 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 4 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +2 Rupture RuptureThe 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 RuptureThe next Y time(s) the unit is hit, take X fixed damage., inflict 6 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture RuptureThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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(except 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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(except 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' 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(except 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 10+ (Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 8+ (Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 5+ (Sinking SinkingThe 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity) In Focused Encounters: inflict 5 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity) |
Devil's Share |
I | Turn End: apply 1 Haste HasteSpeed +X for this turn. next turn to 1 ally with the highest Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise PoiseBoost 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 HasteSpeed +X for this turn. instead. (except E.G.O Skills) |
Turn End: apply 1 Haste HasteSpeed +X for this turn. and 1 Offense Level Up Offense Level UpOffense Level +X for this turn. next turn to 1 ally with the highest Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise PoiseBoost 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 HasteSpeed +X for this turn. and 2 Offense Level Up Offense Level UpOffense Level +X for this turn. instead. (except E.G.O Skills) |
Turn End: apply 1 Haste HasteSpeed +X for this turn., 1 Offense Level Up Offense Level UpOffense Level +X for this turn., and 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next turn to 1 ally with the highest Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise PoiseBoost 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 HasteSpeed +X for this turn., 2 Offense Level Up Offense Level UpOffense Level +X for this turn., and 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) instead. (except E.G.O Skills) |
Emerald Elytra |
I | First Turn Start of a Wave: 1 fastest ally gains 3 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 3 Poise PoiseBoost 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 PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count instead. |
Turn Start: 1 fastest ally gains 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count. If the ally has Envy Affinity Attack Skills, gain 5 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and 5 Poise PoiseBoost 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 DownDefense 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 DownDefense 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 DownDefense Level -X for this turn. next turn. (6 times per turn per Identity) |
UPS System |
I | Turn End: If at less than 3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count next Turn Start. Turn End: If at 3+ Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +3 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count next Turn Start. Turn End: If at 4+ Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next Turn Start. |
Turn End: If at less than 5 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +4 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count next Turn Start. Turn End: If at 5+ Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain 2 Damage Up Damage UpDeal +(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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and '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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and '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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and '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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', 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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', 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 ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', 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 HasteSpeed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 3 Haste HasteSpeed +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 HasteSpeed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 Haste HasteSpeed +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 HasteSpeed +X for this turn. next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 Haste HasteSpeed +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 Identities] 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 #4, #6 Deployed Identities] 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 HasteSpeed +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 HasteSpeed +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 HasteSpeed +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 UpDeal +(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 UpDeal +(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 UpDeal +(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 HasteSpeed +X for this turn. and 1 Pierce DMG Up Pierce DMG UpDeal +(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 HasteSpeed +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 HasteSpeed +X for this turn. and 1 Pierce DMG Up Pierce DMG UpDeal +(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 HasteSpeed +X for this turn. and 1 additional Pierce DMG Up Pierce DMG UpDeal +(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 HasteSpeed +X for this turn. and 1 Pierce DMG Up Pierce DMG UpDeal +(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 HasteSpeed +X for this turn. and 2 additional Pierce DMG Up Pierce DMG UpDeal +(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 AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. deal +(40/# of Coins)% more damage If the unit is out of Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter per Identity) |
Pierce Skills gain Clash Power +1 and deal +5% more damage Skills that consume Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. deal +(50/# of Coins)% more damage If the unit is out of Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter per Identity) |
Pierce Skills gain Clash Power +1 and deal +10% more damage Skills that consume Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. deal +(60/# of Coins)% more damage If the unit is out of Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter per Identity) |
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 HasteSpeed +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 HasteSpeed +X for this turn. next turn instead. |
[Effects apply only to #6 Deployed Identity] When using a Blunt Skill, gain 1 Haste HasteSpeed +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 HasteSpeed +X for this turn. next turn instead. |
[Effects apply only to #4, #6 Deployed Identities] When using a Blunt Skill, gain 1 Haste HasteSpeed +X for this turn. and 1 Blunt DMG Up Blunt DMG UpDeal +(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 HasteSpeed +X for this turn. and 2 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. at Turn Start. Units with 2+ Blunt Attack Skills gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. at Turn Start. Units with 2+ Blunt Attack Skills gain 2 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. and 1 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. and 2 Blunt DMG Up Blunt DMG UpDeal +(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 UpOffense Level +X for this turn. and 3 Blunt DMG Up Blunt DMG UpDeal +(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. |
Layered Bandages |
I | Turn End: among allies with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., the Identity with the least HP heals 5% of their max HP. | Turn End: among allies with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., two Identities with the least HP heal 5% of their max HP. | |
Short Cane Sword |
II | When winning a Clash with a Slash Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Seven Association Identities: above effect applies to Pierce and Blunt Base Attack Skills as well Encounter Start: Seven Association Identities gain (# of other Seven Association Identities / 2) Clash Power Up (rounded down; max 2) |
When winning a Clash with a Slash Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Seven Association Identities: above effect applies to Pierce and Blunt Base Attack Skills as well, and inflict 2 Weakness Analyzed Weakness AnalyzedA random “Endure” or “Normal” attack type resistance is weakened [+0.2 to damage multiplier] for this turn. as well Odd-numbered Turn Start: Seven Association Identities gain (# of other Seven Association Identities / 2) Clash Power Up (rounded down; max 2) |
When winning a Clash with a Slash Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Seven Association Identities: above effect applies to Pierce and Blunt Base Attack Skills as well, and inflict 2 Weakness Analyzed Weakness AnalyzedA random “Endure” or “Normal” attack type resistance is weakened [+0.2 to damage multiplier] for this turn. and 1 Clash Power Down as well Turn Start: Seven Association Identities gain (# of other Seven Association Identities / 2) Clash Power Up. (rounded down; max 2) On Clash Win, deal +20% more damage with the Skill. |
Cloudpattern Gourd Bottle |
III | Slash Attack Type Skill 1: Clash Power +1, inflict 2 Offense Level Down On Hit. - For Kurokumo Clan Identities: the above effects apply to all Slash Attack Type Skills instead Turn Start: Kurokumo Clan Identities gain 1 Power Up Power UpSkill Final Power +X for this turn.; when inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or Count On Hit with a Base Attack Skill, gain 1 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency (4 times per turn for each Identity) |
Slash Attack Type Skill 1: Clash Power +1, inflict 2 Offense Level Down On Hit. - For Kurokumo Clan Identities: the above effects apply to all Slash Attack Type or Lust Affinity Skills instead (effect does not stack) Turn Start: Kurokumo Clan Identities gain 1 Power Up Power UpSkill Final Power +X for this turn.; when inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or Count On Hit with a Base Attack Skill, gain 1 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency (6 times per turn for each Identity) |
Slash Attack Type Skill 1: Clash Power +1, inflict 2 Offense Level Down On Hit. - For Kurokumo Clan Identities: the above effects apply to all Skills instead (effect does not stack) Turn Start: Kurokumo Clan Identities gain 1 Power Up Power UpSkill Final Power +X for this turn.; when inflicting Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or Count On Hit with a Base Attack Skill, gain 1~2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency (8 times per turn for each Identity) |
Plume of Proof |
II | On Hit after winning a Clash with a Pierce Base Attack Skill, inflict 1 Bind BindSpeed -X for this turn. against the target next turn. (once per turn for each Identity; does not stack against the same enemy) - For Cinq Association Identities: gain 1 Haste HasteSpeed +X for this turn. next turn as well. When a Cinq Association Identity uses a Base Attack Skill to win a Clash against targets(for Abnormalities, Parts) with 'Declared Duel Declared Duel- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn) - Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target.' or 'Focused Attack Focused AttackUsed on certain Slots', gain 2 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency On Hit (once per turn for each Identity) |
On Hit after winning a Clash with a Pierce Base Attack Skill, inflict 1 Bind BindSpeed -X for this turn. against the target next turn. (once per turn for each Identity; max 2 for each enemy) - For Cinq Association Identities: gain 1 Haste HasteSpeed +X for this turn. next turn as well. When a Cinq Association Identity uses a Base Attack Skill to win a Clash against targets(for Abnormalities, Parts) with 'Declared Duel Declared Duel- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn) - Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target.' or 'Focused Attack Focused AttackUsed on certain Slots', gain 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency On Hit (once per turn for each Identity) |
On Hit after winning a Clash with a Pierce Base Attack Skill, inflict 1 Bind BindSpeed -X for this turn. against the target next turn. (once per turn for each Identity; max 2 for each enemy) - For Cinq Association Identities: gain 1 Haste HasteSpeed +X for this turn. next turn as well. (2 times per turn for each Identity) When a Cinq Association Identity uses a Base Attack Skill to win a Clash against targets(for Abnormalities, Parts) with 'Declared Duel Declared Duel- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn) - Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target.' or 'Focused Attack Focused AttackUsed on certain Slots', gain 4 Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency On Hit (2 times per turn for each Identity) |
Torn Hems |
III | Pierce Attack Type Skill 2: Offense Level +2; if the Skill has 2 Coins or fewer, Offense Level +2 and Clash Power (2/# of Coins) instead. - For Technology Liberation Alliance Identities: above effect applies to all Pierce Attack Type Base Attack Skills Turn Start: Technology Liberation Alliance Identities gain (# of negative effects on self) Offense Level Up Offense Level UpOffense Level +X for this turn.. (max 3) |
Pierce Attack Type Skill 2: Offense Level +2; if the Skill has 2 Coins or fewer, Offense Level +2 and Clash Power (2/# of Coins) instead. - For Technology Liberation Alliance Identities: above effect applies to all Pierce Attack Type or Gluttony Affinity Base Attack Skills Turn Start: Technology Liberation Alliance Identities gain (# of negative effects on self + 1) Offense Level Up Offense Level UpOffense Level +X for this turn.. (max 4) |
Pierce Attack Type Skill 2: Offense Level +2; if the Skill has 2 Coins or fewer, Offense Level +2 and Clash Power (2/# of Coins) instead. - For Technology Liberation Alliance Identities: above effect applies to all Base Attack Skills Turn Start: Technology Liberation Alliance Identities gain 1 Clash Power Up and (value of highest Stack among negative effects on self) Offense Level Up Offense Level UpOffense Level +X for this turn.. (max 5) |
Pocket Flashcards |
II | When winning a Clash with a Blunt Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Dieci Association Identities: above effect applies to Slash and Pierce Base Attack Skills as well; inflict 1 additional Defense Level Down Defense Level DownDefense Level -X for this turn. If a Dieci Association Identity Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ed their own Skill using a Discard Skill, gain (rank of the Discarded Skill) Offense Level Up Offense Level UpOffense Level +X for this turn. at the next Turn Start. (if multiple are discarded, take the highest value; max 3) |
When winning a Clash with a Blunt Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Dieci Association Identities: above effect applies to Slash and Pierce Base Attack Skills as well; inflict 1 additional Defense Level Down Defense Level DownDefense Level -X for this turn. If a Dieci Association Identity Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ed their own Skill using a Discard Skill, gain (rank of the Discarded Skill + 1) Offense Level Up Offense Level UpOffense Level +X for this turn. at the next Turn Start. (if multiple are discarded, take the highest value; max 4) |
When winning a Clash with a Blunt Base Attack Skill, inflict 2 Defense Level Down Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy) - For Dieci Association Identities: above effect applies to Slash and Pierce Base Attack Skills as well; inflict 1 additional Defense Level Down Defense Level DownDefense Level -X for this turn. If a Dieci Association Identity Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ed their own Skill using a Discard Skill, gain (rank of the Discarded Skill + 2) Offense Level Up Offense Level UpOffense Level +X for this turn. at the next Turn Start. (if multiple are discarded, take the highest value; max 5) |
Themed Gifts | ||||
Town-protecting Harpoon |
II | [Effects apply only to #6 Deployed Identity] Turn End: At less than 30% HP, gain 1 Attack Power Up Attack Power UpAttack Skill Final Power +X for this turn. next turn |
[Effects apply only to #6 Deployed Identity] Turn End: at less than 40% HP, gain 1 Attack Power Up Attack Power UpAttack Skill Final Power +X for this turn. next turn Turn End: if there is a Staggered ally, gain +6 Aggro AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. next turn and gain 4 Defense Level Up Defense Level UpDefense Level +X for this turn. next turn |
[Effects apply only to #6 Deployed Identity] Turn End: at less than 50% HP, gain 1 Attack Power Up Attack Power UpAttack Skill Final Power +X for this turn. next turn Turn End: if there is a Staggered ally, gain +6 Aggro AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. next turn and gain 4 Defense Level Up Defense Level UpDefense Level +X for this turn. next turn |
Broken Violin |
III | [Effects apply only to #5 and #6 Deployed Identities] At 45%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Clash Win (2 times per turn for each character) At 20%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Skill Use instead (2 times per turn for each character) |
[Effects apply only to #5 and #6 Deployed Identities] At 65%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Clash Win (2 times per turn for each character) At 40%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Skill Use instead (2 times per turn for each character) When winning a Clash after 5+ Clashes, the Skill that won the Clash deals +(# of Clashes x 2)% more damage (max 20%) |
[Effects apply only to #5 and #6 Deployed Identities] At 65%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Clash Win (2 times per turn for each character) At 40%- HP, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) on Skill Use instead (2 times per turn for each character) When winning a Clash after 5+ Clashes, the Skill that won the Clash deals +(# of Clashes x 3)% more damage (max 30%) |
Butler Style Binding Arts |
II | Turn Start: inflict 1 Bind BindSpeed -X for this turn. against the enemy who recovered from Stagger last turn On Hit from an ally with the highest HP percentage: if the target is Staggered, deal +7.5% more damage for every Stagger Level. |
Turn Start: inflict 2 Bind BindSpeed -X for this turn. against the enemy who recovered from Stagger last turn On Hit from an ally with the highest HP percentage: if the target is Staggered, deal +10% more damage for every Stagger Level. |
Turn Start: inflict 3 Bind BindSpeed -X for this turn. against the enemy who recovered from Stagger last turn On Hit from an ally with the highest HP percentage: if the target is Staggered, deal +12.5% more damage for every Stagger Level. |
Mask of the Parade |
IV | In Encounters where backup enemies appear: when new enemies enter the battle, inflict 3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +2 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count against them. If there is a <Bloodfiend> among allies: when new enemies enter the battle, activate Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. on all enemies and reduce their Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 1 |
In Encounters where backup enemies appear: when new enemies enter the battle, inflict 5 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +3 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count against them. If there is a <Bloodfiend> among allies: when new enemies enter the battle, activate Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. on all enemies and reduce their Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 1 |
|
Snake Slough |
II | Turn Start: all allies gain 2 Defense Level Up Defense Level UpDefense Level +X for this turn.. Each ally gains (Defense Level Up Defense Level UpDefense Level +X for this turn. on self / 4) Offense Level. (max 10) |
Turn Start: all allies gain 4 Defense Level Up Defense Level UpDefense Level +X for this turn.. Each ally gains (Defense Level Up Defense Level UpDefense Level +X for this turn. on self / 3) Offense Level. (max 10) |
Turn Start: all allies gain 4 Defense Level Up Defense Level UpDefense Level +X for this turn.. Each ally gains (Defense Level Up Defense Level UpDefense Level +X for this turn. on self / 2) Offense Level. (max 10) |
False Halo |
IV | On Hit, gain 1 Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack. (2 times per Skill) If this unit was hit by an enemy Skill this turn, gain +1 more Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack each time. |
On Hit, gain 1 Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack. (3 times per Skill) If this unit was hit by an enemy Skill this turn, gain +1 more Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack each time. |
On Hit, gain 2 Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack. (3 times per Skill) If this unit was hit by an enemy Skill this turn, gain +1 more Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack each time. |
Metronome |
II | In odd-numbered turns, all allies gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). In even-numbered turns, all allies gain 1 Protection ProtectionTake -(X*10)% damage this turn. (Max 100%). | In odd-numbered turns, all allies gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). In even-numbered turns, all allies gain 1 Protection ProtectionTake -(X*10)% damage this turn. (Max 100%) and 1 Defense Level Up Defense Level UpDefense Level +X for this turn. | In odd-numbered turns, all allies gain 1 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and 1 Offense Level Up Offense Level UpOffense Level +X for this turn.. In even-numbered turns, all allies gain 1 Protection ProtectionTake -(X*10)% damage this turn. (Max 100%) and 1 Defense Level Up Defense Level UpDefense Level +X for this turn.. |
Bridle |
IV | Encounter Start: all allies gain (current Floor x 2)% max HP (max 20%) | Encounter Start: all allies gain (current Floor x 3)% max HP (max 30%) | Encounter Start: all allies gain (current Floor x 5)% max HP (max 50%) |
Contempt of the Gaze of Contempt |
II | [Effects apply only to #6 Deployed Identity] Combat Start: deal +10% more damage for every enemy Attack Skill targeting this unit (max 20%) Combat Start: when targeted by 2+ Attack Skills, deal (# of Skills targeting this unit) fixed HP & SP damage against all enemies targeting this unit. (max 3; this effect does not hurt allies) |
[Effects apply only to #6 Deployed Identity] Combat Start: deal +10% more damage for every enemy Attack Skill targeting this unit (max 20%) Combat Start: when targeted by 2+ Attack Skills, deal (# of Skills targeting this unit x 2) fixed HP & SP damage against all enemies targeting this unit. (max 5; this effect does not hurt allies) |
[Effects apply only to #1 and #6 Deployed Identities] Combat Start: deal +10% more damage for every enemy Attack Skill targeting this unit (max 30%) Combat Start: when targeted by 2+ Attack Skills, deal (# of Skills targeting this unit x 2) fixed HP & SP damage against all enemies targeting this unit. (max 10; this effect does not hurt allies) |
Unhatched Embers |
IV | When taking mortal damage, fix HP to 1 for the attack; After Attack, heal 20% of max HP. (once per Encounter) | When taking mortal damage, fix HP to 1 for the attack; After Attack, heal 20% of max HP. (once per Encounter) If the affect unit has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s).: fix HP to 1 for the attack; After Attack, heal 30% of max HP instead. (once per Encounter for both this and the above effect) |
When taking mortal damage, fix HP to 1 for the attack; After Attack, heal 20% of max HP. (once per Encounter) If the affect unit has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s).: fix HP to 1 for the attack; After Attack, heal 40% of max HP instead. (once per Encounter for both this and the above effect) |
Anti-Ovine Grounding Plug |
II | When hit during the combat phase, inflict 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn. against the attacker next turn. (Once per turn for each character) | When hit during the combat phase, inflict 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn. against the attacker next turn. (Once per turn for each character) At 5+ Envy A-Reson., at Combat Start: inflict 1 Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn. against all enemies. |