List of Floor Themes/Murder on the WARP Express
Dungeon Events
All Abnormality Event nodes within the 'Murder on the WARP Express' Theme Pack have a 75% chance to generate one of the following five Events.
Economy Class Discount Voucher Event
A ticket booth inside a WARP train platform.
In front of it is a long line of people trying to get their tickets.
As we were waiting in line, a passenger approached us. They're dressed like an employee of a Wing…
"'Scuse me, can I ask you folks something?"
"Verily! Ask away!"
"If it's gonna take just ten seconds to get there anyway… what's the real difference between first class and economy class seats?"
"I did make bank from this work trip, but… first class ticket's probably a waste of money, right?"
The Sinners all turn to look at me as the passenger waits for our reply.
E.G.O Gift
Tier: I |
Economy Class Discount Voucher Turn End: among Identities with 5- Speed, the one with the slowest Speed gains 1 Haste Haste
Speed +X for this turn. next turn. |
Canned Ice Cream Event
As we were waiting around on the platform, we happened across a Fixer equipped with various prosthetic parts.
A cool costume and four mechanical arms.
That was more than enough to draw the interest of a few Sinners. They all look at them intently.
Maybe the Fixer felt their gaze.
They turn around and look back in our direction.
"I noticed that you've been watching me for a while. What's up?"
"Are you from up north?" Gain a Keywordless E.G.O Gift depending on the result of the following choice "Yep, from up north. Was it the outfit? I guess northern outfits do stand out with how heavily we're dressed." "Whew, I really enjoy the sights down south. I can actually take in the horizon, 'yknow? Up north, we've got so many damn tall buildings that we basically don't ever see a proper horizon. It's even worse in downtown areas. It's like I'm walking through a building jungle." "Hm, your weapons are pretty simple, huh? Gotta color 'em, put some dangly bits on 'em, make 'em stand out, catch my drift? They'll look down on you if you can't immediately show how impressive you are." "Oh, also, another thing. Lemme tell you folks about the tricolor canned ice cream they sell back in my hometown. Man, it's a real delicacy. If you ever—" "……." It's not like I've got ears myself, but I'm starting to understand what it means to "talk someone's ear off". We learned a lot more than we wanted to about the northern regions. I think we lost them somewhere around a harangue about various canned items of P Corp. Should we ask some more questions? |
"What are the benefits of having four arms?" Select to gain a Keywordless E.G.O Gift "First, it's sturdy. I commissioned it from one of the more expensive workshops, you know. Also, think about how often you hurt your arms and hands as you're doing Fixer work." "I'm tellin' ya, prosthetic maintenance is way cheaper than getting your flesh regenerated." "Oh, another thing. You don't have to hold your phone awkwardly with your cheek when you're typing and calling at the same time. You can open a can of ice cream with a pair of hands while the other goes over some documents…" "Man, back when I was working in the western regions, I had so, so much work that I even thought about installing more sets of arms beyond these four!" "……." It's not like I've got ears myself, but I'm starting to understand what it means to "talk someone's ear off". Now we know for sure how nice it is to have four arms. And we'll probably never forget how much one can get done while opening a can. "Oh boy, looks like my train's here. Gotta go." "Well, my curious friends, they say that there are no chance meetings in this world. Take this, why don't you?" E.G.O Gift Canned Ice Cream Earned! |
"Nothing. Have a nice trip." "Hm? S-sure. Have a nice trip to you, too." We quickly said our farewells and moved to a different line… Nothing Happened. |
"What are the benefits of having four arms?" Gain a Keywordless E.G.O Gift depending on the result of the following choice "First, it's sturdy. I commissioned it from one of the more expensive workshops, you know. Also, think about how often you hurt your arms and hands as you're doing Fixer work." "I'm tellin' ya, prosthetic maintenance is way cheaper than getting your flesh regenerated." "Oh, another thing. You don't have to hold your phone awkwardly with your cheek when you're typing and calling at the same time. You can open a can of ice cream with a pair of hands while the other goes over some documents…" "Man, back when I was working in the western regions, I had so, so much work that I even thought about installing more sets of arms beyond these four!" "……." It's not like I've got ears myself, but I'm starting to understand what it means to "talk someone's ear off". Now we know for sure how nice it is to have four arms. And we'll probably never forget how much one can get done while opening a can. Should we ask some more questions? |
"Are you from up north?" Select to gain a Keywordless E.G.O Gift "Yep, from up north. Was it the outfit? I guess northern outfits do stand out with how heavily we're dressed." "Whew, I really enjoy the sights down south. I can actually take in the horizon, 'yknow? Up north, we've got so many damn tall buildings that we basically don't ever see a proper horizon. It's even worse in downtown areas. It's like I'm walking through a building jungle." "Hm, your weapons are pretty simple, huh? Gotta color 'em, put some dangly bits on 'em, make 'em stand out, catch my drift? They'll look down on you if you can't immediately show how impressive you are." "Oh, also, another thing. Lemme tell you folks about the tricolor canned ice cream they sell back in my hometown. Man, it's a real delicacy. If you ever—" "……." It's not like I've got ears myself, but I'm starting to understand what it means to "talk someone's ear off". We learned a lot more than we wanted to about the northern regions. I think we lost them somewhere around a harangue about various canned items of P Corp. "Oh boy, looks like my train's here. Gotta go." "Well, my curious friends, they say that there are no chance meetings in this world. Take this, why don't you?" E.G.O Gift Canned Ice Cream Earned! |
"Nothing. Have a nice trip." "Hm? S-sure. Have a nice trip to you, too." We quickly said our farewells and moved to a different line… Nothing Happened. |
"Nothing. Have a nice trip. "Hm? S-sure. Have a nice trip to you, too." We quickly said our farewells and moved to a different line… Nothing Happened. |
E.G.O Gift
Tier: II |
Canned Ice Cream When an ally loses HP due to their own Attack Skill effect, heal half of the HP lost due to the Skill effect at the next Turn Start. (rounded down)
When an ally heals HP due to an E.G.O Skill effect, heal +12.5% more HP. (rounded down) |
E-Type Dimensional Dagger & Portable Barrier Battery Event
Past the dividing door, I see several W Corp. Cleanup Agents who have been turned into Bloodbags.
They're endlessly wandering the train car like they're patrolling the area.
Signs of a brutal fight litter the floor. Various agent gears covered in blood and viscera…
They haven't noticed us yet.
We could probably sneak by them…
… but maybe there's something we can use among the gears littered on the floor.
Sneak by. We successfully snuck by the Bloodbags. Picking up those gear would've been nice, but there's no need to take unnecessary risks at this moment. Nothing Happened. |
Look for anything useful on the floor. Envy & Gluttony Advantage check. Pass to gain a Charge E.G.O Gift.
Who will step up? Envy / Gluttony Advantage: ≥ 15 There are a few useful gears lying around the Cleanup Agents' feet. (Proceed to next Choice.) There are a few useful gears lying around the Cleanup Agents' feet. The selected Sinner lost 20 HP (Proceed to next Choice.)
|
A powerful-looking weapon. Select to gain a Charge E.G.O Gift We sprinted to the next car as soon as we picked up the weapon. E.G.O Gift E-Type Dimensional Dagger Earned! |
A useful-looking gear. Select to gain a Charge E.G.O Gift We sprinted to the next car as soon as we picked up the gear. E.G.O Gift Portable Barrier Battery Earned! |
Attempt a preemptive attack. Begin a combat encounter. Win to gain a Charge E.G.O Gift. Sneaking by the agents won't be easy. We can't just take our time looking for a useful gear on the floor, either. The Bloodbags are alert. Mabye it's a better idea to attempt a preemptive attack before they notice us. We decided to quietly sneak up to them for an ambush. Combat Encounter! Backups: Win the battle to gain E.G.O Gifts "E-Type Dimensional Dagger" & "Portable Barrier Battery" |
E.G.O Gifts
Tier: III |
E-Type Dimensional Dagger Skill 1s that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gain Clash Power +1 and deal +5% more damage. If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5% more damage instead. If a W Corp. Identity dealt damage to an enemy with an Envy Skill(including E.G.O Skills), inflict 2 HP Healing Down HP Healing Down Heal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5). (does not stack) |
Tier: III |
Portable Barrier Battery Skill 1s that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gain Clash Power +2. When using a Skill 1 that gains Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +2 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 1 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) If a W Corp. Identity takes HP damage due to any effect other than a direct damage, gain 5 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn. (once per turn) |
Biogenerative Battery & Cardiovascular Reactive Module Event
Hearts beating. Muscle tissues straining. Skin brushing.
Those were the sounds that filled the giant train car we emerged into.
Blue outlines of the WARP train flash intermittently between an imposing machine of blood and flesh.
It is a data center of sorts, made to store something. But the parts that form the machine are made from organic material of humans.
A voice speaks, saying that biometric authentication is needed for us to cross over to the next car.
We'll have to walk to the center of the room where the worming, intertwined mass of flesh is.
E.G.O Gifts
Tier: II |
Biogenerative Battery Allies with Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gain 1 Offense Level with every Clash. (max 6. Resets After Attack) Turn End: Identities with 10+ (Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') gain 1 Haste Haste Speed +X for this turn. next turn. At 18+ (Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge'), gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. as well. |
Tier: II |
Cardiovascular Reactive Module When an ally with Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' loses a Clash, gain Shield equal to (Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge'). (once per turn) When at 50%- HP, gain ((Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge') x 2) Shield instead. (once per turn) If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down) |
Prosthetic Joint Servos & Crystallized Blood Event
A prosthetic body blocks the passageway between two train cars.
We approach them carefully, just in case that it is a Bloodbag.
… It is a Bloodbag, just dormant and immobilized.
A closer inspection through the mechanical joints reveals that any flesh that was once there has been completely desiccated.
The swollen veins broke through the steel armor, turning into red crystal growths all over the prosthetic body.
Though their expression is unobservable, it isn't hard to imagine that palpable pain must have been involved in this process. The Fixer's last moments left them in a twisted form that couldn't have been born from anything else but unimaginable pain.
See if anything can be done to help. Pride & Envy & Gloom Advantage check. Pass to gain a Charge E.G.O Gift.
Who will observe it? Pride / Envy / Gloom Advantage: ≥ 20 There isn't much we can do to help. E.G.O Gift Prosthetic Joint Servos Earned! There isn't anything we can do to help. Nothing Happened. |
Investigate if this has anything to do with a Bloodfiend. Select to gain a Keywordless E.G.O Gift There is no doubt that this Fixer was attacked by a Bloodfiend. The Sinners grow alarmed at the sight of desiccated viscera visible through the crystallized blood and the prosthetic husk. After a brief discussion with the Sinners, I decided to take a sample of the crystallized blood. It might come in useful. E.G.O Gift Crystallized Blood Earned! |
E.G.O Gifts
Tier: II |
Prosthetic Joint Servos Next turn: allies gain Haste Haste
Speed +X for this turn. and Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count equal to the number of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2) When a MultiCrack Office Identity gains or consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count with a base Attack Skill, they gain +1 additional Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (max 2) |
Tier: II |
Crystallized Blood Turn End: If this unit has Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., halve the Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on self and heal (Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency reduced x Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on self) HP. (rounded down. Can heal up to 10% of max HP at once) |
Fusion Gifts
Tier: IV |
Automated Joints Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) Turn End: allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gain 1 Haste Haste Speed +X for this turn. (max 2) and 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) (max 3) for every instance they used a base Attack Skill that consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' in this Encounter. If a MultiCrack Office Identity has 5+ Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn., they gain Coin Power +1 to base Attack Skills. |
Tier: IV |
Overcharged Battery Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' engage in Clashes with base Attack Skills: Clash Power +2; gain +3 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count upon Clash Win, and lose 6 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count upon Clash Lose. When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 Envy Fragility Envy Fragility Take +(X*10)% damage from Envy skills this turn. (Max 100%). (stacks 3 times) |
Tier: IV |
Perpetual Generator Servos Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' engage in a Clash with base Attack Skills: Clash Power +1; gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start for every instance of Clash Win in that Clash during this Encounter. (max 6) In this Encounter, when an ally takes damage that would kill them, consume all Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' on self; then, immediately heal (10 + sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed)% HP (once per Encounter); then, gain 3 Protection Protection Take -(X*10)% damage this turn. (Max 100%) until the ally is defeated. |
Tier: IV |
Hearts-powered Jewel Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start) Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count: gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%) When allies have 15+ (Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge'): when they use a Skill 3 that consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', and if there are remaining Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' After Attack, consume all remaining Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' to deal (sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed x 7.5)% fixed bonus damage. (max 75%) Max Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count +5. |