Module:EgoGift/data

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Documentation for this module may be created at Module:EgoGift/data/doc

--Format Note: {{StatusEffect|Burn|d}} -> StatusEffect|Burn
return {
	--MD1 / Mirror of the Beginning
	["Hellterfly’s Dream"] = { name = "Hellterfly’s Dream", desc = "When applying StatusEffect|Burn Potency or 'Unique Burn' to an enemy with StatusEffect|Burn or 'Unique Burn', randomly inflict a total of 3 StatusEffect|Burn Potency between all enemies.<br><br>When activating Wrath Absolute Resonance, randomly inflict a total of 5 StatusEffect|Burn Potency between all enemies at Combat Start.", sin = "wrath", tier = "II", cost = 198, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Hellterfly’s Dream+"] = { name = "Hellterfly’s Dream", desc = "When applying StatusEffect|Burn Potency or 'Unique Burn' to an enemy with StatusEffect|Burn or 'Unique Burn', randomly inflict a total of 4 StatusEffect|Burn Potency between all enemies.<br><br>When activating Wrath Absolute Resonance, randomly inflict a total of 6 StatusEffect|Burn Potency between all enemies at Combat Start.", sin = "wrath", tier = "II", cost = 198, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Hellterfly’s Dream++"] = { name = "Hellterfly’s Dream", desc = "When applying StatusEffect|Burn Potency or 'Unique Burn' to an enemy with StatusEffect|Burn or 'Unique Burn', randomly inflict a total of 5 StatusEffect|Burn between all enemies.<br><br>When activating Wrath Resonance, randomly inflict a total of 8 StatusEffect|Burn Potency between all enemies at Combat Start.", sin = "wrath", tier = "II", cost = 198, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Perversion"] = { name = "Perversion", desc = "After defeating 1 or more enemy using an Attack Skill, gain +1 E.G.O resource of that Attack Skill's Affinity at the next Turn Start.<br><br>If the Attack Skill's Affinity was Wrath, gain +1 E.G.O resource of all affinities the ally has at the next Turn Start instead.", sin = "wrath", tier = "I", cost = 157, statusNum = 0 },
	["Ashes to Ashes"] = { name = "Ashes to Ashes", desc = "Combat Start: if all enemies (or all Abnormality parts) have StatusEffect|Burn or 'Unique Burn', inflict 2 StatusEffect|Burn Potency on all enemies (or all Abnormality parts).", sin = "wrath", tier = "I", cost = 148, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Ashes to Ashes+"] = { name = "Ashes to Ashes", desc = "Combat Start: inflict 2 StatusEffect|Burn Potency on all enemies (or all Abnormality parts) with StatusEffect|Burn or 'Unique Burn'.", sin = "wrath", tier = "I", cost = 148, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Ashes to Ashes++"] = { name = "Ashes to Ashes",  desc = "Combat Start: inflict 3 StatusEffect|Burn Potency on all enemies (or all Abnormality parts).", sin = "wrath", tier = "I", cost = 148, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Phlebotomy Pack"] = { name = "Phlebotomy Pack", desc = "When hitting an enemy with a Skill, heal 12.5% of the character’s missing HP. (Once per character per turn.)<br><br>If the Skill’s Affinity was Wrath, heal 25% of missing HP instead.", sin = "wrath", tier = "I", cost = 142, statusNum = 0 },
	["Wound Clerid"] = { name = "Wound Clerid", desc = "When hitting an enemy with a Skill that inflicts StatusEffect|Bleed Potency or 'Unique Bleed', inflict 4 StatusEffect|Bleed Potency.", sin = "wrath", tier = "II", cost = 202, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Wound Clerid+"] = { name = "Wound Clerid", desc = "When hitting an enemy with a Skill that inflicts StatusEffect|Bleed Potency or 'Unique Bleed', or with a Wrath Affinity Skill, inflict 5 StatusEffect|Bleed Potency.", sin = "wrath", tier = "II", cost = 202, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Wound Clerid++"] = { name = "Wound Clerid", desc = "When hitting an enemy with a Skill that inflicts StatusEffect|Bleed Potency or 'Unique Bleed', or with a Wrath Affinity Skill, inflict 5 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count.", sin = "wrath", tier = "II", cost = 202, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Coffee and Cranes"] = { name = "Coffee and Cranes", desc = "Turn Start: Gain +1 E.G.O resource of a random Affinity that does not correspond to any Attack Skill Affinity used last turn.<br><br>If a Lust Affinity Attack Skill was used last turn: Gain 1 of every Affinity E.G.O resource that does not correspond to any Attack Skill Affinity used last turn instead.", sin = "lust", tier = "II", cost = 186, statusNum = 0 },
	["Eclipse of Scarlet Moths"] = { name = "Eclipse of Scarlet Moths", desc = "Turn Start: When dealing damage with an Attack Skill for the first time, deal half its damage as fixed damage to a random enemy.<br><br>If the Attack Skill's Affinity was Lust, deal said damage to two random enemies instead.", sin = "lust", tier = "II", cost = 220, statusNum = 0 },
	["Grimy Iron Stake"] = { name = "Grimy Iron Stake", desc = "When hitting an enemy using a single-Coin skill, inflict 1 StatusEffect|Bleed Potency. Inflict 2 StatusEffect|Defense Level Down until the end of the next turn.<br>If the target already has StatusEffect|Bleed or 'Unique Bleed', inflict 3 StatusEffect|Bleed Potency instead.", sin = "lust", tier = "I", cost = 147, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Defense Level Down" },
	["Fiery Down"] = { name = "Fiery Down", desc = "When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts StatusEffect|Burn Potency or 'Unique Burn', inflict 3 StatusEffect|Burn Potency.<br><br>Turn Start: If the enemy has 20+ StatusEffect|Burn Potency, (Current StatusEffect|Burn Potency on enemy) x2", sin = "lust", tier = "II", cost = 203, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Fiery Down+"] = { name = "Fiery Down", desc = "When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts StatusEffect|Burn Potency or 'Unique Burn', inflict 4 StatusEffect|Burn Potency.<br><br>Turn Start: If the enemy has 20+ StatusEffect|Burn Potency, (Current StatusEffect|Burn Potency on enemy) x2", sin = "lust", tier = "II", cost = 203, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Fiery Down++"] = { name = "Fiery Down", desc = "When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts StatusEffect|Burn Potency or 'Unique Burn', inflict 4 StatusEffect|Burn Potency.<br><br>Turn Start: If the enemy has 20+ StatusEffect|Burn Potency, (Current StatusEffect|Burn Potency on enemy) x2.5", sin = "lust", tier = "II", cost = 203, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Bloody Gadget"] = { name = "Bloody Gadget", desc = "Turn Start: apply 2 StatusEffect|Damage Up to a random ally.<br><br>Prioritizes allies with Lust Affinity Attack skills; apply 1 additional StatusEffect|Damage Up to the said ally.", sin = "lust", tier = "I", cost = 163, statusNum = 1, status1 = "Damage Up" },
	["Bloody Gadget+"] = { name = "Bloody Gadget", desc = "Turn Start: apply 2 StatusEffect|Damage Up to a random ally.<br><br>Prioritizes allies with Lust Affinity Attack skills; apply 2 additional StatusEffect|Damage Up to the said ally.", sin = "lust", tier = "I", cost = 163, statusNum = 1, status1 = "Damage Up" },
	["Bloody Gadget++"] = { name = "Bloody Gadget", desc = "Turn Start: apply 2 StatusEffect|Damage Up to 2 random allies.<br><br>Prioritizes allies with Lust Affinity Attack skills; apply 2 additional StatusEffect|Damage Up to the said allies.", sin = "lust", tier = "I", cost = 163, statusNum = 1, status1 = "Damage Up" },
	["Sunshower"] = { name = "Sunshower", desc = "When activating Sloth Absolute Resonance or using a Skill with 2+ Atk Weight:<br><br>All allies gain +2 Skill Power at Combat Start.", sin = "sloth", tier = "III", cost = 252, statusNum = 0 },
	["Today’s Expression"] = { name = "Today’s Expression", desc = "After defeating an enemy by using a Sloth Affinity or Blunt skill, raise the unit's Blunt Skill Power by 2 until the end of next turn.", sin = "sloth", tier = "II", cost = 189, category = "Blunt", statusNum = 0 },
	["Talisman Bundle"] = { name = "Talisman Bundle", desc = "Whenever an ally deals 12+ HP damage to an enemy with a Skill, inflict 2 StatusEffect|Rupture Potency on target.<br><br>When using a Slash Skill, inflict 4 StatusEffect|Rupture Potency instead.", sin = "sloth", tier = "I", cost = 143, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Talisman Bundle+"] = { name = "Talisman Bundle", desc = "Whenever an ally deals 12+ HP damage to an enemy with a Skill, inflict 3 StatusEffect|Rupture Potency on target.<br><br>When using a Slash Skill, inflict 5 StatusEffect|Rupture Potency instead.", sin = "sloth", tier = "I", cost = 143, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Talisman Bundle++"] = { name = "Talisman Bundle", desc = "Whenever an ally deals 1+ HP damage to an enemy with a Skill, inflict 3 StatusEffect|Rupture Potency on target.<br><br>When using a Slash Skill, inflict 5 StatusEffect|Rupture Potency and +1 StatusEffect|Rupture Count instead.", sin = "sloth", tier = "I", cost = 143, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Rusty Commemorative Coin"] = { name = "Rusty Commemorative Coin", desc = "If the first single-Coin Attack Skill that an ally uses during the combat phase doesn’t defeat any enemies, use the Skill one more time.<br><br>After defeating an enemy by using a Sloth or single-Coin Skill, the ally gains +1 Skill Power for the next turn.", sin = "sloth", tier = "III", cost = 270, statusNum = 0 },
	["Blood, Sweat, and Tears"] = { name = "Blood, Sweat, and Tears", desc = "Skills deal +10% damage to Staggered enemies.<br><br>If the Skill’s Affinity was Sloth, deal +20% damage instead.", sin = "sloth", tier = "II", cost = 200, statusNum = 0 },
	["Blood, Sweat, and Tears+"] = { name = "Blood, Sweat, and Tears", desc = "Skills deal +12.5% damage to Staggered enemies.<br><br>If the Skill’s Affinity was Sloth, deal +25% damage instead.", sin = "sloth", tier = "II", cost = 200, statusNum = 0 },
	["Blood, Sweat, and Tears++"] = { name = "Blood, Sweat, and Tears", desc = "Skills deal +15% damage to Staggered enemies.<br><br>If the Skill’s Affinity was Sloth, deal +30% damage instead.", sin = "sloth", tier = "II", cost = 200, statusNum = 0 },
	["Green Spirit"] = { name = "Green Spirit", desc = "After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting StatusEffect|Tremor Potency using Skill effects, randomly inflict a total of 4 StatusEffect|Tremor Potency between all enemies(or all Abnormality parts).", sin = "gluttony", tier = "I", cost = 146, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Green Spirit+"] = { name = "Green Spirit", desc = "After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting StatusEffect|Tremor Potency using Skill effects, randomly inflict a total of 6 StatusEffect|Tremor Potency between all enemies(or all Abnormality parts).", sin = "gluttony", tier = "I", cost = 146, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Green Spirit++"] = { name = "Green Spirit", desc = "After hitting a non-Staggered enemy by using a Gluttony Affinity Skill, or inflicting StatusEffect|Tremor Potency using Skill effects, randomly inflict a total of 8 StatusEffect|Tremor Potency between all enemies(or all Abnormality parts).", sin = "gluttony", tier = "I", cost = 146, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Lithograph"] = { name = "Lithograph", desc = "Whenever an enemy is Staggered, the ally with the least HP heals 5% of their Max HP.<br><br>If said ally has Gluttony Affinity Attack Skills, heal 10% of Max HP instead.", sin = "gluttony", tier = "I", cost = 165, statusNum = 0 },
	["Crown of Roses"] = { name = "Crown of Roses", desc = "Turn Start: inflict 4 StatusEffect|Rupture Potency on a random enemy(or all Abnormality parts).<br><br>When activating Gluttony Absolute Resonance, inflict 2 StatusEffect|Rupture Potency on all enemies at Combat Start.", sin = "gluttony", tier = "I", cost = 144, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Crown of Roses+"] = { name = "Crown of Roses", desc = "Turn Start: inflict 4 StatusEffect|Rupture Potency on 2 random enemies(or all Abnormality parts).<br><br>When activating Gluttony Absolute Resonance, inflict 3 StatusEffect|Rupture Potency on all enemies at Combat Start.", sin = "gluttony", tier = "I", cost = 144, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Crown of Roses++"] = { name = "Crown of Roses", desc = "Turn Start: inflict 4 StatusEffect|Rupture Potency on 3 random enemies(or all Abnormality parts).<br><br>When activating Gluttony Absolute Resonance, inflict 4 StatusEffect|Rupture Potency on all enemies at Combat Start.", sin = "gluttony", tier = "I", cost = 144, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Sticky Muck"] = { name = "Sticky Muck", desc = "When hitting an enemy with a Pierce Skill or a Gluttony Affinity Skill, inflict 2 StatusEffect|Defense Level Down.", sin = "gluttony", tier = "I", cost = 156, category = "Pierce", statusNum = 1, status1 = "Defense Level Down" },
	["White Gossypium"] = { name = "White Gossypium", desc = "Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (8 + Stagger LV x 4) StatusEffect|Bleed Potency and (8 + Stagger LV x4)/2 StatusEffect|Offense Level Down on them. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger)", sin = "gluttony", tier = "II", cost = 201, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Offense Level Down" },
	["White Gossypium+"] = { name = "White Gossypium", desc = "Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (10 + Stagger LV x 5) StatusEffect|Bleed Potency and (10 + Stagger LV x 5) StatusEffect|Offense Level Down. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger)", sin = "gluttony", tier = "II", cost = 201, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Offense Level Down" },
	["White Gossypium++"] = { name = "White Gossypium", desc = "Turn Start: If there are Staggered enemies, un-Stagger enemies. Then, inflict (12 + Stagger LV x 6) StatusEffect|Bleed Potency and (12 + Stagger LV x 6) StatusEffect|Offense Level Down and StatusEffect|Defense Level Down on them. (Activates once per enemy per Encounter. Does not activate against certain enemies that do not recover from Stagger)", sin = "gluttony", tier = "II", cost = 201, category = "Bleed", statusNum = 3, status1 = "Bleed", status2 = "Offense Level Down", status3 = "Defense Level Down" },
	["Blue Zippo Lighter"] = { name = "Blue Zippo Lighter", desc = "Turn Start: gain +1 Gloom E.G.O resource and +1 E.G.O resource of 2 other random Affinities.", sin = "gloom", tier = "I", cost = 163, statusNum = 0 },
	["Phantom Pain"] = { name = "Phantom Pain", desc = "Skills with 1 Atk Weight deal +15% damage.<br><br>When activating Gloom Absolute Resonance, apply 2 StatusEffect|Offense Level Up to all allies at Combat Start.", sin = "gloom", tier = "III", cost = 266, statusNum = 1, status1 = "Offense Level Up" },
	["Thunderbranch"] = { name = "Thunderbranch", desc = "When inflicting StatusEffect|Rupture Potency with Skill effects, Inflict 1 StatusEffect|Rupture Potency and +1 StatusEffect|Rupture Potency Count on target.", sin = "gloom", tier = "III", cost = 252, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Thunderbranch+"] = { name = "Thunderbranch", desc = "When inflicting StatusEffect|Rupture Potency with Skill effects, Inflict 2 StatusEffect|Rupture Potency and +1 StatusEffect|Rupture Count on target.", sin = "gloom", tier = "III", cost = 252, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Thunderbranch++"] = { name = "Thunderbranch", desc = "When inflicting StatusEffect|Rupture Potency with Skill effects, Inflict 3 StatusEffect|Rupture Potency and +1 StatusEffect|Rupture Count on target.<br><br>If the Skill's Affinity was Gloom, inflict 3 StatusEffect|Rupture Potency and +2 StatusEffect|Rupture Count instead.", sin = "gloom", tier = "III", cost = 252, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Melted Eyeball"] = { name = "Melted Eyeball", desc = "Inflict 5 StatusEffect|Offense Level Down and 5 StatusEffect|Defense Level Down next turn against enemies affected by StatusEffect|Tremor Burst. (3 times per turn)", sin = "gloom", tier = "III", cost = 248, category = "Tremor", statusNum = 3, status1 = "Offense Level Down", status2 = "Defense Level Down", status3 = "Tremor Burst" },
	["Grey Coat"] = { name = "Grey Coat", desc = "When using a Skill with 2+ Atk Weight, increase its damage by 20%.<br><br>When hitting an enemy with a Skill with 2+ Atk Weight or a Gloom Affinity Skill, heal by 20% of the damage dealt.", sin = "gloom", tier = "II", cost = 192, statusNum = 0 },
	["Late-bloomer’s Tattoo"] = { name = "Late-bloomer’s Tattoo", desc = "When hitting an enemy with a single-Coin Skill or a Pride Affinity Skill, gain 2 StatusEffect|Offense Level Up and 2 StatusEffect|Defense Level Up next turn. (Max 5)", sin = "pride", tier = "II", cost = 183, statusNum = 2, status1 = "Offense Level Up", status2 = "Defense Level Up" },
	["Lowest Star"] = { name = "Lowest Star", desc = "When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 2 fixed SP damage on target.<br><br>Allies with less than 0 SP deal 10% more damage.", sin = "pride", tier = "II", cost = 185, category = "Blunt", statusNum = 0 },
	["Lowest Star+"] = { name = "Lowest Star", desc = "When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 3 fixed SP damage on target.<br><br>Allies with less than 0 SP deal 15% more damage.", sin = "pride", tier = "II", cost = 185, category = "Blunt", statusNum = 0 },
	["Lowest Star++"] = { name = "Lowest Star", desc = "When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 5 fixed SP damage on target.<br><br>Allies with less than 0 SP deal 25% more damage.", sin = "pride", tier = "II", cost = 185, category = "Blunt", statusNum = 0 },
	["Prejudice"] = { name = "Prejudice", desc = "First Turn Start of an Encounter: the ally with the least HP heals 15% of their Max HP.<br><br>When activating Pride Absolute Resonance, the ally with the least HP heals 12.5% of their missing HP at Combat Start.", sin = "pride", tier = "I", cost = 152, statusNum = 0 },
	["Little and To-be-Naughty Plushie"] = { name = "Little and To-be-Naughty Plushie", desc = "Deal +10% damage against enemies with StatusEffect|Bleed at Combat Start<br><br>Take -20% damage from enemies with StatusEffect|Bleed or 'Unique Bleed' at Combat Start<br><br>Allies with Pride Affinity Attack Skills deal +20% damage against enemies with StatusEffect|Bleed or 'Unique Bleed' instead.<br><br>Allies with Pride Affinity Attack Skills take -30% damage from enemies with StatusEffect|Bleed or 'Unique Bleed' instead.", sin = "pride", tier = "II", cost = 191, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Gathering Skulls"] = { name = "Gathering Skulls", desc = "After defeating an enemy by using a Pride Affinity or Pierce damage Skill, raise the unit's Pierce Power by 2 for the next 2 turns.", sin = "pride", tier = "II", cost = 194, category = "Pierce", statusNum = 0 },
	["Nixie Divergence"] = { name = "Nixie Divergence", desc = "First Turn Start of an Encounter: inflict 4 StatusEffect|Tremor Potency and 4 StatusEffect|Tremor Count to all enemies. (Or all Abnormality parts)<br><br>When hitting an enemy with an Envy Affinity Skill, inflict 2 StatusEffect|Tremor Potency on target.", sin = "envy", tier = "I", cost = 145, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Nixie Divergence+"] = { name = "Nixie Divergence", desc = "First Turn Start of a wave: inflict 4 StatusEffect|Tremor Potency and 4 StatusEffect|Tremor Count to all enemies. (Or all Abnormality parts)<br><br>When hitting an enemy with an Envy Affinity Skill, inflict 2 StatusEffect|Tremor Potency on target.", sin = "envy", tier = "I", cost = 145, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Nixie Divergence++"] = { name = "Nixie Divergence", desc = "First Turn Start of a wave: inflict 5 StatusEffect|Tremor Potency and 5 StatusEffect|Tremor Count to all enemies. (Or all Abnormality parts)<br><br>When hitting an enemy with an Envy Affinity Skill, inflict 3 StatusEffect|Tremor Potency on target.", sin = "envy", tier = "I", cost = 145, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Dreaming Electric Sheep"] = { name = "Dreaming Electric Sheep", desc = "After defeating an enemy by using an Envy Affinity or Slash damage skill, raise the unit's Slash Skill Power by 2 for the next 2 turns.<br><br>When activating Envy Absolute Resonance, all allies gain 2 StatusEffect|Offense Level Up and 2 StatusEffect|Defense Level Up at Combat Start.", sin = "envy", tier = "II", cost = 198, category = "Slash", statusNum = 2, status1 = "Offense Level Up", status2 = "Defense Level Up" },
	["Standard-duty Battery"] = { name = "Standard-duty Battery", desc = "When hitting an enemy with a Skill, inflict 3 StatusEffect|Rupture Potency on target.<br><br>If the Skill's Affinity was Envy, inflict 5 StatusEffect|Rupture Potency on target instead.", sin = "envy", tier = "III", cost = 269, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Pinpoint Logic Circuit"] = { name = "Pinpoint Logic Circuit", desc = "When hitting an enemy with an Envy Affinity Skill or a Skill that inflicts StatusEffect|Burn Potency or 'Unique Burn', inflict additional StatusEffect|Burn Potency by half the Skill's total Coins. (rounded up)", sin = "envy", tier = "II", cost = 204, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Voodoo Doll"] = { name = "Voodoo Doll", desc = "Turn Start: deal 3 fixed Envy Affinity damage to all enemies.<br><br>Inflict 1 StatusEffect|Power Down to enemies with 33% or less HP.", sin = "envy", tier = "I", cost = 149, statusNum = 1, status1 = "Power Down" },
	["Voodoo Doll+"] = { name = "Voodoo Doll", desc = "Turn Start: deal 4 fixed Envy Affinity damage to all enemies.<br><br>Inflict 1 StatusEffect|Power Down to enemies with 50% or less HP.", sin = "envy", tier = "I", cost = 149, statusNum = 1, status1 = "Power Down" },
	["Voodoo Doll++"] = { name = "Voodoo Doll", desc = "Turn Start: deal 5 fixed Envy Affinity damage to all enemies.<br><br>Inflict 2 StatusEffect|Power Down to enemies with 50% or less HP.", sin = "envy", tier = "I", cost = 149, statusNum = 1, status1 = "Power Down" },
	["Carmilla"] = { name = "Carmilla", desc = "At the start of a non-Focused Encounter, all enemies take fixed damage equal to 20% of their Max HP.", sin = "wrath", tier = "II", cost = 217, statusNum = 0 },
	["Carmilla+"] = { name = "Carmilla", desc = "At the start of a non-Focused Encounter, all enemies take fixed damage equal to 25% of their Max HP.", sin = "wrath", tier = "II", cost = 217, statusNum = 0 },
	["Carmilla++"] = { name = "Carmilla", desc = "At the start of a non-Focused Encounter, all enemies take fixed damage equal to 30% of their Max HP.", sin = "wrath", tier = "II", cost = 217, statusNum = 0 },
	["Child within a Flask"] = { name = "Child within a Flask", desc = "Encounter Start: gain +1 E.G.O resource for every Sin Affinity.", sin = "lust", tier = "II", cost = 212, statusNum = 0 },
	["Illusory Hunt"] = { name = "Illusory Hunt", desc = "Focused Encounter Start: Apply 2 StatusEffect|Damage Up to all allies.", sin = "gloom", tier = "III", cost = 264, statusNum = 1, status1 = "Damage Up" },
	["Homeward"] = { name = "Homeward", desc = "Encounter Start: all participating allies heal 12% of their Max HP.", sin = "gluttony", tier = "II", cost = 193, statusNum = 0 },
	["Tomorrow’s Fortune"] = { name = "Tomorrow’s Fortune", desc = "Increase the number of options by 1 when choosing an E.G.O Gift to get.", sin = "pride", tier = "I", cost = 140, statusNum = 0 },
	
	--MD2 / Mirror of Mirrors
	["Red Order"] = { name = "Red Order", desc = "Whenever an ally inflicts StatusEffect|Sinking Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 3)<br><br>Allies with Wrath Affinity Attack Skills, upon inflicting StatusEffect|Sinking Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4)", sin = "wrath", tier = "II", cost = 188, category = "Sinking", statusNum = 2, status1 = "Sinking", status2 = "Offense Level Up" },
	["Red Order+"] = { name = "Red Order", desc = "Whenever an ally inflicts StatusEffect|Sinking Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 4)<br><br>Allies with Wrath Affinity Attack Skills, upon inflicting StatusEffect|Sinking Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 5)", sin = "wrath", tier = "II", cost = 188, category = "Sinking", statusNum = 2, status1 = "Sinking", status2 = "Offense Level Up" },
	["Red Order++"] = { name = "Red Order", desc = "Whenever an ally inflicts StatusEffect|Sinking Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 2 'Offense Level' next turn. (Max 4)<br><br>Allies with Wrath Affinity Attack Skills, upon inflicting StatusEffect|Sinking Potency or Count on enemies with Skill Effects, gain 3 'Offense Level' next turn instead. (Max 6)", sin = "wrath", tier = "II", cost = 188, category = "Sinking", statusNum = 2, status1 = "Sinking", status2 = "Offense Level Up" },
	["Smokes and Wires"] = { name = "Smokes and Wires", desc = "Allies inflict x2 StatusEffect|Bleed Potency with Skill effects.<br><br>Turn End: enemies with StatusEffect|Bleed or 'Unique Bleed' lose 2 Speed next turn.", sin = "wrath", tier = "III", cost = 261, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Smokes and Wires+"] = { name = "Smokes and Wires", desc = "Allies inflict x2 StatusEffect|Bleed Potency with Skill effects.<br><br>Turn End: enemies with StatusEffect|Bleed or 'Unique Bleed' lose 3 Speed next turn.", sin = "wrath", tier = "III", cost = 261, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Smokes and Wires++"] = { name = "Smokes and Wires", desc = "Allies inflict x2.5 StatusEffect|Bleed Potency with Skill effects.<br><br>Turn End: enemies with StatusEffect|Bleed or 'Unique Bleed' lose 3 Speed next turn.", sin = "wrath", tier = "III", cost = 261, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Employee Card"] = { name = "Employee Card", desc = "When activating Wrath Absolute Resonance or using a Skill that gains or applies StatusEffect|Charge Count or 'Unique Charge', all allies gain +3 StatusEffect|Charge Count at the next Turn Start. (Once per turn)", sin = "wrath", tier = "II", cost = 195, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Employee Card+"] = { name = "Employee Card", desc = "When activating Wrath Resonance or using a Skill that gains or applies StatusEffect|Charge Count or 'Unique Charge', all allies gain +3 StatusEffect|Charge Count at the next Turn Start. (Once per turn)", sin = "wrath", tier = "II", cost = 195, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Employee Card++"] = { name = "Employee Card", desc = "When activating Wrath Resonance or using a Skill that gains or applies StatusEffect|Charge Count or 'Unique Charge', all allies gain +4 StatusEffect|Charge Count at the next Turn Start. (Once per turn)", sin = "wrath", tier = "II", cost = 195, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Oscillating Bracelet"] = { name = "Oscillating Bracelet", desc = "When hitting an enemy with a Skill, inflict 1 StatusEffect|Tremor Potency next turn.<br><br>If the Skill's Affinity was Wrath, inflict 2 StatusEffect|Tremor Potency instead.", sin = "wrath", tier = "II", cost = 208, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Oscillating Bracelet+"] = { name = "Oscillating Bracelet", desc = "When hitting an enemy with a Skill, inflict 1 StatusEffect|Tremor Potency next turn.<br><br>If the Skill's Affinity was Wrath, inflict 3 StatusEffect|Tremor Potency instead.", sin = "wrath", tier = "II", cost = 208, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Oscillating Bracelet++"] = { name = "Oscillating Bracelet", desc = "When hitting an enemy with a Skill, inflict 2 StatusEffect|Tremor Potency next turn.<br><br>If the Skill's Affinity was Wrath, inflict 4 StatusEffect|Tremor Potency instead.", sin = "wrath", tier = "II", cost = 208, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Glimpse of Flames"] = { name = "Glimpse of Flames", desc = "Turn End: consume half of StatusEffect|Burn Count on enemies with StatusEffect|Burn to deal (StatusEffect|Burn Potency x consumed StatusEffect|Burn Count) bonus Wrath damage. Targets lose (StatusEffect|Burn Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 3)", sin = "wrath", tier = "IV", cost = 379, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Glimpse of Flames+"] = { name = "Glimpse of Flames", desc = "Turn End: consume half of StatusEffect|Burn Count on enemies with StatusEffect|Burn to deal (StatusEffect|Burn Potency x consumed StatusEffect|Burn Count x 1.5) bonus Wrath damage. Targets lose (StatusEffect|Burn Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 5)", sin = "wrath", tier = "IV", cost = 379, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Glimpse of Flames++"] = { name = "Glimpse of Flames", desc = "Turn End: consume half of StatusEffect|Burn Count on enemies with StatusEffect|Burn to deal (StatusEffect|Burn Potency x consumed StatusEffect|Burn Count x 2) bonus Wrath damage. Targets lose (StatusEffect|Burn Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (Max 8)", sin = "wrath", tier = "IV", cost = 379, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Cigarette Holder"] = { name = "Cigarette Holder", desc = "Turn Start: allies with StatusEffect|Poise gain 1 StatusEffect|Power Up.<br><br>Allies with 5+ StatusEffect|Poise Count gain 2 StatusEffect|Power Up instead.", sin = "lust", tier = "II", cost = 197, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Power Up"},
	["Barbed Snare"] = { name = "Barbed Snare", desc = "Turn End: Inflict StatusEffect|Rupture Potency on all enemies equal to their current Speed values.<br><br>When activating Lust Absolute Resonance, apply 3 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count to a random enemy at Combat Start.", sin = "lust", tier = "II", cost = 187, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Barbed Snare+"] = { name = "Barbed Snare", desc = "Turn End: Inflict StatusEffect|Rupture Potency on all enemies equal to (their current Speed values + 1).<br><br>When activating Lust Absolute Resonance, apply 4 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count to a random enemy at Combat Start.", sin = "lust", tier = "II", cost = 187, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Barbed Snare++"] = { name = "Barbed Snare", desc = "Turn End: Inflict StatusEffect|Rupture Potency on all enemies equal to (their current Speed values + 2).<br><br>When activating Lust Absolute Resonance, apply 5 StatusEffect|Rupture Potency and +4 StatusEffect|Rupture Count to a random enemy at Combat Start.", sin = "lust", tier = "II", cost = 187, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Rusted Cutting Knife"] = { name = "Rusted Cutting Knife", desc = "When inflicting StatusEffect|Bleed Potency or 'Unique Bleed' with Skill effects against non-Staggered enemies, inflict 1 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count.<br><br>If the Skill's Affinity was Lust, inflict 3 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count instead.", sin = "lust", tier = "III", cost = 244, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Rusted Cutting Knife+"] = { name = "Rusted Cutting Knife", desc = "When inflicting StatusEffect|Bleed Potency or 'Unique Bleed' with Skill effects, inflict 2 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count.<br><br>If the Skill's Affinity was Lust, inflict 3 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count instead.", sin = "lust", tier = "III", cost = 244, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Rusted Cutting Knife++"] = { name = "Rusted Cutting Knife", desc = "When inflicting StatusEffect|Bleed Potency or 'Unique Bleed' with Skill effects, inflict 3 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count.<br><br>If the Skill's Affinity was Lust, inflict 3 StatusEffect|Bleed Potency and +2 StatusEffect|Bleed Count instead.", sin = "lust", tier = "III", cost = 244, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Thorny Path"] = { name = "Thorny Path", desc = "When hitting and dealing HP damage to an enemy with a Skill that inflicts StatusEffect|Sinking Potency or 'Unique Sinking', inflict 3 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count at Turn End. (Once per enemy per turn)<br><br>When activating Lust Absolute Resonance, inflict 2 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count to all enemies(for Abnormalities, a random Part) at Combat Start.", sin = "lust", tier = "I", cost = 160, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Thorny Path+"] = { name = "Thorny Path", desc = "When hitting and dealing HP damage to an enemy with a Skill that inflicts StatusEffect|Sinking Potency or 'Unique Sinking', inflict 3 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count at Turn End. (Once per enemy per turn)<br><br>When activating Lust Resonance, inflict 2 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count to all enemies(for Abnormalities, a random Part) at Combat Start.", sin = "lust", tier = "I", cost = 160, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Thorny Path++"] = { name = "Thorny Path", desc = "When hitting and dealing HP damage to an enemy with a Skill that inflicts StatusEffect|Sinking Potency or 'Unique Sinking', inflict 4 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count at Turn End. (Once per enemy per turn)<br><br>When activating Lust Resonance, inflict 3 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count to all enemies(for Abnormalities, a random Part) at Combat Start.", sin = "lust", tier = "I", cost = 160, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Red-stained Gossypium"] = { name = "Red-stained Gossypium", desc = "First Turn Start of an Encounter: inflict 1 StatusEffect|Bleed Potency and +15 StatusEffect|Bleed Count to all enemies (or all Abnormality parts).<br><br>Turn Start: enemies with StatusEffect|Bleed Potency lose (StatusEffect|Bleed Potency/3) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 StatusEffect|Bleed Potency stack)", sin = "lust", tier = "IV", cost = 382, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Red-stained Gossypium+"] = { name = "Red-stained Gossypium", desc = "First Turn Start of a wave: inflict 2 StatusEffect|Bleed Potency and +15 StatusEffect|Bleed Count to all enemies (or all Abnormality parts).<br><br>Turn Start: enemies with StatusEffect|Bleed lose (StatusEffect|Bleed Potency/3) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 StatusEffect|Bleed Potency stack)", sin = "lust", tier = "IV", cost = 382, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Red-stained Gossypium++"] = { name = "Red-stained Gossypium", desc = "First Turn Start of a wave: inflict 4 StatusEffect|Bleed Potency and +20 StatusEffect|Bleed Count to all enemies (or all Abnormality parts).<br><br>Turn Start: enemies with StatusEffect|Bleed lose (StatusEffect|Bleed Potency/2) 'Offense Level' and 'Defense Level' for the turn. (Maxes out at 30 StatusEffect|Bleed Potency stack)", sin = "lust", tier = "IV", cost = 382, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Stone Tomb"] = { name = "Stone Tomb", desc = "Allies gain 1.5x StatusEffect|Poise Potency from Skill effects.<br><br>When an ally defeats an enemy with a Sloth Affinity Skill, they gain 2 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at the next Turn Start. (Once per turn)", sin = "sloth", tier = "II", cost = 196, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Stone Tomb+"] = { name = "Stone Tomb", desc = "Allies gain 1.5x StatusEffect|Poise Potency from Skill effects.<br><br>When an ally defeats an enemy, they gain 3 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at the next Turn Start. (Once per turn)", sin = "sloth", tier = "II", cost = 196, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Stone Tomb++"] = { name = "Stone Tomb", desc = "Allies gain 2x StatusEffect|Poise Potency from Skill effects.<br><br>When an ally defeats an enemy, they gain 4 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at the next Turn Start. (Once per turn)", sin = "sloth", tier = "II", cost = 196, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Portable Battery Socket"] = { name = "Portable Battery Socket", desc = "Turn Start: Two random allies gain +2 StatusEffect|Charge Count. (Prioritizes Identities with Skills that gain StatusEffect|Charge Count or 'Unique Charge')<br><br>When activating Sloth Absolute Resonance, one random ally gains +3 StatusEffect|Charge Count at Combat Start.", sin = "sloth", tier = "II", cost = 190, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Portable Battery Socket+"] = { name = "Portable Battery Socket", desc = "Turn Start: two random allies gain +3 StatusEffect|Charge Count. (Prioritizes Identities with Skills that gain StatusEffect|Charge Count or 'Unique Charge')<br><br>When activating Sloth Resonance, one random ally gains +3 StatusEffect|Charge Count at Combat Start.", sin = "sloth", tier = "II", cost = 190, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Portable Battery Socket++"] = { name = "Portable Battery Socket", desc = "Turn Start: three random allies gain +3 StatusEffect|Charge Count. (Prioritizes Identities with Skills that gain StatusEffect|Charge Count or 'Unique Charge')<br><br>When activating Sloth Resonance, one random ally gains +5 StatusEffect|Charge Count at Combat Start.", sin = "sloth", tier = "II", cost = 190, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Dust to Dust"] = { name = "Dust to Dust", desc = "First Turn Start of a wave: inflict 5 StatusEffect|Burn Potency and +3 StatusEffect|Burn Count to all enemies. (for Abnormalities, one random Part)<br><br>When activating Sloth Absolute Resonance, inflict 3 StatusEffect|Burn Potency and +2 StatusEffect|Burn Count to all enemies (for Abnormalities, one random Part) at Combat Start.", sin = "sloth", tier = "III", cost = 231, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Dust to Dust+"] = { name = "Dust to Dust", desc = "First Turn Start of a wave: inflict 6 StatusEffect|Burn Potency and +3 StatusEffect|Burn Count to all enemies. (for Abnormalities, one Part)<br><br>When activating Sloth Absolute Resonance, inflict 4 StatusEffect|Burn Potency and +2 StatusEffect|Burn Count to all enemies (for Abnormalities, one Part) at Combat Start.", sin = "sloth", tier = "III", cost = 231, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Dust to Dust++"] = { name = "Dust to Dust", desc = "First Turn Start of a wave: inflict 8 StatusEffect|Burn Potency and +3 StatusEffect|Burn Count to all enemies. (for Abnormalities, one random Part)<br><br>When activating Sloth Resonance, inflict 4 StatusEffect|Burn Potency and +3 StatusEffect|Burn Count to all enemies (for Abnormalities, one random Part) at Combat Start.", sin = "sloth", tier = "III", cost = 231, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Melted Spring"] = { name = "Melted Spring", desc = "Turn Start: enemies with StatusEffect|Sinking lose 3 'Offense Level' and 'Defense Level' for the turn.", sin = "sloth", tier = "II", cost = 206, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Downpour"] = { name = "Downpour", desc = "Turn Start: Inflict (Current Turn Count x 2) StatusEffect|Tremor Potency and +2 StatusEffect|Tremor Count on all enemies (or all Abnormality parts).<br><br>Turn End: Trigger StatusEffect|Tremor Burst on all enemies (or all Abnormality parts).", sin = "sloth", tier = "IV", cost = 381, category = "Tremor", statusNum = 2, status1 = "Tremor Burst", status2 = "Tremor" },
	["Downpour+"] = { name = "Downpour", desc = "Turn Start: Inflict (3 + Current Turn Count x 2) StatusEffect|Tremor Potency and +3 StatusEffect|Tremor Count on all enemies (or all Abnormality parts).<br><br>Turn End: trigger StatusEffect|Tremor Burst on all enemies (or all Abnormality parts).", sin = "sloth", tier = "IV", cost = 381, category = "Tremor", statusNum = 2, status1 = "Tremor Burst", status2 = "Tremor" },
	["Downpour++"] = { name = "Downpour", desc = "Turn Start: Inflict (5 + Current Turn Count x 2) StatusEffect|Tremor Potency and +3 StatusEffect|Tremor Count on all enemies (or all Abnormality parts).<br><br>Turn End: trigger 2 StatusEffect|Tremor Burst on all enemies (or all Abnormality parts).", sin = "sloth", tier = "IV", cost = 381, category = "Tremor", statusNum = 2, status1 = "Tremor Burst", status2 = "Tremor" },
	["Four-leaf Clover"] = { name = "Four-leaf Clover", desc = "When an ally with StatusEffect|Poise at Combat Start Critical Hits an enemy, gain 5 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at the next Turn Start. (Once per turn)<br><br>If the Skill's Affinity was Gluttony, gain 7 StatusEffect|Poise Potency and +3 StatusEffect|Poise Count instead at the next Turn Start.", sin = "gluttony", tier = "III", cost = 260, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Nightvision Goggles"] = { name = "Nightvision Goggles", desc = "This Gift activates when an ally has 15+ StatusEffect|Charge Count at Turn Start.<br><br>Combat Start: the ally with 15+ StatusEffect|Charge Count loses 3 StatusEffect|Charge Count and gains 5 'Offense Level' for the turn.", sin = "gluttony", tier = "II", cost = 184, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Disk Fragment"] = { name = "Disk Fragment", desc = "Turn Start: gain +1 E.G.O resource of a random Affinity for each non-Gluttony E.G.O skill used last turn.<br><br>If a Gluttony Affinity E.G.O Skill was used, gain +3 E.G.O resources of a random Affinity for each Gluttony E.G.O Skill used last turn instead.", sin = "gluttony", tier = "III", cost = 265, statusNum = 0 },
	["Midwinter Nightmare"] = { name = "Midwinter Nightmare", desc = "When hitting and dealing HP damage to an enemy with a Skill, inflict 3 StatusEffect|Sinking Potency.<br><br>If the Skill's Affinity was Gluttony, inflict 5 StatusEffect|Sinking Potency instead.", sin = "gluttony", tier = "III", cost = 259, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Thrill"] = { name = "Thrill", desc = "Turn Start: inflict 3 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count on all enemies. (or all Abnormality Parts)<br><br>Turn End: Inflict (StatusEffect|Rupture Potency x StatusEffect|Rupture Count) Gluttony damage to all enemies with 3+ StatusEffect|Rupture Count (for Abnormalities, each Part is considered individually) then reduce StatusEffect|Rupture Count by 2.", sin = "gluttony", tier = "IV", cost = 384, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Thrill+"] = { name = "Thrill", desc = "Turn Start: inflict 4 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count on all enemies. (or all Abnormality Parts)<br><br>Turn End: Inflict (StatusEffect|Rupture Potency x StatusEffect|Rupture Count) Gluttony damage to all enemies with 3+ StatusEffect|Rupture Count (for Abnormalities, each Part is considered individually) then reduce StatusEffect|Rupture Count by 1.", sin = "gluttony", tier = "IV", cost = 384, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Thrill++"] = { name = "Thrill", desc = "Turn Start: inflict 6 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count on all enemies. (or all Abnormality Parts)<br><br>Turn End: Inflict (StatusEffect|Rupture Potency x StatusEffect|Rupture Count) Gluttony damage to all enemies with 3+ StatusEffect|Rupture Count (for Abnormalities, each Part is considered individually).", sin = "gluttony", tier = "IV", cost = 384, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Skeletal Crumbs"] = { name = "Skeletal Crumbs", desc = "Deal +12.5% damage and take -12.5% damage against enemies that had StatusEffect|Sinking at Combat Start.<br><br>Allies with Gloom Affinity Attack Skills deal +20% damage and take -20% damage instead.", sin = "gloom", tier = "II", cost = 205, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Curriculum Vitae"] = { name = "Curriculum Vitae", desc = "Turn End: allies with 7+ (StatusEffect|Charge Count + 'Unique Charge') gain 1 StatusEffect|Haste next turn.<br><br>If the ally has Gloom Affinity Skills, gain 2 StatusEffect|Haste and 1 StatusEffect|Power Up next turn instead.", sin = "gloom", tier = "I", cost = 155, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Power Up" },
	["Curriculum Vitae+"] = { name = "Curriculum Vitae", desc = "Turn End: allies with 7+ (StatusEffect|Charge Count + 'Unique Charge') gain 2 StatusEffect|Haste next turn.<br><br>If the ally has Gloom Affinity Skills, gain 3 StatusEffect|Haste and 1 StatusEffect|Power Up next turn instead.", sin = "gloom", tier = "I", cost = 155, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Power Up" },
	["Curriculum Vitae++"] = { name = "Curriculum Vitae", desc = "Turn End: allies with 7+ (StatusEffect|Charge Count + 'Unique Charge') gain 3 StatusEffect|Haste next turn.<br><br>If the ally has Gloom Affinity Skills, gain 4 StatusEffect|Haste and 1 StatusEffect|Power Up next turn instead.", sin = "gloom", tier = "I", cost = 155, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Power Up" },
	["Pendant of Nostalgia"] = { name = "Pendant of Nostalgia", desc = "Combat Start: a random ally gains 3 StatusEffect|Poise Potency. (Prioritizes Identities with Attack Skills that gain StatusEffect|Poise Counts)<br><br>Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 3 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count.", sin = "gloom", tier = "I", cost = 145, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Pendant of Nostalgia+"] = { name = "Pendant of Nostalgia", desc = "Combat Start: a random ally gains 4 StatusEffect|Poise Potency. (Prioritizes Identities with Attack Skills that gain StatusEffect|Poise Counts)<br><br>Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 4 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count.", sin = "gloom", tier = "I", cost = 145, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Pendant of Nostalgia++"] = { name = "Pendant of Nostalgia", desc = "Combat Start: two random allies gains 4 StatusEffect|Poise Potency. (Prioritizes Identities with Attack Skills that gain StatusEffect|Poise Counts)<br><br>Prioritizes allies with Gloom Affinity Attack Skills; those allies gain 4 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count.", sin = "gloom", tier = "I", cost = 145, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Broken Revolver"] = { name = "Broken Revolver", desc = "Turn Start: enemies(or Abnormality parts) with StatusEffect|Rupture have their 'Offense Level' and 'Defense Level' reduced by 2 for the turn.", sin = "gloom", tier = "I", cost = 158, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Artistic Sense"] = { name = "Artistic Sense", desc = "Deal +35% damage against enemies suffering negative effects (Low Morale, Panic) from SP loss.<br><br>When StatusEffect|Sinking's effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.", sin = "pride", tier = "IV", cost = 373, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Artistic Sense+"] = { name = "Artistic Sense", desc = "Deal +40% damage against enemies with 0 or less SP.<br><br>When StatusEffect|Sinking's effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.", sin = "pride", tier = "IV", cost = 373, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Artistic Sense++"] = { name = "Artistic Sense", desc = "Deal +50% damage against enemies without Sanity or ones with 0 or less SP.<br><br>When StatusEffect|Sinking's effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.", sin = "pride", tier = "IV", cost = 373, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Nebulizer"] = { name = "Nebulizer", desc = "First Turn Start of an Encounter: all allies gain 4 StatusEffect|Poise Potency and +4 StatusEffect|Poise Count.<br><br>When activating Pride Absolute Resonance, all allies gain 2 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at Combat Start.", sin = "pride", tier = "II", cost = 218, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Nebulizer+"] = { name = "Nebulizer", desc = "First Turn Start of a wave: All allies gain 5 StatusEffect|Poise Potency and +4 StatusEffect|Poise Count.<br><br>When activating Pride Absolute Resonance, all allies gain 3 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count at Combat Start.", sin = "pride", tier = "II", cost = 218, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Nebulizer++"] = { name = "Nebulizer", desc = "First Turn Start of a wave: All allies gain 5 StatusEffect|Poise Potency and +5 StatusEffect|Poise Count.<br><br>When activating Pride Resonance, all allies gain 3 StatusEffect|Poise Potency and +3 StatusEffect|Poise Count at Combat Start.", sin = "pride", tier = "II", cost = 218, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Special Contract"] = { name = "Special Contract", desc = "Enemies Staggered by taking Skill damage also receive fixed damage by 33% of their Max HP (for Abnormalities, the Part's HP), and are inflicted with 2 StatusEffect|Fragile next turn. (Once per Encounter)", sin = "pride", tier = "III", cost = 250, statusNum = 1, status1 = "Fragile" },
	["Grand Welcome"] = { name = "Grand Welcome", desc = "Encounter Start: gain +5 Pride E.G.O resources.<br><br>Whenever an enemy dies, gain +2 Pride E.G.O resources and +1 E.G.O resource for 2 other random Affinities.", sin = "pride", tier = "III", cost = 267, statusNum = 0 },
	["Wrist Guards"] = { name = "Wrist Guards", desc = "Turn Start: allies with 5+ (StatusEffect|Charge Count + 'Unique Charge') gain 1 StatusEffect|Damage Up.<br><br>If the ally has Pride Affinity Attack Skills, gain 2 StatusEffect|Damage Up instead.", sin = "pride", tier = "I", cost = 161, category = "Charge", statusNum = 2, status1 = "Charge", status2= "Damage Up" },
	["Wrist Guards+"] = { name = "Wrist Guards", desc = "Turn Start: allies with 3+ (StatusEffect|Charge Count + 'Unique Charge') gain 1 StatusEffect|Damage Up.<br><br>If the ally has Pride Affinity Attack Skills, gain 2 StatusEffect|Damage Up instead.", sin = "pride", tier = "I", cost = 161, category = "Charge", statusNum = 2, status1 = "Charge", status2= "Damage Up" },
	["Wrist Guards++"] = { name = "Wrist Guards", desc = "Turn Start: allies with (StatusEffect|Charge Count + 'Unique Charge') gain 2 StatusEffect|Damage Up.<br><br>If the ally has Pride Affinity Attack Skills, gain 3 StatusEffect|Damage Up instead.", sin = "pride", tier = "I", cost = 161, category = "Charge", statusNum = 2, status1 = "Charge", status2= "Damage Up" },
	["Clear Mirror, Calm Water"] = { name = "Clear Mirror, Calm Water", desc = "Increase the allies' Critical Hit damage multiplier from x1.2 to x1.7.<br><br>If a Critical Hit consumed StatusEffect|Poise Count, the ally gains 10 StatusEffect|Offense Level Up next turn. (activates once per Identity, per turn)", sin = "envy", tier = "IV", cost = 390, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Offense Level Up" },
	["Clear Mirror, Calm Water+"] = { name = "Clear Mirror, Calm Water", desc = "Increase the allies' Critical Hit damage multiplier from x1.2 to x2.<br><br>If a Critical Hit consumed StatusEffect|Poise Count, the ally gains 12 StatusEffect|Offense Level Up next turn. (activates once per Identity, per turn)", sin = "envy", tier = "IV", cost = 390, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Offense Level Up" },
	["Clear Mirror, Calm Water++"] = { name = "Clear Mirror, Calm Water", desc = "Increase the allies' Critical Hit damage multiplier from x1.2 to x2.5.<br><br>If a Critical Hit consumed StatusEffect|Poise Count, the ally gains 15 StatusEffect|Offense Level Up next turn. (activates once per Identity, per turn)", sin = "envy", tier = "IV", cost = 390, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Offense Level Up" },
	["Charred Disk"] = { name = "Charred Disk", desc = "When an enemy with StatusEffect|Burn is defeated (for Abnormalities, when the Core is defeated), inflict half of the StatusEffect|Burn Potency on the defeated enemy to an enemy with the least StatusEffect|Burn Potency at the next Turn Start.<br><br>Turn Start: inflict 4 Offense Level Down to enemies with StatusEffect|Burn for the turn.", sin = "envy", tier = "III", cost = 248, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Lightning Rod"] = { name = "Lightning Rod", desc = "Encounter Start: all allies gain +3 StatusEffect|Charge Count.<br><br>If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5 StatusEffect|Charge Count instead.", sin = "envy", tier = "III", cost = 247, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Lightning Rod+"] = { name = "Lightning Rod", desc = "Encounter Start: all allies gain +4 StatusEffect|Charge Count.<br><br>If two or more participating allies have Envy Affinity Attack Skills, all allies gain +6 StatusEffect|Charge Count instead.", sin = "envy", tier = "III", cost = 247, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Lightning Rod++"] = { name = "Lightning Rod", desc = "Encounter Start: all allies gain +5 StatusEffect|Charge Count.<br><br>If two or more participating allies have Envy Affinity Attack Skills, all allies gain +7 StatusEffect|Charge Count instead.", sin = "envy", tier = "III", cost = 247, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Endorphin Kit"] = { name = "Endorphin Kit", desc = "When gaining StatusEffect|Poise Potency from Skill effects, gain 1 StatusEffect|Poise Potency and +1 StatusEffect|Poise Count.<br><br>If the Skill's Affinity was Envy, the ally gains 2 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count instead.", sin = "envy", tier = "III", cost = 251, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Endorphin Kit+"] = { name = "Endorphin Kit", desc = "When gaining StatusEffect|Poise Potency from Skill effects, gain 2 StatusEffect|Poise Potency and +2 StatusEffect|Poise Count.<br><br>If the Skill's Affinity was Envy, the ally gains 3 StatusEffect|Poise Potency and +3 StatusEffect|Poise Count instead.", sin = "envy", tier = "III", cost = 251, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Endorphin Kit++"] = { name = "Endorphin Kit", desc = "When gaining StatusEffect|Poise Potency from Skill effects, gain 3 StatusEffect|Poise Potency and +3 StatusEffect|Poise Count.<br><br>If the Skill's Affinity was Envy, the ally gains 4 StatusEffect|Poise Potency and +4 StatusEffect|Poise Count instead.", sin = "envy", tier = "III", cost = 251, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Headless Portrait"] = { name = "Headless Portrait", desc = "Combat Start: Inflict 2 StatusEffect|Sinking Potency on all enemies with less than 0 SP. (for Abnormalities, one random part)<br><br>For each Envy Affinity Skill used, randomly inflict 1 StatusEffect|Sinking Potency between all enemies next turn. (for Abnormalities, one random part)", sin = "envy", tier = "I", cost = 151, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Headless Portrait+"] = { name = "Headless Portrait", desc = "Combat Start: Inflict 3 StatusEffect|Sinking Potency on all enemies with less than 0 SP. (for Abnormalities, one random part)<br><br>For each Envy Affinity Skill used, randomly inflict 2 StatusEffect|Sinking Potency between all enemies next turn. (for Abnormalities, one random part)", sin = "envy", tier = "I", cost = 151, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Headless Portrait++"] = { name = "Headless Portrait", desc = "Combat Start: Inflict 4 StatusEffect|Sinking Potency and +1 StatusEffect|Sinking Count on all enemies with less than 0 SP. (for Abnormalities, one random part)<br><br>For each Envy Affinity Skill used, randomly inflict 3 StatusEffect|Sinking Potency between all enemies next turn. (for Abnormalities, one random part)", sin = "envy", tier = "I", cost = 151, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Charge-type Gloves"] = { name = "Charge-type Gloves", desc = "Max StatusEffect|Charge Count +10.<br><br>Encounter Start: All allies gain +5 StatusEffect|Charge Count.<br><br>Turn Start: All allies gain +2 StatusEffect|Charge Count.", sin = "envy", tier = "IV", cost = 394, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Charge-type Gloves+"] = { name = "Charge-type Gloves", desc = "Max StatusEffect|Charge Count +10.<br><br>Encounter Start: All allies gain +6 StatusEffect|Charge Count.<br><br>Turn Start: All allies gain +3 StatusEffect|Charge Count.", sin = "envy", tier = "IV", cost = 394, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Charge-type Gloves++"] = { name = "Charge-type Gloves", desc = "Max StatusEffect|Charge Count +10.<br><br>Encounter Start: All allies gain +8 StatusEffect|Charge Count.<br><br>Turn Start: All allies gain +4 StatusEffect|Charge Count.", sin = "envy", tier = "IV", cost = 394, category = "Charge", statusNum = 1, status1 = "Charge" },
	["First-aid Kit"] = { name = "First-aid Kit", desc = "Turn Start: one ally under 50% HP heals 25% of Max HP. (Once per Encounter; does not activate if the ally is dead)", sin = "wrath", tier = "III", cost = 230, statusNum = 0 },
	["Painkiller"] = { name = "Painkiller", desc = "Turn Start: Staggered allies heal by 12.5% of Max HP and gain 3 StatusEffect|Protection for this turn.", sin = "gloom", tier = "II", cost = 183, statusNum = 1, status1 = "Protection" },
	["Voracious Hammer"] = { name = "Voracious Hammer", desc = "After winning a combat Encounter, gain 3 Cost for each enemy defeated.", sin = "lust", tier = "II", cost = 213, statusNum = 0 },
	["Golden Urn"] = { name = "Golden Urn", desc = "Gain +20% Cost after winning a combat Encounter. (Not affected by Starter Buffs or other E.G.O Gifts)", sin = "sloth", tier = "II", cost = 180, statusNum = 0 },
	["Milepost of Survival"] = { name = "Milepost of Survival", desc = "When moving to the next floor, all Identities heal by 10% of Max HP, and gain 100 Cost.", sin = "gluttony", tier = "II", cost = 182, statusNum = 0 },
	["Faith"] = { name = "Faith", desc = "After using a Plus Coin Skill, fully heal the ally's SP at the next Turn Start. (Unless corroded).", sin = "pride", tier = "IV", cost = 424, statusNum = 0 },
	["Piece of Relationship"] = { name = "Piece of Relationship", desc = "Upon Acquisition: All Deployed Identities gain 5 Levels. [Cannot Sell]", sin = "envy", tier = "IV", cost = 422, statusNum = 0 },
	["Piece of Relationship+"] = { name = "Piece of Relationship", desc = "Upon Acquisition: All Deployed Identities gain 7 Levels. [Cannot Sell]", sin = "envy", tier = "IV", cost = 422, statusNum = 0 },
	["Piece of Relationship++"] = { name = "Piece of Relationship", desc = "Upon Acquisition: All Deployed Identities gain 10 Levels. [Cannot Sell]", sin = "envy", tier = "IV", cost = 422, statusNum = 0 },
	["Lunar Memory"] = { name = "Lunar Memory", desc = "All type and Affinity resistances of enemies (for Abnormalities, all Parts) change to 'Fatal'.", sin = "envy", tier = "V", cost = 600, statusNum = 0 },
	
--MD3 / Mirror of the Lake
	["Ancient Effigy"] = { name = "Ancient Effigy", desc = "Turn Start: select one of the fastest allies and apply 5 StatusEffect|Haste to them next turn.<br><br>Next Turn Start: select one of the other fastest allies (allies without the Ancient Effigy effect) and re-apply the Gift effect to them. (effect expires if no other allies can be selected)", sin = "gluttony", tier = "IV", cost = 397, statusNum = 1, status1 = "Haste" },
	["Non-disclosure Agreement"] = { name = "Non-disclosure Agreement", desc = "Turn Start: A random ally deals +10% damage (effective until Non-disclosure Agreement effect expires).<br><br>The ally deals additional +10% damage every time it hits with a Skill and deals HP damage to an enemy (Max +40% damage). If the ally takes HP damage, the Gift's effect expires. At the next Turn Start, apply the same Gift effect to another random ally. (effect expires if no other allies can be selected)", sin = "gloom", tier = "IV", cost = 395, statusNum = 0 },
	["Reverberation"] = { name = "Reverberation", desc = "Turn End: Inflict 2 StatusEffect|Bind to enemies (for Abnormalities, their Parts) with 10+ StatusEffect|Tremor Potency.<br><br>If the target has 20+ StatusEffect|Tremor Potency, apply 2 StatusEffect|Bind and 1 StatusEffect|Paralyze instead.", sin = "gloom", tier = "II", cost = 216, category = "Tremor", statusNum = 3, status1 = "Bind", status2 = "Tremor", status3 = "Paralyze" },
	["Burning Intellect"] = { name = "Burning Intellect", desc = "After defeating an enemy with a StatusEffect|Burn effect, 2 allies with Skills that inflict StatusEffect|Burn Potency gains 1 StatusEffect|Damage Up at the next Turn Start.", sin = "sloth", tier = "I", cost = 141, category = "Burn", statusNum = 2, status1 = "Burn", status2 = "Damage Up" },
	["Burning Intellect+"] = { name = "Burning Intellect", desc = "After defeating an enemy with a StatusEffect|Burn effect, 2 allies with Skills that inflict StatusEffect|Burn Potency gains 2 StatusEffect|Damage Up at the next Turn Start.", sin = "sloth", tier = "I", cost = 141, category = "Burn", statusNum = 2, status1 = "Burn", status2 = "Damage Up" },
	["Burning Intellect++"] = { name = "Burning Intellect", desc = "After defeating an enemy with a StatusEffect|Burn effect, 3 allies with Skills that inflict StatusEffect|Burn Potency gains 2 StatusEffect|Damage Up at the next Turn Start.", sin = "sloth", tier = "I", cost = 141, category = "Burn", statusNum = 2, status1 = "Burn", status2 = "Damage Up" },
	["Soothe the Dead"] = { name = "Soothe the Dead", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Burn Potency, Count, or 'Unique Burn' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br><br>First Turn Start of a wave: inflict 3 StatusEffect|Burn Count to all enemies (or all Abnormality parts); randomly inflict a total of 15 StatusEffect|Burn Potency between all enemies (or all Abnormality parts).<br><br>To Skills that inflict StatusEffect|Burn Potency, Count, or 'Unique Burn': Final Power +1, Coin Power +1, inflicted StatusEffect|Burn Potency +1, inflicted StatusEffect|Burn Count +1.", sin = "pride", tier = "IV", cost = 421, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Rusted Muzzle"] = { name = "Rusted Muzzle", desc = "When hitting and dealing 12+ HP damage to an enemy with a Skill, inflict 2 StatusEffect|Bleed Potency.<br><br>When using a Slash Skill, inflict 4 StatusEffect|Bleed Potency instead.", sin = "envy", tier = "I", cost = 164, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Rusted Muzzle+"] = { name = "Rusted Muzzle", desc = "When hitting and dealing 12+ HP damage to an enemy with a Skill, inflict 3 StatusEffect|Bleed Potency on target.<br><br>When using a Slash Skill, inflict 5 StatusEffect|Bleed Potency instead.", sin = "envy", tier = "I", cost = 164, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Rusted Muzzle++"] = { name = "Rusted Muzzle", desc = "Whenever an ally deals 1+ HP damage to an enemy with a Skill, inflict 3 StatusEffect|Bleed Potency on target.<br><br>When using a Slash Skill, inflict 5 StatusEffect|Bleed Potency and +1 StatusEffect|Bleed Count instead.", sin = "envy", tier = "I", cost = 164, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Bloody Mist"] = { name = "Bloody Mist", desc = "Encounter Start: This Gift Activates when 5 or more Identities have Attack Skills that apply StatusEffect|Bleed Potency, Count, or 'Unique Bleed' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Allies inflict double the amount of StatusEffect|Bleed Potency and StatusEffect|Bleed Count.<br><br>Skills that inflict StatusEffect|Bleed Potency, Count, or 'Unique Bleed': Coin Power +2, damage dealt +100%", sin = "sloth", tier = "IV", cost = 418, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Bell of Truth"] = { name = "Bell of Truth", desc = "Inflict 1 StatusEffect|Fragile this turn to enemies affected by StatusEffect|Tremor Burst. (Activates once per Attack Skill that triggers StatusEffect|Tremor Burst)", sin = "envy", tier = "III", cost = 268, category = "Tremor", statusNum = 3, status1 = "Fragile", status2 = "Tremor Burst", status3 = "Tremor" },
	["Bell of Truth+"] = { name = "Bell of Truth", desc = "Inflict 1 StatusEffect|Fragile this turn and next turn to enemies affected by StatusEffect|Tremor Burst. (Activates once per Attack Skill that triggers StatusEffect|Tremor Burst)", sin = "envy", tier = "III", cost = 268, category = "Tremor", statusNum = 3, status1 = "Fragile", status2 = "Tremor Burst", status3 = "Tremor" },
	["Bell of Truth++"] = { name = "Bell of Truth", desc = "Inflict 2 StatusEffect|Fragile this turn and next turn to enemies affected by StatusEffect|Tremor Burst. (Activates once per Attack Skill that triggers StatusEffect|Tremor Burst)", sin = "envy", tier = "III", cost = 268, category = "Tremor", statusNum = 3, status1 = "Fragile", status2 = "Tremor Burst", status3 = "Tremor" },
	["Coupled Oscillation"] = { name = "Coupled Oscillation", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Tremor Potency or Count. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>First Turn Start of a wave: Inflict 5 StatusEffect|Tremor Potency and +5 StatusEffect|Tremor Count to all enemies. (or all Abnormality parts)<br><br>Apply 5 StatusEffect|Tremor Potency and 2 StatusEffect|Fragile this turn and next turn to enemies affected by StatusEffect|Tremor Burst. (activates once per Attack Skill that triggers StatusEffect|Tremor Burst)<br><br>After triggering 3 StatusEffect|Tremor Burst to a target, Stagger the target at the next Turn Start and add a new Stagger Threshold at 66% and 33% marks of the target's current HP. (once per Encounter)", sin = "lust", tier = "IV", cost = 419, category = "Tremor", statusNum = 3, status1 = "Tremor Burst", status2 = "Fragile", status3 = "Tremor" },
	["Fluorescent Lamp"] = { name = "Fluorescent Lamp", desc = "Turn End: If there are enemies or Abnormality parts with StatusEffect|Rupture, apply 1 StatusEffect|Damage Up or 1 StatusEffect|Haste to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with StatusEffect|Rupture + 1) times.", sin = "pride", tier = "II", cost = 219, category = "Rupture", statusNum = 3, status1 = "Rupture", status2 = "Damage Up", status3 = "Haste" },
	["Fluorescent Lamp+"] = { name = "Fluorescent Lamp", desc = "Turn End: If there are enemies or Abnormality parts with StatusEffect|Rupture, apply 1 StatusEffect|Damage Up or 1 StatusEffect|Haste to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with StatusEffect|Rupture + 3) times.", sin = "pride", tier = "II", cost = 219, category = "Rupture", statusNum = 3, status1 = "Rupture", status2 = "Damage Up", status3 = "Haste" },
	["Fluorescent Lamp++"] = { name = "Fluorescent Lamp", desc = "Turn End: If there are enemies or Abnormality parts with StatusEffect|Rupture, apply 1 StatusEffect|Damage Up and 1 StatusEffect|Haste to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with StatusEffect|Rupture + 3) times.", sin = "pride", tier = "II", cost = 219, category = "Rupture", statusNum = 3, status1 = "Rupture", status2 = "Damage Up", status3 = "Haste" },
	["Enrapturing Trance"] = { name = "Enrapturing Trance", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Rupture Potency or Count. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>When hitting an enemy with a Skill, inflict 5 StatusEffect|Rupture Potency.<br><br>When StatusEffect|Rupture Count on an enemy drops below 1, consume 10 StatusEffect|Rupture Potency instead of StatusEffect|Rupture Count. (This effect ends when StatusEffect|Rupture Potency drops below 10)", sin = "wrath", tier = "IV", cost = 416, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Broken Compass"] = { name = "Broken Compass", desc = "First Turn Start of a wave: randomly inflict (5 + (# of enemies x 3)) StatusEffect|Sinking Count between all enemies (or all Abnormality parts).<br>(For Abnormalities, only the Core counts as an enemy)", sin = "pride", tier = "III", cost = 263, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Broken Compass+"] = { name = "Broken Compass", desc = "First Turn Start of a wave: randomly inflict (10 + (# of enemies x 3)) StatusEffect|Sinking Count between all enemies (or all Abnormality parts).<br>(For Abnormalities, only the Core counts as an enemy)", sin = "pride", tier = "III", cost = 263, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Broken Compass++"] = { name = "Broken Compass", desc = "First Turn Start of a wave: randomly inflict (10 + (# of enemies x 4)) StatusEffect|Sinking Count between all enemies (or all Abnormality parts).<br>(For Abnormalities, only the Core counts as an enemy)", sin = "pride", tier = "III", cost = 263, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Black Sheet Music"] = { name = "Black Sheet Music", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Sinking Potency, Count, or 'Unique Sinking'. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>When hitting an enemy with a Skill, inflict 5 StatusEffect|Sinking Potency.<br><br>Turn Start: All enemies (or all Abnormality parts) regain StatusEffect|Sinking Count equal to (StatusEffect|Sinking Count consumed from getting hit last turn)/2", sin = "gluttony", tier = "IV", cost = 427, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Ornamental Horseshoe"] = { name = "Ornamental Horseshoe", desc = "Turn Start: apply 2 StatusEffect|Poise Potency to 2 random allies without StatusEffect|Poise.<br><br>When all allies have StatusEffect|Poise Potency, apply 1 StatusEffect|Poise Count to all allies instead.", sin = "wrath", tier = "I", cost = 154, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Ornamental Horseshoe+"] = { name = "Ornamental Horseshoe", desc = "Turn Start: apply 3 StatusEffect|Poise Potency to a random ally without StatusEffect|Poise Potency.<br><br>When all allies have StatusEffect|Poise, apply 2 StatusEffect|Poise Count to all allies instead.", sin = "wrath", tier = "I", cost = 154, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Ornamental Horseshoe++"] = { name = "Ornamental Horseshoe", desc = "Turn Start: apply 3 StatusEffect|Poise Potency to 2 random allies without StatusEffect|Poise Potency.<br><br>When all allies have StatusEffect|Poise, apply 3 StatusEffect|Poise Count to all allies instead.", sin = "wrath", tier = "I", cost = 154, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Lucky Pouch"] = { name = "Lucky Pouch", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply or gain StatusEffect|Poise Potency or Count. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Combat Start: If a random ally with StatusEffect|Poise Critical Hits on an enemy with a Skill, all allies gain 7 StatusEffect|Poise Potency and +7 StatusEffect|Poise Count at the next Turn Start. (Once per turn)<br><br>Skill 3 of Identities with Skills that gain StatusEffect|Poise Potency: Final Power +3, Coin Power +(12/# of Coins), damage dealt +(50/# of Coins)%.", sin = "gloom", tier = "IV", cost = 410, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Material Interference Force Field"] = { name = "Material Interference Force Field", desc = "First Turn Start of a wave: all allies gain 3 StatusEffect|Charge Barrier.", sin = "sloth", tier = "III", cost = 262, category = "Charge", statusNum = 1, status1 = "Charge Barrier" },
	["Material Interference Force Field+"] = { name = "Material Interference Force Field", desc = "First Turn Start of a wave: all allies gain 5 StatusEffect|Charge Barrier.", sin = "sloth", tier = "III", cost = 262, category = "Charge", statusNum = 1, status1 = "Charge Barrier" },
	["Material Interference Force Field++"] = { name = "Material Interference Force Field", desc = "First Turn Start of a wave: all allies gain 7 StatusEffect|Charge Barrier.", sin = "sloth", tier = "III", cost = 262, category = "Charge", statusNum = 1, status1 = "Charge Barrier" },
	["T-1 Perpetual Motion Machine"] = { name = "T-1 Perpetual Motion Machine", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain StatusEffect|Charge Count or 'Unique Charge'. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>First Turn Start of a wave: all allies gain 7 StatusEffect|Charge Barrier.<br><br>Turn Start: all allies gain ((StatusEffect|Charge Count + 'Unique Charge')/5 +1) StatusEffect|Damage Up. (max 9, rounded up)<br><br>Next Turn Start: Each Identity gains ((sum of total StatusEffect|Charge Count + 'Unique Charge' consumed by Skill use in this Encounter)/4) StatusEffect|Offense Level Up (Maxes out when a sum of 40 StatusEffect|Charge Count + 'Unique Charge') are consumed)", sin = "lust", tier = "IV", cost = 406, category = "Charge", statusNum = 4, status1 = "Charge Barrier", status2 = "Charge", status3 = "Damage Up", status4 = "Offense Level Up" },
	
--MD4 / Mirror of the Wuthering
	["Reverberation+"] = { name = "Reverberation+", desc = "Turn End: Inflict 2 StatusEffect|Bind and 2 StatusEffect|Defense Level Down to enemies (for Abnormalities, their Parts) with 8+ StatusEffect|Tremor Potency.<br><br>If the target has 15+ StatusEffect|Tremor Potency, apply 2 StatusEffect|Bind 1 StatusEffect|Paralyze, and 2 StatusEffect|Defense Level Down instead.", sin = "gloom", tier = "II", cost = 216, category = "Tremor", statusNum = 4, status1 = "Bind", status2 = "Tremor", status3 = "Paralyze", status4 = "Defense Level Down" },
	["Reverberation++"] = { name = "Reverberation++", desc = "Turn End: Inflict 3 StatusEffect|Bind and 3 StatusEffect|Defense Level Down to enemies (for Abnormalities, their Parts) with 5+ StatusEffect|Tremor Potency.<br><br>If the target has 10+ StatusEffect|Tremor Potency, apply 2 StatusEffect|Bind 1 StatusEffect|Paralyze, and 4 StatusEffect|Defense Level Down instead.", sin = "gloom", tier = "II", cost = 216, category = "Tremor", statusNum = 4, status1 = "Bind", status2 = "Tremor", status3 = "Paralyze", status4 = "Defense Level Down" },
	["Melted Paraffin"] = { name = "Melted Paraffin", desc = "When winning a Clash with a Skill that inflicts StatusEffect|Burn Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2) StatusEffect|Burn Potency on the target.", sin = "lust", tier = "I", cost = 150, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Melted Paraffin+"] = { name = "Melted Paraffin+", desc = "Melted Paraffin", desc = "When winning a Clash with a Skill that inflicts StatusEffect|Burn Potency, Count, or 'Unique Burn', inflict (# of remaining Coins/2 + 1) StatusEffect|Burn Potency on the target.", sin = "lust", tier = "I", cost = 150, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Melted Paraffin++"] = { name = "Melted Paraffin++", desc = "Melted Paraffin", desc = "When winning a Clash with a Skill that inflicts StatusEffect|Burn Potency, Count, or 'Unique Burn', inflict (# of remaining Coins + 1) StatusEffect|Burn Potency on the target.", sin = "lust", tier = "I", cost = 150, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Polarization"] = { name = "Polarization", desc = "If the ally has 30 or more SP than the target, deal +7.5% more damage with Skills that inflict StatusEffect|Burn Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0)", sin = "gloom", tier = "I", cost = 158,  category = "Burn", statusNum = 1, status1 = "Burn" },
	["Polarization+"] = { name = "Polarization+", desc = "If the ally has 25 or more SP than the target, deal +12.5% more damage with Skills that inflict StatusEffect|Burn Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0)", sin = "gloom", tier = "I", cost = 158,  category = "Burn", statusNum = 1, status1 = "Burn" },
	["Polarization++"] = { name = "Polarization++", desc = "If the ally has 15 or more SP than the target, deal +20% more damage with Skills that inflict StatusEffect|Burn Potency, Count, or 'Unique Burn'. (For enemies without SP, their 'SP' counts as 0)", sin = "gloom", tier = "I", cost = 158,  category = "Burn", statusNum = 1, status1 = "Burn" },
	["Pain of Stifled Rage"] = { name = "Pain of Stifled Rage", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>When inflicting StatusEffect|Burn or 'Unique Burn' with a Skill effect to an enemy that has StatusEffect|Burn or 'Unique Burn', gain 1 StatusEffect|Haste next turn. (2 times per Skill, 2 times per turn)<br><br>If the affected unit already has StatusEffect|Haste, gain 1 StatusEffect|Haste and 2 StatusEffect|Offense Level Up instead. (once per Skill, 2 times per turn)", sin = "gluttony", tier = "II", cost = 199, category = "Burn", statusNum = 3, status1 = "Burn", status2 = "Haste", status3 = "Offense Level Up" },
	["Pain of Stifled Rage+"] = { name = "Pain of Stifled Rage", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When inflicting StatusEffect|Burn or 'Unique Burn' with a Skill effect to an enemy that has StatusEffect|Burn or 'Unique Burn', gain 1 StatusEffect|Haste next turn. (2 times per Skill, 2 times per turn)<br><br>If the affected unit already has StatusEffect|Haste, gain 2 StatusEffect|Haste and 2 StatusEffect|Offense Level Up instead. (once per Skill, 2 times per turn)", sin = "gluttony", tier = "II", cost = 199, category = "Burn", statusNum = 3, status1 = "Burn", status2 = "Haste", status3 = "Offense Level Up" },
	["Pain of Stifled Rage++"] = { name = "Pain of Stifled Rage", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When inflicting StatusEffect|Burn or 'Unique Burn' with a Skill effect to an enemy that has StatusEffect|Burn or 'Unique Burn', gain 1 StatusEffect|Haste next turn. (2 times per Skill, 2 times per turn)<br><br>If the affected unit already has StatusEffect|Haste, gain 2 StatusEffect|Haste, 2 StatusEffect|Offense Level Up, and 2 StatusEffect|Damage Up instead. (once per Skill, 2 times per turn)", sin = "gluttony", tier = "II", cost = 199, category = "Burn", statusNum = 4, status1 = "Burn", status2 = "Haste", status3 = "Offense Level Up", status4 = "Damage Up" },
	["Ardent Flower"] = { name = "Ardent Flower", desc = "[Effect applies only to #1, #2 Deployed Identities]<br><br>When an ally attacks an enemy, if the target has (StatusEffect|Burn Potency on self)% or less HP (for Abnormalities, Core HP), deal +50% more damage with Attack Skills that inflict StatusEffect|Burn Potency, Count, or 'Unique Burn'.", sin = "pride", tier = "III", cost = 246, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Fragment of Hellfire"] = { name = "Fragment of Hellfire", desc = "Activates when using E.G.O Awakening Skills that apply StatusEffect|Burn Potency, Count, or 'Unique Burn'. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Wrath E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Wrath E.G.O Awakening Skills: Inflict additional StatusEffect|Burn Count based on E.G.O grades Before Attack (ZAYIN inflicts +2 Count, TETH inflicts +3 Count, HE inflict +4 Count, and so on) and deal +(Atk Weight/# of attack targets x 20)% more damage.", sin = "lust", tier = "IV", cost = 400, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Arrested Hymn"] = { name = "Arrested Hymn", desc = "Combat Start: if all enemies (or all Abnormality parts) have StatusEffect|Bleed, all allies gain 1 StatusEffect|Haste next turn.", sin = "sloth", tier = "I", cost = 149, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Haste" },
	["Arrested Hymn+"] = { name = "Arrested Hymn+", desc = "Combat Start: if all enemies (or all Abnormality parts) have StatusEffect|Bleed, all allies gain 1 StatusEffect|Damage Up next turn.", sin = "sloth", tier = "I", cost = 149, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Damage Up" },
	["Arrested Hymn++"] = { name = "Arrested Hymn++", desc = "Combat Start: if all enemies (or all Abnormality parts) have StatusEffect|Bleed, all allies gain 2 StatusEffect|Haste, 1 StatusEffect|Damage Up, and 2 StatusEffect|Offense Level Up next turn.", sin = "sloth", tier = "I", cost = 149, category = "Bleed", statusNum = 4, status1 = "Bleed", status2 = "Haste", status3 = "Damage Up", status4 = "Offense Level Up" },
	["Tangled Bundle"] = { name = "Tangled Bundle", desc = "When the ally with the fastest Speed deals damage to an enemy with a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', deal +12.5% more damage.", sin = "gloom", tier = "I", cost = 159, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Tangled Bundle+"] = { name = "Tangled Bundle+", desc = "When 2 allies with the fastest Speed deals damage to an enemy with a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', deal +15% more damage.", sin = "gloom", tier = "I", cost = 159, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Tangled Bundle++"] = { name = "Tangled Bundle++", desc = "When 3 allies with the fastest Speed deals damage to an enemy with a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', deal +20% more damage.", sin = "gloom", tier = "I", cost = 159, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Awe"] = { name = "Awe", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>When using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', and if the main target has 7+ StatusEffect|Bleed Count, deal +10% more damage", sin = "envy", tier = "II", cost = 207, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Awe+"] = { name = "Awe+", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', and if the main target has 5+ StatusEffect|Bleed Count, deal +15% more damage", sin = "envy", tier = "II", cost = 207, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Awe++"] = { name = "Awe++", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', and if the main target has 3+ StatusEffect|Bleed Count, deal +20% more damage", sin = "envy", tier = "II", cost = 207, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Respite"] = { name = "Respite", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Activates upon Clash Win using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed'<br><br>Inflict +(# of remaining Coins/2) StatusEffect|Bleed Count to the target, and gain StatusEffect|Offense Level Up equal to that value next turn<br><br>For Skills with 2- Coins, use (# of remaining Coins+3) to calculate instead", sin = "envy", tier = "III", cost = 255, category = "Bleed", statusNum = 2, status1 = "Bleed", status2 = "Offense Level Up" },
	["Fragment of Allurement"] = { name = "Fragment of Allurement", desc = "Activates when using E.G.O Awakening Skills that inflict StatusEffect|Bleed Potency, Count, or 'Unique Bleed'. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Lust E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Lust E.G.O Awakening Skills: Inflict additional StatusEffect|Bleed Count based on E.G.O grades Before Attack(ZAYIN inflicts +2 Count, TETH inflicts +3 Count, HE inflicts +4 Count, and so on) and deal additional Lust damage equal to StatusEffect|Bleed Potency on target", sin = "pride", tier = "IV", cost = 400, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Bio-venom Vial"] = { name = "Bio-venom Vial", desc = "If a target with StatusEffect|Tremor Potency is defeated, inflict 0.5(StatusEffect|Tremor Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn", sin = "sloth", tier = "III", cost = 259, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Bio-venom Vial+"] = { name = "Bio-venom Vial+", desc = "If a target with StatusEffect|Tremor Potency is defeated, inflict 0.75(StatusEffect|Tremor Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn", sin = "sloth", tier = "III", cost = 259, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Bio-venom Vial++"] = { name = "Bio-venom Vial++", desc = "If a target with StatusEffect|Tremor Potency is defeated, inflict 1.25(StatusEffect|Tremor Potency + Count on target) Sloth damage to a random enemy(or a random Abnormality part) next turn", sin = "sloth", tier = "III", cost = 259, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Venomous Skin"] = { name = "Venomous Skin", desc = "When winning a Clash with a Skill that applies(including on self) StatusEffect|Tremor Potency or Count, inflict (# of remaining Coins/2) StatusEffect|Tremor Potency on the target.", sin = "pride", tier = "I", cost = 147, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Venomous Skin+"] = { name = "Venomous Skin+", desc = "When winning a Clash with a Skill that applies(including on self) StatusEffect|Tremor Potency or Count, inflict (# of remaining Coins) StatusEffect|Tremor Potency on the target.", sin = "pride", tier = "I", cost = 147, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Venomous Skin++"] = { name = "Venomous Skin++", desc = "When winning a Clash with a Skill that applies(including on self) StatusEffect|Tremor Potency or Count, inflict (# of remaining Coins) StatusEffect|Tremor Potency and (# of remaining Coin/2) StatusEffect|Tremor Count on the target.", sin = "pride", tier = "I", cost = 147, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Sour Liquor Aroma"] = { name = "Sour Liquor Aroma", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Skills that apply(including on self) StatusEffect|Tremor Potency or Count gain 'Offense Level' +2<br><br>If the main target has StatusEffect|Tremor and is Staggered, deal +(Stagger Level x 7.5)% more damage with the Skill<br><br>When attacking an enemy with a Skill that applies StatusEffect|Tremor Potency or Count, deal +(Stagger Level x 15)% more damage with the Skill instead", sin = "sloth", tier = "II", cost = 185, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Sour Liquor Aroma+"] = { name = "Sour Liquor Aroma+", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>Skills that apply(including on self) StatusEffect|Tremor Potency or Count gain 'Offense Level' +2<br><br>If the main target has StatusEffect|Tremor and is Staggered, deal +(Stagger Level x 10)% more damage with the Skill<br><br>When attacking an enemy with a Skill that applies StatusEffect|Tremor Potency or Count, deal +(Stagger Level x 20)% more damage with the Skill instead", sin = "sloth", tier = "II", cost = 185, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Sour Liquor Aroma++"] = { name = "Sour Liquor Aroma++", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>Skills that apply(including on self) StatusEffect|Tremor Potency or Count gain Offense Level +3<br><br>If the main target has StatusEffect|Tremor and is Staggered, deal +(Stagger Level x 12.5)% more damage with the Skill<br><br>When attacking an enemy with a Skill that applies StatusEffect|Tremor Potency or Count, deal +(Stagger Level x 25)% more damage with the Skill instead", sin = "sloth", tier = "II", cost = 185, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Mirror Tactile Synaesthesia"] = { name = "Mirror Tactile Synaesthesia", desc = "When an ally Staggers an enemy with an Attack Skill(Except E.G.O Skills) that applies(including on self) StatusEffect|Tremor Potency or Count, randomly apply 1/3 of the StatusEffect|Tremor Potency on target between other enemies(or a random Abnormality Part) next turn.<br><br>If there are no other enemies to apply the above effect to, multiply StatusEffect|Tremor Potency on target by 1.5 next turn.", sin = "pride", tier = "II", cost = 200, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Clockwork Spring"] = { name = "Clockwork Spring", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Skills that apply(including on self) StatusEffect|Tremor Potency or Count gain Clash Power +1<br><br>When dealing damage to an enemy that has StatusEffect|Tremor with Attack Skills(Except E.G.O Skills) that inflict StatusEffect|Tremor Potency or Count, deal +(StatusEffect|Tremor Potency on target + 5)% more damage.<br><br>For Pride Skills: deal +(sum of StatusEffect|Tremor Potency and Count on target +5)% more damage", sin = "pride", tier = "III", cost = 249, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Fragment of Inertia"] = { name = "Fragment of Inertia", desc = "Activates when using E.G.O Awakening Skills that apply StatusEffect|Tremor Potency, Count, or 'Unique Tremor'. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Sloth E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Sloth E.G.O Awakening Skills: Inflict additional StatusEffect|Tremor Count Before Attack(ZAYIN inflicts +2 Count, TETH inflicts +3 Count, HE inflicts +4 Count, and so on), and deal +(StatusEffect|Tremor Potency on target x 1.5)% more damage", sin = "gluttony", tier = "IV", cost = 400, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Smoking Gunpowder"] = { name = "Smoking Gunpowder", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>Turn End: If an Attack Skill inflicting StatusEffect|Rupture Potency or Count has been used at least once this turn, gain 1 StatusEffect|Haste next turn.<br><br>If this unit's Speed is at 6+, Attack Skills inflicting StatusEffect|Rupture Potency or Count deal +12.5% more damage.", sin = "pride", tier = "II", cost = 201, category = "Rupture", statusNum = 2, status1 = "Rupture", status2 = "Haste" },
	["Smoking Gunpowder+"] = { name = "Smoking Gunpowder+", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Turn End: If an Attack Skill inflicting StatusEffect|Rupture Potency or Count has been used at least once this turn, gain 1 StatusEffect|Haste next turn.<br><br>If this unit's Speed is at 5+, Attack Skills inflicting StatusEffect|Rupture Potency or Count deal +15% more damage.", sin = "pride", tier = "II", cost = 201, category = "Rupture", statusNum = 2, status1 = "Rupture", status2 = "Haste" },
	["Smoking Gunpowder++"] = { name = "Smoking Gunpowder++", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Turn End: If an Attack Skill inflicting StatusEffect|Rupture Potency or Count has been used at least once this turn, gain 1~2 StatusEffect|Haste next turn.<br><br>If this unit's Speed is at 4+, Attack Skills inflicting StatusEffect|Rupture Potency or Count deal +20% more damage.", sin = "pride", tier = "II", cost = 201, category = "Rupture", statusNum = 2, status1 = "Rupture", status2 = "Haste" },
	["Bone Stake"] = { name = "Bone Stake", desc = "StatusEffect|Rupture effect deals double damage against enemy Shield.", sin = "envy", tier = "I", cost = 152, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Ragged Umbrella"] = { name = "Ragged Umbrella", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>When winning a Clash using a Skill that inflicts StatusEffect|Rupture Potency or Count, inflict +2 StatusEffect|Rupture Count against the target (once per turn per Identity)<br><br>If the target doesn't have StatusEffect|Rupture, inflict 3 StatusEffect|Rupture Potency and +2 StatusEffect|Rupture Count instead.", sin = "sloth", tier = "II", cost = 211, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Ragged Umbrella+"] = { name = "Ragged Umbrella+", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When winning a Clash using a Skill that inflicts StatusEffect|Rupture Potency or Count, inflict 2 StatusEffect|Rupture Potency and +2 StatusEffect|Rupture Count against the target (once per turn per Identity)<br><br>If the target doesn't have StatusEffect|Rupture, inflict 4 StatusEffect|Rupture Potency and +2 StatusEffect|Rupture Count instead.", sin = "sloth", tier = "II", cost = 211, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Ragged Umbrella++"] = { name = "Ragged Umbrella++", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When winning a Clash using a Skill that inflicts StatusEffect|Rupture Potency or Count, inflict 4 StatusEffect|Rupture Potency and +2 StatusEffect|Rupture Count against the target (once per turn per Identity)<br><br>If the target doesn't have StatusEffect|Rupture, inflict 6 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count instead.", sin = "sloth", tier = "II", cost = 211, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Deathseeker"] = { name = "Deathseeker", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Attack Skills(Except E.G.O Skills) that inflict StatusEffect|Rupture Potency or Count gain Clash Power +1, 'Offense Level' +2, and deal +15% more damage.<br><br><br>Single-Coin Skills gain Clash Power +2, 'Offense Level' +2, and deal +40% more damage instead.", sin = "gluttony", tier = "III", cost = 271, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Fragment of Desire"] = { name = "Fragment of Desire", desc = "Activates when using E.G.O Awakening Skills that inflict StatusEffect|Rupture Potency or Count. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Gluttony E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Gluttony E.G.O Awakening Skills: Inflict additional StatusEffect|Rupture Count based on E.G.O grades (ZAYIN inflicts +2 Count, TETH inflicts +3 Count, HE inflicts +4 Count, and so on), and deal +(# of different E.G.O resource used x 15)% more damage", sin = "sloth", tier = "IV", cost = 400, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Eldtree Snare"] = { name = "Eldtree Snare", desc = "Attack Skills(Except E.G.O Skills) that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' deal +5% more damage.<br><br>For Skills with 2- Coins, gain Clash Power +1 and deal +10% more damage instead.", sin = "gluttony", tier = "I", cost = 145, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Eldtree Snare+"] = { name = "Eldtree Snare+", desc = "Attack Skills(Except E.G.O Skills) that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' deal +7.5% more damage.<br><br>For Skills with 2- Coins, gain Clash Power +1 and deal +12.5% more damage instead.", sin = "gluttony", tier = "I", cost = 145, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Eldtree Snare++"] = { name = "Eldtree Snare++", desc = "Attack Skills(Except E.G.O Skills) that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' deal +10% more damage.<br><br>For Skills with 2- Coins, gain Clash Power +1 and deal +15% more damage instead.", sin = "gluttony", tier = "I", cost = 145, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Rags"] = { name = "Rags", desc = "Allies with Attack Skills that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' heal 5 additional SP(once per turn) upon Clash Win; if at max SP, deal +7.5% more damage.<br><br>When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP)% more damage; if already at less than -15 SP, deal +15% more damage.", sin = "gloom", tier = "I", cost = 155, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Rags+"] = { name = "Rags+", desc = "Allies with Attack Skills that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' heal 6 additional SP(once per turn) upon Clash Win; if at max SP, deal +10% more damage.<br><br>When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 5)% more damage; if already at less than -15 SP, deal +20% more damage.", sin = "gloom", tier = "I", cost = 155, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Rags++"] = { name = "Rags++", desc = "Allies with Attack Skills that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' heal 7 additional SP(once per turn) upon Clash Win; if at max SP, deal +12.5% more damage.<br><br>When the said allies use a minus Coin Skill(not E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 10)% more damage; if already at less than -15 SP, deal +25% more damage.", sin = "gloom", tier = "I", cost = 155, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Grandeur"] = { name = "Grandeur", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>When dealing damage with an Attack Skill that inflicts StatusEffect|Sinking Potency, Count, or 'Unique Sinking' against targets with 10+ (StatusEffect|Sinking Potency + Count), inflict 2 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count After Attack (2 times per turn per Identity)<br>In Focused Encounters: inflict 4 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count instead (once per turn per Identity)", sin = "lust", tier = "II", cost = 215, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Grandeur+"] = { name = "Grandeur+", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When dealing damage with an Attack Skill that inflicts StatusEffect|Sinking Potency, Count, or 'Unique Sinking' against targets with 8+ (StatusEffect|Sinking Potency + Count), inflict 3 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count After Attack (2 times per turn per Identity)<br>In Focused Encounters: inflict 5 StatusEffect|Sinking Potency and +2 StatusEffect|Sinking Count instead (once per turn per Identity)", sin = "lust", tier = "II", cost = 215, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Grandeur++"] = { name = "Grandeur++", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>When dealing damage with an Attack Skill that inflicts StatusEffect|Sinking Potency, Count, or 'Unique Sinking' against targets with 5+ (StatusEffect|Sinking Potency + Count), inflict 3 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count After Attack (2 times per turn per Identity)<br>In Focused Encounters: inflict 5 StatusEffect|Sinking Potency and +3 StatusEffect|Sinking Count instead (once per turn per Identity)", sin = "lust", tier = "II", cost = 215, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Distant Star"] = { name = "Distant Star", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>For this Encounter, Ally that used Attack Skills that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking' 3 times or more during this Encounter inflicts 1 additional StatusEffect|Sinking Potency. (this effect applies from the 4th used StatusEffect|Sinking-applying Skill onward)<br><br>In Focused Encounters: inflicts 2 additional StatusEffect|Sinking Potency instead.", sin = "envy", tier = "III", cost = 257, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Fragment of Decay"] = { name = "Fragment of Decay", desc = "Activates when using E.G.O Awakening Skills that inflict StatusEffect|Sinking Potency, Count, or 'Unique Sinking'. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Gloom E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Gloom E.G.O Awakening Skills: Inflict additional StatusEffect|Sinking Count Before Attack(ZAYIN inflicts +2 Count, TETH inflicts +3 Count, HE inflicts +4 Count, and so on), and deal +(SP consumed to activate E.G.O Skill x 2.5)% more damage.", sin = "sloth", tier = "IV", cost = 400, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Devil's Share"] = { name = "Devil's Share", desc = "Turn End: apply 1 StatusEffect|Haste next turn to 1 ally with the highest StatusEffect|Poise Potency and 1 ally with the highest StatusEffect|Poise Count. (both effects can apply on the same Identity)<br><br>If the ally has Lust Affinity Attack Skills, apply 2 StatusEffect|Haste instead. (not counting E.G.O Skills)", sin = "lust", tier = "I", cost = 144, category = "Poise", statusNum = 2, status1 = "Haste", status2 = "Poise" },
	["Devil's Share+"] = { name = "Devil's Share", desc = "Turn End: apply 1 StatusEffect|Haste and 1 StatusEffect|Offense Level Up next turn to 1 ally with the highest StatusEffect|Poise Potency and 1 ally with the highest StatusEffect|Poise Count. (both effects can apply on the same Identity)<br><br>If the ally has Lust Affinity Attack Skills, apply 2 StatusEffect|Haste and 2 StatusEffect|Offense Level Up instead. (not counting E.G.O Skills)", sin = "lust", tier = "I", cost = 144, category = "Poise", statusNum = 3, status1 = "Haste", status2 = "Offense Level Up", status3 = "Poise" },
	["Devil's Share++"] = { name = "Devil's Share", desc = "Turn End: apply 1 StatusEffect|Haste, 1 StatusEffect|Offense Level Up, and 1 StatusEffect|Damage Up next turn to 1 ally with the highest StatusEffect|Poise Potency and 1 ally with the highest StatusEffect|Poise Count. (both effects can apply on the same Identity)<br><br>If the ally has Lust Affinity Attack Skills, apply 2 StatusEffect|Haste, 2 StatusEffect|Offense Level Up, and 2 StatusEffect|Damage Up instead. (not counting E.G.O Skills)", sin = "lust", tier = "I", cost = 144, category = "Poise", statusNum = 4, status1 = "Haste", status2 = "Offense Level Up", status3 = "Damage Up", status4 = "Poise" },
	["Emerald Elytra"] = { name = "Emerald Elytra", desc = "First Turn Start of a Wave: 1 fastest ally gains 3 StatusEffect|Poise Potency and 2 StatusEffect|Poise Count.<br><br>If the ally has Envy Affinity Attack Skills, gain 4 StatusEffect|Poise Potency and 3 StatusEffect|Poise Count instead.", sin = "envy", tier = "I", cost = 160, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Emerald Elytra+"] = { name = "Emerald Elytra", desc = "First Turn Start of a Wave: 1 fastest ally gains 4 StatusEffect|Poise Potency and 4 StatusEffect|Poise Count.<br><br>If the ally has Envy Affinity Attack Skills, gain 5 StatusEffect|Poise Potency and 5 StatusEffect|Poise Count instead.", sin = "envy", tier = "I", cost = 160, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Emerald Elytra++"] = { name = "Emerald Elytra", desc = "Turn Start: 1 fastest ally gains 4 StatusEffect|Poise Potency and 4 StatusEffect|Poise Count.<br><br>If the ally has Envy Affinity Attack Skills, gain 5 StatusEffect|Poise Potency and 5 StatusEffect|Poise Count instead.", sin = "envy", tier = "I", cost = 160, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Old Wooden Doll"] = { name = "Old Wooden Doll", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>On Crit, inflict 1 StatusEffect|Defense Level Down next turn. (3 times per turn per Identity)", sin = "wrath", tier = "II", cost = 214, category = "Poise", statusNum = 1, status1 = "Defense Level Down" },
	["Old Wooden Doll+"] = { name = "Old Wooden Doll+", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>On Crit, inflict 1 StatusEffect|Defense Level Down next turn. (4 times per turn per Identity)", sin = "wrath", tier = "II", cost = 214, category = "Poise", statusNum = 1, status1 = "Defense Level Down" },
	["Old Wooden Doll++"] = { name = "Old Wooden Doll+", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>On Crit, inflict 1 StatusEffect|Defense Level Down next turn. (6 times per turn per Identity)", sin = "wrath", tier = "II", cost = 214, category = "Poise", statusNum = 1, status1 = "Defense Level Down" },
	["Finifugality"] = { name = "Finifugality", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Turn Start: allies with 10+ (sum of StatusEffect|Poise Potency and Count) gain Clash Power +1 and 1 StatusEffect|Damage Up.<br><br>At 20+ sum, gain Clash Power +1 and 3 StatusEffect|Damage Up instead.<br><br>At 40+ sum, gain Clash Power +2 and 3 StatusEffect|Damage Up instead.", sin = "pride", tier = "III", cost = 243, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Damage Up" },
	["Fragment of Conceit"] = { name = "Fragment of Conceit", desc = "Activates when using E.G.O Awakening Skills that apply or gain StatusEffect|Poise Potency or Count. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Pride E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Pride E.G.O Awakening Skills: gain additional StatusEffect|Poise Count Before Attack(ZAYIN gains +2 Count, TETH gains +3 Count, HE gains +4 Count, and so on), and deal +(sum of all E.G.O resources consumed x 8)% more damage.", sin = "lust", tier = "IV", cost = 400, category = "Poise", statusNum = 1, status1 = "Poise" },
	["UPS System"] = { name = "UPS System", desc = "Turn End: If at less than 3 StatusEffect|Charge Count, gain +3 StatusEffect|Charge Count next Turn Start.<br><br>Turn End: If at 3+ StatusEffect|Charge Count, gain 1 StatusEffect|Damage Up next Turn Start.", sin = "wrath", tier = "I", cost = 156, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "Damage Up" },
	["UPS System+"] = { name = "UPS System+", desc = "Turn End: If at less than 4 StatusEffect|Charge Count, gain +3 StatusEffect|Charge Count next Turn Start.<br><br>Turn End: If at 4+ StatusEffect|Charge Count, gain 1 StatusEffect|Damage Up next Turn Start.", sin = "wrath", tier = "I", cost = 156, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "Damage Up" },
	["UPS System++"] = { name = "UPS System++", desc = "Turn End: If at less than 5 StatusEffect|Charge Count, gain +4 StatusEffect|Charge Count next Turn Start.<br><br>Turn End: If at 5+ StatusEffect|Charge Count, gain 2 StatusEffect|Damage Up next Turn Start.", sin = "wrath", tier = "I", cost = 156, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "Damage Up" },
	["Uncapped Defibrilator"] = { name = "Uncapped Defibrilator", desc = "Turn End: heal HP and SP equal to the sum of StatusEffect|Charge Count and 'Unique Charge' consumed by Attack Skills this turn.<br><br>If this unit has 50%- remaining HP, boost the heal amount by x1.5.", sin = "gluttony", tier = "I", cost = 147, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Uncapped Defibrilator+"] = { name = "Uncapped Defibrilator+", desc = "Turn End: heal HP and SP equal to (the sum of StatusEffect|Charge Count and 'Unique Charge' consumed by Attack Skills this turn + 1).<br><br>If this unit has 50%- remaining HP, boost the heal amount by x2.", sin = "gluttony", tier = "I", cost = 147, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Uncapped Defibrilator++"] = { name = "Uncapped Defibrilator++", desc = "Turn End: heal HP and SP equal to (the sum of StatusEffect|Charge Count and 'Unique Charge' consumed by Attack Skills this turn + 2).<br><br>If this unit has 75%- remaining HP, boost the heal amount by x2.", sin = "gluttony", tier = "I", cost = 147, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Patrolling Flashlight"] = { name = "Patrolling Flashlight", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Turn Start: if the affected Identity has a Skill that gains or consumes StatusEffect|Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +10% more damage while that unit has StatusEffect|Charge Barrier.<br><br>Turn End: if the affected Identity does not have StatusEffect|Charge Barrier, apply 2 StatusEffect|Charge Barrier next turn.", sin = "envy", tier = "II", cost = 210, category = "Charge", statusNum = 2, status1 = "Charge Barrier", status2 = "Charge" },
	["Patrolling Flashlight+"] = { name = "Patrolling Flashlight+", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>Turn Start: if the affected Identity has a Skill that gains or consumes StatusEffect|Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +15% more damage while that unit has StatusEffect|Charge Barrier.<br><br>Turn End: if the affected Identity does not have StatusEffect|Charge Barrier, apply 3 StatusEffect|Charge Barrier next turn.", sin = "envy", tier = "II", cost = 210, category = "Charge", statusNum = 2, status1 = "Charge Barrier", status2 = "Charge" },
	["Patrolling Flashlight++"] = { name = "Patrolling Flashlight++", desc = "[Effects apply only to #1, #2, and #3 Deployed Identities]<br><br>Turn Start: if the affected Identity has a Skill that gains or consumes StatusEffect|Charge Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +25% more damage while that unit has StatusEffect|Charge Barrier.<br><br>Turn End: if the affected Identity does not have StatusEffect|Charge Barrier, apply 4 StatusEffect|Charge Barrier next turn.", sin = "envy", tier = "II", cost = 210, category = "Charge", statusNum = 2, status1 = "Charge Barrier", status2 = "Charge" },
	["Imitative Generator"] = { name = "Imitative Generator", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>Activates when the unit has 10+ (StatusEffect|Charge Count + 'Unique Charge') at Turn Start.<br><br>Coin Power +1 to Skill 3 that gains or consumes StatusEffect|Charge Count or 'Unique Charge'.<br><br>If the said Skill has less than 5 Base Power, deal +25% more damage; if it has 5+ Base Power, gain an additional Coin Power +1.", sin = "wrath", tier = "III", cost = 254, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Fragment of Friction"] = { name = "Fragment of Friction", desc = "Activates when using E.G.O Awakening Skills that gain or consume StatusEffect|Charge Count or 'Unique Charge'. (NOT Corrosion Skills)<br><br>Gain Final Power equal to (Envy E.G.O resource + sum of other E.G.O resources/3) consumed.<br><br>Envy E.G.O Awakening Skills: gain additional StatusEffect|Charge Count Before Attack(ZAYIN gains +2 Count, TETH gains +3 Count, HE gains +4 Count, and so on), and deal +((StatusEffect|Charge Count on self + 'Unique Charge') x 5)% more damage. (200% max)", sin = "gloom", tier = "IV", cost = 400, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Scalpel"] = { name = "Scalpel", desc = "[Effects apply only to the #4 Deployed Identity]<br><br>Turn End: Identity with Slash Attack Skills gain (# of Slash Attack Skills they have) StatusEffect|Haste next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 3 StatusEffect|Haste next turn. E.G.O Skills and Counters don't count)", sin = "wrath", tier = "I", cost = 155, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Scalpel+"] = { name = "Scalpel+", desc = "[Effects apply only to the #4 Deployed Identity]<br><br>Turn End: Identity with Slash Attack Skills gain (1 + # of Slash Attack Skills they have) StatusEffect|Haste next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 StatusEffect|Haste next turn. E.G.O Skills and Counters don't count)", sin = "wrath", tier = "I", cost = 155, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Scalpel++"] = { name = "Scalpel++", desc = "[Effects apply only to the #4, #5 Deployed Identity]<br><br>Turn End: Identity with Slash Attack Skills gain (1 + # of Slash Attack Skills they have) StatusEffect|Haste next turn. (e.g. An Identity with S1 Slash, S2 Slash, and S3 Slash would gain 4 StatusEffect|Haste next turn. E.G.O Skills and Counters don't count)", sin = "wrath", tier = "I", cost = 155, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Deceptive Accord"] = { name = "Deceptive Accord", desc = "[Effects apply only to #5 Deployed Identity]<br><br>If there is a 3+ Speed difference between this unit and the enemy targeted by this unit, deal +15% more damage with Slash Skills.", sin = "sloth", tier = "I", cost = 148, category = "Slash", statusNum = 0 },
	["Deceptive Accord+"] = { name = "Deceptive Accord+", desc = "[Effects apply only to #5 Deployed Identity]<br><br>If there is a 3+ Speed difference between this unit and the enemy targeted by this unit, deal +20% more damage with Slash Skills.", sin = "sloth", tier = "I", cost = 148, category = "Slash", statusNum = 0 },
	["Deceptive Accord++"] = { name = "Deceptive Accord++", desc = "[Effects apply only to #5, #6 Deployed Identity]<br><br>If there is a 2+ Speed difference between this unit and the enemy targeted by this unit, deal +20% more damage with Slash Skills.", sin = "sloth", tier = "I", cost = 148, category = "Slash", statusNum = 0 },
	["Tailor's Scissors"] = { name = "Tailor's Scissors", desc = "[Effects apply only to #6 Deployed Identity]<br><br>Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +10% more damage.<br><br>Single-Coin Skills gain Clash Power +1 and deal +20% more damage instead.", sin = "gluttony", tier = "II", cost = 199, category = "Slash", statusNum = 0 },
	["Tailor's Scissors+"] = { name = "Tailor's Scissors+", desc = "[Effects apply only to #4, #6 Deployed Identity]<br><br>Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +15% more damage.<br><br>Single-Coin Skills gain Clash Power +1 and deal +25% more damage instead.", sin = "gluttony", tier = "II", cost = 199, category = "Slash", statusNum = 0 },
	["Tailor's Scissors++"] = { name = "Tailor's Scissors++", desc = "[Effects apply only to #6 Deployed Identity]<br><br>Slash Skills(Except E.G.O Skills) with 2- Coins gain Clash Power +1 and deal +20% more damage.<br><br>Single-Coin Skills gain Clash Power +1 and deal +30% more damage instead.", sin = "gluttony", tier = "II", cost = 199, category = "Slash", statusNum = 0 },
	["Resolution"] = { name = "Resolution", desc = "All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 1 StatusEffect|Haste & Clash Power +1 starting from the second turn.<br><br>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)", sin = "gloom", tier = "II", cost = 207, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Resolution+"] = { name = "Resolution+", desc = "All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 2 StatusEffect|Haste & Clash Power +1 starting from the second turn.<br><br>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)", sin = "gloom", tier = "II", cost = 207, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Resolution++"] = { name = "Resolution++", desc = "All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 2 StatusEffect|Haste & Final Power +1 starting from the second turn.<br><br>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)", sin = "gloom", tier = "II", cost = 207, category = "Slash", statusNum = 1, status1 = "Haste" },
	["Moment of Sentencing"] = { name = "Moment of Sentencing", desc = "[Effects apply only to #3, #4 Deployed Identities]<br><br>Unopposed Slash Skills deal +10% more damage<br><br>Clash Win: Slash Skills deal +(40/# of remaining Coins)% more damage", sin = "lust", tier = "III", cost = 256, category = "Slash", statusNum = 0 },
	["Moment of Sentencing+"] = { name = "Moment of Sentencing+", desc = "[Effects apply only to #3, #4, and #5 Deployed Identities]<br><br>Unopposed Slash Skills deal +10% more damage<br><br>Clash Win: Slash Skills deal +(40/# of remaining Coins)% more damage", sin = "lust", tier = "III", cost = 256, category = "Slash", statusNum = 0 },
	["Moment of Sentencing++"] = { name = "Moment of Sentencing++", desc = "[Effects apply only to #3, #4, #5, and #6 Deployed Identities]<br><br>Unopposed Slash Skills deal +12.5% more damage<br><br>Clash Win: Slash Skills deal +(50/# of remaining Coins)% more damage", sin = "lust", tier = "III", cost = 256, category = "Slash", statusNum = 0 },
	["Sundered Memory"] = { name = "Sundered Memory", desc = "[Effects apply only to #3 Deployed Identity]<br><br>Slash Attack Skills(Except E.G.O Skills) gain Clash Power +1 and Final Power +1.<br><br>For Slash Attack Skills with 2- Coins, gain Final Power +3 and deal +20% more damage instead.<br><br>Turn End: If at less than 50% HP, gain 4 StatusEffect|Slash DMG Up next turn.", sin = "pride", tier = "IV", cost = 400, category = "Slash", statusNum = 1, status1 = "Slash DMG Up" },
	["Carpenter's Nail"] = { name = "Carpenter's Nail", desc = "[Effects apply only to #4 Deployed Identity]<br><br>If this unit has 2+ Pierce Attack Skills, gain 1 StatusEffect|Pierce DMG Up at Turn Start.", sin = "sloth", tier = "I", cost = 151, category = "Pierce", statusNum = 1, status1 = "Pierce DMG Up" },
	["Carpenter's Nail+"] = { name = "Carpenter's Nail+", desc = "[Effects apply only to #4 Deployed Identity]<br><br>If this unit has 2+ Pierce Attack Skills, gain 2 StatusEffect|Pierce DMG Up at Turn Start.", sin = "sloth", tier = "I", cost = 151, category = "Pierce", statusNum = 1, status1 = "Pierce DMG Up" },
	["Carpenter's Nail++"] = { name = "Carpenter's Nail++", desc = "[Effects apply only to #4, #5 Deployed Identities]<br><br>If this unit has 2+ Pierce Attack Skills, gain 2 StatusEffect|Pierce DMG Up at Turn Start.", sin = "sloth", tier = "I", cost = 151, category = "Pierce", statusNum = 1, status1 = "Pierce DMG Up" },
	["Once, A Blessing"] = { name = "Once, A Blessing", desc = "[Effects apply only to #6 Deployed Identity]<br><br>When hitting an enemy with a Pierce Skill, gain 1 StatusEffect|Haste and 1 StatusEffect|Pierce DMG Up next turn. (once per turn)<br><br>When defeating an enemy with the said Skill, gain 1 additional StatusEffect|Haste next turn. (once per turn)", sin = "envy", tier = "II", cost = 213, category = "Pierce", statusNum = 2, status1 = "Haste", status2 = "Pierce DMG Up" },
	["Once, A Blessing+"] = { name = "Once, A Blessing+", desc = "[Effects apply only to #5, #6 Deployed Identities]<br><br>When hitting an enemy with a Pierce Skill, gain 1 StatusEffect|Haste and 1 StatusEffect|Pierce DMG Up next turn. (once per turn)<br><br>When defeating an enemy with the said Skill, gain 1 additional StatusEffect|Haste and 1 additional StatusEffect|Pierce DMG Up next turn. (once per turn)", sin = "envy", tier = "II", cost = 213, category = "Pierce", statusNum = 2, status1 = "Haste", status2 = "Pierce DMG Up" },
	["Once, A Blessing++"] = { name = "Once, A Blessing++", desc = "[Effects apply only to #5, #6 Deployed Identities]<br><br>When hitting an enemy with a Pierce Skill, gain 1 StatusEffect|Haste and 1 StatusEffect|Pierce DMG Up next turn. (2 times per turn)<br><br>When defeating an enemy with the said Skill, gain 1 additional StatusEffect|Haste and 2 additional StatusEffect|Pierce DMG Up next turn. (once per turn)", sin = "envy", tier = "II", cost = 213, category = "Pierce", statusNum = 2, status1 = "Haste", status2 = "Pierce DMG Up" },
	["Torn Bandolier"] = { name = "Torn Bandolier", desc = "Pierce Skills gain Clash Power +1<br><br>Skills that consume StatusEffect|Ammo deal +(40/# of Coins)% more damage<br><br>If the unit is out of StatusEffect|Ammo, gain 2 StatusEffect|Ammo at the next Turn Start (once per Encounter)", sin = "gloom", tier = "II", cost = 190, category = "Pierce", statusNum = 1, status1 = "Ammo" },
	["Torn Bandolier+"] = { name = "Torn Bandolier+", desc = "Pierce Skills gain Clash Power +1 and deal +5% more damage<br><br>Skills that consume StatusEffect|Ammo deal +(50/# of Coins)% more damage<br><br>If the unit is out of StatusEffect|Ammo, gain 2 StatusEffect|Ammo at the next Turn Start (once per Encounter)", sin = "gloom", tier = "II", cost = 190, category = "Pierce", statusNum = 1, status1 = "Ammo" },
	["Torn Bandolier++"] = { name = "Torn Bandolier++", desc = "Pierce Skills gain Clash Power +1 and deal +10% more damage<br><br>Skills that consume StatusEffect|Ammo deal +(60/# of Coins)% more damage<br><br>If the unit is out of StatusEffect|Ammo, gain 2 StatusEffect|Ammo at the next Turn Start (once per Encounter)", sin = "gloom", tier = "II", cost = 190, category = "Pierce", statusNum = 1, status1 = "Ammo" },
	["Keenbranch"] = { name = "Keenbranch", desc = "[Effects apply only to #3, #4 Deployed Identities]<br><br>In a Clash, Clash Power +1; Pierce Skills deal +20% more damage.<br><br>In an unopposed attack, Pierce Skills deal +10% more damage.", sin = "lust", tier = "III", cost = 245, category = "Pierce", statusNum = 0 },
	["Keenbranch+"] = { name = "Keenbranch+", desc = "[Effects apply only to #3, #4, and #5 Deployed Identities]<br><br>In a Clash, Clash Power +1; Pierce Skills deal +25% more damage.<br><br>In an unopposed attack, Pierce Skills deal +12.5% more damage.", sin = "lust", tier = "III", cost = 245, category = "Pierce", statusNum = 0 },
	["Keenbranch++"] = { name = "Keenbranch++", desc = "[Effects apply only to #3, #4, #5, and #6 Deployed Identities]<br><br>In a Clash, Clash Power +1; Pierce Skills deal +20% more damage.<br><br>In an unopposed attack, Pierce Skills deal +10% more damage.", sin = "lust", tier = "III", cost = 245, category = "Pierce", statusNum = 0 },
	["Punctured Memory"] = { name = "Punctured Memory", desc = "[Effects apply only to #3 Deployed Identity]<br><br>Pierce Attack Skills(Except E.G.O Skills) gain Clash Power +2 and deal +15% more damage.<br><br>When winning a Clash with a Pierce Attack Skill, deal +(2.5(# of Clashes + # of remaining Coins))% more damage. (max 35%)<br><br>Turn End: if this unit dealt 15+ HP damage by winning a Clash with a Pierce Attack Skill this turn, gain 4 StatusEffect|Pierce DMG Up next turn.", sin = "wrath", tier = "IV", cost = 400, category = "Pierce", statusNum = 1, status1 = "Pierce DMG Up" },
	["Burial Curse"] = { name = "Burial Curse", desc = "[Effects apply only to #6 Deployed Identity]<br><br>When winning a Clash with a Blunt Skill, gain 1 StatusEffect|Haste next turn (2 times max)<br><br>Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 StatusEffect|Haste next turn instead.", sin = "lust", tier = "I", cost = 152, category = "Blunt", statusNum = 1, status1 = "Haste" },
	["Burial Curse+"] = { name = "Burial Curse+", desc = "[Effects apply only to #6 Deployed Identity]<br><br>When using a Blunt Skill, gain 1 StatusEffect|Haste next turn (2 times max)<br><br>Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 StatusEffect|Haste next turn instead.", sin = "lust", tier = "I", cost = 152, category = "Blunt", statusNum = 1, status1 = "Haste" },
	["Burial Curse++"] = { name = "Burial Curse++", desc = "[Effects apply only to #4, #6 Deployed Identities]<br><br>When using a Blunt Skill, gain 1 StatusEffect|Haste and 1 StatusEffect|Blunt DMG Up next turn (2 times max)<br><br>Turn End: If this unit failed to deal any damage to the enemies this turn, gain 3 StatusEffect|Haste and 2 StatusEffect|Blunt DMG Up next turn instead.", sin = "lust", tier = "I", cost = 152, category = "Blunt", statusNum = 2, status1 = "Haste", status2 = "Blunt DMG Up" },
	["Compression Bandage"] = { name = "Compression Bandage", desc = "[Effects apply only to #5 Deployed Identity]<br><br>When hitting an enemy with a Blunt Skill, deal 3 bonus Blunt damage.<br><br>Gloom Affinity Attack Skill: heal an additional 3 HP as well.", sin = "gloom", tier = "II", cost = 209, category = "Blunt", statusNum = 0 },
	["Compression Bandage+"] = { name = "Compression Bandage+", desc = "[Effects apply only to #5, #6 Deployed Identities]<br><br>When hitting an enemy with a Blunt Skill, deal 3~5 bonus Blunt damage.<br><br>Gloom Affinity Attack Skill: heal an additional 4 HP as well.", sin = "gloom", tier = "II", cost = 209, category = "Blunt", statusNum = 0 },
	["Compression Bandage++"] = { name = "Compression Bandage++", desc = "[Effects apply only to #5, #6 Deployed Identities]<br><br>When hitting an enemy with a Blunt Skill, deal 3~7 bonus Blunt damage.<br><br>Gloom Affinity Attack Skill: heal an additional 6 HP as well.", sin = "gloom", tier = "II", cost = 209, category = "Blunt", statusNum = 0 },
	["Temporal Bridle"] = { name = "Temporal Bridle", desc = "Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 1 StatusEffect|Offense Level Up at Turn Start.<br><br>Units with 2+ Blunt Attack Skills gain 1 StatusEffect|Offense Level Up and 1 StatusEffect|Blunt DMG Up instead.<br><br>Units with 2+ Blunt Attack Skills that use Minus Coins gain 2 StatusEffect|Offense Level Up and 2 StatusEffect|Blunt DMG Up instead.", sin = "gluttony", tier = "II", cost = 212, category = "Blunt", statusNum = 2, status1 = "Offense Level Up", status2 = "Blunt DMG Up" },
	["Temporal Bridle+"] = { name = "Temporal Bridle+", desc = "Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 2 StatusEffect|Offense Level Up at Turn Start.<br><br>Units with 2+ Blunt Attack Skills gain 2 StatusEffect|Offense Level Up and 1 StatusEffect|Blunt DMG Up instead.<br><br>Units with 2+ Blunt Attack Skills that use Minus Coins gain 3 StatusEffect|Offense Level Up and 2 StatusEffect|Blunt DMG Up instead.", sin = "gluttony", tier = "II", cost = 212, category = "Blunt", statusNum = 2, status1 = "Offense Level Up", status2 = "Blunt DMG Up" },
	["Temporal Bridle++"] = { name = "Temporal Bridle++", desc = "Turn Start: units with a Blunt Attack Skill(Except E.G.O Skills) gain 2 StatusEffect|Offense Level Up and 1 StatusEffect|Blunt DMG Up at Turn Start.<br><br>Units with 2+ Blunt Attack Skills gain 2 StatusEffect|Offense Level Up and 2 StatusEffect|Blunt DMG Up instead.<br><br>Units with 2+ Blunt Attack Skills that use Minus Coins gain 3 StatusEffect|Offense Level Up and 3 StatusEffect|Blunt DMG Up instead.", sin = "gluttony", tier = "II", cost = 212, category = "Blunt", statusNum = 2, status1 = "Offense Level Up", status2 = "Blunt DMG Up" },
	["Clasped Sculpture"] = { name = "Clasped Sculpture", desc = "[Effects apply only to #3, #4 Deployed Identities]<br><br>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.", sin = "wrath", tier = "III", cost = 258, category = "Blunt", statusNum = 0 },
	["Clasped Sculpture+"] = { name = "Clasped Sculpture+", desc = "[Effects apply only to #3, #4, and #5 Deployed Identities]<br><br>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.", sin = "wrath", tier = "III", cost = 258, category = "Blunt", statusNum = 0 },
	["Clasped Sculpture++"] = { name = "Clasped Sculpture++", desc = "[Effects apply only to #3, #4, #5, and #6 Deployed Identities]<br><br>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.", sin = "wrath", tier = "III", cost = 258, category = "Blunt", statusNum = 0 },
	["Crushed Memory"] = { name = "Crushed Memory", desc = "[Effects apply only to #3 Deployed Identity]<br><br>Blunt Attack Skills gain Clash Power +(# of Coins/3): Plus Coins gain additional Coin Power +1, Minus Coins gain additional Coin Power -1. (E.G.O Skills don't count; rounded up)<br><br>If, in this Encounter, this unit lost even a single Clash using a Blunt Attack Skill, upgrade the above effect to the following: Blunt Attack Skills gain Clash Power +(# of Coins/2): Plus Coins gain additional Coin Power +2, Minus Coins gain additional Coin power -2.<br><br>Turn End: If this unit used a Blunt Attack Skill with 3+ Coins this turn, gain 4 StatusEffect|Blunt DMG Up next turn.", sin = "envy", tier = "IV", cost = 400, category = "Blunt", statusNum = 1, status1 = "Blunt DMG Up" },
	["Oracle"] = { name = "Oracle", desc = "Turn End: convert 1 most-owned random E.G.O resource into 1 least-owned random E.G.O resource.", sin = "gluttony", tier = "II", cost = 181, statusNum = 0 },
	["Imposed Weight"] = { name = "Imposed Weight", desc = "If there are no other allies remaining at Turn End, consume 5% of the remaining HP next turn to gain 2 StatusEffect|Attack Power Up. (does not activate at 25%- HP)<br><br>If this unit has 50%- HP, gain 3 StatusEffect|Attack Power Up instead.", sin = "wrath", tier = "III", cost = 242, statusNum = 1, status1 = "Attack Power Up" },
	["Ebony Brooch (MD)"] = { name = "Ebony Brooch", desc = "First Turn Start of an Encounter: Inflict 2 StatusEffect|Rupture Potency and Count to all enemies.<br><br>Inflict 2 StatusEffect|Bind next turn at Turn End to all enemies for 3 turns.", sin = "gluttony", tier = "II", cost = 192, category = "Rupture", statusNum = 2, status1 = "Rupture", status2 = "Bind" },
	["Contained Maggots"] = { name = "Contained Maggots", desc = "When using a Gluttony Affinity Skill(Except E.G.O Skills) against an enemy, inflict 2 StatusEffect|Maggots on target.<br><br>If the said Skill applies StatusEffect|Bleed Potency, Count, or 'Unique Bleed', inflict 3 StatusEffect|Maggots instead.", sin = "gluttony", tier = "III", cost = 246, category = "Bleed", statusNum = 2, status1 = "Maggots", status2 = "Bleed" },
	["Made-to-Order"] = { name = "Made-to-Order", desc = "[Effects apply only to #3 Deployed Identity]<br><br>Encounter Start: gain +3 StatusEffect|Tremor Count.<br><br>Turn Start: gain 1 StatusEffect|Protection, 1 StatusEffect|Damage Up, and 1 StatusEffect|Power Up.", sin = "pride", tier = "II", cost = 190, statusNum = 4, status1 = "Tremor", status2 = "Protection", status3 = "Damage Up", status4 = "Power Up" },
	["Haunted Shoes"] = { name = "Haunted Shoes", desc = "[Effects apply only to #2 Deployed Identity]<br><br>Encounter Start: gain +3 StatusEffect|Sinking Count.<br><br>Turn Start: gain 1 StatusEffect|Protection, 1 StatusEffect|Damage Up, and 1 StatusEffect|Power Up.", sin = "lust", tier = "II", cost = 193, statusNum = 4, status1 = "Sinking", status2 = "Protection", status3 = "Damage Up", status4 = "Power Up" },
	["Frozen Cries"] = { name = "Frozen Cries", desc = "Applies only to 1 Identity with the slowest Speed at Turn Start.<br><br>If the said ally wins a Clash or is hit by an enemy, inflict 3 StatusEffect|Sinking against the enemy.", sin = "gloom", tier = "II", cost = 220, category = "Sinking", statusNum = 1, status1= "Sinking" },
	["Hoarfrost Footprint"] = { name = "Hoarfrost Footprint", desc = "First Turn Start of a wave: all allies gain +3 StatusEffect|Sinking Count, and inflict all enemies(or all Abnormality parts) 4 StatusEffect|Sinking Potency and +8 StatusEffect|Sinking Count.<br><br>Enemies with StatusEffect|Sinking lose 2 Clash Power; when an allied Identity wins a Clash against an affected enemy, inflict 2 StatusEffect|Sinking Potency; when an allied Identity is hit by an affected enemy, inflict 3 StatusEffect|Sinking Potency.", sin = "gloom", tier = "IV", cost = 424, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Nagel und Hammer Scriptures (MD)"] = { name = "Nagel und Hammer Scriptures", desc = "When an ally wins a Clash using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', inflict 1~2 StatusEffect|Nails.<br><br>If the said ally is an 'N Corp. Fanatic', gain 1 StatusEffect|Fanatic at Turn Start.", sin = "wrath", tier = "II", cost = 214, category = "Bleed", statusNum = 3, status1 = "Nails", status2 = "Fanatic", status3 = "Bleed", imgname = "Nagel und Hammer Scriptures 2" },
	["Blood-red Mane (MD)"] = { name = "Blood-red Mane", desc = "Effects apply to all Identities with Wrath or Lust Affinity Attack Skills.<br><br>Turn End: if this unit did not take any damage from enemy Attack Skills this turn, gain 2 StatusEffect|Haste and 2 StatusEffect|Defense Power Up.<br><br>Turn End: if this unit did take damage from enemy Attack Skills this turn, gain 2 StatusEffect|Bind and Clash Power +2 next turn.", sin = "lust", tier = "II", cost = 203, statusNum = 3, status1 = "Haste", status2 = "Defense Power Up", status3 = "Bind" },
	["Squalidity"] = { name = "Squalidity", desc = "When an ally attacks an enemy that has StatusEffect|Bleed with a Skill that inflicts StatusEffect|Bleed Potency, Count or 'Unique Bleed', deal +15% more damage against the target.<br><br>If the target has 33%- HP, inflict +25% more damage against the target instead.", sin = "sloth", tier = "II", cost = 217, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Wholeness"] = { name = "Wholeness", desc = "If the ally wins a Clash using a Skill that inflicts StatusEffect|Bleed Potency, Count, or 'Unique Bleed', inflict 2~3 StatusEffect|Nails.<br><br>If the ally is an 'N Corp. Fanatic'., gain 1 StatusEffect|Fanatic at Turn Start, and deal +25% more damage against targets with StatusEffect|Bleed.<br><br>Activate a special effect when there are 5+ 'N Corp. Fanatic' Identities(only counts Identities on the field at Encounter Start):<br>- 'N Corp. Fanatic' Identities gain Final Power +1, Plus Coin Power +1, Minus Coin Power -1, and Attack Skills inflict +1 more StatusEffect|Nails. If an 'N Corp. Fanatic' Identity is at max SP at Turn Start, gain 3 StatusEffect|Damage Up.", sin = "pride", tier = "IV", cost = 404, statusNum = 4, status1 = "Bleed", status2 = "Nails", status3 = "Fanatic", status4 = "Damage Up" },
	["Spicebush Branch"] = { name = "Spicebush Branch", desc = "For this Encounter, the following effect activates every time Skill 1, Skill 2, and Skill 3 are all used at least once.<br><br>Turn Start: gain 1 StatusEffect|Haste and 1 StatusEffect|Power Up. (can stack up to 3 times)", sin = "sloth", tier = "III", cost = 252, statusNum = 2, status1 = "Haste", status2 = "Power Up" },
	["Kaleidoscope"] = { name = "Kaleidoscope", desc = "Turn Start: units accompanied by other Identities from the same faction as themselves gain StatusEffect|Offense Level Up equal to the number of other Identities from the same faction. (max 4) <br><br> Identities from Technology Liberation Alliance gain Clash Power +1.", sin = "wrath", tier = "III", cost = 261, statusNum = 1, status1 = "Offense Level Up" },
	["Broken Glasses"] = { name = "Broken Glasses", desc = "When an ally Clashes against an enemy with a faster Speed, gain Clash Power +1.<br><br>When an ally wins a Clash against an enemy with a faster Speed, gain 2 StatusEffect|Offense Level Up next turn (max 4.)", sin = "gloom", tier = "II", cost = 218, statusNum = 1, status1 = "Offense Level Up" },
	["Unmailed Letter"] = { name = "Unmailed Letter", desc = "[Effects apply only to #1, #2 Deployed Identities]<br><br>When winning a Clash with an Attack Skill that inflicts StatusEffect|Rupture Potency or Count, inflict 5 StatusEffect|Rupture Potency and +3 StatusEffect|Rupture Count against the target. (once per turn per Identity)<br><br>When Clashing against an enemy with a slower Speed, gain Final Power +1 and deal +25% more damage.<br><br>When winning a Clash against an enemy with StatusEffect|Offense Level Up buff, gain 3 StatusEffect|Offense Level Up for the next turn, and inflict 3 StatusEffect|Offense Level Down on the enemy that lost the Clash (absolute value 9)", sin = "envy", tier = "IV", cost = 399, category = "Rupture", statusNum = 3, status1 = "Rupture", status2 = "Offense Level Up", status3 = "Offense Level Down" },
	["Harpoon Prosthetic Leg"] = { name = "Harpoon Prosthetic Leg", desc = "Turn End: apply 2 StatusEffect|Haste, 2 StatusEffect|Offense Level Up and 2 StatusEffect|Damage Up next turn to the ally with the highest sum of StatusEffect|Poise Potency and Count.<br><br>The Pequod Identities gain Max Speed +1.", sin = "pride", tier = "II", cost = 219, category = "Poise", statusNum = 4, status1 = "Haste", status2 = "Offense Level Up", status3 = "Damage Up", status4 = "Poise" },
	["Guiding Gas Lamp"] = { name = "Guiding Gas Lamp", desc = "First Turn Start of a wave: all allies gain 5 StatusEffect|Poise and +5 StatusEffect|Poise Count.<br><br>Turn End: 1 ally with the highest sum of StatusEffect|Poise Potency and Count gains 2 StatusEffect|Haste, 3 StatusEffect|Offense Level Up, and 3 StatusEffect|Damage Up next turn.<br><br>The Pequod Identities gain Skill Power +2 and Max Speed +2.", sin = "gluttony", tier = "IV", cost = 411, category = "Poise", statusNum = 4, status1 = "Poise", status2 = "Haste", status3 = "Offense Level Up", status4 = "Damage Up" },
	["Chief Butler's Secret Arts"] = { name = "Chief Butler's Secret Arts", desc = "First Turn Start of a wave: select 1 enemy with the slowest Speed(or a random Abnormality part), and inflict 5 StatusEffect|Bind for 5 turns starting next turn.<br><br>Clash Win: If this unit's Speed is faster than the target's, heal SP equal to the Speed difference, and gain 'Offense Level' equal to the half of that Speed difference. (only applies to the Skill used to win the Skill. Max 'Offense Level' gain: 3)", sin = "envy", tier = "III", cost = 212, statusNum = 1, status1 = "Bind" },
	["Handheld Mirror"] = { name = "Handheld Mirror", desc = "First Turn Start of a wave: select 2 enemies with the slowest Speed(or 2 random Abnormality parts. The effect does not stack if the enemy is singular) and inflict 5 StatusEffect|Bind and 3 StatusEffect|Defense Level Down at Turn Start starting next turn.<br><br>When the enemy recovers from Stagger, and if they don't have any remaining Stagger Thresholds, create a new Stagger Threshold at 66% mark of the target's current HP (3 times per Encounter). If an ally Staggers an enemy with an Attack Skill(Except E.G.O Skills) that applies StatusEffect|Tremor Potency or StatusEffect|Tremor Count(including on self or on ally), randomly inflict StatusEffect|Tremor Potency equal to half of the StatusEffect|Tremor Potency on target between other enemies(or other Abnormality parts), and double the StatusEffect|Tremor Potency on the Staggered target.", sin = "gluttony", tier = "III", cost = 404, statusNum = 3, status1 = "Bind", status2 = "Defense Level Down", status3 = "Tremor" },
	["Hot ‘n Juicy Drumstick (MD)"] = { name = "Hot ‘n Juicy Drumstick", desc = "When inflicting StatusEffect|Burn with a Skill, inflict +3 StatusEffect|Burn Count", sin = "wrath", tier = "III", cost = 259, category = "Burn", statusNum = 1, status1 = "Burn" },
	["Dry-to-the-Bone Breast (MD)"] = { name = "Dry-to-the-Bone Breast", desc = "When inflicting StatusEffect|Rupture with a Skill, inflict +3 StatusEffect|Rupture Count", sin = "gluttony", tier = "III", cost = 264, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Tango Marinade (MD)"] = { name = "Tango Marinade", desc = "If the unit's Speed is faster than the target's, gain +(Speed/3) Clash Power. (max 3)", sin = "lust", tier = "III", cost = 275, statusNum = 0 },
	["Contaminated Needle & Thread (MD)"] = { name = "Contaminated Needle & Thread", desc = "The following effect applies to the first Skill to deal damage to an enemy.<br><br>Inflict (damage dealt/3) StatusEffect|Bleed Potency.", sin = "lust", tier = "II", cost = 208, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Sharp Needle & Thread (MD)"] = { name = "Sharp Needle & Thread", desc = "Each turn, the first skill to deal damage to an enemy deals bonus fixed damage by half of the damage dealt.", sin = "lust", tier = "III", cost = 271, statusNum = 0 },
	["Oil-gunked Spanner"] = { name = "Oil-gunked Spanner", desc = "Blunt Skills deal +10% more damage<br><br>Final Coin of Blunt Skills inflict 2 StatusEffect|Tremor Potency On Hit. (once per turn)", sin = "wrath", tier = "I", cost = 148, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Twinkling Scrap"] = { name = "Twinkling Scrap", desc = "When an ally with Shield is hit by an enemy, reflect 3 fixed damage. (does not reflect damage when the ally did not take any Shield damage)", sin = "sloth", tier = "II", cost = 191, statusNum = 0 },
	["Trash Crab Brain Wine"] = { name = "Trash Crab Brain Wine", desc = "When an ally attacks an enemy that has StatusEffect|Rupture with a Skill that inflicts StatusEffect|Rupture Potency or Count, deal +(StatusEffect|Rupture Count x 1.25)% more damage. (max 50%)<br><br>When an ally recovers from Stagger, heal 20% of max HP. (2 times per Encounter)", sin = "lust", tier = "III", cost = 268, category = "Rupture", statusNum = 1, status1 = "Rupture" },
	["Pom-pom Hat"] = { name = "Pom-pom Hat", desc = "Turn End: gain 1 StatusEffect|Poise Potency next turn for every Attack Skill that dealt damage before Turn End.<br><br>In Focused Encounters: gain 3 StatusEffect|Poise Potency for every Attack Skill that dealt damage before Turn End instead.", sin = "sloth", tier = "I", cost = 150, category = "Poise", statusNum = 1, status1 = "Poise" },
	["Huge Gift Sack"] = { name = "Huge Gift Sack", desc = "Turn Start: apply 2 StatusEffect|Poise, 2 StatusEffect|Poise Count, and 2 StatusEffect|Protection to the ally with the least HP.", sin = "gluttony", tier = "II", cost = 198, category = "Poise", statusNum = 2, status1 = "Poise", status2 = "Protection" },
	["Sad Plushie"] = { name = "Sad Plushie", desc = "Deal +(absolute value of SP/1.5)% more damage. (min 0%)<br><br>When an ally with Plus Coin Skills recovers from Stagger, fully heal SP. (does not activate when Corroded)<br><br>For an ally with all Minus Coin Skills: gain 3 StatusEffect|Paralyze at Turn Start.", sin = "gloom", tier = "III", cost = 250, statusNum = 1, status1 = "Paralyze" },
	["Rusted Hilt (MD)"] = { name = "Rusted Hilt", desc = "Turn Start: all allies gain 1 StatusEffect|Slash Power Up. <br><br> Blade Lineage or Kurokumo Clan Identities gain 2 StatusEffect|Slash Power Up instead.", sin = "envy", statusNum = 1, status1 = "Slash Power Up", tier = "III", cost = 205, category = "Slash" },
	["Red Tassel (MD)"] = { name = "Red Tassel", desc = "If the target has 1.5 or lower Slash Resistance, Slash Resistance +0.3.", sin = "wrath", statusNum = 0, tier = "III", cost = 253, category = "Slash" },
	["Sublimity (MD)"] = { name = "Sublimity", desc = "Encounter Start: activates when there are 3 or more Kurokumo Clan Identities. <br><br> Turn Start: all allies gain 2 StatusEffect|Slash Power Up, and deal +35% more Slash damage. <br><br> Turn Start: when a Kurokumo Clan Identity deals damage for the first time, inflict an additional 4 StatusEffect|Bleed Potency and +4 StatusEffect|Bleed Count. (Once per turn)", sin = "lust", tier = "IV", category = "Slash", cost = 400, statusNum = 2, status1 = "Slash Power Up", status2 = "Bleed" },
	["Unbending (MD)"] = { name = "Unbending", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities. <br><br> Turn Start: all allies gain 2 StatusEffect|Slash Power Up, and deal +35% more Slash damage. <br><br> Turn Start: when a Blade Lineage Identity hits critically, deal additional Pride damage equal to StatusEffect|Poise Potency on self.", sin = "pride", category = "Slash", tier = "IV", cost = 400, statusNum = 2, status1 = "Slash Power Up", status2 = "Poise" },
	["Ragged Bamboo Hat (MD)"] = { name = "Ragged Bamboo Hat", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities. <br><br> All allies deal +50% more Slash damage. <br><br> Blade Lineage Identities: if the ally has StatusEffect|Poise, Critical rate is fixed to 100% <br><br> Blade Lineage Identities: inflict x1.5 more damage on Crit", sin = "gloom", category = "Poise", tier = "IV", cost = 432, statusNum = 1, status1 = "Poise" },
	["Old Dopo Robe (MD)"] = { name = "Old Dopo Robe", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities. <br><br> All allies deal +50% more Slash damage. <br><br> Blade Lineage Identities: Skill 1 gains Coin Power +1. Single-Coin Skill 1 gains Coin Power +3. <br><br> [Blade Lineage Mentor Meursault Only] 'Yield My Flesh' Skill Final Clash Power -12; 'To Claim Their Bones Skill deals +50% more damage.", sin = "sloth", category = "Slash", tier = "IV", cost = 432, statusNum = 0 },
		----(MD Versions of other Intervallo 5.5-2 gifts are identical to their original counterparts)
	

--MD1 / Mirror of the Beginning (Legacy)
	["Hellterfly’s Dream (Legacy)"] = { name = "Hellterfly’s Dream", desc = "After inflicting StatusEffect|Burn via skill effects to an already Burned enemy, randomly inflict a total of 3 StatusEffect|Burn to all enemies.<br>When activating Wrath Absolute Resonance, randomly inflict a total of 5 StatusEffect|Burn to all enemies at the start of the combat phase.", sin = "wrath", tier = "II", cost = 132, statusNum = 1, status1 = "Burn" },
	["Perversion (Legacy)"] = { name = "Perversion", desc = "After defeating an enemy by using a skill, gain 1 E.G.O resource of that skill’s Affinity.<br><br>If said skill’s Affinity was Wrath, gain 1 E.G.O resource of all Affinities that the user has instead.", sin = "wrath", tier = "I", cost = 108, statusNum = 0 },
	["Ashes to Ashes (Legacy)"] = { name = "Ashes to Ashes", desc = "At the start of the combat phase, if all enemies (or all Abnormality parts) have StatusEffect|Burn, inflict 2 StatusEffect|Burn on all enemies.", sin = "wrath", tier = "I", cost = 102, statusNum = 1, status1 = "Burn" },
	["Phlebotomy Pack (Legacy)"] = { name = "Phlebotomy Pack", desc = "After dealing damage to enemies by using skills, heal 7.5% of the character’s missing HP. (Once per character per turn.)<br><br>If the skill’s Affinity was Wrath, heal 15% of missing HP instead.", sin = "wrath", tier = "I", cost = 98, statusNum = 0 },
	["Wound Clerid (Legacy)"] = { name = "Wound Clerid", desc = "After dealing damage to enemies by using a Wrath or Bleed-effect skill, inflict 3 StatusEffect|Bleed on the targets.", sin = "wrath", tier = "II", cost = 135, statusNum = 1, status1 = "Bleed" },
	["Coffee and Cranes (Legacy)"] = { name = "Coffee and Cranes", desc = "At the start of the turn, gain 1 E.G.O resource of a random Affinity that wasn’t used last turn.<br><br>If a Lust skill was used last turn, gain 1 E.G.O resource of every Affinity that wasn’t used last turn instead.", sin = "lust", tier = "II", cost = 124, statusNum = 0 },
	["Eclipse of Scarlet Moths (Legacy)"] = { name = "Eclipse of Scarlet Moths", desc = "Each turn, when dealing damage with a skill for the first time, deal half its damage as fixed damage to a random enemy.<br><br>If the skill’s Affinity was Lust, deal said damage to two random enemies instead.", sin = "lust", tier = "II", cost = 122, statusNum = 0 },
	["Grimy Iron Stake (Legacy)"] = { name = "Grimy Iron Stake", desc = "After dealing damage using a single-Coin skill, inflict 1 StatusEffect|Bleed and 2 StatusEffect|Defense Level Down on the target.<br><br>If the target already has StatusEffect|Bleed, inflict 3 StatusEffect|Bleed in addition.", sin = "lust", tier = "I", cost = 101, statusNum = 2, status1 = "Bleed", status2 = "Defense Level Down" },
	["Fiery Down (Legacy)"] = { name = "Fiery Down", desc = "After dealing damage to enemies using a Lust or Burn-effect skill, inflict 3 StatusEffect|Burn on the targets.<br><br>If the enemy had 20+ StatusEffect|Burn at the start of the turn, double their current StatusEffect|Burn.", sin = "lust", tier = "II", cost = 135, statusNum = 1, status1 = "Burn" },
	["Bloody Gadget (Legacy)"] = { name = "Bloody Gadget", desc = "At the start of the turn, apply 2 StatusEffect|Damage Up to a random ally.<br><br>Prioritizes allies with Lust skills; apply an additional 1 StatusEffect|Damage Up to said allies.", sin = "lust", tier = "I", cost = 112, statusNum = 1, status1 = "Damage Up" },
	["Sunshower (Legacy)"] = { name = "Sunshower", desc = "When activating Sloth Absolute Resonance or using a skill that attacks multiple targets:<br><br>All allies gain +2 Skill Power at the start of the combat phase.", sin = "sloth", tier = "I", cost = 106, statusNum = 0 },
	["Today’s Expression (Legacy)"] = { name = "Today’s Expression", desc = "After defeating an enemy by using a Sloth or Blunt damage skill, the ally’s Blunt Skill Power is boosted by 2 until the end of next turn.", sin = "sloth", tier = "II", cost = 126, statusNum = 0 },
	["Talisman Bundle (Legacy)"] = { name = "Talisman Bundle", desc = "After dealing 12+ HP damage with a single skill, inflict 2 StatusEffect|Rupture on the target.<br><br>If the skill dealt Slash damage, inflict 4 StatusEffect|Rupture instead.", sin = "sloth", tier = "I", cost = 98, statusNum = 1, status1 = "Rupture" },
	["Rusty Commemorative Coin (Legacy)"] = { name = "Rusty Commemorative Coin", desc = "If the first single-Coin skill that an ally uses during the combat phase doesn’t defeat any enemies, use it one more time.<br><br>After defeating an enemy by using a Sloth or single-Coin skill, the character gains +1 Skill Power next turn.", sin = "sloth", tier = "III", cost = 180, statusNum = 0 },
	["Blood, Sweat, and Tears (Legacy)"] = { name = "Blood, Sweat, and Tears", desc = "Skills deal +10% damage to Staggered enemies.<br><br>If the skill’s Affinity is Sloth, deal +20% damage instead.", sin = "sloth", tier = "II", cost = 120, statusNum = 0 },
	["Green Spirit (Legacy)"] = { name = "Green Spirit", desc = "After damaging a non-Staggered enemy by using a Gluttony skill, or inflicting StatusEffect|Tremor using skill effects, randomly inflict a total of 4 StatusEffect|Tremor on all enemies.", sin = "gluttony", tier = "I", cost = 102, statusNum = 1, status1 = "Tremor" },
	["Lithograph (Legacy)"] = { name = "Lithograph", desc = "Whenever an enemy is Staggered, the ally with the least HP heals 5% of their Max HP.<br><br>If said ally has Gluttony skills, heal 10% of Max HP instead.", sin = "gluttony", tier = "I", cost = 99, statusNum = 0 },
	["Crown of Roses (Legacy)"] = { name = "Crown of Roses", desc = "At the start of the turn, inflict 4 StatusEffect|Rupture on a random enemy.<br><br>When activating Gluttony Absolute Resonance, inflict 2 StatusEffect|Rupture on all enemies at the start of the combat phase.", sin = "gluttony", tier = "I", cost = 96, statusNum = 1, status1 = "Rupture" },
	["Sticky Muck (Legacy)"] = { name = "Sticky Muck", desc = "After dealing damage by using a Gluttony or Pierce damage skill, inflict 2 StatusEffect|Defense Level Down on the target.", sin = "gluttony", tier = "I", cost = 108, statusNum = 1, status1 = "Defense Level Down" },
	["White Gossypium (Legacy)"] = { name = "White Gossypium", desc = "At the start of the turn, un-Stagger enemies, and inflict (8 + Stagger LV x 4) StatusEffect|Bleed on them, then inflict +2 StatusEffect|Bleed Count.", sin = "gluttony", tier = "I", cost = 98, statusNum = 1, status1 = "Bleed" },
	["Blue Zippo Lighter (Legacy)"] = { name = "Blue Zippo Lighter", desc = "At the start of the turn, gain 1 Gloom E.G.O resource and 1 E.G.O resource of 2 other random Affinities.", sin = "gloom", tier = "I", cost = 97, statusNum = 0 },
	["Phantom Pain (Legacy)"] = { name = "Phantom Pain", desc = "Skills deal +15% damage to single targets.<br><br>When activating Gloom Absolute Resonance, apply 2 StatusEffect|Offense Level Up to all allies at the start of the combat phase.", sin = "gloom", tier = "III", cost = 184, statusNum = 1, status1 = "Offense Level Up" },
	["Thunderbranch (Legacy)"] = { name = "Thunderbranch", desc = "When inflicting StatusEffect|Rupture using skill effects, inflict 1 additional StatusEffect|Rupture and increase its Count by 1.", sin = "gloom", tier = "II", cost = 126, statusNum = 1, status1 = "Rupture" },
	["Melty Eyeball (Legacy)"] = { name = "Melty Eyeball", desc = "Inflict 5 StatusEffect|Defense Level Down on enemies affected by Tremor’s burst.", sin = "gloom", tier = "I", cost = 104, statusNum = 1, status1 = "Defense Level Down" },
	["Grey Coat (Legacy)"] = { name = "Grey Coat", desc = "When using a multi-target skill, increase its damage by 20%.<br><br>After dealing damage with a Gloom or multi-target skill, heal by 20% of the damage dealt.", sin = "gloom", tier = "II", cost = 127, statusNum = 0 },
	["Late-bloomer’s Tattoo (Legacy)"] = { name = "Late-bloomer’s Tattoo", desc = "After dealing damage with a Pride or single-Coin skill, gain 2 StatusEffect|Offense Level Up and 2 StatusEffect|Defense Level Up.", sin = "pride", tier = "I", cost = 109, statusNum = 2, status1 = "Offense Level Up", status2 = "Defense Level Up" },
	["Lowest Star (Legacy)"] = { name = "Lowest Star", desc = "After dealing Blunt damage, deal 5 SP damage to the target.<br><br>If the skill’s Affinity was Pride, deal an additional 3 SP damage.", sin = "pride", tier = "I", cost = 102, statusNum = 0 },
	["Prejudice (Legacy)"] = { name = "Prejudice", desc = "At the start of the 3rd turn, the ally with the least HP heals 15% of their Max HP.<br><br>When activating Pride Absolute Resonance, the ally with the least HP heals 10% of their missing HP at the start of the combat phase.", sin = "pride", tier = "II", cost = 131, statusNum = 0 },
	["Little and To-be-Naughty Plushie (Legacy)"] = { name = "Little and To-be-Naughty Plushie", desc = "Deal +10% damage and take -20% damage against enemies with StatusEffect|Bleed.<br><br>Allies with Pride skills deal +20% damage and take -30% damage against enemies with StatusEffect|Bleed.", sin = "pride", tier = "II", cost = 130, statusNum = 1, status1 = "Bleed" },
	["Gathering Skulls (Legacy)"] = { name = "Gathering Skulls", desc = "After defeating an enemy by using a Pride or Pierce damage skill, raise the unit's Pierce Power by 2 for 2 turns.", sin = "pride", tier = "II", cost = 130, statusNum = 0 },
	["Nixie Divergence (Legacy)"] = { name = "Nixie Divergence", desc = "At the start of the battle, inflict 4 StatusEffect|Tremor with 4 Count on all enemies.<br><br>When dealing damage with an Envy skill, inflict 2 StatusEffect|Tremor on the target.", sin = "envy", tier = "I", cost = 94, statusNum = 1, status1 = "Tremor" },
	["Dreaming Electric Sheep (Legacy)"] = { name = "Dreaming Electric Sheep", desc = "After defeating an enemy by using an Envy or Slash damage skill, gain 2 StatusEffect|Slash Power Up for 2 turns.<br><br>When activating Envy Absolute Resonance, apply 2 StatusEffect|Offense Level Up and 2 StatusEffect|Defense Level Up to all allies at the start of the combat phase.", sin = "envy", tier = "II", cost = 133, statusNum = 3, status1 = "Slash Power Up", status2 = "Offense Level Up", status3 = "Defense Level Up" },
	["Standard-duty Battery (Legacy)"] = { name = "Standard-duty Battery", desc = "When dealing damage using skills, inflict 3 StatusEffect|Rupture.<br><br>If the skill’s Affinity was Envy, inflict an additional 2 StatusEffect|Rupture.", sin = "envy", tier = "III", cost = 183, statusNum = 1, status1 = "Rupture" },
	["Pinpoint Logic Circuit (Legacy)"] = { name = "Pinpoint Logic Circuit", desc = "When dealing damage using an Envy or Burn-effect skill, inflict additional StatusEffect|Burn by half the skill’s total Coins. (Rounded up.)", sin = "envy", tier = "II", cost = 145, statusNum = 1, status1 = "Burn" },
	["Voodoo Doll (Legacy)"] = { name = "Voodoo Doll", desc = "At the start of the turn, deal 3 fixed damage to all enemies.<br><br>Enemies with 33% or less HP are inflicted with 1 StatusEffect|Attack Power Down.", sin = "envy", tier = "I", cost = 98, statusNum = 1, status1 = "Attack Power Down" },
	["Carmilla (Legacy)"] = { name = "Carmilla", desc = "At the start of the battle, non-Abnormality enemies take fixed damage equal to 20% of their Max HP.", sin = "wrath", tier = "II", cost = 134, statusNum = 0 },
	["Child within a Flask (Legacy)"] = { name = "Child within a Flask", desc = "At the start of the battle, gain 1 E.G.O resource for every Sin Affinity.", sin = "lust", tier = "III", cost = 183, statusNum = 0 },
	["Illusory Hunt (Legacy)"] = { name = "Illusory Hunt", desc = "When entering an Abnormality combat encounter, apply 2 StatusEffect|Damage Up to all allies.", sin = "gloom", tier = "III", cost = 176, statusNum = 1, status1 = "Damage Up" },
	["Homeward (Legacy)"] = { name = "Homeward", desc = "When entering a combat encounter, all participating allies heal 12% of their Max HP.", sin = "gluttony", tier = "II", cost = 129, statusNum = 0 },
	["Tomorrow’s Fortune (Legacy)"] = { name = "Tomorrow’s Fortune", desc = "Increase the number of options by 1 when choosing an E.G.O Gift to get.", sin = "pride", tier = "II", cost = 127, statusNum = 0 },
--MD2 / Mirror of Mirrors (Legacy)
	["Red Order (Legacy)"] = { name = "Red Order", desc = "Whenever an ally inflicts StatusEffect|Sinking on enemies with skills, the ally gains 1 StatusEffect|Offense Level Up next turn. (Max 3)<br><br>Allies with Wrath skills gain 2 StatusEffect|Offense Level Up instead. (Max 4)", sin = "wrath", tier = "II", cost = 126, statusNum = 2, status1 = "Sinking", status2 = "Offense Level Up" },
	["Smokes and Wires (Legacy)"] = { name = "Smokes and Wires", desc = "Allies inflict twice as much StatusEffect|Bleed with skills.<br><br>At the end of the turn, enemies with StatusEffect|Bleed lose 2 Speed next turn.", sin = "wrath", tier = "III", cost = 174, statusNum = 1, status1 = "Bleed" },
	["Employee Card (Legacy)"] = { name = "Employee Card", desc = "Activate the following with Wrath Absolute Resonance or if any allies use a skill whose effect gives StatusEffect|Charge Count:<br><br>All allies gain +3 StatusEffect|Charge Count at the start of the next turn. (Once per turn)", sin = "wrath", tier = "II", cost = 133, statusNum = 1, status1 = "Charge" },
	["Oscillating Bracelet (Legacy)"] = { name = "Oscillating Bracelet", desc = "Whenever an ally deals HP damage to enemies with a skill, inflict 1 StatusEffect|Tremor on the target next turn.<br><br>If the skill's Affinity was Wrath, inflict 2 StatusEffect|Tremor instead.", sin = "wrath", tier = "II", cost = 128, statusNum = 1, status1 = "Tremor" },
	["Glimpse of Flames (Legacy)"] = { name = "Glimpse of Flames", desc = "At the start of the turn, enemies with 30+ StatusEffect|Burn take fixed damage by (Burn * Burn Count).<br><br>For Abnormalities, if the total sum of StatusEffect|Burn on every Part is 60 or higher, the Burn-inflicted Part with the highest Max HP takes fixed damage by (Total Burn * the Burn Count Average of Burn-inflicted Parts).", sin = "wrath", tier = "IV", cost = 253, statusNum = 1, status1 = "Burn" },
	["Cigarette Holder (Legacy)"] = { name = "Cigarette Holder", desc = "At the start of the turn, allies with StatusEffect|Poise gain +1 Final Power.<br><br>Allies with 5+ StatusEffect|Poise Count gain +2 Final Power instead.", sin = "lust", tier = "II", cost = 132, statusNum = 1, status1 = "Poise" },
	["Barbed Snare (Legacy)"] = { name = "Barbed Snare", desc = "At the start of the turn, inflict StatusEffect|Rupture on all enemies equal to their current Speed values.<br><br>When activating Lust Absolute Resonance, inflict 3 StatusEffect|Rupture and +3 StatusEffect|Rupture Count on a random enemy at the start of the combat phase.", sin = "lust", tier = "II", cost = 122, statusNum = 1, status1 = "Rupture" },
	["Rusted Cutting Knife (Legacy)"] = { name = "Rusted Cutting Knife", desc = "Whenever an ally inflicts StatusEffect|Bleed on a non-Staggered enemy with skills, inflict 1 StatusEffect|Bleed and +1 StatusEffect|Bleed Count on the target.<br><br>If the skill's Affinity was Lust, inflict 3 StatusEffect|Bleed and +1 StatusEffect|Bleed Count instead.", sin = "lust", tier = "II", cost = 133, statusNum = 1, status1 = "Bleed" },
	["Thorny Path (Legacy)"] = { name = "Thorny Path", desc = "After dealing HP damage with a skill that inflicts StatusEffect|Sinking, inflict 3 StatusEffect|Sinking and +2 StatusEffect|Sinking Count on the target at the end of the turn. (Once per enemy per turn.)<br><br>When activating Lust Absolute Resonance, inflict 2 StatusEffect|Sinking and +3 StatusEffect|Sinking Count on all enemies (for Abnormalities, one random Part) at the start of the combat phase.", sin = "lust", tier = "I", cost = 110, statusNum = 1, status1 = "Sinking" },
	["Red-stained Gossypium (Legacy)"] = { name = "Red-stained Gossypium", desc = "At the start of the battle, inflict 1 StatusEffect|Bleed and +15 StatusEffect|Bleed Count on all enemies. (For Abnormalities, all Parts.)<br><br>At the start of the turn, enemies with StatusEffect|Bleed have their Offense Level and Defense Level reduced by (Bleed / 3) for the turn. (Max 30)", sin = "lust", tier = "IV", cost = 255, statusNum = 1, status1 = "Bleed" },
	["Stone Tomb (Legacy)"] = { name = "Stone Tomb", desc = "Allies gain 1.5x StatusEffect|Poise from skills.<br><br>When an ally defeats an enemy with a Sloth skill, they gain 2 StatusEffect|Poise and +2 StatusEffect|Poise Count next turn. (Once per turn)", sin = "sloth", tier = "II", cost = 133, statusNum = 1, status1 = "Poise" },
	["Portable Battery Socket (Legacy)"] = { name = "Portable Battery Socket", desc = "At the start of the turn, 2 random allies gain +2 StatusEffect|Charge Count.<br><br>When activating Sloth Absolute Resonance, one random ally gains +3 StatusEffect|Charge Count at the start of the combat phase.", sin = "sloth", tier = "II", cost = 132, statusNum = 1, status1 = "Charge" },
	["Dust to Dust (Legacy)"] = { name = "Dust to Dust", desc = "At the start of the battle, inflict 2 StatusEffect|Burn and +2 StatusEffect|Burn Count on all enemies. (For Abnormalities, one random Part.)<br><br>When activating Sloth Absolute Resonance, inflict 2 StatusEffect|Burn and +2 StatusEffect|Burn Count on all enemies (for Abnormalities, one random Part) at the start of the combat phase.", sin = "sloth", tier = "I", cost = 102, statusNum = 1, status1 = "Burn" },
	["Melted Spring (Legacy)"] = { name = "Melted Spring", desc = "At the start of the turn, enemies with StatusEffect|Sinking have their Offense Level and Defense Level reduced by 3 for the turn.", sin = "sloth", tier = "II", cost = 126, statusNum = 1, status1 = "Sinking" },
	["Downpour (Legacy)"] = { name = "Downpour", desc = "At the start of the turn, inflict (Current Turn * 2) StatusEffect|Tremor and +2 StatusEffect|Tremor Count on all enemies. (For Abnormalities, all Parts.)<br><br>At the end of the turn, burst StatusEffect|Tremor on all enemies.", sin = "sloth", tier = "IV", cost = 255, statusNum = 1, status1 = "Tremor" },
	["Four-leaf Clover (Legacy)"] = { name = "Four-leaf Clover", desc = "When an ally with StatusEffect|Poise lands a critical hit on an enemy with a skill, gain 5 StatusEffect|Poise and +2 StatusEffect|Poise Count next turn. (Once per turn)<br><br>If the skill's affinity was Gluttony, gain 7 StatusEffect|Poise and +3 StatusEffect|Poise Count instead.", sin = "gluttony", tier = "III", cost = 187, statusNum = 1, status1 = "Poise" },
	["Nightvision Goggles (Legacy)"] = { name = "Nightvision Goggles", desc = "At the start of the turn, activate the following if an ally has 15+ StatusEffect|Charge Count:<br><br>At the start of the combat phase, the ally loses 3 StatusEffect|Charge Count and gains 5 Offense Level for the turn.", sin = "gluttony", tier = "II", cost = 136, statusNum = 1, status1 = "Charge" },
	["Disk Fragment (Legacy)"] = { name = "Disk Fragment", desc = "At the start of the turn, gain 1 E.G.O resource of a random Affinity for each non-Gluttony E.G.O skill used last turn.<br><br>If a Gluttony-affinity E.G.O skill was used, gain 3 E.G.O resources of a random Affinity for each Gluttony E.G.O skill used last turn.", sin = "gluttony", tier = "II", cost = 126, statusNum = 0 },
	["Midwinter Nightmare (Legacy)"] = { name = "Midwinter Nightmare", desc = "Whenever an ally deals HP damage to enemies with a skill, inflict 3 StatusEffect|Sinking on the target.<br><br>If the skill's Affinity was Gluttony, inflict 5 StatusEffect|Sinking instead.", sin = "gluttony", tier = "III", cost = 184, statusNum = 1, status1 = "Sinking" },
	["Thrill (Legacy)"] = { name = "Thrill", desc = "At the start of the turn, inflict 3 StatusEffect|Rupture and +3 StatusEffect|Rupture Count on all enemies. (For Abnormalities, all Parts.)<br><br>At the end of the turn, all enemies with 3+ StatusEffect|Rupture Count (for Abnormalities, each Part is considered individually) take fixed damage by (Rupture * Rupture Count), and reduce StatusEffect|Rupture Count by 2.", sin = "gluttony", tier = "IV", cost = 256, statusNum = 1, status1 = "Rupture" },
	["Skeletal Crumbs (Legacy)"] = { name = "Skeletal Crumbs", desc = "Deal +12.5% damage and take -12.5% damage against enemies that had StatusEffect|Sinking at the start of the combat phase.<br><br>Allies with Gloom skills deal +20% damage and take -20% damage instead.", sin = "gloom", tier = "II", cost = 122, statusNum = 1, status1 = "Sinking" },
	["Curriculum Vitae (Legacy)"] = { name = "Curriculum Vitae", desc = "At the end of the turn, allies with 7+ StatusEffect|Charge Count gain 1 StatusEffect|Haste next turn.<br><br>If the ally has Gloom skills, gain 2 StatusEffect|Haste and 1 Final StatusEffect|Power Up instead.", sin = "gloom", tier = "II", cost = 107, statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Power Up" },
	["Pendant of Nostalgia (Legacy)"] = { name = "Pendant of Nostalgia", desc = "At the start of the combat phase, a random ally gains 3 StatusEffect|Poise.<br><br>Prioritizes allies with Gloom skills; those allies gain 3 StatusEffect|Poise and +2 StatusEffect|Poise Count.", sin = "gloom", tier = "I", cost = 99, statusNum = 1, status1 = "Poise" },
	["Broken Revolver (Legacy)"] = { name = "Broken Revolver", desc = "At the start of the turn, enemies with StatusEffect|Rupture have their Offense Level reduced by 3 for the turn.", sin = "gloom", tier = "II", cost = 125, statusNum = 1, status1 = "Rupture" },
	["Artistic Sense (Legacy)"] = { name = "Artistic Sense", desc = "Deal +35% damage against enemies suffering negative effects (Low Morale, Panic) from SP loss.<br><br>When StatusEffect|Sinking's effect applies to enemies without Sanity, the affinity of the damage inflicted changes to whatever is the most effective.", sin = "pride", tier = "IV", cost = 249, statusNum = 1, status1 = "Sinking" },
	["Nebulizer (Legacy)"] = { name = "Nebulizer", desc = "At the start of the battle, all allies gain 4 StatusEffect|Poise and +4 StatusEffect|Poise Count.<br><br>When activating Pride Absolute Resonance, all allies gain 2 StatusEffect|Poise and +2 StatusEffect|Poise Count.", sin = "pride", tier = "I", cost = 111, statusNum = 1, status1 = "Poise" },
	["Special Contract (Legacy)"] = { name = "Special Contract", desc = "Enemies Staggered by taking damage also receive fixed damage by 33% of their Max HP (for Abnormalities, the Part's HP), and are inflicted with 2 StatusEffect|Fragile next turn. (Once per battle)", sin = "pride", tier = "III", cost = 176, statusNum = 1, status1 = "Fragile" },
	["Grand Welcome (Legacy)"] = { name = "Grand Welcome", desc = "At the start of the battle, gain +5 Pride E.G.O resources.<br><br>Whenever an enemy dies, gain +2 Pride E.G.O resources and +1 E.G.O resource for 2 other random affinities.", sin = "pride", tier = "III", cost = 178, statusNum = 0 },
	["Wrist Guards (Legacy)"] = { name = "Wrist Guards", desc = "At the start of the turn, allies with 5+ StatusEffect|Charge Count gain 1 StatusEffect|Damage Up.<br><br>If the ally has Pride skills, gain 2 StatusEffect|Damage Up instead.", sin = "pride", tier = "I", cost = 100, statusNum = 2, status1 = "Charge", status2= "Damage Up" },
	["Clear Mirror, Calm Water (Legacy)"] = { name = "Clear Mirror, Calm Water", desc = "Greatly increase the damage of critical hits that allies land.<br><br>If a critical hit consumes StatusEffect|Poise Count, the ally gains 2 Base Power Up next turn.", sin = "envy", tier = "IV", cost = 260, statusNum = 1, status1 = "Poise" },
	["Charred Disk (Legacy)"] = { name = "Charred Disk", desc = "When an enemy (for Abnormalities, the targeted Part) with StatusEffect|Burn is defeated, half of the StatusEffect|Burn is inflicted on the enemy with the least StatusEffect|Burn at the start of the next turn. (Rounded up)<br><br>At the start of the turn, enemies with StatusEffect|Burn have their Offense Level reduced by 4 for the turn.", sin = "envy", tier = "III", cost = 177, statusNum = 1, status1 = "Burn" },
	["Lightning Rod (Legacy)"] = { name = "Lightning Rod", desc = "At the start of the battle, all allies gain +3 StatusEffect|Charge Count.<br><br>If two or more allies participating in battle have Envy skills, all allies gain +5 StatusEffect|Charge Count instead.", sin = "envy", tier = "III", cost = 183, statusNum = 1, status1 = "Charge" },
	["Endorphin Kit (Legacy)"] = { name = "Endorphin Kit", desc = "When gaining StatusEffect|Poise using skills, gain 1 StatusEffect|Poise and +1 StatusEffect|Poise Count.<br><br>If the skill's affinity was Envy, gain 2 StatusEffect|Poise and +2 StatusEffect|Poise instead.", sin = "envy", tier = "II", cost = 131, statusNum = 1, status1 = "Poise" },
	["Headless Portrait (Legacy)"] = { name = "Headless Portrait", desc = "At the start of the combat phase, inflict 2 StatusEffect|Sinking on all enemies with less than 0 SP. (In the case of Abnormalities, one random part)<br><br>For each Envy skill used, inflict 1 StatusEffect|Sinking between all enemies (In the case of Abnormalities, one random part) next turn.", sin = "envy", tier = "I", cost = 104, statusNum = 1, status1 = "Sinking" },
	["Charge-type Gloves (Legacy)"] = { name = "Charge-type Gloves", desc = "Max StatusEffect|Charge Count +10<br><br>At the start of the battle, all allies gain +5 StatusEffect|Charge Count.", sin = "envy", tier = "IV", cost = 253, statusNum = 1, status1 = "Charge" },
	["First-aid Kit (Legacy)"] = { name = "First-aid Kit", desc = "At the start of the turn, one ally under 50% HP heals 25% of Max HP. (Once per battle; does not activate if the ally is dead)", sin = "wrath", tier = "III", cost = 172, statusNum = 0 },
	["Painkiller (Legacy)"] = { name = "Painkiller", desc = "At the start of the turn, Staggered allies heal by 12.5% of Max HP and gain 3 StatusEffect|Protection.", sin = "gloom", tier = "III", cost = 183, statusNum = 1, status1 = "Protection" },
	["Voracious Hammer (Legacy)"] = { name = "Voracious Hammer", desc = "After winning a combat encounter, gain 3 Cost for each enemy defeated.", sin = "lust", tier = "II", cost = 132, statusNum = 0 },
	["Golden Urn (Legacy)"] = { name = "Golden Urn", desc = "Gain +20% Cost after winning a combat encounter. (Not affected by starter buffs or other E.G.O Gifts)", sin = "sloth", tier = "II", cost = 127, statusNum = 0 },
	["Milepost of Survival (Legacy)"] = { name = "Milepost of Survival", desc = "When moving to the next floor, all Identities heal by 8% of Max HP, and gain 87 Cost.", sin = "sloth", tier = "II", cost = 125, statusNum = 0 },
	["Faith (Legacy)"] = { name = "Faith", desc = "When using a skill that flips Plus Coins, the ally's SP applies as the maximum value at the start of the next turn (unless corroded).", sin = "gloom", tier = "IV", cost = 256, statusNum = 0 },
	["Piece of Relationship (Legacy)"] = { name = "Piece of Relationship", desc = "Cost requirement for deploying Identities or E.G.O reduced by 30%.", sin = "envy", tier = "IV", cost = 251, statusNum = 0 },
	["Lunar Memory (Legacy)"] = { name = "Lunar Memory", desc = "All type and affinity resistances of enemies (for Abnormalities, all Parts) change to 'Fatal'.", sin = "gloom", tier = "V", cost = 400, statusNum = 0 },
	["Entry Ticket"] = { name = "Entry Ticket", desc = "Combat Participant Limit +1", sin = "sloth", tier = "II", cost = 125, statusNum = 0 },
	["Golden Entry Ticket"] = { name = "Golden Entry Ticket", desc = "Combat Participant Limit +1", sin = "sloth", tier = "II", cost = 175, statusNum = 0 },
	
----Story Dungeon 1 / Branch D-02
	["Ebony Brooch"] = { name = "Ebony Brooch", desc = "For the first 3 turns of battle, inflict 2 StatusEffect|Bind on all enemies.", sin = "gluttony", statusNum = 1, status1 = "Bind" },
	["Mask of a Devotee"] = { name = "Mask of a Devotee", desc = "All allies gain +5 Defense Level.", sin = "sloth", statusNum = 0 },
	["Bloodied Mask of a Devotee"] = { name = "Bloodied Mask of a Devotee", desc = "All allies gain +5 Offense Level and +5 Defense Level.", sin = "lust", statusNum = 0 },
	["Etched Doomsday"] = { name = "Etched Doomsday", desc = "On the first turn of battle, inflict 1 StatusEffect|Burn on all enemies 5 times.", sin = "wrath", statusNum = 1, status1 = "Burn" },
	["Shoddy Dressing"] = { name = "Shoddy Dressing", desc = "All allies gain +10% Max HP.", sin = "lust", statusNum = 0 },
	["Festered Fragment"] = { name = "Festered Fragment", desc = "At the start of the turn, allies with 50% or less health heal 5 HP.", sin = "gluttony", statusNum = 0 },
----Story Dungeon 2 / Branch J-03
	["Toy Fist"] = { name = "Toy Fist", desc = "All allies deal +10% damage.", sin = "pride", statusNum = 0 },
	["Toy Foot"] = { name = "Toy Foot", desc = "All allies gain +1 Speed.", sin = "pride", statusNum = 0 },
	["Toy Screw"] = { name = "Toy Screw", desc = "All allies gain +10% Max HP.", sin = "pride", statusNum = 0 },
	["Emergency Surgical Kit"] = { name = "Emergency Surgical Kit", desc = "During battle, if an ally takes lethal damage, their HP won’t go below 1. <br> On the next turn, fully heal their HP and gain 3 StatusEffect|Surgery. <br> They will die at the end of the battle. <br> (Activates once per dungeon, then the Gift expires.)", sin = "pride", statusNum = 1, status1 = "Surgery" },
	["Rainbow Mainspring"] = { name = "Rainbow Mainspring", desc = "At the start of the turn, apply 2 StatusEffect|Protection to the ally with the least HP.", sin = "pride", statusNum = 1, status1 = "Protection" },
	["Rusty Mainspring"] = { name = "Rusty Mainspring", desc = "At the start of the turn, apply 1 StatusEffect|Protection to the ally with the least HP.", sin = "pride", statusNum = 1, status1 = "Protection" },
	["Writhing Ribbon"] = { name = "Writhing Ribbon", desc = "After winning a Clash using a Lust skill, inflict 1 StatusEffect|Bind and 1 StatusEffect|Fragile next turn.", sin = "lust", statusNum = 2, status1 = "Bind", status2 = "Fragile" },
----Story Dungeon 3 / Branch K-02
	["A Sign 1"] = { name = "A Sign", desc = "Sinclair’s determination to stand up to Kromer. After three strokes have been drawn…", sin = "wrath", statusNum = 0 },
	["A Sign 2"] = { name = "A Sign", desc = "Sinclair’s determination to stand up to Kromer. After three strokes have been drawn…", sin = "wrath", statusNum = 0 },
	["A Sign 3"] = { name = "A Sign", desc = "Sinclair’s determination to stand up to Kromer. After three strokes have been drawn…", sin = "wrath", statusNum = 0 },
	["Torch Stack"] = { name = "Torch Stack", desc = "Start the next 3 battles with 3 StatusEffect|Haste. <br> Expires afterward", sin = "wrath", statusNum = 1, status1 = "Haste" },
	["Old Warehouse’s Key"] = { name = "Old Warehouse’s Key", desc = "Used in certain events. Expires on use.", sin = "pride", statusNum = 0 },
	["Topfhelm"] = { name = "Topfhelm", desc = "Defense Skill Power +1", sin = "pride", statusNum = 0 },
	["Hammer"] = { name = "Hammer", desc = "When inflicting StatusEffect|Tremor with skill effects, inflict 1 more at a 50% chance.", sin = "pride", statusNum = 1, status1 = "Tremor" },
	["Nagel"] = { name = "Nagel", desc = "When inflicting StatusEffect|Bleed with skill effects, inflict 1 more at a 50% chance.", sin = "pride", statusNum = 1, status1 = "Bleed" },
	["Blood-red Mane"] = { name = "Blood-red Mane", desc = "Allies with Lust skills gain the following effects:<br>If the unit took no damage from attacks this turn, gain 2 StatusEffect|Haste and 2 StatusEffect|Defense Power Up next turn.<br>If the unit took damage from attacks this turn, gain 2 StatusEffect|Bind and 2 StatusEffect|Attack Power Up next turn.", sin = "lust", statusNum = 4, status1 = "Haste", status2 = "Defense Power Up", status3 = "Bind", status4 = "Attack Power Up" },
	["N Corp. Seal"] = { name = "N Corp. Seal", desc = "Used in certain events. Expires on use.", sin = "lust", statusNum = 0 },
	["Token of Innocence"] = { name = "Token of Innocence", desc = "For the Identity that undertook the rite: Boost the Power of Wrath skills by 2.", sin = "wrath", statusNum = 0 },
	["Nagel und Hammer Scriptures"] = { name = "Nagel und Hammer Scriptures", desc = "When using a Pride skill, lose 5 SP, but boost its damage by 5%.", sin = "lust", statusNum = 0 },
	["Token of Tears"] = { name = "Token of Tears", desc = "For the Identity that undertook the rite: Boost the Power of Gloom skills by 2.", sin = "gloom", statusNum = 0 },
	["Token of Atonement"] = { name = "Token of Atonement", desc = "For the Identity that undertook the rite: Boost the Power of Lust skills by 2.", sin = "lust", statusNum = 0 },
	["Sparkling Skull"] = { name = "Sparkling Skull", desc = "At the start of the turn, if the character took 10+ damage last turn, heal 5-15 HP.", sin = "lust", statusNum = 0 },
	["Hemorrhagic Hand"] = { name = "Hemorrhagic Hand", desc = "At the start of the turn, apply 2 StatusEffect|Attack Power Up to allies at 25% or lower health.", sin = "lust", statusNum = 1, status1 = "Attack Power Up" },
	["Sniggering Tongue"] = { name = "Sniggering Tongue", desc = "Deal +10% damage in a won clash.", sin = "lust", statusNum = 0 },
	["Ritualist’s Right"] = { name = "Ritualist’s Right", desc = "All allies take -20% damage from Lust attacks.", sin = "pride", statusNum = 0 },
	["Green Skin"] = { name = "Green Skin", desc = "If an ally takes a lethal attack, they heal 50% of their Max HP. <br> (Once per dungeon and expires after activation.)", sin = "lust", statusNum = 0 },
----Story Dungeon 3.5 / Restaurateur's Fathoms
	["Hot ‘n Juicy Drumstick"] = { name = "Hot ‘n Juicy Drumstick", desc = "When inflicting StatusEffect|Burn with skill effects, inflict +5 StatusEffect|Burn Count.", sin = "wrath", statusNum = 1, status1 = "Burn" },
	["Dry-to-the-Bone Breast"] = { name = "Dry-to-the-Bone Breast", desc = "When inflicting StatusEffect|Rupture with skill effects, inflict +5 StatusEffect|Rupture Count.", sin = "gluttony", statusNum = 1, status1 = "Rupture" },
	["Tango Marinade"] = { name = "Tango Marinade", desc = "Allies gain Clash Power by half their Speed against opponents with lower Speed.", sin = "lust", statusNum = 0 },
	["Contaminated Needle & Thread"] = { name = "Contaminated Needle & Thread", desc = "Each turn, the first skill to deal damage to an enemy inflicts Bleed by 1/3 of the damage dealt.", sin = "lust", statusNum = 0 },
	["Sharp Needle & Thread"] = { name = "Sharp Needle & Thread", desc = "Each turn, the first skill to deal damage to an enemy deals bonus fixed damage by half of the damage dealt.", sin = "lust", statusNum = 0 },
----Story Dungeon 4 / Reminisced League of Nine
	["Piece of Reversing Memories"] = { name = "Piece of Reversing Memories", desc = "Yi Sang's level rises to 35. <br> Yi Sang's Uptie and Threadspin Tiers rise to Tier 3. <br><br> ''We were neither highfliers nor greedy vultures; we were merely children who loved technology.''", sin = "sloth", statusNum = 0 },
	["Small Ampule"] = { name = "Small Ampule", desc = "At the start of the turn, allies under 40% HP heal 100% of Max HP. (Once per floor)", sin = "gluttony", statusNum = 0 },
	["Piece of Crumbled Egg"] = { name = "Piece of Crumbled Egg", desc = "Gain 2 E.G.O resources for a random affinity owned", sin = "gluttony", statusNum = 0 },
	["Cold Illusion"] = { name = "Cold Illusion", desc = "Gluttony skills deal +10% damage", sin = "gluttony", statusNum = 0 },
	["Sharp Illusion"] = { name = "Sharp Illusion", desc = "Pride skills deal +10% damage", sin = "pride", statusNum = 0 },
	["Fragrant Illusion"] = { name = "Fragrant Illusion", desc = "Sloth skills deal +10% damage", sin = "sloth", statusNum = 0 },
	["Piece of a Torn Spring"] = { name = "Piece of a Torn Spring", desc = "Take -10% Pride-affinity damage <br><br> ''I would feel a desire to scatter into the winds in lush blue, sensing the sway of seeds plunging into my scrawling mind.''", sin = "pride", statusNum = 0 },
	["Piece of a Torn Summer"] = { name = "Piece of a Torn Summer", desc = "Take -10% Gluttony-affinity damage <br><br> ''I saw no meaning in attempting to fathom the caprices of the weather. I would simply wait for things to calm, looking out for the day's arrival.''", sin = "gluttony", statusNum = 0 },
	["Piece of a Torn Autumn"] = { name = "Piece of a Torn Autumn", desc = "Take -10% Gloom-affinity damage <br><br> ''Alas, I was careless in my assumption that I could simply observe slantwise as it comes to pass until it has seeped... Realization comes too late.''", sin = "gloom", statusNum = 0 },
	["Trace of Stars"] = { name = "Trace of Stars", desc = "When below 0 SP, Gloom and Sloth skills have +1 Final Power", sin = "gloom", statusNum = 0 },
	["Memories of Fragments"] = { name = "Memories of Fragments", desc = "In a clash, Pride and Envy skills have +1 Clash Power", sin = "pride", statusNum = 0 },
	["Piece of a Torn Winter"] = { name = "Piece of a Torn Winter", desc = "Take -10% Sloth-affinity damage <br><br> ''The explosion of the League of Nine shattered everything there was, and everything came to a halt for me as well.''", sin = "sloth", statusNum = 0 },
	["Hot Tears"] = { name = "Hot Tears", desc = "Take -10% Wrath-affinity damage <br> When hit, gain 1 StatusEffect|Attack Power Up next turn (Once per turn per Sinner)", sin = "gloom", statusNum = 1, status1 = "Attack Power Up" },
	["Cooled Tear"] = { name = "Cooled Tear", desc = "When attacked, gain 1 StatusEffect|Protection Power Up next turn (Once per turn per Sinner)", sin = "gloom", statusNum = 1, status1 = "Protection" },
	["Pungent Bud"] = { name = "Pungent Bud", desc = "When inflicting StatusEffect|Sinking with skill effects, apply 1 more StatusEffect|Sinking with a 50% chance", sin = "sloth", statusNum = 1, status1 = "Sinking" },
	["Piece of a Broken Bond"] = { name = "Piece of a Broken Bond", desc = "Yi Sang's skills gain +2 Final Power <br> When an ally dies, remaining allies gain 1 StatusEffect|Haste and 1 StatusEffect|Attack Power Up next turn (Once per turn) <br><br> ''Taking a backward glance at our trails... all of us have been suffering great losses.''", sin = "sloth", statusNum = 2, status1 = "Haste", status2 = "Attack Power Up" },
----Story Dungeon 5 / Into the Dark
	["Noose"] = { name = "Noose", desc = "Ishmael's level rises to 40.<br>Ishmael's Uptie and Threadspin Tiers rise to Tier 4.<br>Ishmael gains StatusEffect|Compulsion at the start of every encounter", sin = "gloom", statusNum = 1, status1 = "Compulsion" },
	["Reverse Knot"] = { name = "Reverse Knot", desc = "When winning a clash using a Gloom affinity Skill, 1 ally with the lowest SP heals 5 SP", sin = "gloom", statusNum = 0 },
	["Melted LCCB Employee Badge"] = { name = "Melted LCCB Employee Badge", desc = "Pride damage taken -10%", sin = "pride", statusNum = 0 },
	["Desperate's Knot"] = { name = "Desperate's Knot", desc = "Deal +10% damage with Envy, Wrath, and Gloom affinity Skills<br>Deal additional +10% corresponding affinity damage when activating 6+ Reson. with one of these affinities", sin = "wrath", statusNum = 0 },
	["Mermaid Oil"] = { name = "Mermaid Oil", desc = "Inflict 1 additional StatusEffect|Tremor with a Skill that inflicts StatusEffect|Tremor", sin = "sloth", statusNum = 1, status1 = "Tremor" },
	["Crossed Knot"] = { name = "Crossed Knot", desc = "Turn End: if more than 15% of the Max HP was lost this turn, gain 2 StatusEffect|Attack Power Up next turn", sin = "pride", statusNum = 1, status1 = "Attack Power Up" },
	["Compulsive's Knot"] = { name = "Compulsive's Knot", desc = "When at less than 0 SP, Final Power +1 to Envy, Wrath, and Gloom affinities", sin = "envy", statusNum = 0 },
	["Rusted Hook"] = { name = "Rusted Hook", desc = "Gain 1 StatusEffect|Poise when a Skill's first coin Heads Hits against an enemy with StatusEffect|Bleed", sin = "lust", statusNum = 2, status1 = "Poise", status2 = "Bleed" },
	["Standard Issue Mag"] = { name = "Standard Issue Mag", desc = "Identities with StatusEffect|Ammo start encounters with +3 max Ammo", sin = "pride", statusNum = 1, status1 = "Ammo" },
	["Unbreakable Knot"] = { name = "Unbreakable Knot", desc = "Ishmael's Skills gain +2 Final Power<br>When an ally dies, remaining allies gain 1 StatusEffect|Haste and 1 StatusEffect|Attack Power Up next turn (Once per turn)", sin = "gloom", statusNum = 2, status1 = "Haste", status2 = "Attack Power Up" },
----Story Dungeon 5.5 / A Blade Fiend's Fathoms
	["Black Ledger"] = { name = "Black Ledger", desc = "First Turn Start of an Encounter: gain random E.G.O resources equal to the number of enemies. <br><br> If there are 4 or more Blade Lineage or Kurokumo Clan Identities participating in this Encounter(only counts Identities on the field at Encounter Start), gain E.G.O resources for the least-owned E.G.O Affinity instead.", sin = "gluttony", statusNum = 0, tier = "II", cost = 195 },
	["Rusted Hilt"] = { name = "Rusted Hilt", desc = "Turn Start: all allies gain 1 StatusEffect|Slash Power Up. <br><br> Blade Lineage or Kurokumo Clan Identities gain 2 StatusEffect|Slash Power Up instead.", sin = "envy", statusNum = 1, status1 = "Slash Power Up", tier = "III", cost = 235 },
	["Fractured Blade"] = { name = "Fractured Blade", desc = "During this Encounter: when inflicting StatusEffect|Bleed Potency or Unique StatusEffect|Bleed for the first time against an enemy with an Attack Skill effect, inflict an additional +2 StatusEffect|Bleed Count. (Once per Encounter) <br><br> Kurokumo Clan Identities, when inflicting damage against an enemy for the first time, inflict an additional 4 StatusEffect|Bleed Potency and +4 StatusEffect|Bleed Count instead.", sin = "lust", category = "Bleed", tier = "III", cost = 244, statusNum = 1, status1 = "Bleed" },
	["Broken Blade"] = { name = "Broken Blade", desc = "When an ally Critically Hits an enemy, deal an additional (StatusEffect|Poise Potency/3) Pride damage. <br><br> Blade Lineage Identities, when they Critically Hit an enemy, deal an additional (StatusEffect|Poise Potency/2) Pride damage instead.", sin = "pride", category = "Poise", tier = "III", cost = 244, statusNum = 1, status1 = "Poise" },
	["Red Tassel"] = { name = "Red Tassel", desc = "If the target has 1.5 or lower Slash Resistance, Slash Resistance +0.3.", sin = "wrath", statusNum = 0, tier = "III", cost = 253 },
	["Sublimity"] = { name = "Sublimity", desc = "Encounter Start: activates when there are 3 or more Kurokumo Clan Identities(only counts Identities on the field at Encounter Start). <br><br> Turn Start: all allies gain 2 StatusEffect|Slash Power Up, and deal +35% more Slash damage. <br><br> Turn Start: when a Kurokumo Clan Identity deals damage for the first time, inflict an additional 4 StatusEffect|Bleed Potency and +4 StatusEffect|Bleed Count. (Once per turn)", sin = "lust", category = "Bleed", tier = "IV", cost = 400, statusNum = 2, status1 = "Slash Power Up", status2 = "Bleed" },
	["Unbending"] = { name = "Unbending", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities(only counts Identities on the field at Encounter Start). <br><br> Turn Start: all allies gain 2 StatusEffect|Slash Power Up, and deal +35% more Slash damage. <br><br> Turn Start: when a Blade Lineage Identity hits critically, deal additional Pride damage equal to StatusEffect|Poise Potency on self.", sin = "pride", category = "Poise", tier = "IV", cost = 400, statusNum = 2, status1 = "Slash Power Up", status2 = "Poise" },
	["Ragged Bamboo Hat"] = { name = "Ragged Bamboo Hat", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities(only counts Identities on the field at Encounter Start). <br><br> All allies deal +50% more Slash damage. <br><br> Blade Lineage allies with StatusEffect|Poise have a fixed Critical rate of 100%.", sin = "gloom", category = "Poise", tier = "IV", cost = 432, statusNum = 1, status1 = "Poise" },
	["Old Dopo Robe"] = { name = "Old Dopo Robe", desc = "Encounter Start: activates when there are 3 or more Blade Lineage Identities(only counts Identities on the field at Encounter Start). <br><br> All allies deal +50% more Slash damage. <br><br> Blade Lineage Identities: Skill 1 gains Coin Power +1. Single-coin Skill 1 gains Coin Power +3. <br><br> [Blade Lineage Mentor Meursault Only] 'Yield My Flesh' Skill Final Clash Power -12; 'To Claim Their Bones' Skill deals +50% more damage.", sin = "sloth", statusNum = 0, tier = "IV", cost = 432 },
----Story Dungeon 6.5-1 / The Final Problem
	["Silver Watch Case"] = { name = "Silver Watch Case", desc = "When dealing damage to an enemy with Attack Skills(Not counting E.G.O Skills) that inflict StatusEffect|Tremor Potency, Count, or Unique Tremor, deal +10% more damage.<br><br>If the Skill triggered StatusEffect|Tremor Burst on the enemy for the first time this turn, inflict +2 StatusEffect|Tremor Count next turn (once per turn)", sin = "lust", tier = "II", cost = 196, category = "Tremor", statusNum = 2, status1 = "Tremor Burst", status2 = "Tremor" },
	["Faded Watch Case"] = { name = "Faded Watch Case", desc = "When Clashing with a faster enemy, Clash Power +1.<br><br>When dealing damage to a faster enemy, inflict 3 StatusEffect|Tremor Potency and +2 StatusEffect|Tremor Count next turn. (once per turn)", sin = "gloom", tier = "II", cost = 205, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Warning Notice"] = { name = "Warning Notice", desc = "Turn End: Inflict 1 StatusEffect|Bind to the fastest enemy next turn. (for Abnormalities, a Part)<br><br>If the target has StatusEffect|Tremor or 'Unique Tremor', inflict 2 StatusEffect|Bind instead.<br><br>When an ally attacks targets with StatusEffect|Bind, deal +(5 + (2.5 x StatusEffect|Bind value)) more damage. (max 15%)", sin = "pride", tier = "II", cost = 198, statusNum = 2, status1 = "Bind", status2 = "Tremor" },
	["Etched Clock Hands"] = { name = "Etched Clock Hands", desc = "First Turn Start of a wave: inflict (9 - current Speed) StatusEffect|Tremor Potency to 3 enemies with the slowest Speed. (min. 3)<br><br>Deal +10% more damage against targets with 12+ StatusEffect|Tremor or 'Unique Tremor' at Turn Start.", sin = "gluttony", tier = "II", cost = 202, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Rusted Clock Hands"] = { name = "Rusted Clock Hands", desc = "First Turn Start of a wave: inflict (9 - current Speed) StatusEffect|Tremor Potency (min. 3) and (9 - current Speed)/2 StatusEffect|Tremor Count to 1 enemy with the fastest Speed. (rounded up; for Abnormalities, a Part)<br><br>Take -10% less damage from targets with 12+ StatusEffect|Tremor or 'Unique Tremor' at Turn Start.", sin = "envy", tier = "II", cost = 207, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Chalice of Trickle-down"] = { name = "Chalice of Trickle-down", desc = "When an ally with Attack Skills(Not E.G.O Skills) that inflict StatusEffect|Tremor Potency, Count, or 'Unique Tremor' wins a Clash, inflict 2 StatusEffect|Tremor Potency and +2 StatusEffect|Tremor Count. (2 times per turn)<br><br>Yurodivy Identities: inflict 3 StatusEffect|Tremor Potency and +3 StatusEffect|Tremor Count instead (3 times per turn)<br><br>If the affected Identity Clashes against targets with higher Offense Levels, Clash Power +2; deal +20% more damage when attacking after winning the Clash.", sin = "envy", tier = "III", cost = 245, category = "Tremor", statusNum = 1, status1 = "Tremor" },
	["Prepaid Time Receipt"] = { name = "Prepaid Time Receipt", desc = "Deal +(5 + (2.5 x Speed difference))% more damage against faster enemies with 2+ Speed difference. (max 15%)<br><br>Turn End: If an ally dealt damage with an Attack Skill (Not counting E.G.O Skills) this turn against faster enemies with 2+ Speed difference, inflict 2 StatusEffect|Bind and 1 StatusEffect|Power Down to the enemy next turn. (once per turn)", sin = "wrath", tier = "III", cost = 250, statusNum = 2, status1 = "Bind", status2 = "Power Down" },
	["Pocket Watch : Type L"] = { name = "Pocket Watch : Type L", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Tremor Potency, Count, or 'Unique Tremor' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>To allies' Skill 3s that inflict StatusEffect|Tremor Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% more damage.<br><br>When an ally that inflicts StatusEffect|Tremor Potency, Count, or 'Unique Tremor' triggers StatusEffect|Amplitude Conversion on an enemy with Attack Skills(Including E.G.O Skills): multiply the StatusEffect|Tremor Potency and Count by 1.5(only when actually Converting them into different 'Tremor' types) and inflict 5 StatusEffect|Defense Level Down next turn. (once per turn)<br><br>First Turn Start of a wave: inflict (12 - current Speed) StatusEffect|Tremor Potency (min. 6) to 3 enemies with the slowest Speed.", sin = "lust", tier = "IV", cost = 400, category = "Tremor", statusNum = 3, status1 = "Tremor", status2 = "Amplitude Conversion", status3 = "Defense Level Down", imgname = "Pocket Watch - Type L" },
	["Pocket Watch : Type E"] = { name = "Pocket Watch : Type E", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Tremor Potency, Count, or 'Unique Tremor' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>To allies' Skill 3s that inflict StatusEffect|Tremor Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% more damage.<br><br>When an ally that inflicts StatusEffect|Tremor Potency, Count, or 'Unique Tremor' deals damage to a slower enemy with 2+ Speed difference between them: deal +(StatusEffect|Tremor Potency on target, max 25)% more damage and inflict 2 StatusEffect|Defense Level Down every time the ally deals damage (max 6)<br><br>First Turn Start of a wave: inflict (12 - current Speed) StatusEffect|Tremor Potency (min. 6) and (12 -current Speed)/2 StatusEffect|Tremor Count to 1 enemy with the fastest Speed. (rounded up; for Abnormalities, a Part)", sin = "sloth", tier = "IV", cost = 400, category = "Tremor", statusNum = 2, status1 = "Tremor", status2 = "Defense Level Down", imgname = "Pocket Watch - Type E" },
	["Pocket Watch : Type Y"] = { name = "Pocket Watch : Type Y", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Tremor Potency, Count, or 'Unique Tremor' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>To allies' Skill 3s that inflict StatusEffect|Tremor Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% more damage.<br><br>Yurodivy Identities: Skill 3 gains Coin Power +2 and deal +(25 + (sum of StatusEffect|Tremor Potency and Count on target))% more damage instead. (max 100%)<br><br>Yurodivy Identities: gain +3 StatusEffect|Tremor Count at Turn Start.", sin = "envy", tier = "IV", cost = 400, category = "Tremor", statusNum = 1, status1 = "Tremor", imgname = "Pocket Watch - Type Y" },
	["Pocket Watch : Type P"] = { name = "Pocket Watch : Type P", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply StatusEffect|Tremor Potency, Count, or 'Unique Tremor' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>To allies' Skill 3s that inflict StatusEffect|Tremor Potency, Count, or 'Unique Tremor': Coin Power +2 and deal +25% more damage.<br><br>When an ally that inflicts StatusEffect|Tremor Potency, Count, or 'Unique Tremor' Clashes against a faster enemy with 2+ Speed difference: Clash Power +2 and deal +(StatusEffect|Tremor Potency on target)% more damage. (max 50%)<br><br>Turn Start: from slowest to fastest, the 3 slowest allies gain 5 StatusEffect|Offense Level Up, 3 StatusEffect|Offense Level Up, and 2 StatusEffect|Offense Level Up respectively.", sin = "gloom", tier = "IV", cost = 400, category = "Tremor", statusNum = 2, status1 = "Tremor", status2 = "Offense Level Up", imgname = "Pocket Watch - Type P" },
	
	
	----Murder on the WARP Express
	["Economy Class Discount Voucher"] = { name = "Economy Class Discount Voucher", desc = "Turn End: among Identities with 5- Speed, the one with the slowest Speed gains 1 StatusEffect|Haste next turn.", sin = "gluttony", tier = "I", cost = 151, statusNum = 1, status1 = "Haste" },
	["Canned Ice Cream"] = { name = "Canned Ice Cream", desc = "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)<br><br>When an ally heals HP due to an E.G.O Skill effect, heal +12.5% more HP. (rounded down)", sin = "sloth", tier = "II", cost = 195, statusNum = 0 },
	["E-Type Dimensional Dagger"] = { name = "E-Type Dimensional Dagger", desc = "Skill 1s that gain StatusEffect|Charge Count or 'Unique Charge' gain Clash Power +1 and deal +5% more damage.<br><br>If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5% more damage instead.<br><br>If a W Corp. Identity dealt damage to an enemy with an Envy Skill(including E.G.O Skills), inflict 2 StatusEffect|HP Healing Down. (does not stack)", sin = "gloom", tier = "III", cost = 250, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "HP Healing Down" },
	["Portable Barrier Battery"] = { name = "Portable Barrier Battery", desc = "Skill 1s that gain StatusEffect|Charge Count or 'Unique Charge' gain Clash Power +2.<br><br>When using a Skill 1 that gains StatusEffect|Charge Count, gain +2 StatusEffect|Charge Count and 1 StatusEffect|Charge Barrier. (once per turn)<br><br>If a W Corp. Identity takes HP damage due to any effect other than a direct damage, gain 5 StatusEffect|Charge Barrier. (once per turn)", sin = "pride", tier = "III", cost = 250, category = "Charge", statusNum = 2, status1 = "Charge Barrier", status2 = "Charge" },
	["Biogenerative Battery"] = { name = "Biogenerative Battery", desc = "Allies with StatusEffect|Charge Count or 'Unique Charge' gain 1 Offense Level with every Clash. (max 6. Resets After Attack)<br><br>Turn End: Identities with 10+ (StatusEffect|Charge Count + 'Unique Charge') gain 1 StatusEffect|Haste next turn. At 18+ (StatusEffect|Charge Count + 'Unique Charge'), gain 3 StatusEffect|Offense Level Up as well.", sin = "lust", tier = "II", cost = 203, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Offense Level Up" },
	["Cardiovascular Reactive Module"] = { name = "Cardiovascular Reactive Module", desc = "When an ally with StatusEffect|Charge Count or 'Unique Charge' loses a Clash, gain Shield equal to (StatusEffect|Charge Count + 'Unique Charge'). (once per turn)<br><br>When at 50%- HP, gain ((StatusEffect|Charge Count + 'Unique Charge') x 2) Shield instead. (once per turn)<br><br>If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down)", sin = "gluttony", tier = "II", cost = 197, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Prosthetic Joint Servos"] = { name = "Prosthetic Joint Servos", desc = "Next turn: allies gain StatusEffect|Haste and StatusEffect|Charge Count equal to the number of StatusEffect|Charge Count or 'Unique Charge' gaining base Attack Skills they used this turn. (max 2)<br><br>When a MultiCrack Office Identity gains or consumes StatusEffect|Charge Count with a base Attack Skill, they gain +1 additional StatusEffect|Charge Count. (max 2)", sin = "envy", tier = "II", cost = 207, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "Haste" },
	["Crystallized Blood"] = { name = "Crystallized Blood", desc = "Turn End: If this unit has StatusEffect|Bleed, halve the StatusEffect|Bleed Potency on self and heal (StatusEffect|Bleed Potency reduced x StatusEffect|Bleed Count on self) HP. (rounded down. Can heal up to 10% of max HP at once)", sin = "wrath", tier = "II", cost = 195, statusNum = 1, status1 = "Bleed" },
	["Automated Joints"] = { name = "Automated Joints", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain StatusEffect|Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Base Attack Skills that consume StatusEffect|Charge Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of StatusEffect|Charge Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%)<br><br>Turn End: allies with StatusEffect|Charge Count or 'Unique Charge' gain 1 StatusEffect|Haste (max 2) and 1 StatusEffect|Damage Up (max 3) for every instance they used a base Attack Skill that consumes StatusEffect|Charge Count or 'Unique Charge' in this Encounter.<br><br>If a MultiCrack Office Identity has 5+ StatusEffect|Charge, they gain Coin Power +1 to base Attack Skills.", sin = "gloom", tier = "IV", cost = 400, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Haste", status3 = "Damage Up" },
	["Overcharged Battery"] = { name = "Overcharged Battery", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain StatusEffect|Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Base Attack Skills that consume StatusEffect|Charge Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of StatusEffect|Charge Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%)<br><br>When allies with StatusEffect|Charge Count or 'Unique Charge' engage in Clashes with base Attack Skills: Clash Power +2; gain +3 StatusEffect|Charge Count upon Clash Win, and lose 6 StatusEffect|Charge Count upon Clash Lose.<br><br>When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 StatusEffect|Envy Fragility. (stacks 3 times)", sin = "pride", tier = "IV", cost = 400, category = "Charge", statusNum = 2, status1 = "Charge", status2 = "Envy Fragility" },
	["Perpetual Generator Servos"] = { name = "Perpetual Generator Servos", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain StatusEffect|Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Base Attack Skills that consume StatusEffect|Charge Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of StatusEffect|Charge Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%)<br><br>When allies with StatusEffect|Charge Count or 'Unique Charge' engage in a Clash with base Attack Skills: Clash Power +1; gain 2 StatusEffect|Offense Level Up at Turn Start for every instance of Clash Win in that Clash during this Encounter. (max 6)<br><br>In this Encounter, when an ally takes damage that would kill them, consume all StatusEffect|Charge Count and 'Unique Charge' on self; then, immediately heal (10 + sum of StatusEffect|Charge Count and 'Unique Charge' consumed)% HP (once per Encounter); then, gain 3 StatusEffect|Protection until the ally is defeated.", sin = "gloom", tier = "IV", cost = 400, category = "Charge", statusNum = 3, status1 = "Charge", status2 = "Offense Level Up", status3 = "Protection" },
	["Hearts-powered Jewel"] = { name = "Hearts-powered Jewel", desc = "Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain StatusEffect|Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)<br><br>Base Attack Skills that consume StatusEffect|Charge Count: gain Coin Power +1 and deal +(sum of StatusEffect|Charge Count and 'Unique Charge' consumed by that Skill x 4)% more damage (max 40%)<br><br>When allies have 15+ (StatusEffect|Charge Count + 'Unique Charge'): when they use a Skill 3 that consumes StatusEffect|Charge Count or 'Unique Charge', and if there are remaining StatusEffect|Charge Count or 'Unique Charge' After Attack, consume all remaining StatusEffect|Charge Count and 'Unique Charge' to deal (sum of StatusEffect|Charge Count and 'Unique Charge' consumed x 7.5)% fixed bonus damage. (max 75%)<br><br>Max StatusEffect|Charge Count +5.", sin = "pride", tier = "IV", cost = 400, category = "Charge", statusNum = 1, status1 = "Charge" },
	----Walpurgisnacht No. 4 - The Noon of Violet
	["Filial Love"] = { name = "Filial Love", desc = "When inflicting StatusEffect|Bleed Potency or 'Unique Bleed' with Base Attack Skill effects, inflict +2 StatusEffect|Bleed Count (3 times per turn for the whole team)<br><br>Deal +1% more damage for every StatusEffect|Bleed Count on the target (max 20%)", sin = "lust", tier = "II", cost = 203, category = "Bleed", statusNum = 1, status1 = "Bleed" },
	["Misaligned Transistor"] = { name = "Misaligned Transistor", desc = "Base Attack Skills that consume StatusEffect|Charge Count or 'Unique Charge' consume 1.5x more<br>Deal +2% more damage for every StatusEffect|Charge Count or 'Unique Charge' consumed by Base Attack Skills (max 20%)", sin = "envy", tier = "II", cost = 207, category = "Charge", statusNum = 1, status1 = "Charge" },
	["Mental Corruption Boosting Gas"] = { name = "Mental Corruption Boosting Gas", desc = "When engaging in a Clash using an Attack Skill that inflicts StatusEffect|Sinking Potency, Count, or 'Unique Sinking', then dealing damage with the said Attack Skill: On Hit, inflict StatusEffect|Sinking Potency equal to the number of Clashes (max 3; 3 times per turn)", sin = "gloom", tier = "II", cost = 192, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Leaked Enkephalin"] = { name = "Leaked Enkephalin", desc = "When the enemy is about to lose or consume StatusEffect|Sinking Count: (StatusEffect|Sinking Potency on the target)% chance to inflict +1 StatusEffect|Sinking Count immediately before the target is about to lose or consume StatusEffect|Sinking Count (3 times per turn; max 100%)<br>- Raise base chance by (highest Reson. x2)% (max 12%)<br>- If the said highest Reson. was a Gloom or an Envy Reson.: Inflict +1 more StatusEffect|Sinking Count", sin = "gloom", tier = "II", cost = 195, category = "Sinking", statusNum = 1, status1 = "Sinking" },
	["Hardship"] = { name = "Hardship", desc = "Clash Win: Heal SP equal to the number of Clashes (max 3)<br>If the affected unit is already at 45+ SP, gain (# of Clashes/2) StatusEffect|Offense Level Up next turn (max 3)", sin = "pride", tier = "III", cost = 267, statusNum = 1, status1 = "Offense Level Up" },
	["Crown of Thorns"] = { name = "Crown of Thorns", desc = "Turn Start: 1 ally with the least SP heals 8 SP (unless they are in Panic or in E.G.O Corrosion)<br>If the said ally was already at max SP, Clash Power +1 for this turn<br>For this turn: StatusEffect|SP Heal Efficiency +1, StatusEffect|SP Loss Efficiency -1", sin = "pride", tier = "III", cost = 270, statusNum = 2, status1 = "SP Heal Efficiency", status2 = "SP Loss Efficiency" },
	["Rest"] = { name = "Rest", desc = "Lose 1 less SP when an ally loses SP due to their own Base Attack Skill effect<br>If the target has StatusEffect|Sinking, deal +2% more damage for every Heads Coin this Attack Skill flipped when attacking (max 16%)", sin = "pride", tier = "III", cost = 250, category = "Sinking", statusNum = 1, status1 = "Sinking" }
}