Sinking

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Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) is a status effect that deals bonus Sanity (SP) damage to the afflicted unit. When hit, the unit with Sinking will take SP damage equal to the Sinking Potency, and Sinking Count will be reduced by 1. Units with no SP (such as Abnormalities) will take fixed LcbSinGloom.pngGloom damage equal to the Sinking Potency instead.

Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) is linked to the LcbSinGloom.pngGloom Sin Affinity.

Strengths & Weaknesses

Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) is a Status Effect that has two independent use conditions. Against enemies with Sanity, Sinking is a very effective method of making the fight easier, as lowering enemy SP tanks their ability to roll well (with the exception of enemies that use negative Coins). A Sinking team also quickly triggers "Low Morale" and "Panic" effects, which often cause debuffs such as Fragile.pngFragileFragile.png FragileTake +(X*10)% damage this turn. (Max 100%). Against enemies without Sanity, Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) behaves very similar to Rupture.pngRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.Rupture, having an extremely high damage cap. Because Sinking Potency has a maximum value of 99, a Sinking team can deal 99 fixed LcbSinGloom.pngGloom damage per hit per turn. For example, a team of 6 using only 2-Coin Skills could deal 1188 LcbSinGloom.pngGloom damage per turn. While it is very difficult to get Sinking Potency and Count high enough to deal that much damage outside of Mirror Dungeons, smaller amounts can still deal a lot of extra damage, especially against enemies with high level or other forms of damage reduction that take less damage from regular attacks. It is worth noting that damage caused by Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) will ignore Damage Type resistances, but not Sin resistances. The damage will be higher against enemies weak to LcbSinGloom.pngGloom and lower against enemies that are resistant.


Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) is generally effective against all groups of enemies, but is especially effective against enemies without SP, Abnormalities with only one Part, and positive-Coin Bosses with SP. Sinking Identities almost always have a LcbSinGloom.png Gloom skill. Sinking damage ignores damage reduction from buffs (like Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%)) and level scaling, but does not ignore enemy resistances / weaknesses to LcbSinGloom.png Gloom. Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) will deal double damage to Abnormalities that are Fatal to LcbSinGloom.png Gloom.

Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) is least effective against Abnormalities with multiple Parts, as it becomes difficult to build a high Sinking stack on a single Part. Using a Sinking team against enemies with SP that primarily use negative Coins is also not recommended, as the SP reduction effect simply makes their Skills more stable. Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) will deal less damage to Abnormalities that are Resistant to LcbSinGloom.png Gloom.

Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) teams tend to be slow in fights against large numbers of enemies with SP. This is because Sinking does not deal direct damage against enemies with SP. Despite this downside, the low SP of enemies will make winning clashes very easy, so it is up to the player to decide if they would prefer a faster team that can deal more damage or not. Both Butterfly.pngButterflyButterfly.png Butterfly- Unique Sinking
- Base Value: 0, Max Value: 15
- The Potency and the Count of this effect are called "The Living" and "The Departed", respectively.
- When hit, the attacker heals (The Living/4) SP. (min 1; rounded down)
- When hit, and if this unit's SP is at less than 0, take (Sinking Potency/5) Gloom damage for every value of The Departed. (max Gloom damage 30; rounded down; deals half damage to targets without SP.)
- Turn End: Reset The Departed of this effect to 0; gain Sinking equal to The Living and convert The Living into The Departed.
- No external effects can raise the amount of Butterfly inflicted. "Inflict additional Sinking" effects inflict additional Sinking instead of additional Butterfly.
- This effect expires when both The Living and The Departed reach 0.
and Sinking Deluge.pngSinking DelugeSinking Deluge.png Sinking DelugeDeal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage
(Units with no Sanity take all of it as Gloom HP damage)
are effects that deal LcbSinGloom.pngGloom damage to enemies based on Sinking values, and they can be used to gradually pick off enemies, though this requires more management of Sinking stacks.


There are two main strategies for Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) teams. Against groups of enemies or enemies with low HP, a combination of Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Butterfly.pngButterflyButterfly.png Butterfly- Unique Sinking
- Base Value: 0, Max Value: 15
- The Potency and the Count of this effect are called "The Living" and "The Departed", respectively.
- When hit, the attacker heals (The Living/4) SP. (min 1; rounded down)
- When hit, and if this unit's SP is at less than 0, take (Sinking Potency/5) Gloom damage for every value of The Departed. (max Gloom damage 30; rounded down; deals half damage to targets without SP.)
- Turn End: Reset The Departed of this effect to 0; gain Sinking equal to The Living and convert The Living into The Departed.
- No external effects can raise the amount of Butterfly inflicted. "Inflict additional Sinking" effects inflict additional Sinking instead of additional Butterfly.
- This effect expires when both The Living and The Departed reach 0.
, and Panic Type-changing Status Effects deal bonus HP and SP damage and allow attackers to gain SP on hit. Effects that change Panic Type, such as Echoes of the Manor.pngEchoes of the ManorEchoes of the Manor.png Echoes of the Manor- 50% chance to gain +1 Sinking Count when gaining Sinking Potency or Count from Skill or Coin effects
- Units with SP: Change Panic Type to Echoes of the Manor. When this unit Panics, inflict 2 Echoes of the Manor to 2 random other allies of this unit next turn
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
※ Apply the 'Units without SP' conditional to certain enemies that have SP but can't change their Panic Types.
, also helps with Sinking infliction.
Against single enemies with high HP (over 1,000 or so), Sinking Deluge.pngSinking DelugeSinking Deluge.png Sinking DelugeDeal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage
(Units with no Sanity take all of it as Gloom HP damage)
is more powerful. Because Sinking deluge deals damage equal to Sinking Potency * Sinking Count, it has the current highest damage potential in the game, totaling in at 99*99 = 9801 damage (before accounting for LcbSinGloom.pngGloom resistance or weakness). This requires carefully building a high Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) stack, which nearly always require Molar Boatworks Fixer Ishmael and Rime Shank Rodion. Currently, Spicebush Yi Sang is the only Identity with Sinking Deluge.pngSinking DelugeSinking Deluge.png Sinking DelugeDeal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage
(Units with no Sanity take all of it as Gloom HP damage)
. It needs also to be noted that Sinking Deluge.pngSinking DelugeSinking Deluge.png Sinking DelugeDeal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage
(Units with no Sanity take all of it as Gloom HP damage)
is considered as direct hit damage for all purpose, in opposite to most damage related to Status effect. Thus, it can raise Observation Level, trigger [On Kill] effects and is taken into account for Damage from a single skill use achievement.


Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. differ slightly. Sinking Identities generally inflict more Sinking Count and less Potency when compared to Rupture Identities. This makes Sinking stacks easier to maintain, but the effects may take longer to build up than Rupture teams.

Self-Sinking

Although very uncommon, some Identities gain Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) when using their skills, and use Sinking Potency or Count as if it was Charge.pngCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.Charge to improve the effectiveness of their skills. Sinking used in this way still functions as a debuff, meaning that fighting enemies that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) can either be dangerous or a convenient way to easily allow a self-Sinking Identity to function at maximum capacity quickly.

Status Effects

Core Effects

Name Description Source (If Exclusive)
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) When hit by an attack, take fixed SP damage by the effect’s Potency. (Applies as LcbSinGloom.pngGloom-affinity damage to Abnormalities) Then, reduce its Count by 1.
- Maximum value of 99 Potency and Count.
Sinking Deluge.pngSinking DelugeSinking Deluge.png Sinking DelugeDeal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage
(Units with no Sanity take all of it as Gloom HP damage)
Deal SP damage by (Sinking Count * Sinking Potency), then remove Sinking
If target's SP is -45 or lower, the excess SP damage is dealt as LcbSinGloom.pngGloom-affinity HP damage (Units with no Sanity take all of it as LcbSinGloom.pngGloom HP damage)
Effloresced E.G.O::Spicebush Yi Sang
Various Enemies
Butterfly.pngButterflyButterfly.png Butterfly- Unique Sinking
- Base Value: 0, Max Value: 15
- The Potency and the Count of this effect are called "The Living" and "The Departed", respectively.
- When hit, the attacker heals (The Living/4) SP. (min 1; rounded down)
- When hit, and if this unit's SP is at less than 0, take (Sinking Potency/5) Gloom damage for every value of The Departed. (max Gloom damage 30; rounded down; deals half damage to targets without SP.)
- Turn End: Reset The Departed of this effect to 0; gain Sinking equal to The Living and convert The Living into The Departed.
- No external effects can raise the amount of Butterfly inflicted. "Inflict additional Sinking" effects inflict additional Sinking instead of additional Butterfly.
- This effect expires when both The Living and The Departed reach 0.
- Unique Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
- Base Value: 0, Max Value: 15
- The Potency and the Count of this effect is called "The Living" and "The Departed", respectively.
- When hit, the attacker heals (The Living/4) SP. (min 1; rounded down)
- When hit, and if this unit's SP is at less than 0, take (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency/5) LcbSinGloom.pngGloom damage for every value of The Departed. (max Gloom damage 30; rounded down; deals half damage to targets without SP.)
- Turn End: Reset The Departed of this effect to 0; then, gain Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) equal to The Living and convert The Living into The Departed.
- No external effects can raise the amount of Butterfly inflicted. "Inflict additional Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)" effects inflict additional Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) instead of additional Butterfly.
- This effect expires when both The Living and The Departed reach 0.
Solemn Lament Gregor E.G.O
Lobotomy E.G.O::Solemn Lament Yi Sang
Sheut Fracture.pngSheut FractureSheut Fracture.png Sheut Fracture- Max Stack: 10
- Unique Sinking
- For every Stack, take +1% damage from Sloth and Gloom Skills
- At max Stack, gain 1 Gloom Fragility (once per turn), take Gloom damage equal to Sinking Potency on self(lose 1 Sinking Count), then expires
- If the unit with this effect dies, transfer half of its Stack to its ally with the highest SP (rounded down)
- Turn Start: If there are no LCA Identities on the field, expires
- Max Stack: 10
- Unique Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
- For every X Stack, take +1% damage from LcbSinSloth.pngSloth and LcbSinGloom.pngGloom Skills
- At max Stack, gain 1 Gloom Fragility.pngGloom FragilityGloom Fragility.png Gloom FragilityTake +(X*10)% damage from Gloom skills this turn. (Max 100%) (once per turn), take LcbSinGloom.pngGloom damage equal to Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on self(lose 1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count), then expires
- If the unit with this effect dies, transfer half of its Stack to its ally(or allies) with the highest SP (rounded down)
- Turn Start: If there are no LCA Identities on the field, expires
LCA Udjat Vanguard Team 3 Leader Outis

Related Effects

Name Description Source (If Exclusive)
Effects that Interact with Sinking
The Uninvited.pngThe UninvitedThe Uninvited.png The Uninvited- Max Value: 2
- Upon death, the last attacker heals 3 SP; then, a random ally without this effect gains 2 Stacks of this effect.
- Take +0.5% damage for every Sinking on self (max 10%; for Focused Encounters, count Sinking on each Part separately)
- Turn End: reduced by 1
- Max Value: 2
- Upon death, the last attacker heals 3 SP; then, a random ally without this effect gains 2 Stacks of this effect.
- Take +0.5% more damage for every Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on self (max 10%; for Focused Encounters, Count Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on each Part separately)
- Turn End: reduced by 1
Bygone Days Ishmael E.G.O
Echoes of the Manor.pngEchoes of the ManorEchoes of the Manor.png Echoes of the Manor- 50% chance to gain +1 Sinking Count when gaining Sinking Potency or Count from Skill or Coin effects
- Units with SP: Change Panic Type to Echoes of the Manor. When this unit Panics, inflict 2 Echoes of the Manor to 2 random other allies of this unit next turn
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
※ Apply the 'Units without SP' conditional to certain enemies that have SP but can't change their Panic Types.
50% chance to gain 1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count when gaining Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count from Skill or Coin effects
Units with SP: Change Panic Type to Echoes of the Manor Panic.pngEchoes of the Manor. When this unit Panics, inflict Echoes of the Manor to 2 random other allies of this unit.
Units without SP: -10% chance to flip Heads. Reduced at Turn End
This effect is not cumulative; inflicting it will replace the current value with the inflicted value.
Units with SP but unable to change Panic types (mostly bosses) use the Units without SP conditional instead.
Wuthering Heights Chief Butler Outis
Wuthering Heights Butler Faust
Bygone Days Ishmael E.G.O
Josephine Enemy
Impending Ruin.pngImpending RuinImpending Ruin.png Impending Ruin- Units with SP: change their Panic Type to ""Ruin"".
(Ruin: When this unit enters Low Morale state, gain 3 Sinking at every Turn End and lose 1 Clash Power. When this unit Panics, gain 5 Sinking and 3 Sinking Count at every Turn End and lose 2 Clash Power)
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value.
※ Apply the ""Units without SP"" conditional to certain enemies that have SP but can't change their Panic Types.
- Units with SP: change their Panic Type to ""Ruin Panic.pngRuin"".
(Ruin Panic.pngRuin: When this unit enters Low Morale state, gain 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) at every Turn End and lose 1 Clash Power. When this unit Panics, gain 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at every Turn End and lose 2 Clash Power)
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value.
※ Apply the ""Units without SP"" conditional to certain enemies that have SP but can't change their Panic Types.
Wild Hunt Heathcliff
Blubberbubble.pngBlubberbubbleBlubberbubble.png Blubberbubble- This effect counts as a 'Shield Management' effect.
- Turn End: Reduce Count by 1
- This unit does not lose Shield at Turn End as long as it has the Blubberbubble effect (unless depleted by damage or effect)
- If the Shield affected by Blubberbubble breaks due to taking damage, inflict 4 Sinking Potency/Count against the attacker. (how much of that '4' value is Potency or Count is randomly determined)
- This unit can stack its Shield value by using this effect. However, as long as Blubberbubble is in effect, the max Shield value cannot exceed 60% of this unit's max HP.
- This effect counts as a 'Shield Management' effect.
- Turn End: Reduce Count by 1
- This unit does not lose Shield at Turn End as long as it has the Blubberbubble effect (unless depleted by damage or effect)
- If the Shield affected by Blubberbubble breaks due to taking damage, inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency/Count against the attacker. (How much of that '4' value is Potency or Count is randomly determined)
- This unit can stack their Shield value by stacking this effect. However, as long as Blubberbubble is in effect, the Shield value cannot exceed 60% of this unit's Max HP.
Cavernous Wailing Sinclair E.G.O
Shattermark.pngShattermarkShattermark.png Shattermark- Take +10% damage from Gluttony and Gloom Skills
- Units with SP: change their Panic Type to "Shattermark"
- Units without SP: Clash Power -1
- Turn End: Reduce 1 Stack
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
- Apply the "Units without SP" conditional to certain enemies that have SP but can't change their Panic Types

※ Shattermark Panic-type Effects
- Low Morale: Clash Power -1, Defense Level -2 on self
- Panic: Clash Power -2, Defense Level -3 on self
- Take +10% damage from LcbSinGluttony.pngGluttony and LcbSinGloom.pngGloom Skills
- Units with SP: change their Panic Type to "Shattermark Panic.pngShattermark"
- Units without SP: Clash Power -1
- Tum End: Reduce 1 Stack
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
- Apply the "Units without SP" conditional to certain enemies that have SP but can't change their Panic Types

Shattermark Panic.pngShattermark Panic-type Effects
- Low Morale: Clash Power -1, Defense Level -2 on self
- Panic: Clash Power -2, Defense Level -3 on self
Heishou Pack - Wei Branch Identities
Blue Sand.pngBlue SandBlue Sand.png Blue Sand- On Clash Lose, gain +1 Sinking Count (3 times per turn)
- Units with SP: Change their Panic Type to "Blue Sand"
- Units without SP: Min & Max Speed -1
- Turn End: Reduce 1 Stack
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
- Apply the "Units without SP" conditional to certain enemies that have SP but can't change their Panic Types

※ Blue Sand Panic Effects
- Low Morale: Clash Power -1, Min & Max Speed -1
- Panic: Clash Power -2, Min & Max Speed -1
- On Clash Lose, gain +1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count (3 times per turn)
- Units with SP: Change their Panic Type to "Blue Sand Panic.pngBlue Sand"
- Units without SP: Min & Max Speed -1
- Turn End: Reduce 1 Stack
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
- Apply the \"Units without SP\" conditional to certain enemies that have SP but can't change their Panic Types

Blue Sand Panic.pngBlue Sand Panic Effects
- Low Morale: Clash Power -1, Min & Max Speed -1
- Panic: Clash Power -2, Min & Max Speed -1
LCA Udjat Vanguard Team 3 Leader Outis
Identity Buffs and Passives
Wild Hunt.pngWild HuntWild Hunt.png Wild Hunt- In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "Revive"(heal 50% HP and reset SP to 0) this unit at Turn End.
- On death, gain 1 E.G.O resource for the least-owned E.G.O resource
- If this unit is killed by an attack, inflict 3 Sinking against the last attacker
- Dies at the end of the same turn this unit was revived in
- In the same turn this unit gained Wild Hunt for the first time, always have 1 remaining HP; "revive" (heal 50% HP and reset SP to 0) this unit at Turn End.
- If this unit is killed by an attack, gain 1 E.G.O resource for the least-owned E.G.O resource
- If this unit is killed by an attack, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) against the last attacker
- Dies at the end of the same turn this unit was revived in
Wild Hunt Heathcliff
Blessing.pngBlessingBlessing.png Blessing- Turn Start: gain 1 Protecting Sword for every 8 SP (max 5)
- When Clash ends, inflict 2 Sinking (once per turn)
- When hit, inflict 2 Sinking on the attacker (once per turn)
- For every 20 SP, inflict +1 more Sinking Potency with above effects (max 2)
- Replace this unit's Base Skills with Plus Coin Skills
- Turn Start: gain 1 Protecting Sword.pngProtecting SwordProtecting Sword.png Protecting Sword- Turn Start: gain 1 Defense Level Up for every Stack (max 5)
- Turn Start: +(Stack x 3) Aggro to the leftmost Skill Slot on the Dashboard (max 15)
- Max Stack: 5
- Expires at Turn End
for every 8 SP (max 5)
- When Clash ends, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) (once per turn)
- When hit, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the attacker (once per turn)
- For every 20 SP, inflict +1 more Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency with above effects (max 2)
- Replace this unit's Base Skills with Plus Coin Skills
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion
Despair.pngDespairDespair.png Despair- Turn Start: gain 1 Piercing Sword for every -8 SP (max 5)
- When Clash ends, inflict +1 Sinking Count (once per turn)
- On Hit with the first Coin of a Base Attack Skill, inflict +1 Sinking Count (once per turn)
- For every -20 SP, inflict +1 more Sinking Count with above effects (max 2)
- Replace this unit's Base Skills with Minus Coin Skills
- Turn Start: gain 1 Piercing Sword.pngPiercing SwordPiercing Sword.png Piercing Sword- Turn Start: gain 1 Offense Level Up for every Stack (max 5)
- Turn Start: -(Stack x 0.15) Aggro to this unit's Skill Slots on the Dashboard (max 0.75)
- Max Stack: 5
- Expires at Turn End
for every -8 SP (max 5)
- When Clash ends, inflict +1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count (once per turn)
- On Hit with the first Coin of a Base Attack Skill, inflict +1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count (once per turn)
- For every -20 SP, inflict +1 more Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count with above effects (max 2)
- Replace this unit's Base Skills with Minus Coin Skills
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion
Burgeoning of Horns -發角-.pngBurgeoning of Horns [發角]Burgeoning of Horns -發角-.png Burgeoning of Horns [發角]- Max value: 3
- This unit's Base Skills inflict +1 more of Rupture and Sinking Potency
- Turn End: Lose 1 Stack
- Max Value: 3
- This unit's Base Skills inflict +1 more of Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. and Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency
- Turn End: Lose 1 Stack
Heishou Pack - Wei Branch Identities
Mirror Dungeon-exclusive Effects
Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
- Max Stack: 3
When hit, gain Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency):
- Take (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on self x Stack) LcbSinGloom.pngGloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency x Stack) LcbSinGloom.pngGloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
Impending Wave Gift.pngImpending Wave
Impending Wave Gift.png

Tier: IV
Cost: MD Cost.png 401
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Impending Wave
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

Turn Start: inflict 1 Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
against a random enemy

When an enemy with Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
is killed, at the next Turn Start, transfer the Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
Stack from the said enemy to an enemy with the highest, but not maxed, Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
Stack

When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking', inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End (once per turn for each enemy)
Combat Start: when activating Gloom or Lust A-Reson., inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies (for Abnormalities, a random Part)

After using a base Attack Skill, if the target has 10+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. against the target (max 5; once per turn for each enemy)

Turn End: all allies gain Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP or without SP next turn (max 6)

Coin Power +1 for Plus Coin Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'
Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'

When activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 5 SP at Turn End (2 times per turn per Identity)
If the unit was at 45 SP at Turn Start, the effect changes to the following: when hitting and activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with a base Attack Skill, inflict +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count against the targeted enemy (2 times per turn per Identity)
E.G.O Gift

Identities & E.G.O

Sinking.png Sinking
Identities LCB Sinner Yi Sang Profile.png Dieci Assoc. South Section 4 Yi Sang Profile.png Effloresced E.G.O Spicebush Yi Sang Profile.png The Ring Pointillist Student Yi Sang Profile.png Lobotomy E.G.O Solemn Lament Yi Sang Profile.png Wuthering Heights Butler Faust Profile.png The Index Proselyte Paper Slip Faust Profile.png Lobotomy E.G.O In the Name of Love and Hate Don Quixote Profile.png Heishou Pack - Wei Branch Don Quixote Profile.png The Index Proxy - Effloresced E.G.O Procuration Don Quixote Profile.png Dieci Assoc. South Section 4 Director Meursault Profile.png LCB Sinner Hong Lu Profile.png Dieci Assoc. South Section 4 Hong Lu Profile.png R Corp. 4th Pack Reindeer Hong Lu Profile.png Lobotomy E.G.O Sunshower Heathcliff Profile.png Wild Hunt Heathcliff Profile.png Edgar Family Butler Ishmael Profile.png R Corp. 4th Pack Reindeer Ishmael Profile.png Molar Boatworks Fixer Ishmael Profile.png Jeong's Office Rep Ishmael Profile.png Dieci Assoc. South Section 4 Rodion Profile.png Lobotomy E.G.O The Sword Sharpened with Tears Rodion Profile.png R Corp. 4th Pack Reindeer Rodion Profile.png Los Mariachis Jefe Sinclair Profile.png G Corp. Head Manager Outis Profile.png The Ring Pointillist Student Outis Profile.png Wuthering Heights Chief Butler Outis Profile.png LCA Udjat Vanguard Team 3 Leader Outis Profile.png Edgar Family Heir Gregor Profile.png 
E.G.O Bygone Days Yi Sang Icon.png Great Trichiliocosm 三千大世界 Yi Sang Icon.png Fluid Sac Don Quixote Icon.png In the Name of Love and Hate Don Quixote Icon.png Soda Ryōshū Icon.png Land of Illusion Hong Lu Icon.png To Remain Oneself 宁作吾 Hong Lu Icon.png Holiday Heathcliff Icon.png Fell Bullet Heathcliff Icon.png Binds Heathcliff Icon.png Hundred-Footed Death Maggot 蝍蛆殺 Ishmael Icon.png Bygone Days Ishmael Icon.png Christmas Nightmare Ishmael Icon.png Tidal Elegy Ishmael Icon.png Blind Obsession Ishmael Icon.png Rime Shank Rodion Icon.png Cavernous Wailing Sinclair Icon.png Sunshower Outis Icon.png Holiday Outis Icon.png Suddenly, One Day Gregor Icon.png Bygone Days Gregor Icon.png Solemn Lament Gregor Icon.png Christmas Nightmare Gregor Icon.png 
Butterfly.png Butterfly
Identities Lobotomy E.G.O Solemn Lament Yi Sang Profile.png 
E.G.O Solemn Lament Gregor Icon.png 
Echoes of the Manor.png Echoes of the Manor
Identities Wuthering Heights Butler Faust Profile.png Wuthering Heights Chief Butler Outis Profile.png 
E.G.O Bygone Days Ishmael Icon.png 

E.G.O Gifts

Fusion E.G.O Gifts

Cantabile Gift.pngCantabile
Cantabile Gift.png

Tier: I
Cost: MD Cost.png 156
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Cantabile
When using base Attack Skills, if the target has 5+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 3)
+ Faded Overcoat Gift.pngFaded Overcoat
Faded Overcoat Gift.png

Tier: II
Cost: MD Cost.png 209
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Faded Overcoat
Turn End: if there are 3+ enemies with -45 SP, all allies gain 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. next turn
Surging Globe Gift.png

Tier: III
Cost: MD Cost.png 251
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Surging Globe
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

When using a base Attack Skill, if the enemy has 5+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5)

Turn End: next turn, all allies gain Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP (max 3)


Headless Portrait Gift.pngHeadless Portrait
Headless Portrait Gift.png

Tier: I
Cost: MD Cost.png 151
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Headless Portrait
Combat Start: Inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part)

For each Envy Affinity Skill used, randomly inflict 1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part)
+ Tangled Bones Gift.pngTangled Bones
Tangled Bones Gift.png

Tier: II
Cost: MD Cost.png 207
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Tangled Bones
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

Turn Start: enemies with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)(for Abnormalities, all Parts) regain (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count lost on hit last turn / 3) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

If the Base Attack Skill hits against a target with less than 0 SP(for enemies without SP, if they have 1.5+ Gloom Resist.), inflict (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency / 10) Gloom Affinity damage (min 1, 10 times per turn for this effect)
+ Midwinter Nightmare Gift.pngMidwinter Nightmare
Midwinter Nightmare Gift.png

Tier: III
Cost: MD Cost.png 259
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Midwinter Nightmare
When hitting and dealing HP damage to an enemy with a Skill, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.

If the Skill's Affinity was Gluttony, inflict 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency instead.
Black Sheet Music Gift.png

Tier: IV
Cost: MD Cost.png 427
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Black Sheet Music
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

On Hit against an enemy with a Skill: inflict 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.

Turn Start: enemies or Parts with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) regain (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count each enemy lost On Hit last turn / 2) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

On Hit with a Base Attack Skill: deal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target / 10) Gloom damage (min 1 damage)

On Hit with an Attack Skill: if the target's SP is below 0, Skill deals more damage the further the target's SP is from 0 (+1% damage per SP)
- If target is Panicked, deal +50% damage instead
- If the target does not have SP, deal +1% damage for every 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target. If target has 90+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, deal +50% damage instead


Thorny Path Gift.pngThorny Path
Thorny Path Gift.png

Tier: I
Cost: MD Cost.png 160
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Thorny Path
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn)

When activating Gloom or Lust Absolute Resonance, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start.
+ Distant Star Gift.pngDistant Star
Distant Star Gift.png

Tier: III
Cost: MD Cost.png 257
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Distant Star
When activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect (including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 3 SP at Turn End (2 times per turn per Identity)

If the said unit was at 45 SP at Turn Start, the effect changes to the following: when activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect with a Base Attack Skill, inflict +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on the target (2 times per turn per Identity)
+ Surging Globe Gift.pngSurging Globe
Surging Globe Gift.png

Tier: III
Cost: MD Cost.png 251
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Surging Globe
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

When using a base Attack Skill, if the enemy has 5+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5)

Turn End: next turn, all allies gain Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP (max 3)
Impending Wave Gift.png

Tier: IV
Cost: MD Cost.png 401
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Impending Wave
Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

Turn Start: inflict 1 Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
against a random enemy

When an enemy with Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
is killed, at the next Turn Start, transfer the Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
Stack from the said enemy to an enemy with the highest, but not maxed, Reflux.pngRefluxReflux.png Reflux- Max Stack: 3
When hit, gain Sinking Potency equal to Stack

Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency):
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively
If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack
Stack

When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking', inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End (once per turn for each enemy)
Combat Start: when activating Gloom or Lust A-Reson., inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies (for Abnormalities, a random Part)

After using a base Attack Skill, if the target has 10+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. against the target (max 5; once per turn for each enemy)

Turn End: all allies gain Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP or without SP next turn (max 6)

Coin Power +1 for Plus Coin Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'
Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'

When activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 5 SP at Turn End (2 times per turn per Identity)
If the unit was at 45 SP at Turn Start, the effect changes to the following: when hitting and activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with a base Attack Skill, inflict +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count against the targeted enemy (2 times per turn per Identity)


Haunted Shoes Gift.pngHaunted Shoes
Haunted Shoes Gift.png

Tier: II
Cost: MD Cost.png 193
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Haunted Shoes
[Effects apply only to #2 Deployed Identity]

Encounter Start: gain +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

Turn Start: gain 1 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%), 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%), and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn..
('Automated Factory' Theme Pack exclusive) + Frozen Cries Gift.pngFrozen Cries
Frozen Cries Gift.png

Tier: II
Cost: MD Cost.png 220
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Frozen Cries
Applies only to 1 Identity with the slowest Speed at Turn Start.

If the said ally wins a Clash or is hit by an enemy, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) against the enemy.
('The Unloving' Theme Pack exclusive)
Hoarfrost Footprint Gift.png

Tier: IV
Cost: MD Cost.png 424
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Hoarfrost Footprint
First Turn Start of a wave: all allies gain +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, and inflict all enemies(or all Abnormality parts) 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +8 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

Enemies with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) lose 2 Clash Power; when an allied Identity wins a Clash against an affected enemy, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency; when an allied Identity is hit by an affected enemy, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.

Regular E.G.O Gifts

Gift Tier Base Effect + ++
Cantabile Gift.png
Cantabile
I When using base Attack Skills, if the target has 5+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 3)    
Eldtree Snare Gift.png
Eldtree Snare
I Attack Skills(except E.G.O Skills) that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' deal +5% damage.

For Skills with 2- Coins, gain Clash Power +1 and deal +10% damage instead.
Attack Skills(except E.G.O Skills) that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' deal +7.5% damage.

For Skills with 2- Coins, gain Clash Power +1 and deal +12.5% damage instead.
Attack Skills(except E.G.O Skills) that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' deal +10% damage.

For Skills with 2- Coins, gain Clash Power +1 and deal +15% damage instead.
Rags Gift.png
Rags
I Allies with Attack Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' heal 5 additional SP(once per turn) upon Clash Win; if at max SP, deal +7.5% damage.

When the said allies use a minus Coin Skill(except E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP)% damage; if already at less than -15 SP, deal +15% damage.
Allies with Attack Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' heal 6 additional SP(once per turn) upon Clash Win; if at max SP, deal +10% damage.

When the said allies use a minus Coin Skill(except E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 5)% damage; if already at less than -15 SP, deal +20% damage.
Allies with Attack Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' heal 7 additional SP(once per turn) upon Clash Win; if at max SP, deal +12.5% damage.

When the said allies use a minus Coin Skill(except E.G.O Skills): at -15 or higher SP, reduce SP to -15 and deal +(amount of lost SP + 10)% damage; if already at less than -15 SP, deal +25% damage.
Thorny Path Gift.png
Thorny Path
I When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn)

When activating Gloom or Lust Absolute Resonance, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start.
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn)

When activating Gloom or Lust Resonance, inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start.
When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn)

When activating Gloom or Lust Resonance, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start.
Headless Portrait Gift.png
Headless Portrait
I Combat Start: Inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part)

For each Envy Affinity Skill used, randomly inflict 1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part)
Combat Start: Inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on all enemies with less than 0 SP. (for Abnormalities, one random part)

For each Envy Affinity Skill used, randomly inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part)
Combat Start: Inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies with less than 0 SP. (for Abnormalities, one random part)

For each Envy Affinity Skill used, randomly inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency between all enemies next turn. (for Abnormalities, one random part)
Faded Overcoat Gift.png
Faded Overcoat
II Turn End: if there are 3+ enemies with -45 SP, all allies gain 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. next turn    
Lowest Star Gift.png
Lowest Star
II When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 2 fixed SP damage on target.

Allies with less than 0 SP deal +10% damage.
When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 3 fixed SP damage on target.

Allies with less than 0 SP deal +15% damage.
When hitting an enemy with a Blunt Skill or a Pride Affinity Skill, inflict 5 fixed SP damage on target.

Allies with less than 0 SP deal +25% damage.
Melted Spring Gift.png
Melted Spring
II Turn Start: enemies with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) lose 3 'Offense Level' and 'Defense Level' for the turn.    
Red Order Gift.png
Red Order
II Whenever an ally inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 3)

Allies with Gloom or Wrath Affinity Attack Skills, upon inflicting Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4)
Whenever an ally inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 4)

Allies with Gloom or Wrath Affinity Attack Skills, upon inflicting Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 5)
Whenever an ally inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 2 'Offense Level' next turn. (Max 4)

Allies with Gloom or Wrath Affinity Attack Skills, upon inflicting Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 3 'Offense Level' next turn instead. (Max 6)
Skeletal Crumbs Gift.png
Skeletal Crumbs
II Deal +12.5% damage and take -12.5% damage against enemies that had Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) at Combat Start.

Allies with Gloom Affinity Attack Skills deal +20% damage and take -20% damage instead.
   
Tangled Bones Gift.png
Tangled Bones
II Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units)

Turn Start: enemies with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)(for Abnormalities, all Parts) regain (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count lost on hit last turn / 3) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

If the Base Attack Skill hits against a target with less than 0 SP(for enemies without SP, if they have 1.5+ Gloom Resist.), inflict (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency / 10) Gloom Affinity damage (min 1, 10 times per turn for this effect)
   
Grandeur Gift.png
Grandeur
II [Effects apply only to #1, #2 Deployed Identities]

When dealing damage with an Attack Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 10+ (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity)
In Focused Encounters: inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity)
[Effects apply only to #1, #2, and #3 Deployed Identities]

When dealing damage with an Attack Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 8+ (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity)
In Focused Encounters: inflict 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity)
[Effects apply only to #1, #2, and #3 Deployed Identities]

When dealing damage with an Attack Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 5+ (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity)
In Focused Encounters: inflict 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity)
Distant Star Gift.png
Distant Star
III When activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect (including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 3 SP at Turn End (2 times per turn per Identity)

If the said unit was at 45 SP at Turn Start, the effect changes to the following: when activating the Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect with a Base Attack Skill, inflict +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on the target (2 times per turn per Identity)
   
Broken Compass Gift.png
Broken Compass
III First Turn Start of a wave: randomly inflict (5 + (# of enemies x 3)) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts).
(For Abnormalities, only the Core counts as an enemy)
First Turn Start of a wave: randomly inflict (10 + (# of enemies x 3)) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts).
(For Abnormalities, only the Core counts as an enemy)
First Turn Start of a wave: randomly inflict (10 + (# of enemies x 4)) Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count between all enemies (or all Abnormality parts).
(For Abnormalities, only the Core counts as an enemy)
Midwinter Nightmare Gift.png
Midwinter Nightmare
III When hitting and dealing HP damage to an enemy with a Skill, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.

If the Skill's Affinity was Gluttony, inflict 5 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency instead.
   
Blue Starshard Gift.png
Blue Starshard
III Enemies in Low Morale or Panic states lose 1 Final Power (against targets without SP, when they have 25+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
- When dealing damage against the affected enemies with Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count or Unique Sinking, inflict 2 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. (2 times per turn)
Enemies in Low Morale or Panic states lose 2 Final Power (against targets without SP, when they have 15+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
- When dealing damage against the affected enemies with Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count or Unique Sinking, inflict 3 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. (2 times per turn)
Enemies in Low Morale or Panic states lose 3 Final Power (against targets without SP, when they have 10+ Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
- When dealing damage against the affected enemies with Skills that apply Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count or Unique Sinking, inflict 3 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. (3 times per turn)
Artistic Sense Gift.png
Artistic Sense
IV Deal +35% damage against enemies suffering negative effects (Low Morale, Panic) from SP loss.

When Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.
Deal +40% damage against enemies with 0 or less SP.

When Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.
Deal +50% damage against enemies without Sanity or ones with 0 or less SP.

When Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)'s effect applies to enemies without Sanity, the Affinity of the damage inflicted changes to whatever is the most effective.
Fragment of Decay Gift.png
Fragment of Decay
IV Activates when using E.G.O Skills that inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking'.

Gain Final Power equal to (Gloom E.G.O resource + sum of other E.G.O resources/3) consumed and deal +50% damage

Gloom E.G.O Skills: Inflict additional Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) 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)% damage.
   
Frozen Cries Gift.png
Frozen Cries
II Applies only to 1 Identity with the slowest Speed at Turn Start.

If the said ally wins a Clash or is hit by an enemy, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) against the enemy.
   
Haunted Shoes Gift.png
Haunted Shoes
II [Effects apply only to #2 Deployed Identity]

Encounter Start: gain +3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.

Turn Start: gain 1 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%), 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%), and 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn..
   
Manor-shaped Music Box Gift.png
Manor-shaped Music Box
III [Effects apply only to the #1 Deployed Identity]

Turn End: when Staggered, recover from Stagger; then, at the next Turn Start, inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies (once per Encounter; in Focused Encounters, on all Parts)

When defeating an enemy with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), 1 enemy with the least Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count gains +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count (in Focused Encounters, the Part)
   
Refraction Glass Pod Gift.png
Refraction Glass Pod
IV Regular Encounters) On Hit against enemies with 10+ (sum of Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count and Potency):
if the target is at -45 SP, deal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target) / 5) Gloom damage (3 times per Skill)

Focused Encounters) On Hit against enemies with 10+ (sum of Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count and Potency):
deal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target) / 10) Gloom damage (2 times per Skill)
   
Mental Corruption Boosting Gas Gift.png
Mental Corruption Boosting Gas
II When engaging in a Clash using an Attack Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking', then dealing damage with the said Attack Skill: On Hit, inflict Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency equal to the number of Clashes (max 3; 3 times per turn)    
Leaked Enkephalin Gift.png
Leaked Enkephalin
II When the enemy is about to lose or consume Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count: (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target)% chance to inflict +1 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count immediately before the target is about to lose or consume Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count (3 times per turn; max 100%)
- Raise base chance by (highest Reson. x2)% (max 12%)
- If the said highest Reson. was a Gloom or an Envy Reson.: Inflict +1 more Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count
   
Rest Gift.png
Rest
III Lose 1 less SP when an ally loses SP due to their own Base Attack Skill effect
If the target has Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), deal +2% damage for every Heads Coin this Attack Skill flipped when attacking (max 16%)
   
The Unchosen Gift.png
The Unchosen
II Whenever an ally takes a hit, inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on the attacker

When an ally is killed, all allies gain 2 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. next turn (once per turn)
   
Sword Sharpened with Tears Gift.png
Sword Sharpened with Tears
III When an ally hits with a Skill, if target has -20 or less SP, deal Gloom damage equal to Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) on target (once per Skill)

- If it was a Pierce Skill, deal (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on target / 2) bonus fixed damage (once per Skill)
   

Navigation

Burn.pngBurn - Bleed.pngBleed - Tremor.pngTremor - Rupture.pngRupture - Sinking.pngSinking - Poise.pngPoise - Charge.pngCharge
Aggro.pngAggro - Ammo.pngAmmo - Plus Coin Boost.pngCoin Boost & Coin Drop - Discard.pngDiscard - Haste and Bind.pngHaste & Bind - Offense Defense Level.pngOffense Level & Defense Level - Paralyze.pngParalyze
List of Status Effects - Enemy Exclusive Effects