Status Effects
Status Effects are various types of effect that can be applied to units on either side of a battle through the use of Passives and Skills.
Status Effects have a Count, which determines how many times the effect repeats. Certain Status Effects also have Potency, which determines the magnitude of its effects when applied. Count and Potency are indicated by numbers on the right and left of a Status Effect icon respectively. For example, a Burn Effect with a Count of 5 and Potency of 10 indicates the enemy will take 10 Burn damage for the next 5 turns. The specifics of how count and potency work vary based on the status effect.
Keyword Status Effects
Keyword Status Effects
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Burn - Bleed - Tremor - Rupture - Sinking - Poise - Charge |
Buffs
Positive Status Effects (or Buffs) provide beneficial effects to the receiver.
Damage Type DMG Up
Damage Type Power Up
Damage Type Protection
Other Buffs
Name | Description | Source (If Exclusive) |
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Power Up Power UpSkill Final Power +X for this turn. | All skills gain Final Power by the effect's Count for one turn. | |
Attack Power Up Attack Power UpAttack Skill Final Power +X for this turn. | Attack skills gain Final Power by the effect’s Count for one turn. | |
Defense Power Up Defense Power UpDefense Skill Final Power +X for this turn. | Defense skills gain Final Power by the effect's Count for one turn. | |
Clash Power Up Clash Power UpClash Power +X for this turn. | Gain Clash Power by the effect's Count for one turn. | |
Offense Level Up Offense Level UpOffense Level +X for this turn. | Offense level increases based on the effect's Potency for one turn. | |
Defense Level Up Defense Level UpDefense Level +X for this turn. | Defense Level increases based on the effect's Potency for one turn. | |
Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) | Deal 10% more damage with skills based on the effect's Potency for one turn. (Max. 10) | |
Weak-resist DMG Boost Weak-resist DMG BoostBoost the damage of attacks against Weak resistances by {X}% | Boost the damage of attacks against Weak resistances by 1% per count for one turn. | Peccatulum Irae?? Enemy Crow's Eye View Yi Sang E.G.O |
Plus Coin Boost Plus Coin BoostPlus Coin Power +X for this turn. | Raise the Power of Plus Coins by the effect's Count for one turn. | |
Minus Coin Drop Minus Coin DropMinus Coin Power -X for this turn. | Reduce the Power of Minus Coins by the effect's Count for one turn. | |
Haste HasteSpeed +X for this turn. | Speed increases by the effect’s Count for one turn. | |
Protection ProtectionTake -(X*10)% damage this turn. (Max 100%) | Take 10% less damage per count from attacks for one turn. (Max. 10) | |
Rupture Protection Rupture ProtectionTake -X damage from Rupture effects this turn. | Take -1 damage per Count from Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. effects for one turn. | Molar Boatworks Fixer Ishmael Molar Boatworks Fixer Sinclair |
Bleed Resistance Bleed ResistanceWhen taking damage from Bleed, reduce the damage by (X*10)% (Max 10) | When taking damage from Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., reduce the damage by 10% per count (Max 10). | |
HP Healing Boost HP Healing BoostHeal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) | Increases HP healing provided by Passive abilities, Skills, and Coin effects by 10% per count. | |
E.G.O Resource Amp E.G.O Resource AmpGain +X E.G.O resources from using skills this turn. | Increases the amount of E.G.O resources earned from skills by the effect's Count for one turn. | Lifetime Stew Sinclair E.G.O Soda Ryōshū E.G.O |
Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s). | On hit, gain a Potency-based chance to deal critical damage, reducing the Count by 1 if successful. At the end of the turn, reduce the Count by 1. Critical hits deal 1.2x damage. | |
Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. | Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. | |
Charge Barrier Charge Barrier- Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn |
- Gain (Charge Barrier # x 3) Shield. - Lose 1 Charge Barrier after losing (Charge Barrier # x 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (Charge Barrier # x 5) instead of at (Charge Barrier # x 3)) - Turn end: Gain a Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count for each Charge Barrier #, and Charge Barrier and Shield gained from Charge Barrier expire completely next turn |
World of W Corp. Identities Charge E.G.O gifts |
Load Load- Max Value: 6 - Attack Skills that consumed Charge Count deal +2.5% more damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% damage for every value instead (max 30%) - Turn End: this effect expires |
- Max Value: 6 - Attack Skills that consumed Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count deal +2.5% more damage for every value on self (max 15%) - If the affected unit is a W Corp. employee, deal +5% more damage for every value instead (max 30%) - Turn End: this effect expires |
W Corp. L3 Cleanup Captain Outis Dimension Shredder Outis E.G.O |
Photoelectricity Photoelectricity- Max Value: 3 When this unit is hit, the Attacker gains Charge Count equal to the value (once per Skill) - If the Attacker has 5- Charge Count, they gain +3 additional Charge Count Turn End: this effect expires |
Max Value: 3 When this unit is hit, the Attacker gains Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count equal to the value (once per Skill) - If the Attacker has 5- Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, they gain +3 additional Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count Turn End: this effect expires |
MultiCrack Office Fixer Heathcliff |
Red Eyes Red Eyes- Base Skill Coin effects inflict +1 more Bleed - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) |
- Base Skill Coin effects inflict +1 more Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. - Max Value: 20 - Unique Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff based on Value · Stage 1 (1~7): Red Eyes Red Eyes- Base Skill Coin effects inflict +1 more Bleed - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) · Stage 2 (8~15): Red Eyes - Alert Red Eyes - Alert- Base Skill Coin effects inflict +2 more Bleed - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) · Stage 3 (16~20): Red Eyes - Devouring Red Eyes - Devouring- Base Skill Coin effects inflict +3 more Bleed - Max Value: 20 - Unique Charge (fixed Potency) - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Red Eyes · Stage 2 (8~15): Red Eyes - Alert · Stage 3 (16~20): Red Eyes - Devouring - The amount of additional Bleed inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) - The amount of additional Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. inflicted by the first line of this buff is equal to the buff enhancement Stage (max 3) |
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū |
Penitence Penitence- Heal 2 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) |
- Heal 2 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff based on Value · Stage 1 (1~7): Penitence Penitence- Heal 2 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) · Stage 2 (8~15): Penitence - Periphery Penitence - Periphery- Heal 4 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) · Stage 3 (16~20): Penitence - Confession Penitence - Confession- Heal 6 SP On Hit with Base Skill Coins that gain Penitence - Max Value: 20 - Unique Charge (fixed Potency) - Turn Start: gain (Penitence)% of max HP as Shield - Resource used by certain Skills for additional effects - Enhances the buff Stage based on Value · Stage 1 (1~7): Penitence · Stage 2 (8~15): Penitence - Periphery · Stage 3 (16~20): Penitence - Confessional - The amount of SP healed by the first line of this buff is based on the buff enhancement Stage (enhancement Stage x 2) - The amount of SP healed by the first line of this buff is based on the enhancement Stage (enhancement Stage x 2) |
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū |
Borrowed Time Borrowed TimeTurn End at 2+ Count: - Gain (Borrowed Time Count - 1) Haste, Clash Power Up, and Fragile next turn - If this unit is set to gain more Bind than Haste next turn, the Borrowed Time effect expires at the next Turn Start, and this unit gets Staggered Turn End: At 1 Count, gain 2(Borrowed Time Stack - 1) Bind next turn Turn End: Gain 1 Stack, lose 1 Count |
Turn End at 2+ Count: - Gain (Borrowed Time Count - 1) Haste HasteSpeed +X for this turn., Clash Power Up Clash Power UpClash Power +X for this turn., and Fragile FragileTake +(X*10)% damage this turn. (Max 100%) next turn - If this unit is set to gain more Bind BindSpeed -X for this turn. than Haste HasteSpeed +X for this turn. next turn, the Borrowed Time effect expires at the next Turn Start, and this unit gets Staggered Turn End: At 1 Count, gain 2(Borrowed Time Stack - 1) Bind BindSpeed -X for this turn. next turn Turn End: Gain 1 Stack, lose 1 Count |
World of T Corp. Identities |
Defensive Stance Defensive Stance- Max Value: 2 - This effect does not compound in Potency; stacking it only extends its duration. - Reduced by 1 at Turn End - When a unit gains this effect, gain the following effects next turn: · Fix this unit's Speed to its minimum value · Gain 5 Defense Level Up · Each of this unit's Slots gain +(10 / this unit's # of Slots) Aggro · When chaining Skills, this unit can draw enemies' attack toward this unit regardless of Speed (Focused Encounters only) · Upon Clash Win, trigger Tremor Burst · Cannot be Staggered by damage |
- Max Value: 2 - This effect does not compound in Potency; stacking it only extends its duration. - Reduced by 1 at Turn End - When a unit gains this effect, gain the following effects next turn: · Fix this unit's Speed to its minimum value · Gain 5 Defense Level Up Defense Level UpDefense Level +X for this turn. · Each of this unit's Slots gain +(10 / this unit's # of Slots) Aggro AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. · When chaining Skills, this unit can draw enemies' attack toward this unit regardless of Speed (Focused Encounters only) · Upon Clash Win, trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target · Cannot be Staggered by damage |
Zwei Assoc. West Section 3 Ishmael |
Fanatic FanaticSkill Final Power +X against units with Nails for this turn. (Applies to clashes as well) | Skill Power +1 against units with Nails NailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down). Was formerly called "Kromer's Whistle" |
World of N Corp. Identities N Corp. Inquisitor Enemies |
Appetite Appetite+(X*10)% healing from [Rustle Up]. Spent when the Passive activates. |
Increases the healing provided by the Passive [Rustle Up]. Spent when the Passive activates. | R.B. Chef de Cuisine Ryōshū |
Unjust Enrichment Unjust Enrichment- Gained on Heads Hit against target with Bleed (Max 4) - When 'Bullets are Pricey' Passive activates, consume all Unjust Enrichment stack to deal bonus damage |
- Gained on Heads Hit against target with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. (Max 4) - When 'Bullets are Pricey' Passive activates, consume all Unjust Enrichment stack to deal bonus damage |
Twinhook Pirates First Mate Gregor |
Assist Attack Assist Attack- If unit A applies this effect to unit B: Unit B follows up with an Unopposed Attack with its Skill 1 against the same enemy unit A attacked with its Skill. Activates at unit A's Attack End. - The Skill used as an Assist Attack does not affect Unit B's upcoming Skills list. |
- If unit A applies this effect to unit B: Unit B follows up with an Unopposed Attack with its Skill 1 against the same enemy unit A attacked with its Skill. Activates at unit A's Attack End. - The Skill used as an Assist Attack does not affect Unit B's upcoming Skills list. |
The Pequod Captain Ishmael |
Heated Gas Harpoon Heated Gas HarpoonFor 1 turn, inflict 1 Burn with Heads Hit | For 1 turn, inflict 1 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). with Heads Hit | The Pequod Captain Ishmael, Uptie II-III |
Overheated Gas Harpoon Overheated Gas HarpoonFor 1 turn, inflict 1 Burn On Hit | For 1 turn, inflict 1 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). On Hit | The Pequod Captain Ishmael, Uptie IV |
Erudition Erudition- Max Value: 6 - When Discarding a Skill, gain (Erudition x 1.5)% of this unit's max HP as Shield (once per turn) - If this unit Discards a Skill at 2+ Insight, gain 1 Clash Power (once per turn) - Reduced by 1 when taking HP damage after getting hit by an enemy's Attack Skill - Expires when Staggered |
- Max Value: 6 - When Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ing a Skill, gain (Erudition x 1.5)% of this unit's max HP as Shield (once per turn) - If this unit Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.s a Skill at 2+ Insight InsightLast Discarded Skill Rank: X (Base Value: 1) , gain 1 Clash Power (once per turn) - Reduced by 1 when taking HP damage after getting hit by an enemy's Attack Skill - Expires when Staggered |
Dieci Assoc. South Section 4 Director Meursault |
Sword of the Homeland - Rending Sword of the Homeland - RendingSkill 1 gains Final Power by the effect's Count for this turn | Skill 1 gains Final Power by the effect's Count for this turn | Blade Lineage Mentor Meursault |
Sword of the Homeland - Penetrating Sword of the Homeland - PenetratingSkill 2 gains Final Power by the effect's Count for this turn | Skill 2 gains Final Power by the effect's Count for this turn | Blade Lineage Mentor Meursault |
Swordplay of the Homeland Swordplay of the Homeland- When at 5+ Poise, upon Skill use, Skill 1 and Skill 2 gain Coin Power +(3/# of Coins, minimum 1) and deal +(30/# of Coins)% damage on Critical Hit - When at 7+ Poise, upon Skill use, Skill 3 deals +(30/# of Coins)% more damage and deals +(50/# of Coins)% damage on Critical Hit |
- When at 5+ Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., upon Skill use, Skill 1 and Skill 2 gain Coin Power +(3/# of Coins, minimum 1) and deal +(30/# of Coins)% damage on Critical Hit - When at 7+ Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., upon Skill use, Skill 3 deals +(30/# of Coins)% more damage and deals +(50/# of Coins)% damage on Critical Hit |
Blade Lineage Mentor Meursault |
Remembrance Remembrance- When at 5+ Poise, upon Skill use, Skill 1 and Skill 2 gain Coin Power +(3/# of Coins, minimum 1) and deal +(30/# of Coins)% damage on Critical Hit - When at 7+ Poise, upon Skill use, Skill 3 deals +(30/# of Coins)% more damage and deals +(50/# of Coins)% damage on Critical Hit |
- When at 5+ Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., upon Skill use, Skill 1 and Skill 2 gain Coin Power +(3/# of Coins, minimum 1) and deal +(30/# of Coins)% damage on Critical Hit - When at 7+ Poise PoiseBoost critical hit chance by X*5% for the next Y hit(s)., upon Skill use, Skill 3 deals +(30/# of Coins)% more damage and deals +(50/# of Coins)% damage on Critical Hit |
Blade Lineage Mentor Meursault |
Dullahan Dullahan- Max Value: 3 - Gain 3 Offense Level - Lose 3 Defense Level - Raise Min & Max Speed values by 1 - Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan) - Turn End: If this unit has Dullahan, lose (15 - (Coffin/2)) SP. (min 10) |
- Max Value: 3 - Gain 3 Offense Level - Gain 3 Defense Level - Raises Min & Max Speed values by 1 - Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan) - Turn End: If this unit has Dullahan, lose (15 - (Coffin Coffin- Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2)/2)) SP. (min 10) |
Wild Hunt Heathcliff |
Coffin Coffin- Max Value: 10 - At Turn End: - Gain 2 Damage Up next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up next turn for every 5 Value (max 2) |
- Max Value: 10 - At Turn End: - Gain 2 Damage Up Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) next turn for every 3 Value (max 6) - Raise minimum Speed by 1 next turn for every 4 Value (max 2) - Gain 1 Clash Power Up Clash Power UpClash Power +X for this turn. next turn for every 5 Value (max 2) |
Wild Hunt Heathcliff |
Wild Hunt 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. - If this unit is killed by an attack, gain 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 E.G.O resource for the least-owned E.G.O resource - If this unit is killed by an attack, inflict 3 Sinking 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 |
Blood-tinged Scissorblades Blood-tinged Scissorblades- Max Value: 10 - Stage 1 Blood-tinged Scissorblades - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III. - Reverts to previous stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack - At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack |
- Max Value: 10 - Stage 1 Blood-tinged Scissorblades - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II Blood-tinged Scissorblades II- Max Value: 20 - Stage 2 Blood-tinged Scissorblades - Turn Start: gain 1 Offense Level Up and 1 Defense Level Down for every 5 Stack - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III. - Reverts to previous Stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack - At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III Blood-tinged Scissorblades III- Max Value: 30 - Stage 3 Blood-tinged Scissorblades - Turn Start: gain 1 Offense Level Up for every 5 Stack - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III. - Reverts to previous Stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack - At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack. - Reverts to previous stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II Blood-tinged Scissorblades II- Max Value: 20 - Stage 2 Blood-tinged Scissorblades - Turn Start: gain 1 Offense Level Up and 1 Defense Level Down for every 5 Stack - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III. - Reverts to previous Stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack - At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 Defense Level Down Defense Level DownDefense Level -X for this turn. based on the Stack (1/5 Stack) - At Blood-tinged Scissorblades III Blood-tinged Scissorblades III- Max Value: 30 - Stage 3 Blood-tinged Scissorblades - Turn Start: gain 1 Offense Level Up for every 5 Stack - At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II. - At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III. - Reverts to previous Stage when the Stack drops below the requirements. - Blood-tinged Scissorblades does not drop below 1. - At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack - At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. on the Stack (1/5 Stack) |
The Barber of La Manchaland Outis |
Blooming Thorn Blooming Thorn- Max Value: 10 - Stage 1 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements. |
- Max Value: 10 - Stage 1 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · (10+ Stack: Blooming Thorn II Blooming Thorn II- Max Value: 20 - Stage 2 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements.) · (20+ Stack: Blooming Thorn III Blooming Thorn III- Max Value: 30 - Stage 3 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements.) · Inflict +(Stage - 1) more Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements. |
The Princess of La Manchaland Rodion |
Festive Fever Festive Fever- Max Value: 10 - Expires at Turn End - Against targets with Bleed: deal +1.5% more damage for every Stack - Skills that consume or gain Bloodfeast deal +3% more damage for every Stack instead |
- Max Value: 10 Expires at Turn End - Against targets with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.: deal +1.5% more damage for every Stack - Skills that consume or gain Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. deal +3% more damage for every Stack instead |
The Princess of La Manchaland Rodion |
Hardblood Hardblood- Max Stack: 10 - Stage 1 Hardblood - At 10+ Hardblood, converts to Hardblood II. - At 20+ Hardblood, converts to Hardblood III. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - Raise Min & Max Speed values by 1 for every 10 Hardblood - At Hardblood II, gain 1 Offense Level Up based on the Stack - At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack |
- Max Stack: 10 - Stage 1 Hardblood - At 10+ Hardblood, converts to Hardblood II Hardblood II- Max Stack: 20 - Stage 2 Hardblood - Turn Start: gain 1 Offense Level Up for every 5 Stack - Raise Min & Max Speed values by 1 - At 10+ Hardblood, converts to Hardblood II. - At 20+ Hardblood, converts to Hardblood III. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - At Hardblood II, gain 1 Offense Level Up based on the Stack - At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack. - At 20+ Hardblood, converts to Hardblood III Hardblood III- Max Stack: 30 - Stage 3 Hardblood - Turn Start: gain 1 Offense Level Up and 1 Defense Level Up for every 5 Stack - Raise Min & Max Speed values by 2 - At 10+ Hardblood, converts to Hardblood II. - At 20+ Hardblood, converts to Hardblood III. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - At Hardblood II, gain 1 Offense Level Up based on the Stack - At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - Raise Min & Max Speed values by 1 for every 10 Hardblood - At Hardblood II Hardblood II- Max Stack: 20 - Stage 2 Hardblood - Turn Start: gain 1 Offense Level Up for every 5 Stack - Raise Min & Max Speed values by 1 - At 10+ Hardblood, converts to Hardblood II. - At 20+ Hardblood, converts to Hardblood III. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - At Hardblood II, gain 1 Offense Level Up based on the Stack - At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. based on the Stack (1 / 5 Stack) - At Hardblood III Hardblood III- Max Stack: 30 - Stage 3 Hardblood - Turn Start: gain 1 Offense Level Up and 1 Defense Level Up for every 5 Stack - Raise Min & Max Speed values by 2 - At 10+ Hardblood, converts to Hardblood II. - At 20+ Hardblood, converts to Hardblood III. - Reverts to the previous Stage when the Stack drops below the requirements. - Hardblood does not drop below 1. - At Hardblood II, gain 1 Offense Level Up based on the Stack - At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. and 1 Defense Level Up Defense Level UpDefense Level +X for this turn. based on the Stack (1 / 5 Stack) |
The Manager of La Manchaland Don Quixote |
Shimmering [Bloodfiend] Shimmering [Bloodfiend]- Max Stack: 50 - As long as this effect exists, all Bleed damage taken by the Shield HP is converted to Bloodfeast. - Gain Shield HP equal to the Stack at the moment of its application - Expires at Turn End |
- Max Stack: 50 - As long as this effect exists, all Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage taken by the Shield HP is converted to Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first.. - Gain Shield HP equal to the Stack at the moment of its application - Expires at Turn End |
The Manager of La Manchaland Don Quixote |
Before the King Before the KingOn Hit, inflict 50% of the resulting Coin value On Hit as (Affinity/Attack Type of the Attack Skill used to hit) damage against 2 other attackable enemies with the least HP. | When this unit's attack with 1 Atk Weight hits, inflict 50% of the resulting Coin value on hit as (Affinity/Attack type of the Attack Skill used to hit) damage against 2 other attackable enemies with the least HP. | Binds Heathcliff E.G.O |
Before the King in Binds Before the King in BindsOn Hit, inflict 100% of the resulting Coin value On Hit as (Affinity/Attack Type of the Attack Skill used to hit) damage against 2 other attackable enemies with the least HP. | When this unit's attack with 1 Atk Weight hits, inflict 100% of the resulting Coin value on hit as (Affinity/Attack type of the Attack Skill used to hit) damage against 2 other attackable enemies with the least HP. | Binds Heathcliff E.G.O |
Gaze of Contempt Gaze of Contempt- Max Value: 7 - Deal +7% more damage for every Gaze of Contempt - Turn End: this effect expires - Turn End: at 7 Gaze of Contempt value, convert it to Contempt of the Gaze next turn instead of expiring |
- Max Value: 7 - Deal +7% more damage for every Gaze of Contempt - Turn End: this effect expires - Turn End: At 7 Gaze of Contempt value, convert it to Contempt of the Gaze Contempt of the Gaze- Gain 7 Protection - Gain 7 Damage Down - One of this unit's Skill Slots gain +20 Aggro - Cannot gain Gaze of Contempt as long as Contempt of the Gaze is active - Turn End: this effect expires next turn instead of expiring |
Contempt, Awe Ryōshū E.G.O |
Contempt of the Gaze Contempt of the Gaze- Gain 7 Protection - Gain 7 Damage Down - One of this unit's Skill Slots gain +20 Aggro - Cannot gain Gaze of Contempt as long as Contempt of the Gaze is active - Turn End: this effect expires |
- Gain 7 Protection ProtectionTake -(X*10)% damage this turn. (Max 100%) - Gain 7 Damage Down Damage DownDeal -(X*10)% damage with skills this turn. (Max 100%) - One of this unit's Slots gains +20 Aggro AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. - Cannot gain Gaze of Contempt Gaze of Contempt- Max Value: 7 - Deal +7% more damage for every Gaze of Contempt - Turn End: this effect expires - Turn End: at 7 Gaze of Contempt value, convert it to Contempt of the Gaze next turn instead of expiring as long as Contempt of the Gaze is active - Turn End: this effect expires |
Contempt, Awe Ryōshū E.G.O |
Dhyāna Dhyāna- Max Stack: 108 - Deal +1% more damage for every Stack |
- Max Stack: 108 - Deal +1% more damage for every Stack |
False Halo E.G.O Gift |
Debuffs
Negative Status Effects (or Debuffs) provide negative effects to the receiver.
Damage Type DMG Down
Damage Type Power Down
Damage Type Fragility
Damage Type Resistance Down
Name | Description |
---|---|
Slash Resist Down Slash Resist DownDecrease Slash Resistance based on Stack. (0.1 per Stack) |
Decrease Slash Resistance based on Count (0.1 per Count) |
Wrath Resist Down Wrath Resist DownDecrease Wrath Resistance based on Stack. (0.1 per Stack) |
Decrease Wrath Resistance based on Count (0.1 per Count) |
Other Debuffs
Name | Description | Source (If Exclusive) |
---|---|---|
Power Down Power DownSkill Final Power -X for this turn. | All skills lose Final Power by the effect's Potency for one turn. | |
Attack Power Down Attack Power DownAttack Skill Final Power -X for this turn. | Attack skills lose Final Power by the effect’s Potency for one turn. | |
Defense Power Down Defense Power DownDefense Skill Final Power -X for this turn. | Defense skills lose Final Power by the effect’s Potency for one turn. | |
Clash Power Down Clash Power DownClash Power -X for this turn. | Lose Clash Power by the effect's Potency for one turn. | |
Offense Level Down Offense Level DownOffense Level -X for this turn. | Offense level decreases based on the effect's Potency for one turn. | |
Defense Level Down Defense Level DownDefense Level -X for this turn. | Defense Level decreases based on the effect's Count for one turn. | |
Damage Down Damage DownDeal -(X*10)% damage with skills this turn. (Max 100%) | Deal less damage with skills based on the effect's Potency for one turn. (Max. 10) | |
Fragile FragileTake +(X*10)% damage this turn. (Max 100%) | Take more damage from skills based on the effect's Potency for one turn. (Max. 10) | |
Plus Coin Drop Plus Coin DropPlus Coin Power -X for this turn. | Reduce the Power of Plus Coins by the effect's Count for one turn. | |
Minus Coin Boost Minus Coin BoostMinus Coin Power +X for this turn. | Raise the Power of Minus Coins by the effect's Count for one turn. | |
Bind BindSpeed -X for this turn. | Speed decreases by the effect’s Potency for one turn. | |
Paralyze ParalyzeFix the Power of X Coin(s) to 0 for this turn. | Fix the Power of X Coin(s) to 0 for one turn. | |
HP Healing Down HP Healing DownHeal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) | Decreases HP healing provided by Passive abilities, Skills, and Coin effects. | |
Poison PoisonTurn End: Take X fixed damage, then halve the Count. | At the end of the turn, take fixed damage by the Count, then halve the Count. | |
Immobilized ImmobilizedDoes not act for this turn. | Does not act for this turn. | |
Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). | At the end of the turn, take fixed damage by the effect’s Potency, then reduce its Count by 1. | |
Dark Flame Dark Flame- Unique Burn - Max Value: 7 - Target Defense - X - Turn End: Deal (Value x Burn on target) Pride Affinity damage, then expires |
- Unique Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). - Max Value: 7 - Target loses Defense Level equal to the value of this effect - Turn End: Deal (Value x Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). on target) Pride Affinity damage, then expires |
Lobotomy E.G.O::Magic Bullet Outis |
Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. | When tossing an attack Coin, take fixed damage by the effect’s Potency. Then, reduce its Count by 1. | |
Nails NailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down) |
Unique Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Turn Start: Apply 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. to self, and increase Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. count by this effect's Count. Turn End: halves Count (rounded down). |
N Corp. Identities Hex Nail E.G.Os |
Red Plum Blossom Red Plum Blossom- Unique Bleed - Max Value: 10 - +10% chance for this unit to be Critically Hit if this unit is the main target When struck by a Critical Hit, gain Bleed equal to the half of the value and take +(value x 3)% damage on Critical Hit - Reduce value by 1 when hit |
- Unique Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. - Max Value: 10 - +10% chance for this unit to be Critically hit if this unit is the main target - When struck by a Critical Hit, gain Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. equal to half of the value and take +(value x 3)% damage on Critical Hit - Reduce value by 1 when hit |
Blade Lineage Salsu Faust |
Sewing Target Sewing Target- Max Value: 1 - Take +0.5% more damage for every Bleed on self (max 10%) - Turn End: reduced by 1 |
- Max Value: 1 - Take +0.5% more damage for every Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. on self (max 10%) - Turn End: reduced by 1 |
The Barber of La Manchaland Outis |
Bloodied Hand Bloodied Hand- Max Value: 10 - Stage 1 Bloodied Hand - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills |
- Max Value: 10 - Stage 1 Bloodied Hand - At 10+ Bloodied Hand, converts to Bloodied Hand II Bloodied Hand II- Max Value: 20 - Stage 2 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills. - At 20+ Bloodied Hand, converts to Bloodied Hand III Bloodied Hand III- Max Value: 30 - Stage 3 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II Bloodied Hand II- Max Value: 20 - Stage 2 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack) - At Bloodied Hand III Bloodied Hand III- Max Value: 30 - Stage 3 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack), and additionally inflict 1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. and 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. On Hit with Base Skills |
The Priest of La Manchaland Gregor |
Blooming Thorn Blooming Thorn- Max Value: 10 - Stage 1 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements. |
- Max Value: 10 - Stage 1 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · (10+ Stack: Blooming Thorn II Blooming Thorn II- Max Value: 20 - Stage 2 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements.) · (20+ Stack: Blooming Thorn III Blooming Thorn III- Max Value: 30 - Stage 3 Blooming Thorn - Gain 1 Defense Level for every 2 Stack (max 5) - When hit, inflict 1 Bleed against the attacker and lose 1 Stack - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements.) · Inflict +(Stage - 1) more Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with this unit's Base Attack Skill Coin effects. · Reverts to previous Stage when the Stack drops below the requirements. |
The Princess of La Manchaland Rodion |
Festive Fever Festive Fever- Max Value: 10 - Expires at Turn End - Against targets with Bleed: deal +1.5% more damage for every Stack - Skills that consume or gain Bloodfeast deal +3% more damage for every Stack instead |
- Max Value: 10 Expires at Turn End - Against targets with Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.: deal +1.5% more damage for every Stack - Skills that consume or gain Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. deal +3% more damage for every Stack instead |
The Princess of La Manchaland Rodion |
Shimmering [Bloodfiend] Shimmering [Bloodfiend]- Max Stack: 50 - As long as this effect exists, all Bleed damage taken by the Shield HP is converted to Bloodfeast. - Gain Shield HP equal to the Stack at the moment of its application - Expires at Turn End |
- Max Stack: 50 - As long as this effect exists, all Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage taken by the Shield HP is converted to Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first.. - Gain Shield HP equal to the Stack at the moment of its application - Expires at Turn End |
The Manager of La Manchaland Don Quixote |
Maggots MaggotsTurn End: Take Gluttony damage by the Count, then lower it by 1; Bleed Count +1. | At the end of the turn, take Gluttony damage by the Count, increase Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 1, then reduce this effect’s Count by 1. | Legerdemain Gregor E.G.O Certain E.G.O Gifts |
Rose Wedge Rose Wedge- Max Potency: 10 - Max Count: 4 - Gain 1 Potency every time this unit takes 10 Bleed damage - When gaining Bleed or 'Unique Bleed' from getting hit, gain 2 Bleed and inflict 1 Bleed against the Attacker (5 times per turn) · At 10 Potency, gain +1 Bleed count as well when triggering the above effect. -Turn End: lose 1 count. Combat End: at 10 Potency or 1 Count, this effect expires, and this unit takes (Potency x 10) Lust damage. - If the unit inflicted with this effect dies, or when this effect expires: increase Bloodfeast by (Potency x 10), and deal (Potency x 2) Lust damage against all of its allies (min 1) |
- Max Potency: 10 - Max Count: 4 - Gain 1 Potency every time this unit takes 10 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage - When gaining Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' from getting hit, gain 2 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and inflict 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. against the Attacker (5 times per turn) · At 10 Potency, gain +1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count as well when triggering the above effect - Turn End: lose 1 Count - Combat End: at 10 Potency or 1 Count, this effect expires, and this unit takes (Potency x 10) Lust damage. - If the unit inflicted with this effect dies, or when this effect expires: increase Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. by (Potency x 10), and deal (Potency x 2) Lust damage against all of its allies (min 1) |
Yearning-Mircalla Meursault E.G.O |
Polydipsic Rose Polydipsic Rose- Max Value: 5 - Turn End: at 10+ Bleed Potency, take Lust damage equal to 1% of this unit's max HP. (max 30) - Turn End: reduced by 1 |
- Max Value: 5 - Turn End: at 10+ Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, take Lust damage equal to 1% of this unit's max HP. (max 30) - Turn End: reduced by 1 |
Yearning-Mircalla Don Quixote E.G.O |
Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). | When attacked by skills that burst Tremor, raise the Stagger Threshold by the effect’s Potency. At the end of the turn, reduce the Count by 1. | |
Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target | Raise target's Stagger Threshold by Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target | |
Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. |
Converts Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). or already converted Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). on target to a different kind of Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and Count values do not change over the conversion. | |
Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on the target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. |
- Fuses the effects of the Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). type added by Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on the target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. and the Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). type currently on the target together under Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition.. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. on Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition., it activates as Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on the target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. instead. - Turn End: converted into base Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).. | |
Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition. |
- Gained through Amplitude Entanglement Amplitude Entanglement- Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on the target together under Tremor - Superposition. - Potency and Count values do not change over Entanglement. - When triggering Amplitude Conversion on Tremor - Superposition, it activates as Amplitude Entanglement instead. - Turn End: converted into base Tremor. - When triggering Amplitude Conversion Amplitude ConversionConverts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion., add the effects of the resulting Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). type to the list of active Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). effects under Tremor - Superposition Tremor - Superposition- Gained through Amplitude Entanglement - When triggering Amplitude Conversion, add the effects of the resulting Tremor type to the list of active Tremor effects under Tremor - Superposition.. | |
Tremor - Decay Tremor - DecayLose 1 Defense Level for every 4 Tremor Potency on self When Hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count) |
Lose 1 Defense Level for every 4 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on self When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count) |
Öufi Assoc. South Section 3 Heathcliff |
Tremor - Fracture Tremor - Fracture- When Staggered, and when the sum of Tremor Potency and Count adds up to 20 or higher, raise Stagger Level by 1 - Cannot exceed maximum Stagger Level with this effect When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency. Turn End: reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count) |
- When Staggered, and when the sum of Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and Count adds up to 20 or higher, raise Stagger Level by 1 - Cannot exceed maximum Stagger Level with this effect When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count) |
Binds Outis E.G.O |
Tremor - Reverb Tremor - Reverb- On Tremor Burst, take Sloth damage equal to Tremor Potency on self - When hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency - Turn End: reduce the count (Interacts the same way as normal Tremor does to effects that raise or reduce Tremor Potency/Count) |
- On Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, take Sloth damage equal to Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on self. - When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count) |
Cavernous Wailing Hong Lu E.G.O District 20 Yurodivy Hong Lu |
Tremor - Everlasting Tremor - Everlasting- When hit by Skills or Coin effects that trigger Tremor Burst, (Tremor Potency on self)% chance to trigger an additional Tremor Burst. (max 50%) - When hit by Skills or Coin effects that trigger Tremor Burst, (Tremor Count on self)% chance to trigger an additional Tremor Burst. (max 50%) - When Hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count) |
- When hit by Skills or Coin effects that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, (Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on self)% chance to trigger an additional Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target. (max 50%) - When hit by Skills or Coin effects that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, (Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self)% chance to trigger an additional Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target. (max 50%) - When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count) |
Everlasting Faust E.G.O |
Tremor - Chain Tremor - Chain- Lose 1 Clash Power for every 10 Tremor Potency on self (max 3) - When Hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count) |
- Lose 1 Clash Power for every 10 Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on self (max 3) - When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count) |
T Corp. Class 3 Collection Staff Don Quixote T Corp Collector Enemies |
Tremor - Clockwinding Tremor - Clockwinding- Max Speed +2 - Consume Tremor Count on self to inflict 1 more of Tremor Potency or Count when inflicting them with this unit's Skill or Coin effects (including E.G.O or Counter Skills) - When hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency - Turn End: reduce the Count by 1 - (Interacts the same way as normal Tremor to effects that raise or reduce Tremor Potency/Count) |
- Max Speed +2 - Consume Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self to inflict 1 more Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count when inflicting them with this unit's Skill or Coin Effects - When Hit by Skills that trigger Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency - Turn End:reduce the Count by 1 (Interacts the same way as normal Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count) |
Asymmetrical Inertia Heathcliff E.G.O |
Time Moratorium Time Moratorium- Does not take any damage as long as this effect is active; store all damage received instead - Combat End: If there is only 1 Count left of this effect, the effect triggers Tremor Burst after dealing (100 + (Stack x 15))% of stored damage as Sloth damage - Turn End: Gain 1 Stack and lose 1 Count - The Time Moratorium will immediately expire after triggering the Tremor Burst and the Sloth damage effect if another instance of Time Moratorium is inflicted on a unit with Time Moratorium. |
- Does not take any damage as long as this effect is active; store all damage received instead - Combat End: If there is only 1 Count left of this effect, the effect triggers Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target after dealing (100 + (Stack x 15))% of stored damage as Sloth damage - Turn End: gain 1 Stack and lose 1 Count - The Time Moratorium will immediately expire after triggering the Tremor Burst Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target and the Sloth damage effect if another instance of Time Moratorium is inflicted on a unit with Time Moratorium. |
World of T Corp. Identities |
Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. | When hit by an attack, take fixed damage by the effect’s Potency. Then, reduce its Count by 1. | |
Dimensional Rift Dimensional RiftTurn End: Gain +X Rupture Count | At the end of the turn, gain Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count by this effect's amount. Then, remove this effect. | Dimension Shredder E.G.Os W Corp. L3 Cleanup Agent Yi Sang Wayward Passenger Abnormality |
Talisman TalismanOn hit, inflict X Rupture; When hit, gain X Rupture Turn End: At 6+ Count, remove all Talisman and take fixed damage by its Count |
On hit, inflict Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. by the Count; When hit, gain Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. by the Count. Turn End: At 6+ Count, remove all Talisman and take fixed damage by its Count. |
Lobotomy E.G.O::Red Sheet Sinclair |
Lasso Lasso- Max Value: 3 - Turn End: gain Rupture Potency equal to this unit's current Speed value (max 5), and gain 1 Bind next turn - Turn End: reduced by 1 |
- Max Value: 3 - Turn End: gain Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency by equal to this unit's current Speed value (max 5), and gain 1 Bind BindSpeed -X for this turn. next turn - Turn End: reduced by 1 |
Lasso E.G.Os |
Sinking 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 Gloom-affinity damage to Abnormalities) Then, reduce its Count by 1. | |
Sinking Fragility Sinking FragilityTake +X damage from Sinking effects this turn. | Take +1 Damage per Count from Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effects for one turn. | Soldier Mermaid Enemy |
Sinking Deluge 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count * Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency), then remove Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) 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) |
Effloresced E.G.O::Spicebush Yi Sang |
Butterfly 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 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) 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; then, gain Sinking 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 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 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 |
The Uninvited 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% more 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 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 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 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 - Units without SP: -10% chance to flip Heads - Reduce 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 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 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. 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 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"". (Ruin: When this unit enters Low Morale state, gain 3 Sinking 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 SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and 3 Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at 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 |
Weakness Analyzed Weakness AnalyzedA random “Endure” or “Normal” attack type resistance is weakened [+0.2 to damage multiplier] for this turn. | A random "Endure" or "Normal" attack type resistance is weakened [+0.2 to damage multiplier] for one turn. | Seven Association Identities |
Declared Duel Declared Duel- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn) - Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target. |
- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn) - Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target. |
Cinq Association South Identities, Camille Enemy |
Focused Attack Focused Attack<Focused Encounters Only> - The unit that inflicted this Focused Attack gains the following effects based on the target Slot's Focused Attack Stack. ·1x Stack: Gain Clash Power +1 ·2x Stack: Gain Base Power +1 ·3x Stack: Gain Base Power +1 and Coin Power +1 - Expires if, for a turn, the unit who inflicted it fails to hit the Slot inflicted with their Focused Attack. - Expires if the unit who inflicted Focused Attack inflicts it on a different Slot. - Replaced if a different unit inflicts Focused Attack on a Slot already inflicted with Focused Attack. - At the start of the next turn, if a Slot inflicted with Focused Attack is no longer present, rearrange all Focused Attacks inflicted against the Slots of that Part in the order of Deployment |
<Focused Encounters Only> - The unit that inflicted this Focused Attack gains the following effects based on the target Slot's Focused Attack Stack. ·1x Stack: Gain Clash Power +1 ·2x Stack: Gain Base Power +1 ·3x Stack: Gain Base Power +1 and Coin Power +1 - Expires if, for a turn, the unit who inflicted it fails to hit the Slot inflicted with their Focused Attack. - Expires if the unit who inflicted Focused Attack inflicts it on a different Slot. - Replaced if a different unit inflicts Focused Attack on a Slot already inflicted with Focused Attack. - At the start of the next turn, if a Slot inflicted with Focused Attack is no longer present, rearrange all Focused Attacks inflicted against the Slots of that Part in the order of Deployment |
Cinq Assoc. West Section 3 Meursault, Camille Enemy |
Gaze GazeTake +20% damage from Pierce and Blunt skills this turn. The ally that defeats the marked unit heals 10 SP; if the ally is an 'N Corp. Fanatic', also apply 1 Fanatic next turn. |
Affected unit takes more damage from Pierce and Blunt skills for one turn. The ally that defeats the marked unit heals sanity; if the ally is an 'N Corp. Fanatic', they also gain Fanatic FanaticSkill Final Power +X against units with Nails for this turn. (Applies to clashes as well) next turn. | The One Who Grips Faust |
Vengeance Mark Vengeance MarkApplied to the unit that dealt the most damage to an ally (Max 1) | Applies to the enemy that inflicted the most skill damage to allies. | The Middle Little Brother Meursault The Middle Little Sister Don Quixote |
B.M. B.M.Enhances Edgar Family Chief Butler Ryōshū Skills against targets with this effect. Turn End: Reduced by 1 at Turn End |
Enhances Edgar Family Chief Butler Ryōshū Skills against targets with this effect Turn End: reduce the Count by 1 |
Edgar Family Chief Butler Ryōshū |
Curse CurseTurn End: Next turn, randomly gain one of the following, then reduce this effect’s Count by 1. 1 Attack Power Down/1 Defense Power Down/2 Offense Level Down/2 Defense Level Down. |
Turn End: next turn, randomly gain one of the following, then reduce this effect's Count by 1. 1 Attack Power Down Attack Power DownAttack Skill Final Power -X for this turn./1 Defense Power Down Defense Power DownDefense Skill Final Power -X for this turn./2 Offense Level Down Offense Level DownOffense Level -X for this turn./2 Defense Level Down Defense Level DownDefense Level -X for this turn. |
Hex Nail E.G.Os Bygone Days Gregor E.G.O Bygone Days Ishmael E.G.O |
Pink Ribbons Pink RibbonsIncrease Count by 1 whenever the unit tosses an attack skill Coin. Turn End: Gain Bind by the Count, then remove this effect. |
Count increases by 1 whenever the affected unit tosses an attack skill Coin. At the end of the turn, inflict Bind BindSpeed -X for this turn. by the effect's Count, then remove the effect. | Roseate Desire Ishmael E.G.O |
Spark Discharge Spark DischargeWhen hit, the attacker gains +1 Charge Count; when hit with a Gloom attack, gain +1 Rupture Count, then reduce Count by 1 | When hit, the attacker gains +1 Charge ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count; when hit with a Gloom attack, gain +1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count, then reduce Count by 1 | AEDD Gregor E.G.O |
Neutral
Neutral Status Effects either have both positive and negative effects, or have no significant effect on the user.
Some Neutral Status Effects are used as expendable resources, with Skills being enhanced or cancelled due to the Value of these Effects.
List of Neutral status effects
Name | Description | Source (If Exclusive) |
---|---|---|
Aggro AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. | More likely to be targeted by enemies. | |
Clashable Guard Clashable Guard- On Clash Win: raise the target's Stagger Threshold by this unit's final Clash Power. - On Clash Lose: when hit, reduce the attacker's Final Skill Power by this unit's Final Power. - On Clash Lose: does not gain Final Power from the following sources: Resonance and the Level disparity against the Attack Skill |
- On Clash Win: raise the target's Stagger Threshold by this unit's final Clash Power. - On Clash Lose: when hit, reduce the attacker's Final Skill Power by this unit's Final Power. - On Clash Lose: does not gain Final Power from the following sources: Resonance and the Level disparity against the Attack Skill | |
Unbreakable Coin Unbreakable Coin- This Coin does not break upon Clash Lose. - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 |
- This Coin does not break upon Clash Lose. - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 | |
Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. | Spent by certain skills. Some attacks cancel if lacking Ammo. | |
Magic Bullet Magic Bullet- Max Value: 7 - Value changes depending on certain Skill effects. - The higher the value, the higher the Base Power and Coin Power of Skill 3 |
- Max: 7 - Value changes depending on certain Skill effects. - The higher the value, the higher the Base Power and Coin Power of Skill 3 |
Lobotomy E.G.O::Magic Bullet Outis |
The Living & The Departed The Living & The Departed- Unique Ammo - The sum of Potency and Count maxes out at 20. - Consumed for certain Skills - Whether The Living (Potency) or The Departed (Count) will be consumed for each shot is randomly determined - Some attacks cancel if this unit runs out of ammo |
- Unique Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. - The sum of Potency and Count maxes out at 20. - Consumed for certain Skills. - Whether The Living(Potency) or The Departed(Count) will be consumed for each shot is randomly determined - Some attacks cancel if this unit runs out of ammo. |
Lobotomy E.G.O::Solemn Lament Yi Sang |
Reload Reload- Effect applied to The Living & The Departed - Consume (30 - (The Living + The Departed))/2 SP. (rounded down) - Reset both The Living and The Departed values on self to 0, and gain the max value of their sum based on the probabilities listed in the Passive 'ISeeTheDyingButterfly.' - On Reload, gain at least 1 of The Living and The Departed. |
- Effect applied to The Living & The Departed The Living & The Departed- Unique Ammo - The sum of Potency and Count maxes out at 20. - Consumed for certain Skills - Whether The Living (Potency) or The Departed (Count) will be consumed for each shot is randomly determined - Some attacks cancel if this unit runs out of ammo(Unique Ammo AmmoSpent by certain skills. Some attacks cancel if lacking Ammo.) - Consume (30 - (The Living + The Departed))/2 SP. (rounded down) - Reset both The Living and The Departed values on self to 0, and gain the max value of their sum based on the probabilities listed in the Passive 'ISeeTheDyingButterfly.' - On Reload, gain at least 1 of The Living and The Departed. |
Lobotomy E.G.O::Solemn Lament Yi Sang |
Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources. |
- Delete Skills that fit the condition and are selectable during the Chaining Phase on the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources. |
Dieci Association Identities Molar Office Identities |
Insight InsightLast Discarded Skill Rank: X (Base Value: 1) | The rank of the last Skill Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ed by the unit with this effect (Base Value:1) |
Dieci Association Identities |
Erudition Erudition- Max Value: 6 - When Discarding a Skill, gain (Erudition x 1.5)% of this unit's max HP as Shield (once per turn) - If this unit Discards a Skill at 2+ Insight, gain 1 Clash Power (once per turn) - Reduced by 1 when taking HP damage after getting hit by an enemy's Attack Skill - Expires when Staggered |
- Max Value: 6 - When Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.ing a Skill, gain (Erudition x 1.5)% of this unit's max HP as Shield (once per turn) - If this unit Discard Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list) - Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.s a Skill at 2+ Insight InsightLast Discarded Skill Rank: X (Base Value: 1) , gain 1 Clash Power (once per turn) - Reduced by 1 when taking HP damage after getting hit by an enemy's Attack Skill - Expires when Staggered |
Dieci Assoc. South Section 4 Director Meursault |
SP Heal Efficiency SP Heal EfficiencyAmount of SP healed due to the Identity's 'Base factors increasing Sanity(SP)' | Amount of SP healed due to the Identity's 'Base factors increasing Sanity(SP)' (That is, +(Potency) to all SP healed by allies this turn (Potency may be a negative number)) | |
SP Loss Efficiency SP Loss EfficiencyAmount of SP lost due to the Identity's 'Base factors decreasing Sanity(SP)' | Amount of SP lost due to the Identity's 'Base factors decreasing Sanity(SP)' (That is, +(Potency) to all SP lost by allies this turn (Potency may be a negative number)) | |
K Corp Ampule K Corp AmpuleTurn Start: At less than 4 Count, heal by (X * 5)% of Max HP At 4+ Count, the unit dies |
Turn Start: At less than 4 Count, heal by (Count * 5)% of Max HP At 4+ Count, this unit dies |
K Corp. Class 3 Excision Staff Hong Lu |
Courier Trunk Courier Trunk- Base Value: 0 - Turn Start: gain 3 Stack - Stack does not expire upon Retreat; it is stored instead - At 10+ Stack: raise Min & Max Speed values by 1 - At 20+ Stack: Gain 1 Clash Power Up and 1 Damage Type Damage Up - At 30+ Stack: · On Skill Use, take (Stack/3)% HP damage and (Stack/3) SP damage · On Turn End, take (Stack/2)% HP damage and (Stack/2) SP damage (applies before Retreat) |
- Base Value: 0 - Turn Start: gain 3 Stack - Stack does not expire upon Retreat; it is stored instead - At 10+ Stack: raise Min & Max Speed values by 1 - At 20+ Stack: Gain 1 Clash Power Up Clash Power UpClash Power +X for this turn. and 1 Damage Type DMG Up · (Courier Trunk - Rodion Courier Trunk - Rodion- Base Value: 0 - Turn Start: gain 3 Stack - Stack does not expire upon Retreat; it is stored instead - At 10+ Stack: raise Min & Max Speed values by 1 - At 20+ Stack: Gain 1 Clash Power Up and 1 Slash Damage Up - At 30+ Stack: · On Skill Use, take (Stack/3)% HP damage and (Stack/3) SP damage · On Turn End, take (Stack/2)% HP damage and (Stack/2) SP damage (applies before Retreat): Slash DMG Up Slash DMG UpDeal +(X*10)% damage with Slash skills this turn. (Max 100%)) · (Courier Trunk - Sinclair Courier Trunk - Sinclair- Base Value: 0 - Turn Start: gain 3 Stack - Stack does not expire upon Retreat; it is stored instead - At 10+ Stack: raise Min & Max Speed values by 1 - At 20+ Stack: Gain 1 Clash Power Up and 1 Blunt Damage Up - At 30+ Stack: · On Skill Use, take (Stack/3)% HP damage and (Stack/3) SP damage · On Turn End: take (Stack/2)% HP damage and (Stack/2) SP damage (applies before Retreat): Blunt DMG Up Blunt DMG UpDeal +(X*10)% damage with Blunt skills this turn. (Max 100%)) - At 30+ Stack: · On Skill Use, take (Stack/3)% HP damage and (Stack/3) SP damage · On Turn End, take (Stack/2)% HP damage and (Stack/2) SP damage (applies before Retreat) |
Devyat' Association Identities |
Strategic R&R Mode Strategic R&R Mode- Turn End: recover from Stagger and Retreat from the Encounter (unless it's a forced Stagger; does not count as death) · In Chain Battles, give this unit's Slots to a Substituted unit and move to the rearmost place in the Backup units' Deployment order (escape from the Encounter entirely if there are no other Backup Units remaining to swap places with next turn. When returning to battle, return in the order they retreated in) · When returning to battle, return with the same amount of HP and SP this unit had when it retreated, and eliminate all effects on self save for a select few (if this unit had less than 0 SP when retreating, reset SP to 0 instead) |
- Turn End: recover from Stagger and Retreat from the Encounter (unless it's a forced Stagger; does not count as death) · In Chain Battles, give this unit's Slots to a Substituted unit and move to the rearmost place in the Backup units' Deployment order (escape from the Encounter entirely if there are no other Backup Units remaining to swap places with next turn. When returning to battle, return in the order they retreated in) · When returning to battle, return with the same amount of HP and SP this unit had when it retreated, and eliminate all effects on self save for a select few (if this unit had less than 0 SP when retreating, reset SP to 0 instead) |
Devyat' Association Identities |
Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. |
- Max Value: 999 - Stores all Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. |
Bloodfiend Related Identities & E.G.O La Manchaland Enemies |
Total Bloodfeast Consumed Total Bloodfeast Consumed- Max Value: 999 - Total Bloodfeast consumed in this Encounter: X |
- Max Value: 999 - Displays the total amount of Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. consumed in this Encounter |
Bloodfiend Related Identities & E.G.O La Manchaland Enemies |
Bloodfeast Consumed (shared) Bloodfeast Consumed (shared)Total Bloodfeast consumed in this Encounter | Total Bloodfeast Bloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. consumed in this Encounter |
Yearning-Mircalla Don Quixote E.G.O |
Bloodied Hand Bloodied Hand- Max Value: 10 - Stage 1 Bloodied Hand - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills |
- Max Value: 10 - Stage 1 Bloodied Hand - At 10+ Bloodied Hand, converts to Bloodied Hand II Bloodied Hand II- Max Value: 20 - Stage 2 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills. - At 20+ Bloodied Hand, converts to Bloodied Hand III Bloodied Hand III- Max Value: 30 - Stage 3 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II Bloodied Hand II- Max Value: 20 - Stage 2 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack) - At Bloodied Hand III Bloodied Hand III- Max Value: 30 - Stage 3 Bloodied Hand - Turn Start: gain 1 Offense Level Up for every 10 Stack - On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed - At 10+ Bloodied Hand, converts to Bloodied Hand II. - At 20+ Bloodied Hand, converts to Bloodied Hand III. - Reverts to previous Stage when the Stack drops below the requirements. - At Bloodied Hand II, gain 1 Offense Level Up based on the Stack - At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills, gain 1 Offense Level Up Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack), and additionally inflict 1 Rupture RuptureThe next Y time(s) the unit is hit, take X fixed damage. and 1 Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. On Hit with Base Skills |
The Priest of La Manchaland Gregor |
Ailing Heart Ailing Heart- Max Value: 10 - Turn End: gain 1 Stack - Turn Start: gain 1 Defense Level Up for every 3 Stack - At 50%- HP, gain 1 Defense Level for every 3 Stack - At 40%- HP, On Hit with Base Skills, heal (Stack x 5)% of damage dealt On Hit as HP (min 1; rounded down; heal up to 30 HP per Skill) |
- Max Value: 10 - Turn End: gain 1 Stack - Turn Start: gain 1 Defense Level Up Defense Level UpDefense Level +X for this turn. for every 3 Stack - At 50%- HP, gain 1 Defense Level for every 3 Stack - At 40%- HP, On Hit with Base Skills, heal (Stack x 5)% of damage dealt On Hit as HP (min 1; rounded down; heal up to 30 HP per Skill) |
The Priest of La Manchaland Gregor |
Responsibility Responsibility- Max Value: 1 - Clash Power +1 - Deal +20% more damage - Take +20% more damage |
- Max Value: 1 - Clash Power +1 - Deal +20% more damage - Take +20% more damage |
The Manager of La Manchaland Don Quixote |
Volatile Passion Volatile Passion- On Hit, inflict 1 Burn - If the main target has Burn, Final Power +1 - If this unit has a Defense Skill chained at Combat Start, inflict 1 Burn per hit against the attacker for the turn - Turn End: lose (# of turns spent in Volatile E.G.O state x 5) SP. (Max SP loss : 40) |
- On Hit, inflict 1 Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). - If the main target has Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s)., gain Final Power - When hit, if this unit had a Defense Skill chained at Combat Start, inflict Burn BurnTurn End: Take X fixed damage. Lasts Y turn(s). against the attacker for the turn - Turn End: lose (X x 5) SP. (Max SP Loss: 40) |
Dawn Office Fixer Sinclair |
Final Augment Final AugmentTurn Start: Gain 3 Attack Power Up, Defense Power Up, and Haste; die in X turn(s). | Turn Start: Gain 3 Attack Power Up Attack Power UpAttack Skill Final Power +X for this turn., Defense Power Up Defense Power UpDefense Skill Final Power +X for this turn., and Haste HasteSpeed +X for this turn.; die when count reaches zero. | Screwloose Wallop Meursault E.G.O |
Blubberbubble 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 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 |
Torn Memory Torn Memory- Max Value: 7 - Used for certain Skills |
- Max Value: 7 - Used for certain Skills |
Fell Bullet Heathcliff E.G.O |