AP +1
AP +1
Arcane Support
Mysterious Support
Bodyguard Support
Suppresses 1 random enemy per round to deal (Max HP ×10%) Genesis DMG and makes them DMG Taken +50% for 1 round.
Forget Me Not Support 1
In wave 1 round 2, inflicts [Corrode] on all enemies for 3 rounds: the current HP -20% when a round ends.
Forget Me Not Support 2
At wave 2 round 1, ATK +15% for all allies for 2 rounds.
Forget Me Not Support 3
In wave 2 round 3, inflicts [Petrify] on the enemy unit with the highest ATK for 1 round.
Eager for Battle
Let a surge of Moxie prepare you for combat.
Moxie +5 when a character enters battle.
Arcane Ripple
Moxie +1 when incantations are merged.
Revival
DMG taken from a single hit will not exceed 30% of the caster's Max HP. When taking DMG with less than 31% of Max HP, restores all HP lost.
Afflatus Defense
Only Afflatus can breach the sturdiest shields.
When a character is attacked by enemies of a non-stronger Afflatus, DMG Taken from that attack -30%.
Enhanced Afflatus
Afflatus is dancing in the air.
Attacks of the stronger Afflatus deal 20% more DMG.
Victorious Pursuit
Every blessing has a reason.
DMG against targets with [Stats Down], [Neg Status] or [Control] statuses +30%.
Battle Hardened I
The war never ends.
Starts the round with 1 stack of [Aura of Exuberance Ⅰ].
Mental Analysis
The only item of truth.
Mental DMG +20%.
Disastrous Offering
Disaster is an offering.
If a character starts a round with more than 2 [Stats Down], [Neg Status] or [Control] statuses, then dispels all [Stats Down], [Neg Status] and [Control] statuses from the character.
Final Battle
There is still glimmer before the dusk ends.
When a character ends a round with HP below 50%, gains a [Shield] with (Max HP x20%) HP and 1 stack of [Sturdiness] (only triggers 1 time for each character).
Silver Lining
Calamity always follows victory.
When a character has any [Stats Down], [Neg Status] and [Control] statuses, then DMG Taken -20%.
Enhance Wood and Beast
Plant and Beast shall thrive.
ATK +10% and DMG Taken -15% for [Plant] and [Beast] characters.
Burning Moxie
Sacrifices your Moxie.
Every time a character loses Moxie, dispels [Stats Down] and [Neg Status] statuses from the character.
Moxie Ritual
The ritual has already begun.
When a character defeats a target, Moxie +1.
Elegy
The elegy shall be sung at sunset.
When a character dies, Moxie +1 and HP +(Max HP ×10%) for other allies.
Afflatus Pierce
Afflatus is a cycle that never ceases.
Attacks against enemies of a weaker Afflatus enjoy Penetration Rate +30%.
Lasting Blessing
Starts now, stays forever.
All [Stats Up], [Pos Status] and [Counter] +1 round.
Decimate
The lust for killing never ends.
When a character defeats a target, Moxie +2.
Cornucopia
Moxie can be pretty contagious.
After an Ultimate is cast, Moxie +1 for all allies.
Amrita
The clear spring flows within the log.
DMG Heal +10%.
Eager for Battle
Let a surge of Moxie prepare you for combat.
Moxie +5 when a character enters battle.
Brave Shield
The pioneer, the explorer.
The 1st character to take action in a round enters [Brave Tank] status for 1 round.
Purify: Blood Siphon
Flesh can't limit you.
The 1st character to take action every round dispels all stacks of [Curse Ⅰ: Blood Siphon] and gains immunity to [Curse Ⅰ: Blood Siphon] this round.
Purify: Wither
Sufferings can't destroy you.
The 2nd character to take action every round dispels all stacks of [Curse Ⅱ: Senescence] and gains immunity to [Curse Ⅱ: Senescence] this round.
Purify: Senescence
Surroundings can't effect you.
The 3rd character to take action every round dispels all stacks of [Curse Ⅲ: Blind] and gains immunity to [Curse Ⅲ: Blind].
Corrupt: Sanctuary
They will eventually come back to you.
Every other round, gains a Shield with (Lost HP ×30%) HP for 1 round.
Corrupt: Preparation
Get ready. The opportunity doesn't last.
DMG Dealt +30% for characters that have not taken action this round. Can stack; dispelled after the next attack.
Corrupt: Balance
Dead silence of Moxie.
DMG +50% but no longer gains Moxie.
Corrupt: Frenzy
Gaze at the flame and go close to it.
DMG +5% at the start of a round. With 6 stacks, enters Frenzy status. Cannot be dispelled.
Inspiration of Victory
When the caster enters battle, gains [Inspiration of Victory].
Inspiration of Rituals
When the caster enters battle, gains [Inspiration of Rituals].
Inspiration of Passage
When the caster enters battle, gains [Inspiration of Passage].
Inspiration of Ablution
When the caster enters battle, gains [Inspiration of Ablution].
Inspiration of Resolution
When the caster enters battle, gains [Inspiration of Resolution].
Inspiration of Victory
When the caster enters battle, gains [Inspiration of Victory].
Inspiration of Rituals
When the caster enters battle, gains [Inspiration of Rituals].
Inspiration of Passage
When the caster enters battle, gains [Inspiration of Passage].
Inspiration of Ablution
When the caster enters battle, gains [Inspiration of Ablution].
Inspiration of Resolution
When the caster enters battle, gains [Inspiration of Resolution].
Weird Inspiration
The words of overconfidence and instigation shine like the sun in its heart.
When a character enters battle, Moxie +1.
Tower of Justice
Order and justice stand like a tower in its mind.
When a character enters battle, Reality DEF and Mental DEF +20%.
Sonetto's Help
May the peace be with us.
Sonetto will inflict Disarm on enemies regularly.
Mixed Martial Arts
The bravest team shall win!
If your side takes 3 actions this round, Ultimate Might +75% next round;
If your side takes 1 action or less this round, DMG Taken -75% this round.
Classroom Rules
Live in your friends' hearts forever.
When a character dies, HP +(each target's Max HP ×20%) for other allies.
Cooperative Time
The bravest team shall win!
If your side takes 3 actions this round, Ultimate Might +75% next round;
If your side takes 1 action or less this round, DMG Taken -75% this round.
New Duel Act
Sportsmanship and priority are emphasized.
AP +1 for your side.
Enduring Mentality
Humans laugh at critters' plan.
Mental DMG Taken -30%.
Resilient Reality
Tolerance is the only virtue they have.
Reality DMG Taken -30%.
Mental Barrier Ⅰ
As silent and immovable as the ruins.
At the end of every 2 rounds, enters [Steadfast] for 1 round.
The Concealed One Ⅰ
The church houses whoever hides inside.
At the end of every 2 rounds, enters [Concealment] for 1 round.
X Mark
Gains 1 stack of X Mark after the caster takes action. For every stack of X Mark, DMG Bonus +3%.
Furious Strike
After the caster takes action, DMG Bonus +30% for all allies in that round.
Echo of Incantation
The chant of incantations echoes here.
After a character casts a 3-star incantation, HP -(Max HP ×25%) for all enemies.
Full Moxie
The abundance of Moxie is the foundation of the great cause.
When a character enters battle and starts every round, Moxie +5.
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Action in Turn
The 1st character to take action every round enters [Taunt] status for 1 round; the 2nd character to take action every round gains 1 stack of [Resilience]; the 3rd character to take action every round gains 1 stack of [Powerful Strike].
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Inspiration of Victory
When the caster enters battle, gains a special card [Inspiration of Victory].
Shelter of the Trees
New branches and green leaves will shelter you.
All allies gain a Shield with 15% of max HP, while [Plant] allies gain one with double the amount.
Shelter of the Trees
Deploy Shelter of the Trees
Control Immunity
They're well-trained and more than vigilant.
Enemies gain [Control Immunity] when enter the stage.
Mark
If an ally has taken actions in this round, gains a stack of [Duel Moment]: Moxie +1 when there are 2 stacks of [Duel Time]. If no action was taken, gains a stack of [Fightback Moment]: The rightmost Incantation Stars +1 when there are 2 stacks of [Fightback Moment].
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High Spirit
Let a surge of Moxie prepare you for combat.
Moxie +3 when a character enters battle.
Enhance Mineral and Star
Mineral and Star shall thrive.
ATK +10% and DMG Taken -15% for [Mineral] and [Star] characters.
Rest
A leech lurks in the bottom of a brass bowl.
HP +(Max HP ×10%) for characters that have not acted at the end of the round.
Mineral Star Rules
Grants Mineral and Star characters that haven't taken an action this round 1 stack of Rousing Morale at the end of the round.
Unusual Rules
Deals 30% more DMG when attacking enemies afflicted with a Neg Status.
Be The Stronger One
Ultimates of a stronger Afflatus deal 30% more DMG.
One's Restlessness
After casting an 1-target Ultimate, Moxie +2.
Artificial Somnambulism
Ultimate DMG +20%.
Artificial Somnambulism
Ultimate DMG +15%, if the Ultimate were a Mass Attack, its DMG additionally +15%.
Artificial Somnambulism
Counter DMG +30%.
Artificial Somnambulism
If the character has not acted in a round, gains 1 stack of [Rousing Morale] at the end of the round.
Artificial Somnambulism
At the start of the round, the character with the least Moxie gains Moxie +2.
Artificial Somnambulism
Critical hits grant Moxie +1.
Artificial Somnambulism
2/3-star incantations gain Healing Done +30%.
Artificial Somnambulism
2/3-star incantations enjoy Critical Rate +30%.
Artificial Somnambulism
Moxie +3 when the caster enters battle.
Artificial Somnambulism
Mental DMG + 20%.
Artificial Somnambulism
Moxie +5 when the caster enters battle.
Artificial Somnambulism
Reality DMG Taken -30%.
Artificial Somnambulism
DMG Taken Reduction + 20% when the caster is in [Stats Up] and [Pos Status] statuses.
Artificial Somnambulism
If a casters has not acted in a round, gains 1 stack of [Sturdiness].
Artificial Somnambulism
At the start of the round, the character with the least Moxie gains Moxie +2.
Artificial Somnambulism
Critical Penetration Rate increases by 20%.
Artificial Somnambulism
Purifies everyone on your team of Stats Down statuses at the start of the round.
Artificial Somnambulism
Inflicted Neg Statuses last an additional round.
Artificial Somnambulism
Attacks of the stronger Afflatus deal 20% more DMG.
Artificial Somnambulism
Moxie +1 after unleashing a 1-target Ultimate.
Artificial Somnambulism
When attacking a single target, Critical Rate and Critical DMG increase by 30%.
Artificial Somnambulism
Mental DMG increases by 20%.
Artificial Somnambulism
Moxie +1 after attacking with a Critical.
Artificial Somnambulism
Moxie +1 after defeating a target.
Poison Miasma
The music is still going on.
After casting an Ultimate, enters [Disconcert] status for 2 rounds.
Ultimate Severance
Rituals are being interrupted.
Cannot gain Moxie.
Fading Moxie
Moxie never lasts.
If a character has not taken action in a round, Moxie -1.
Spreading Terror
The pack dies with the alpha.
Moxie -5 for other allies when a character dies.
Spreading Plague
A wound that can't be stanched.
Healing Taken -50%.
Ritual Repercussion
Every chanting is a dirge made at the expense of the future.
After casting an Ultimate, DMG Dealt -10% for the subsequent Ultimate.
Enforced Serenity
Nor happiness, nor sadness, nor anger.
Cannot gain Moxie.
Suicide
Commits suicide after spending enough rounds in the battle.
Noise of Rock
It's deafening, so don't listen to it for too long.
After every 4 actions taken, the character enters [Rousing Morale] status and gains DMG Bonus +50% to the next attack.
Lake in the Forest
An old fable, and a meaningful look back.
When a character casts a 2-star or 3-star incantation, Moxie +1.
Lake in the Forest - Boss
Deep down the lake, she has been complaining for too long.
When a character casts a 1-star incantation, Moxie -1.
Lake in the Forest - Boss
Don't look up, as the river is about to pour down.
The first character to take action will enter [Disarm] status for 1 round.
Perturbed Mind
Thoughts wander on the opposite shore, and only an empty shell is left here.
When a round ends, takes (Lost HP ×20%) Genesis DMG.
Fragile Reality
Knock to dust it off.
Reality DMG Taken +30%.
Weak Minded
Gun shots, paeans, too many sounds.
Mental DMG Taken +30%.
Friendship First
Friendship first.
All DMG dealt is set to 1.
Exhausted
Fighting alone is always exhausting.
Enter [Exhausted] status for 3 rounds after defeating an enemy.
Ambushed
An ambush lands you in a predicament.
Suffer many negative status effects after entering the battle.
Afflicted with multiple debuffs when battle begins.
Equivalent Exchange
Fate never gives without taking.
Critical Rate +50% and Critical DMG -50%.
Glass Cannon
Not the beginning or the end, but the most dangerous secret.
The 2nd character to take action every round enjoys DMG Bonus +200% and Leech Rate +200%. After the character takes action, DMG Taken +300% for 1 round.
Furious Carnage
Sharp and fragile.
Critical Rate +100% and DMG Taken +50%.
Danger of Recklessness
The consequence of recklessness is danger.
Moxie +1 for the first character to take action; triggers up to 3 times per character.
Dice Game
A small game that examines your luck.
Roll a dice every round. Different numbers cause different effects.
Dice Game
A small game that examines your luck.
Roll a dice every round. Different numbers cause different effects.
Dice Game
A small game that examines your luck.
Roll a dice every round. Different numbers cause different effects.
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Hole on the Wall
Every wall has a hole.
When a character is attacked by enemies with a stronger Afflatus, HP -(Max HP ×25%).
Inspiration Hunt
Use your Afflatuses to explore. After meeting certain conditions, you can get the treasures (1 treasure for each character).
Beast/Star: defeat 2 enemies to gain Deep - Inspiration of Victory.
Plant/Mineral: take 6 actions to gain Deep - Inspiration of Ablution.
Spirit/Intelligence: use 2 Ultimates to gain Deep - Inspiration of Rituals.
Energy Feedback
When the caster dies, HP +(Lost HP ×100%) for everyone.
The Last Will
When the caster dies, purifies all allies' [Stats Down] and dispels all enemies' [Stats Up].
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Two Sides
If a casters has not acted in a round, gains [Purify] and DMG Bonus for 2 rounds; if
The Sleep-talking Prisoner
A prisoner of the nightmare. His eyes fixate on you, never move away.
Lord of Dream (Energy) receive new passive effect [Near-Death Experience]
The Leech Rate has been greatly reduced.
Reduces HP Absorb gains by 50%.
Judgment of Fate I
Fate is holding the trial.
Win the battle within 8 rounds or you will lose.
Judgment of Fate II
Fate is holding the trial.
Win the battle within 10 rounds or you will lose.
Perfect Ending
The ultimate excellency is perfection.
If any ally is defeated, you lose the battle.
Awaken
The dream won't be gone for too long.
Characters deployed in this stage will go offline.
Awaken
The dream won't be gone for too long.
After battle succeeded, you can selected characters to continue Artificial Somnambulism, other characters will go offline.
The Way of Survival
Rats' way is always narrow and dark.
When a character is in [Neg Status] or [Control], DMG Taken -20%.
Weakness Spotting
A small leak will sink a great ship.
Attacks of the stronger Afflatus deal 20% more DMG.
Plans
The trap is preset.
AP +1.
Without A Trace
A magnificent escape magic show.
When a caster enters the battle, gains [Control Immunity].
Specialization
When your moxie increases, your power surge with.
Moxie +3 when a caster enters the battle.
Well-trained
A qualified security team.
When the target has a weaker Afflatus, the caster's Penetration Rate +10%.
Strong Physique
The physical training has paid off.
The HP restored from each attack +10%.
Coffee Lover
The brain juice to keep you awake.
When a caster dies, all allies HP +(20% of the max HP).
Home Battle
Everything is under control.
AP +1.
Zealousness
It means one's desire and life-long career.
Defence Strategy
They know how to overcome violence with calmness, and take defense as offence.
DMG Taken from non-stronger Afflatus -30%.
Concentration
They are undistracted. They think of nothing else.
When a round starts, gains 1 stack of [Aura of Exuberance Ⅰ].
Emergency Charge
Do it before the battery runs out.
When a character dies, Moxie +1 and HP +(Max HP ×10%) for all allies.
The Body of Steel
A new generation of defense devices.
When a character enters teh battle, gains [Control Immunity].
Torn Reality
Reality is a lie.
Reality DMG Dealt -30%.
Mental Fraud
Your mind lies to you.
Mental DMG Dealt -30%.
Behavioral Analysis
The only item of truth.
Reality DMG Dealt +20%.
Painful Memories
Pain endures.
Healing Done -80%.
Seize the Initiative
Seize the initiative using super speed.
DMG Dealt +30% for the 1st character to take action in every round.
Enhance Sentience
Sentience shall thrive.
ATK +10% and DMG Taken -15% for [Spirit] and [Intelligence] characters.
Enhance Mineral and Star
Mineral and Star shall thrive.
ATK +10% and DMG Taken -15% for [Mineral] and [Star] characters.
Reality Barrier
The barriers of reality are insurmountable.
Reality DMG Taken -30%.
Mental Barrier
The barriers of the mind are insurmountable.
Mental DMG Taken -30%.
Ricochet
What goes around comes around.
After attacking, the attacker takes (the target's Max HP ×5%) Genesis DMG.
Retaliate
What goes around comes around.
After attacking, the attacker takes (the target's Max HP ×25%) Genesis DMG.
Rising Moxie
Moxie runs wild!
When a character takes a critical hit, Moxie +1.
Rest
A leech lurks in the bottom of a brass bowl.
HP +(Max HP ×10%) for characters that have not acted at the end of the round.
Battle Hardened II
War never ends.
When a round starts, gains [Aura of Exuberance Ⅱ]: ATK and DMG Dealt +5%. Can stack.
Moxie Reborn
Moxie intensifying!
When a round ends, Moxie +1.
Clear Spring
The clear spring flows within the log.
DMG Heal +10%.
Gluttony
Honor is as heavy as an armor and as sharp as a blade.
When a character defeats a target, DMG Dealt +20% and DMG Taken -20%.
Blood Drinker
Whoever makes an enemy of you shall make your life thrive.
When a character defeats a target, HP +(Max HP ×50%).
Revival
DMG Taken from a single hit will not exceed 30% of the caster's Max HP. When taking DMG with HP below 31%, restores all HP lost.
Nemesis
Time to unleash the true power.
Enemies have enhanced levels and stats.
Reinforcement
Guests will always come uninvited.
Enemies have received reinforcements.
Law of Fates I
Fate has her own rule.
You can deploy no more than 3 characters.
Law of Fates II
Fate has her own rule.
You can deploy no more than 2 characters.
Trophy of the Past Glory
DMG Bonus +10%.
DMG Bonus +10%.
Trophy of the Past Glory
DMG Taken Reduction +10%.
DMG Taken Reduction +10%.
Trophy of the Past Glory
Critical Rate +12%.
Critical Rate +12%.
Trophy of the Past Glory
Critical Resist +20%.
Critical Resist +20%.
Trophy of the Past Glory
Critical DEF +20%.
Critical DEF +20%.
Trophy of the Past Glory
Penetration Rate +10%.
Penetration Rate +10%.
Trophy of the Past Glory
Healing Done +15%.
Healing Done +15%.
Trophy of the Past Glory
DMG Bonus +20%.
DMG Bonus +20%.
Trophy of the Past Glory
DMG Taken Reduction +20%.
DMG Taken Reduction +20%.
Trophy of the Past Glory
Critical Rate +24%.
Critical Rate +24%.
Trophy of the Past Glory
Critical Resist +40%.
Critical Resist +40%.
Trophy of the Past Glory
Critical DEF +40%.
Critical DEF +40%.
Trophy of the Past Glory
Penetration Rate +20%.
Penetration Rate +20%.
Trophy of the Past Glory
Healing Done +30%.
Healing Done +30%.
Trophy of the Past Glory
DMG Heal +30%.
DMG Heal +30%.
Trophy of the Past Glory
DMG Bonus +30%.
DMG Bonus +30%.
Trophy of the Past Glory
DMG Taken Reduction +30%.
DMG Taken Reduction +30%.
Trophy of the Past Glory
Critical Rate +36%.
Critical Rate +36%.
Trophy of the Past Glory
Critical Resist +60%.
Critical Resist +60%.
Trophy of the Past Glory
Critical DEF +60%.
Critical DEF +60%.
Trophy of the Past Glory
Penetration Rate +30%.
Penetration Rate +30%.
Trophy of the Past Glory
Healing Done +45%.
Healing Done +45%.
Trophy of the Past Glory
DMG Heal +45%.
DMG Heal +45%.
Trophy of the Past Glory
DMG Bonus +40%.
DMG Bonus +40%.
Trophy of the Past Glory
DMG Taken Reduction +40%.
DMG Taken Reduction +40%.
Trophy of the Past Glory
Critical Rate +48%.
Critical Rate +48%.
Trophy of the Past Glory
Critical Resist +80%.
Critical Resist +80%.
Trophy of the Past Glory
Critical DEF +80%.
Critical DEF +80%.
Trophy of the Past Glory
Penetration Rate +40%.
Penetration Rate +40%.
Trophy of the Past Glory
Healing Done +60%.
Healing Done +60%.
Trophy of the Past Glory
DMG Heal +60%.
DMG Heal +60%.
Trophy of the Past Glory
Leech Rate +40%.
Leech Rate +40%.
Trophy of the Past Glory
DMG Taken from stronger Afflatus enemy + 12%.
DMG taken from enemies of a stronger Afflatus +12%.
Trophy of the Past Glory
Ultimate DMG +30%.
Ultimate DMG +30%.
Trophy of the Past Glory
DMG Taken from stronger Afflatus enemy + 24%.
DMG taken from enemies of a stronger Afflatus +24%.
Trophy of the Past Glory
Reality DEF +20%.
Reality DEF +20%.
Trophy of the Past Glory
Mental DEF +20%.
Mental DEF +20%.
Trophy of the Past Glory
Stop gaining Moxie for 1 round after casting Ultimate.
After the caster casts an Ultimate, the player's character enters [Disconcert] for 1 round.
Trophy of the Past Glory
Stop gaining Moxie for 1 round and inflicts 1 stack of [Cold] on the caster after casting Ultimate.
After the caster casts an Ultimate, the player's character gains 1 stack of [Cold] but enters [Disconcert] for 1 round.
Trophy of the Past Glory
When a round starts, the caster in [Stats Down], [Neg Status], or [Control] statuses gains 1 Moxie.
When a round starts with active [Debuff] or [Control] statuses, Moxie +1.
Trophy of the Past Glory
When a round starts, the caster in [Stats Down], [Neg Status], or [Control] statuses gains 2 Moxie.
When a round starts with active [Debuff] or [Control] statuses, Moxie +2.
Trophy of the Past Glory
Gain 1 extra Moxie for every action.
Moxie +1 for every action taken by monsters.
Trophy of the Past Glory
When a round starts, Moxie +1.
When a round starts, Moxie +1.
Trophy of the Past Glory
Gains immunity to Moxie reduction and Moxie +1 when the round ends.
Gains immunity to Moxie reduction and Moxie +1 when the round ends.
Trophy of the Past Glory
Gains immunity to [Stats Down]
Gains immunity to [Stats Down]
Trophy of the Past Glory
When the caster takes Reality DMG, Moxie +1.
When the caster takes Reality DMG, Moxie +1.
Trophy of the Past Glory
Inflicts 1 stack of [Cold] on a random enemy when the caster is attacked by Mass DMG.
When the caster takes Mass DMG, gives 1 stack of [Cold] to a random enemy.
Trophy of the Past Glory
Gains 1 stack of [Sturdiness] when the caster is attacked by 1-target DMG.
When the caster takes 1-target DMG, gives 1 stack of [Sturdiness].
Trophy of the Past Glory
The enemies' MAX HP have been raised.
The enemies' MAX HP have been raised.
Trophy of the Past Glory
LittleFinger Peter's MAX HP has greatly increased.
LittleFinger Peter's MAX HP has greatly increased.
Trophy of the Past Glory
HP +(Lost HP ×10%) for every Critical hit it scored.
When a monster scores a critical hit, HP +(Lost HP ×10%).
Trophy of the Past Glory
DMG Taken from 1-target attacks -30%.
DMG Taken from 1-target attacks -30%.
Trophy of the Past Glory
The Unstoppable 0623Y has been given the following Effect:
DMG increase and gains two extra strikes for every round when it is the last enemy left in battle.
Determines if Defense Tower ally is defeated (not shown).
Trophy of the Past Glory
Mothman has been given the following Effect:
Summon Scale of Demonic when it is the last enemy left in battle at the end of the round.
Scale of Demonic and Scale of Devilish will self-explode (display only).
Trophy of the Past Glory
When the caster enters battle, enters [Control Immunity] status.
When the caster enters battle, enters [Control Immunity] status.
Trophy of the Past Glory
When entering battle, gains a Shield with (Max HP ×50%) for 2 rounds.
When entering battle, gains a Shield with (Max HP ×50%) for 2 rounds.
Trophy of the Past Glory
LittleFinger Peter and PigFace Jack will alternately gains status which protects them from getting any Neg Status and reduces their DMG Taken to 1.
On odd-numbered rounds, Littlefinger Peter gains [Rebel Trend]. On even-numbered rounds, Pigface Jack gains [Rebel Trend].
Trophy of the Past Glory
Will not lose Moxie.
Will not lose Moxie.
Trophy of the Past Glory
At the beginning of battle and the end of every 3 rounds, gains [Reflect] status, which reflects (caster's ATK ×100%) DMG to the attacker for 1 round. [Reflect] will be dispelled by Controls.
At the beginning of battle and the end of every 3 rounds, gains [Reflect] status, which reflects (caster's ATK ×100%) DMG to the attacker for 1 round. [Reflect] will be dispelled by Controls.
Trophy of the Past Glory
Gains DMB Bonus +50% for 1 round in every 2 rounds. The Bonus will be removed by Attacks.
At the start of every second round, increases damage dealt by 50%. Lost upon being attacked.
Trophy of the Past Glory
Moxie +5 when the caster enters battle.
Moxie +5 when the caster enters battle.
Trophy of the Past Glory
HP +(Lost HP ×5%) for every Ultimate casted.
When a monster casts an Ultimate, HP +(Lost HP ×5%).
Trophy of the Past Glory
Gains Disconcert for 1 round when Moxie reduces.
When the player loses Moxie, gains 1 round of Disconcert.
Trophy of the Past Glory
Gains 1 extra Moxie when a Critical DMG is dealt.
When a monster scores a critical hit, Moxie +1.
Trophy of the Past Glory
When the caster casts an Ultimate, Critical Rate +{30%}.
When a monster casts the Ultimate, Critical DMG +30%.
Trophy of the Past Glory
Gains 1 Moxie at the beginning of each round when HP is below 15%.
When a monster's HP drop below 15%, Moxie +1 when a round starts.
Trophy of the Past Glory
Immune to Controls and Moxie Reduction Effects.
Monsters gain Control Immunity and Moxie Reduction effects.
Trophy of the Past Glory
At the beginning of each round, inflicts [Rigidity] on a random character.
When a round starts, a random character of the player gains 1 stack of [Rigidity].
Trophy of the Past Glory
When the caster loses Moxie, gains 1 stack of [Sturdiness].
When the caster loses Moxie, gains 1 stack of [Sturdiness].
Trophy of the Past Glory
Gains immunity to Moxie reduction.
Gains immunity to Moxie reduction.
Trophy of the Past Glory
AP +1 for all.
AP +1 for all monsters.
Trophy of the Past Glory
Gains 1 stack of [Rousing Morale] when inflicts [Debuff] and [Control] on enemy.
When a monster gives [Debuff] or [Control] statuses, gains 1 stack of [Rousing Morale].
Trophy of the Past Glory
Gains 5 Moxie every 6 rounds.
At the start of every 6 rounds, Moxie +5 for monsters.
Trophy of the Past Glory
When a round starts, if the HP is below 10%, HP +(Lost HP ×20%).
When a monster's HP drop below 10%, HP +(Lost HP ×20%) when a round starts.
Trophy of the Past Glory
Gains 1 Moxie at the beginning of every round.
When the monsters' round starts, Moxie +1.
Trophy of the Past Glory
Gains a stack of [Rousing Morale] when entering the battle.
When a monster enters battle, gains 1 stack of [Rousing Morale].
Trophy of the Past Glory
Gains a stack of [Fragility] when entering the battle.
When the player's side enters battle, gains 1 stack of [Fragility].
Trophy of the Past Glory
DMG +60% when it is dealt to the enemy of a weaker Afflatus
Monsters of a Stronger Afflatus deals 60% more DMG.
Trophy of the Past Glory
Please take heed: The Scale of Misfortune and Scale of Devilish are capable of Self-desctruct.
Scale of Demonic and Scale of Devilish will self-explode (display only).
Trophy of the Past Glory
Mothman has been given the following Effect:
Summon Scale of Demonic when it is the last enemy left in battle at the end of the round.
Scale of Demonic and Scale of Devilish will self-explode (display only).
Trophy of the Past Glory
When the caster enters battle, enters [Control Immunity] status.
Trophy of the Past Glory
Gains [Steadfast] for 1 round at the end of every 2 rounds.
At the start of every second round, gains 1 round of [Steadfast].
Trophy of the Past Glory
When the caster dies, Moxie +1 for other allies.
When the caster dies, Moxie +1 for other allies.
Trophy of the Past Glory
DMG Taken Reduction +30% when attacked by casters with Neg Status.
DMG Taken Reduction +30% when attacked by casters with Neg Status.
Trophy of the Past Glory
After the carrier casts an Ultimate, target's Moxie -1.
After the carrier casts an Ultimate, target's Moxie -1.
Trophy of the Past Glory
In any Neg Status, DMG dealt + 30%.
In any Neg Status, DMG dealt + 30%.
Trophy of the Past Glory
Inflicts 1 stack of [Weakness] on the target on each attack.
Inflicts 1 stack of [Weakness] on the target on each attack.
Trophy of the Past Glory
Moxie +5 and gains [Moxie Guard] for 1 round when attacked by 1-star Incantations.
Moxie +5 and gains [Moxie Guard] for 1 round when attacked by 1-star Incantations.
Trophy of the Past Glory
DMG Taken +30% when attacked by Ultimates; DMG Taken Reduction +30% when attacked by other non-Ultimate incantations.
When attacked by an Ultimate, increases damage taken by 30%, and reduces non-Ultimate damage taken by 30%.
Trophy of the Past Glory
DMG Taken +30% when attacked by 3-star Incantations; DMG Taken Reduction +30% when attacked by other incantations.
DMG Taken +30% when attacked by 3-star Incantations; DMG Taken Reduction +30% when attacked by other incantations.
Trophy of the Past Glory
At the beginning of a round, HP +(Max HP ×100%); DMG Taken + 10% every time when it is attacked (effect can stack).
At the beginning of a round, HP +(Max HP ×100%); DMG Taken + 10% every time when it is attacked (effect can stack).
Trophy of the Past Glory
DMG Taken from stronger Afflatus enemy + 20%.
DMG Taken from stronger Afflatus enemy + 20%.
Trophy of the Past Glory
Moxie +2 when the caster enters battle.
Moxie +2 when the caster enters battle.
Trophy of the Past Glory
Gains 1 stack of [Sturdiness] when entering the battle.
Gains 1 stack of [Sturdiness] when entering the battle.
Upgrade Training
Gain 1 Victory Indicator each time you use a 3-star incantation.
Gain 1 Victory Indicator each time you use a 3-star incantation.
Ritual Training
Gain 1 Victory Indicator each time you use an Ultimate.
Gain 1 Victory Indicator each time you use an Ultimate.
Afflatus Training
When attacking, a stronger Afflatus makes the enemy lose 100% max HP. Otherwise, you lose 100% max HP.
When attacking, a stronger Afflatus makes the enemy lose 100% max HP. Otherwise, you lose 100% max HP.
Buff Training
If you have at least 3 types of Stats Up or Pos Status, the target will lose 25% of their max HP when you attack.
If you have at least 3 types of Stats Up or Pos Status, the target will lose 25% of their max HP when you attack.
Debuff Training
For every Stats Down or Neg Status you're afflicted with, you'll lose an additional 10% of your max HP after being attacked.
For every Stats Down or Neg Status you're afflicted with, you'll lose an additional 10% of your max HP after being attacked.
Control Training
Using an ultimate causes the target to lose 100% of their max HP.
Using an ultimate causes the target to lose 100% of their max HP.
Burst Training
DMG Heal +70%.
DMG Heal +70%.
Bear Trap
When the caster enters the battle, Moxie +2.
When the caster enters the battle, Moxie +2.
Cheval de Frise
When a character enters battle, gains a Shield with (the caster's max HP ×30%) HP for 3 rounds.
When a character enters battle, gains a Shield with (the caster's max HP ×30%) HP for 3 rounds.
Spiked Pit Trap
Incantation levels up to 2-star when entering the battle.
Incantation levels up to 2-star when entering the battle.
Green Lake Campsite I
Home defense.
Critical DMG +50% when the caster enters battle.
When entering battle, Critical DMG increases by 50%.
Green Lake Campsite II
Accident site, no loitering.
Grants everyone 1 stack of Fragility at the start of every other round.
At the start of every 2 rounds, gains 1 stack of [Fragility].
Green Lake Campsite III
Coming in hot.
Moxie +5 when the caster enters battle.
Moxie +5 when the caster enters battle.
Tale of Rules
Reality DEF decreases by 20%.
Reality DEF decreases by 20%.
Tale of Rules
Mental DEF decreases by 20%.
Mental DEF decreases by 20%.
Tale of Rules
At the start of the round, the character with the lowest Moxie gains Moxie +2.
At the start of the round, the character with the lowest Moxie gains Moxie +2.
Tale of Rules
Penetration Rate +20% for attacks against enemies afflicted with Stats Down, Neg Status, or Control statuses.
Penetration Rate +20% for attacks against enemies afflicted with Stats Down, Neg Status, or Control statuses.
Tale of Rules
If afflicted with a Neg Status at the start of the round, gain 1 stack of Rigidity.
If afflicted with a Neg Status at the start of the round, gain 1 stack of Rigidity.
Tale of Rules
When DMG from a single blow exceeds 20% of your max HP, you lose an additional 10% of your max HP.
When DMG from a single blow exceeds 20% of your max HP, you lose an additional 10% of your max HP.
Tale of Rules
Critical DMG increases by 40%.
Critical DMG increases by 40%.
Tale of Rules
At the end of the round, Critical Rate and Critical DMG each increase by 5% (stackable, cannot dispelled).
At the end of the round, Critical Rate and Critical DMG each increase by 5% (stackable, cannot dispelled).
Tale of Rules
At the end of the round, DMG dealt increases by 5% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 5% (stackable, cannot be dispelled).
Tale of Rules
After using their Ultimate, the caster gains Moxie +1 and dispels Stats Down, Neg Status, and Control statuses from all teammates.
After using their Ultimate, the caster gains Moxie +1 and dispels Stats Down, Neg Status, and Control statuses from all teammates.
Tale of Rules
If the caster is not afflicted with Stats Down, Neg Status, or Control, they deal 30% more DMG. Otherwise, they take 30% less DMG.
If the caster is not afflicted with Stats Down, Neg Status, or Control, they deal 30% more DMG. Otherwise, they take 30% less DMG.
Tale of Rules
Leech Rate increases by 30%. If your HP is over 50% at the end of the round, you lose 6% of your current HP.
Leech Rate increases by 30%. If your HP is over 50% at the end of the round, you lose 6% of your current HP.
Tale of Rules
For every 10% HP lost, DMG Taken -5%.
For every 10% HP lost, DMG Taken -5%.
Tale of Rules
Moxie +1 after the caster sustains an attack.
Moxie +1 after the caster sustains an attack.
Tale of Rules
At the end of the round, DMG dealt increases by 1% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 1% (stackable, cannot be dispelled).
Tale of Rules
At the end of the round, DMG dealt increases by 2% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 2% (stackable, cannot be dispelled).
Tale of Rules
At the end of the round, DMG dealt increases by 3% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 3% (stackable, cannot be dispelled).
Tale of Rules
At the end of the round, DMG dealt increases by 4% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 4% (stackable, cannot be dispelled).
Tale of Rules
At the end of the round, DMG dealt increases by 5% (stackable, cannot be dispelled).
At the end of the round, DMG dealt increases by 5% (stackable, cannot be dispelled).
Tale of Rules
Protect the twins.
Scale of Demonic and Scale of Devilish will self-explode (display only).
Tale of Rules
The butcher is difficult to defeat by normal means. Try another approach.
Haze hangs high above the moon—the nightmare remains. Ordinary means will no longer be effective in defeating the Butcher.
Tale of Rules
Whenever a character uses an Ultimate, everyone on the stage gains +5% Ultimate Might.
Whenever a character uses an Ultimate, everyone on the stage gains +5% Ultimate Might.
Tale of Rules
When attacking, inflict an additional stack of Scared on the target.
When attacking, inflict an additional stack of Scared on the target.
Tale of Rules
An-an Lee will join you in the fight. Once she does, she'll unleash Incantation: Taoist Rune at a random target at the start of every other turn.
An-an Lee joins your team in battle. At the start of every 2 rounds, she casts the Talisman of Clarity incantation on a random target.
Tale of Rules
"Little Girl" will join you in the fight.
"Little Girl" will join you in the fight.
Artificial Somnambulism - Major Rules
After casting a mass attack ultimate, grants the caster 1 stack of [Rousing Morale] while the target suffers 2 rounds of [Poison]: when a round ends, takes the (caster's ATK ×30%) Genesis DMG.
After casting a mass attack ultimate, grants the caster 1 stack of [Rousing Morale] while the target suffers 2 rounds of [Poison]: when a round ends, takes the (caster's ATK ×30%) Genesis DMG.
Artificial Somnambulism - Major Rules
When a round starts, characters with 5 Moxie gain DMG Dealt +30%.
When a round starts, characters with 5 Moxie gain DMG Dealt +30%.
Artificial Somnambulism - Major Rules
When performing extra actions, Moxie +1.
When performing extra actions, Moxie +1.
Artificial Somnambulism - Rules
Moxie +2 when the caster enters battle.
Moxie +2 when the caster enters battle.
Artificial Somnambulism - Rules
When a round starts, if the caster's HP is below 50%, then gains 1 stack of [Sturdiness].
When a round starts, if the caster's HP is below 50%, then gains 1 stack of [Sturdiness].
Artificial Somnambulism - Rules
If the target is in [Stats Down] or [Neg Status] statuses, DMG Dealt +20%.
If the target is in [Stats Down] or [Neg Status] statuses, DMG Dealt +20%.
Artificial Somnambulism - Rules
When defeating a target, gains 1 stack of [Rousing Morale].
When defeating a target, gains 1 stack of [Rousing Morale].
Artificial Somnambulism - Rules
DMG dealt to enemies of weaker Afflatus enjoy Penetration Rate +20%.
DMG dealt to enemies of weaker Afflatus enjoy Penetration Rate +20%.
Artificial Somnambulism - Rules
When attacked by 1-star Incantation, DMG Taken -30%.
When attacked by 1-star Incantation, DMG Taken -30%.
Artificial Somnambulism - Rules
When in [Pos Status], Critical Rate +30%.
When in [Pos Status], Critical Rate +30%.
Artificial Somnambulism - Rules
DMG dealt to enemies of weaker Afflatus enjoy DMG Bonus +20%.
DMG dealt to enemies of weaker Afflatus enjoy DMG Bonus +20%.
Artificial Somnambulism - Rules
DMG Taken -50%. When attacked, DMG Taken +20% for the next 2 rounds (can stack; Ultimate attacks apply 1 additional stack).
DMG Taken -50%. When attacked, DMG Taken +20% for the next 2 rounds (can stack; Ultimate attacks apply 1 additional stack).
Artificial Somnambulism - Rules
When defeating the target, all allies gain HP +(Max HP ×10%).
When defeating the target, all allies gain HP +(Max HP ×10%).
Artificial Somnambulism - Rules
When in [Stats Up] or [Pos Status], Penetration Rate +20%.
When in [Stats Up] or [Pos Status], Penetration Rate +20%.
Artificial Somnambulism - Rules
Reality DMG Taken -20%
Reality DMG Taken -20%
Artificial Somnambulism - Rules
When the attack scores a critical hit, Moxie +1.
When the attack scores a critical hit, Moxie +1.
Artificial Somnambulism - Rules
When performing an extra action, ATK and Leech Rate +2% (can stack).
When performing an extra action, ATK and Leech Rate +2% (can stack).
Artificial Somnambulism - Rules
After casting an Ultimate, HP +(Lost HP ×20%) for all allies.
After casting an Ultimate, HP +(Lost HP ×20%) for all allies.
Artificial Somnambulism - Rules
After casting an ultimate, dispels [Neg Status] statuses from all allies.
After casting an ultimate, dispels [Neg Status] statuses from all allies.
Name
Defeat all enemies in Wave 1.
Defeat all enemies in Wave 1.
Name
Cast debuff-type incantations 3 times.
Cast debuff-type incantations 3 times.
Name
Cast 3-star incantation 1 time.
Cast 3-star incantation 1 time.
Name
Cast any Ultimate 3 times.
Cast any Ultimate 3 times.
Name
Into the Correct Path
Select the shortest path
Name
Attack enemies suffering the [Fragile] status 3 times.
Attack enemies suffering the [Fragile] status 3 times.
Name
Celestial Fusion is terminated 1 time (enter Immobile status).
Celestial Fusion is terminated 1 time (enter Immobile status).
Name
Kumar enters phase 3 (enter Immobile status).
Kumar enters phase 3
Name
Attack enemies suffering the [Fragile] status 5 times.
Attack enemies suffering the [Fragile] status 5 times.
Name
Attack enemies suffering from negative statuses 2 times.
Attack enemies suffering from negative statuses 2 times.
Name
Defeat all enemies in Wave 1.
Defeat all enemies in Wave 1.
Name
Cast any buff or debuff-type incantations 4 times.
Cast any buff or debuff-type incantations 4 times.
Name
Cast any Ultimate 3 times.
Cast any Ultimate 3 times.
Name
Perform 1-target attack 3 times.
Perform 1-target attack 3 times.
Name
Attacks score critical hit 4 times.
Attacks score critical hit 4 times.
Name
Cast 2-star incantation 3 times.
Cast 2-star incantation 3 times.
Name
Attack enemies suffering the [Fragile] status 6 times.
Attack enemies suffering the [Fragile] status 6 times.
Name
Celestial Fusion is terminated 1 time (enter Immobile status).
Celestial Fusion is terminated 1 time (enter Immobile status).
Name
Kumar enters phase 3
Kumar enters phase 3
Name
Cast any Ultimate 3 times.
Cast any Ultimate 3 times.
Name
Cast debuff-type incantations 6 times.
Cast debuff-type incantations 6 times.
Name
Attack enemies suffering the [Control] status 5 times.
Attack enemies suffering the [Control] status 5 times.
Name
Cast 6 counter incantations.
Cast 6 counter incantations.
Name
Defeat 3 enemies with Monarchbuncle.
Defeat 3 enemies with Monarchbuncle.
Name
For Hair Clip
At the end of every round, gains [Carbuncle Reincarnation] incantation.
Name
Transforms into the Carbuncle.
[Carbuncle Reincarnation] Transforms into the Carbuncle
Name
Identify the primary target for the attack.
Goal Rules
Name
Hidden Rules for Kumar's Precept
When owning attack-type precepts, casting attack incantations removes 1 attack-type precept from the caster. When owning buff-type precepts, casting buffing incantations removes 1 buff-type precept from the caster. When owning debuff-type precepts, casting debuff-type incantations removes 1 debuff-type precept from the caster.
Home Practice
2-star Incantations DMG Dealt +50%. 3-star Incantations DMG Dealt +100%
2-star Incantations DMG Dealt +50%. 3-star Incantations DMG Dealt +100%
Home Practice
Critical DMG +100%.
Critical DMG +100%.
Home Practice
When a round begins, Critical Rate +20%, stacking up to +100%.
When a round begins, Critical Rate +20%, stacking up to +100%.
Home Practice
Inflicted [Poison] status duration +2 rounds.
Inflicted [Poison] status duration +2 rounds.
Home Practice
Inflicted [Poison] status duration +2 extra rounds.
Inflicted [Poison] status duration +2 extra rounds.
Home Practice
When the caster has a shield, attacks enjoy DMG Bonus +50%.
When the caster has a shield, attacks enjoy DMG Bonus +50%.
Home Practice
When the caster has a shield, attacks enjoy Penetration Rate +25%.
When the caster has a shield, attacks enjoy Penetration Rate +25%.
Home Practice
For every 10% HP lost, the caster's attacks enjoy DMG Bonus +20%.
For every 10% HP lost, the caster's attacks enjoy DMG Bonus +20%.
Home Practice
When a round starts, loses 20% of current HP. Grants HP +(Max HP ×30%) when taking lethal DMG for the first time.
When a round starts, loses 20% of current HP. Grants HP +(Max HP ×30%) when taking lethal DMG for the first time.
Home Practice
Healing Done +100%.
Healing Done +100%.
Home Practice
After casting healing incantation, all allies enjoy DMG Bonus +20%, stacking up to +100%.
After casting healing incantation, all allies enjoy DMG Bonus +20%, stacking up to +100%.
Home Practice
For every 1 Moxie owned, DMG Bonus +20%.
For every 1 Moxie owned, DMG Bonus +20%.
Home Practice
Begins round with Moxie +1.
Begins round with Moxie +1.
Stage 24 Monster Passive Effect
Bounty
The 3rd character who takes action every round receives Bounty.
Trimurti Effect Configuration
Attacking corresponding buff triggers a matching effect
Attacking corresponding buff triggers a matching effect
Seasonal Realm Task
Cast 1 attack debuff incantation.
Casts 1 debuff incantation.
Seasonal Realm Task
Defeat 1 enemy.
Defeat 1 enemy.
Seasonal Realm Task
Defeat 2 enemies.
Seasonal Realm Task
Cast debuff-type incantations 3 times.
Cast 2-star incantation 1 time.
Seasonal Realm Task
Cast 3-star incantation 1 time.
Seasonal Realm Task
Cast 3-star incantation 3 times.
Cast 3-star incantation 3 times.
Seasonal Realm Task
Cast any Ultimate 1 time.
Cast any Ultimate 1 time.
Seasonal Realm Task
Cast any Ultimate 3 times.
Seasonal Realm Task
Attack enemies suffering the [Fragile] status 3 times.
Attack enemies suffering the [Fragile] status 3 times.
Seasonal Realm Task
Celestial Fusion is terminated 1 time (enter Immobile status).
Celestial Fusion is terminated 1 time (enter Immobile status).
Seasonal Realm Task
Kumar enters phase 3
When Ravana (Nectar) enters phase 3.
Seasonal Realm Task
Attack enemies suffering the [Fragile] status 5 times.
Seasonal Realm Task
Shiva Statue enters phase 2
Seasonal Realm Task
Defeat "Malefic" 1 time.
Seasonal Realm Task
Lose [Neg Status] a total of 10 times.
Seasonal Realm Task
Cast 5 attack incantations.
Seasonal Realm Task
Boss HP drops below 50%.
When the Head of Pride drops below 50% HP.
Seasonal Realm Task
Inflict [Control] status on enemies 3 times.
Inflict [Control] status on enemies 3 times.
Seasonal Realm Task
Enemies lose [Shield] 3 times.
Enemies lose [Shield] 3 times.
Seasonal Realm Task
Perform 1-target attack 3 times.
Seasonal Realm Task
Attacks score critical hit 4 times.
Seasonal Realm Task
Attack enemies suffering from negative statuses 2 times.
Seasonal Realm Task
Attack [Protected] enemies 3 times.
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Changing Starsigns] Realm card: At the end of a round, gains the incantation [Carbuncle Reincarnation] that transforms the target enemy into a Carbuncle (obtain up to 3).
Completing Realm Tasks grants the [Changing Starsigns] Realm card: At the end of a round, gains the incantation [Carbuncle Reincarnation] that transforms the target enemy into a Carbuncle (obtain up to 3).
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Parashu of Shiva] Realm card: All allies immediately gain Moxie +5, as well as Incantation Might +20% and Ultimate Might +30% for 2 rounds.
Completing Realm Tasks grants the [Parashu of Shiva] Realm card: All allies immediately gain Moxie +5, as well as Incantation Might +20% and Ultimate Might +30% for 2 rounds.
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Right Tusk of Ganesha] Realm card: immediately purifies all negative statuses from all allies. At the start of a round, HP +(Lost HP x
Completing Realm Tasks grants the [Right Tusk of Ganesha] Realm card: immediately purifies all negative statuses from all allies. At the start of a round, HP +(Lost HP x
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Vel of Skanda] Realm card: immediately destroys all enemy shields and grants all allies a Shield with (their Max HP ×30%) HP for 2 rounds.
Completing Realm Tasks grants the [Vel of Skanda] Realm card: immediately destroys all enemy shields and grants all allies a Shield with (their Max HP ×30%) HP for 2 rounds.
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Vajra of Indra] Realm card: While the Realm is active, attacks inflict 1 stack of [Paralyze] on the target for 2 rounds.
Completing Realm Tasks grants the [Vajra of Indra] Realm card: While the Realm is active, attacks inflict 1 stack of [Paralyze] on the target for 2 rounds.
Seasonal Realm Task Overview
Completing Realm Tasks grants the [Dogs of Yama] Realm card: immediately dispels all [Pos Status], [Stats Up], and [Counter] statuses from enemies and inflicts DMG Taken +25% on them for 2 rounds.
Completing Realm Tasks grants the [Dogs of Yama] Realm card: immediately dispels all [Pos Status], [Stats Up], and [Counter] statuses from enemies and inflicts DMG Taken +25% on them for 2 rounds.
Stage 21 Monster Passive Effect
When a round starts, if the caster has more than 5 stacks of [Enchanted], suffers Coma for 1 round.
When the round starts and the aster has at least 3 stacks of [Enchanted], enters [Daze] status for 1 round.
Trimurti Effect Configuration
After casting an attack incantation, inflicts Daze for 1 round.
When an enemy casts an attack-type incantation, inflicts [Daze] status upon the enemy for 1 round.
Trimurti Effect Configuration
After casting a debuff-type incantation, purifies [Stats Down], [Control], and [Neg Status] statuses from all enemy units.
When an enemy casts a debuff-type incantation, purifies [Stats Down], [Control], and [Neg Status] from all allies.
Trimurti Effect Configuration
After casting a buff-type incantation, dispels [Pos Status], [Stats Up], and [Counter] statuses from all allied units.
When an enemy casts a buff-type incantation, dispels all [Stats Up], [Pos Status], and [Counter] from all enemies.
Test
Incantation Limit +3. AP +3.
Incantation Limit +3. AP +3.
Test
Disarm
Disarm
Season 1.3
When the enemy is in [Neg Status] status, DMG Dealt +50%.
When the enemy is in [Neg Status] status, DMG Dealt +50%.
Season 1.3
When suffering from [Daze], all enemies gain 1 stack of [Growth].
When suffering from [Daze], all enemies gain 1 stack of [Growth].
Season 1.3
After the caster attacks, inflicts [Poison] on the target for 2 rounds: when a round ends, takes (the caster's ATK ×30%) Genesis DMG.
After the caster attacks, inflicts [Poison] on the target for 2 rounds: when a round ends, takes (the caster's ATK ×30%) Genesis DMG.
Season 1.3
When attacked, if the caster has no [Shield], then gains a Shield with (the caster's Max HP ×5%) HP for 1 round.
When attacked, if the caster has no [Shield], then gains a Shield with (the caster's Max HP ×5%) HP for 1 round.
Season 1.3
For every stack of [Fusion], Moxie -1 for all enemies.
For every stack of [Fusion], Moxie -1 for all enemies.
Artificial Somnambulism - Major Rules
Genesis DMG Dealt +100%
Genesis DMG Dealt +100%
Artificial Somnambulism - Major Rules
Rank 2/3 Incantations gain DMG Dealt +20% and grant Eureka +1.
Rank 2/3 Incantations gain DMG Dealt +20% and grant Eureka +1.
Artificial Somnambulism - Major Rules (Alternative)
Rank 2/3 Incantations gain DMG Dealt +20%.
Rank 2/3 Incantations gain DMG Dealt +20%.
Artificial Somnambulism - Rules
Reality DMG Taken -20%
Reality DMG Taken -20%
Artificial Somnambulism - Rules
DMG dealt to enemies of weaker Afflatus enjoy DMG Bonus +20%.
DMG dealt to enemies of weaker Afflatus enjoy DMG Bonus +20%.
Artificial Somnambulism - Rules
Ultimate Might +20%.
Ultimate Might +20%.
Artificial Somnambulism - Rules
Moxie +2 when the caster enters battle.
Moxie +2 when the caster enters battle.
Artificial Somnambulism - Rules
Purifies [Stats Down] status at the start of the round.
Purifies [Stats Down] status at the start of the round.
Artificial Somnambulism - Rules
Gains 1 stack of [Sturdiness] at the start of the round.
Gains 1 stack of [Sturdiness] at the start of the round.
Artificial Somnambulism - Rules
Moxie +1 for other allies upon death.
Moxie +1 for other allies upon death.
Artificial Somnambulism - Rules
When a round starts, if the caster's HP is below 50%, then gains 1 stack of [Sturdiness].
When a round starts, if the caster's HP is below 50%, then gains 1 stack of [Sturdiness].
Artificial Somnambulism - Rules
After unleashing an Ultimate, applies [Corrode] to the main target for 2 rounds; lose (Current HP x20%) at the end of the round.
After unleashing an Ultimate, applies [Corrode] to the main target for 2 rounds; lose (Current HP x20%) at the end of the round.
Artificial Somnambulism - Rules
At the start of the round, the target with the lowest HP gains a shield worth (their ATK x80%). While the shield's active, DMG Taken -50%. Lasts 1 round.
At the start of the round, the target with the lowest HP gains a shield worth (their ATK x80%). While the shield's active, DMG Taken -50%. Lasts 1 round.
DNT
Summons a special monster with a certain ID after a certain monster dies.
DNT
Peace Pact
Pacts, once formed, cannot be broken.
The first character to take action each round cannot act again until the start of the next round and takes 30% decreased damage for the duration.
Pacts, once formed, cannot be broken. Each round, the first character to take an action enters [Peace Pact] for 1 round.
Lord of the Ocean
The weal of the cold sea breeze .
Purifies all [Stats Down] effects at the start of each round.
The weal of the cold sea breeze. Purifies all [Stats Down] effects at the start of each round.
Antidote to Poison
The poison needs to be removed with the Poison Feather
After killing the target, purifies [Poison] and [Infestation] from self and gains [Immunity] for 1 round.
The poison needs to be removed with the Poison Feather. After killing the target, purifies all [Poison] and [Infestation] from allies and gains [Immunity] for 1 round.
Tale of Rules
When attacked by a Plant Afflatus character with their Ultimate, DMG Taken -30%.
Tale of Rules
After unleashing Ultimate, gains 3 stacks of [Tough Defense I].
After unleashing Ultimate, gains 3 stacks of [Tough Defense I].
Tale of Rules
Star Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Star Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Tale of Rules
After taking 2 actions in 1 turn, purifies all [Frostbite] from self and increases ATK by 30%. Lasts 2 rounds.
After taking 2 actions in 1 turn, purifies all [Frostbite] from self and increases ATK by 30%. Lasts 2 rounds.
Tale of Rules
At the end of round, applies 1 stack of [Enervate] to all enemies.
At the end of round, applies 1 stack of [Enervate] to all enemies.
Tale of Rules
Ultimate DMG Dealt +50% to Mineral Afflatus characters.
Tale of Rules
After using Ultimate, increases all allies' damage dealt by 30% for 1 round (this effect is stackable) and restores 10% of Max HP for the ally with the lowest HP percentage.
After using Ultimate, increases all allies' damage dealt by 30% for 1 round (this effect is stackable) and restores 10% of Max HP for the ally with the lowest HP percentage.
Tale of Rules
At the end of the round, if any 1 enemy is in [Control] or 2 or more [Stats Down] or [Neg Status] effects, gains +1 Moxie, and increases DMG Heal by 20% for 2 rounds.
At the end of the round, if any 1 enemy is in [Control] or 2 or more [Stats Down] or [Neg Status] effects, gains +1 Moxie, and increases DMG Heal by 20% for 2 rounds.
Hidden Rules
When a Plant Afflatus character attacks with their Ultimate, DMG Dealt -30%.
When a Plant Afflatus character attacks with their Ultimate, DMG Dealt -30%.
DNT
DNT
DNT
Protective Colors
Heart of the Doors will change in the order of [Red], [Green] after being attacked.
Protective Colors
Heart of the Doors will change in the order of [Red], [Yellow] after being attacked.
Protective Colors
Heart of the Doors will change in the order of [Red], [Green], [Yellow] after being attacked.
Hidden Vitality
When in [Pos Status], Healing Received +100%.
When in [Pos Status], Healing Received +100%.
Moxie Boost III
When entering battle, all characters on the field gain Moxie +2.
When entering battle, all characters on the field gain Moxie +2.
Mimetic Patterns
At the end of the round, Heart of the Doors changes once in the order of [Red], [Green], and [Yellow].
Flaw and Weakness
When attacked by an enemy in [Stats Down], [Neg Status], or [Control] status, Damage Taken -80%.
Debuff Debility
For every 1 kind of [Stats Down] and [Neg Status] effect on self, DMG Taken +20%.
For every 1 kind of [Stats Down] and [Neg Status] effect on self, DMG Taken +20%.
Continuous Action
Extra AP +1
AP +1
Continuous Action
Extra AP +2
AP +2
Tale of Rules
Immune to [Reality DEF decreased] and [Mental DEF decreased]
Tale of Rules
When attacking an enemy that is not in [Shield] or [Counter], Damage Dealt +20%.
When attacking an enemy that is not in [Shield] or [Counter], Damage Dealt +20%.
Tale of Rules
After using a 2/3-rank Buff, Counter, or Healing Incantation, dispels [Stats Up] and [Pos Status] from the enemy. When attacking enemies not in [Counter] status, DMG Dealt +40%.
After using 2/3-rank Buff, Counter, or Healing Incantation, dispels [Stats Up] and [Pos Status] from the enemy.
When attacking enemies not in [Counter] status, DMG Dealt +40%.
Tale of Rules
Mineral and Beast Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Mineral and Beast Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Removes enemy [Shield: Mineral] after any 1 ally uses a Counter Incantation.
Removes [Strength of the Rock] from self after any 1 enemy uses a Counter Incantation. Increases damage taken by 30% for 1 round.
Removes enemy [Shield: Star] after any 1 ally uses a Buff Incantation.
Removes [Light of the Stars] from self after any 1 enemy uses a Buff Incantation. Increases damage taken by 30% for 1 round.
Removes enemy [Shield: Plant] after any 1 ally uses a Healing Incantation.
Removes [Gift of the Forest] from self after any 1 enemy uses a Healing Incantation. Increases damage taken by 30% for 1 round.
Removes enemy [Shield: Beast] after any 1 ally uses a Damage Incantation.
Removes [Claws of the Beasts] from self after any 1 enemy uses an Attack Incantation. Increases damage taken by 30% for 1 round.
Increases target's damage taken by 30% for 1 round when the shield is removed.
Increases target's damage taken by 30% for 1 round when the shield is removed.
After taking action, consumes 5 stacks of [Analytica].
After taking action, consumes 5 stacks of [Analytica].
After unleashing Ultimate, all allies gain Moxie +2.
After unleashing Ultimate, all allies gain Moxie +2.
When another ally dies, AP +1. Gain Moxie +2 for self.
When another ally dies, AP +1. Gain Moxie +2 for self.
When entering battle, puts all enemies into [Silence] for 1 round. Upon death, puts the enemy with the highest ATK into [Disconcert] for 2 rounds.
When entering battle, puts all enemies into [Silence] for 1 round. Upon death, puts the enemy with the highest ATK into [Disconcert] for 2 rounds.
At the end of the round, if in a [Shield], grants all allies 1 stack of [Growth] for 1 round.
At the end of the round, if in a [Shield], grants all allies 1 stack of [Growth] for 1 round.
At the end of the round, applies 10 stacks of [Analytica] to all enemies.
At the end of the round, applies 10 stacks of [Analytica] to all enemies.
Besting the Strong
A mighty tower can only be eroded by ants.
Deals 20% more DMG when attacking targets with a higher HP percentage.
Tricks
Seize every opportunity.
Deals 20% more DMG when attacking targets with a higher HP percentage.
Artificial Somnambulism - Rules
Heals 20% lost HP after defeating a target.
When attacking, heals 20% lost HP for each target defeated.
Artificial Somnambulism - Rules
After being attacked, the next damage taken is increased by 3% (stackable).
After being attacked, the next damage taken is increased by 3% (stackable).
Summon Ally
Summons 2 allies to assist at the start of Round 2.
Summons assists at the start of Round 2.
When the caster dies, applies HP -(Max HP x25%), DMG Dealt +30%, Reality DEF +30%, and Mental DEF +30% to all allies (stackable, undispellable).
When the caster dies, applies HP -(Max HP x25%), DMG Dealt +30%, Reality DEF +30%, and Mental DEF +30% to all allies (stackable, undispellable).
At the end of every 2 rounds, gain [Steadfast] for 1 round.
At the start of every second round, gains 1 round of [Steadfast].
When entering battle and at the end of every 3 rounds, the character with the highest HP percentage gains 2 stacks of [Weary].
When entering battle and at the end of every 3 rounds, the character with the highest HP percentage gains 2 stacks of [Weary].
Moxie +5 and gains [Moxie Guard] for 1 round when attacked by 1-star Incantations.
Moxie +5 and gains [Moxie Guard] for 1 round when attacked by 1-star Incantations.
When the caster dies, Moxie +1 for other allies.
When the caster dies, Moxie +1 for other allies.
After casting an Ultimate, suffers [Disconcert] for 2 rounds.
After casting an Ultimate, suffers [Disconcert] for 2 rounds.
If AP is less than 3 within a single round, at the end of the round, DMG Dealt -30% and Critical DMG -30%, lasts for 1 round.
If AP is less than 3 within a single round, at the end of the round, DMG Dealt -30% and Critical DMG -30%, lasts for 1 round.
Before taking action, if not in 3 or more [Stats Up] [Pos Status] [Counter] statuses, gains 1 stack of [Weary].
After taking action, if not in 3 or more [Stats Up] [Pos Status] [Counter] statuses, gain 1 stack of [Weary].
Moxie +3 and gains a Shield with (Max HP x10%) for 1 round when attacked by 1-star Incantations.
Moxie +3 and gains a Shield with (Max HP x10%) for 1 round when attacked by 1-star Incantations.
When taking a non-Critical attack, recovers HP equal to 100% of ATK.
When taking a non-Critical attack, recovers HP equal to 100% of ATK.
Tale of Rules
After casting an Ultimate, grants 2 stacks of [Sturdiness] to all allies.
After casting an Ultimate, grants 2 stacks of [Sturdiness] to all allies.
Tale of Rules
Beast and Plant Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Beast and Plant Afflatus characters' ATK +20%, Reality DEF +20%, Mental DEF +20%, and Max HP +20%.
Tale of Rules
After casting an Ultimate, gains 2 stacks of [Rousing Morale]. After actively casting a normal buff, debuff, heal, counter-type incantation, gains 1 stack of [Rousing Morale].
After casting an Ultimate, gains 2 stacks of [Rousing Morale]. After actively casting a normal buff, debuff, heal, counter-type incantation, gains 1 stack of [Rousing Morale].
DMG Taken from stronger Afflatus enemies + 30%.
DMG Taken from stronger Afflatus enemies + 30%.
When any character attacks, if the main target does not have [Fire Totem], inflicts [Fire Totem] on main target for 2 rounds. [Fire Totem] explodes after the duration, dealing DMG to the holder equal to 100% of their ATK. Fire Totem only triggers 1 time every 2 rounds.
When any character attacks, if the main target is not holding a [Fire Totem], inflicts [Fire Totem] on main target for 2 rounds. The [Fire Totem] explodes after its duration, dealing DMG to the holder equal to 100% of their ATK. Fire Totem only triggers 1 time every 2 rounds.
When Fire Totem explodes, if the target has 5 or more stacks of [Burn], deals additional DMG equal to 80% of their ATK.
When Fire Totem explodes, deals additional DMG to the holder equal to 80% of their ATK.
When Fire Totem explodes, deals additional DMG to all enemies equal to 40% of their ATK.
When Fire Totem explodes, deals additional DMG to all enemies equal to 40% of their ATK.
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, all allies recover 15% Lost HP.
When Fire Totem explodes, all allies recover 15% Lost HP.
When Fire Totem explodes, the target gains 5 [Burn].
When Fire Totem explodes, the target gains 5 [Burn].
When Fire Totem explodes, all enemies gain 2 [Burn].
When Fire Totem explodes, all enemies gain 2 [Burn].
When Fire Totem explodes, if the target has 5 or more stacks of [Burn], deals additional DMG equal to 80% of their ATK.
When Fire Totem explodes, deals additional DMG to the holder equal to 80% of their ATK.
When Fire Totem explodes, deals additional DMG to all enemies equal to 40% of their ATK.
When Fire Totem explodes, deals additional DMG to all enemies equal to 40% of their ATK.
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, all allies recover at least 15% Lost HP.
When Fire Totem explodes, all allies recover 15% Lost HP.
When Fire Totem explodes, the target gains 5 [Burn].
When Fire Totem explodes, the target gains 5 [Burn].
When Fire Totem explodes, all enemies gain 2 [Burn].
When Fire Totem explodes, all enemies gain 2 [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP.
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP.
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], the target gains 5 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], the target gains 5 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie.
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP.
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP.
When Fire Totem explodes, also deals 50% DMG to other enemies, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, deals additional 2% DMG for every 1 stack of [Burn], all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, Moxie +1 for the ally with the lowest Moxie, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP, the target gains 5 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When Fire Totem explodes, also deals 50% DMG to other enemies, all allies recover at least 15% Lost HP, all enemies gain 2 stacks of [Burn].
When any character attacks, if the main target does not have [Fire Totem], inflicts [Fire Totem] on main target for 2 rounds. [Fire Totem] explodes after the duration, dealing DMG to the holder equal to 100% of their ATK. Fire Totem only triggers 1 time every 2 rounds.
[Fire Totem] explosion deals DMG to the holder equal to 100% of their ATK.
DNT
When in 1 [Pos Status], Critical Rate +30%. When in 2 [Pos Status], excess Critical Rate converted to Critical DMG.
When in 1 [Pos Status], Critical Rate +30%. When in 2 [Pos Status], excess Critical Rate converted to Critical DMG.
DNT
When defeating a target, removes [Stats Down] [Neg Status] statuses from all allies.
When defeating a target, removes [Stats Down] [Neg Status] statuses from all allies.
DNT
When a round starts, HP +(Lost HP x10%).
When a round starts, HP +(Lost HP x10%).
DNT
Attacks against enemies with HP below 50% enjoy DMG Dealt +30%.
Attacks against enemies with HP below 50% enjoy DMG Dealt +30%.
DNT
When attacking targets in [Neg Status] or [Control] statuses, DMG Dealt +20%.
When attacking targets in [Neg Status] or [Control] statuses, DMG Dealt +20%.
DNT
After the attack scores a critical hit, gains 1 stack of [Momentum]. When attacking, DMG Bonus +25% (-1 stack after trigger).
After the attack scores a critical hit, gains 1 stack of [Momentum]. When attacking, DMG Bonus +25% (-1 stack after trigger).
DNT
After casting a normal buff-type incantation, enters [Empower Incantation Ⅰ] status for 1 round.
After casting a normal buff-type incantation, enters [Empower Incantation Ⅰ] status for 1 round.
DNT
After casting a normal buff-type incantation, Moxie +1 additionally.
After casting a normal buff-type incantation, Moxie +1 additionally.
DNT
When defeating a target, removes [Stats Down] [Neg Status] statuses from all allies.
When defeating a target, removes [Stats Down] [Neg Status] statuses from all allies.
DNT
When entering battle, Moxie +2.
When entering battle, Moxie +2.
DNT
DMG +20% against targets with a weaker Afflatus
DMG +20% against targets with a weaker Afflatus
DNT
When attacking targets in [Neg Status] or [Control] statuses, DMG Dealt +20%.
When attacking targets in [Neg Status] or [Control] statuses, DMG Dealt +20%.
DNT
When target in 1 [Neg Status], Critical Rate +15% for this attack. When target in 2 or more [Neg Status], Critical DMG +20%.
When target in 1 [Neg Status], Critical Rate +15% for this attack. When target in 2 or more [Neg Status], Critical DMG +20%.
DNT
When target in 1 [Neg Status] [Control] status, DMG Dealt +10%. When target in 2 or more [Neg Status] [Control] statuses, DMG Dealt +10% additionally.
When target in 1 [Neg Status] [Control] status, DMG Dealt +10%. When target in 2 or more [Neg Status] [Control] statuses, DMG Dealt +10% additionally.
DNT
After casting a buff, heal, counter-type Ultimate, Moxie +1 additionally.
After casting a buff, heal, counter-type Ultimate, Moxie +1 additionally.
DNT
When in [Stats Up] or [Pos Status] status, DMG Taken Reduction +20%.
When in [Stats Up] or [Pos Status] status, DMG Taken Reduction +20%.
DNT
Moxie +1 for all allies after defeating a target.
Moxie +1 for all allies after defeating a target.
DNT
DMG +20% against targets with a weaker Afflatus
DMG +20% against targets with a weaker Afflatus
DNT
When performing an extra action, ATK and Leech Rate +2% (can stack).
When performing an extra action, ATK and Leech Rate +2% (can stack).
DNT
When performing extra actions, gains 2 stacks of [Momentum]. When attacking, DMG Bonus +25% (-1 stack after trigger).
When performing extra actions, gains 2 stacks of [Momentum]. When attacking, DMG Bonus +25% (-1 stack after trigger).
DNT
At the start of the round, if any ally is in [Pos Status], Incantation Might +10% for all allies for 1 round.
At the start of the round, if any ally is in [Pos Status], Incantation Might +10% for all allies for 1 round.