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Mirror Dungeon Tactical Engine Updated for Mirror of Names and Spiders (2026 Season Meta)

Limbus Mirror Dungeon Gift Fusion Calculator

Eliminate run-ending fusion blunders in Limbus Company's Mirror Dungeon. Search all 59 fixed recipes, simulate sacrifice points across Standard and Super Shops, and calculate exact keyword affinity odds with Starlight Wishmaking.

Researched by L.C.B. Terminal Strategy Desk
• Verified from game engine data files • Zero Hallucinations Guarantee
Quick Answer: How Gift Fusion Works

Mirror Dungeon features two distinct fusion pathways: Recipe Fusions and Random Fusions. Combining specific gift sets yields exclusive Tier IV apex items like Bloody Mist or Lucky Pouch that cannot be bought in shops. For non-recipe combinations, each gift contributes points by tier (Tier I = 3 pts, Tier II = 6 pts, Tier III = 10 pts, Tier IV = 15 pts, Tier V = 30 pts). Accumulating ≥ 25 points in Standard Shop (or ≥ 22 points in Super Shop) guarantees a Tier IV result. Fusing 3 gifts yields a 90% keyword match, boosting to 99% with 5-Starlight Wishmaking.

L.C.B. Mirror Dungeon Terminal 59 Verified Recipes · Complete Gift Codex

Mirror Dungeon E.G.O Gift Fusion Codex & Calculator

Master Project Moon's Mirror Dungeon gift mechanics. Consult all 59 fixed recipes, simulate random fusion points & resultant tier thresholds, and verify exact keyword probability odds with Starlight Wishmaking.

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Endgame Core

7 Status Apex Fusion Gifts (Tier IV)

The foundation of optimal Mirror Dungeon runs. Activating any of these flagship gifts requires 5 Identities with matching status skills, granting run-defining coin power and clash bonuses.

Tier IV Burn Apex Flagship

Soothe the Dead

Shop Cost 421 Cost
Required Fusion Ingredients (3 Gifts):
Secret Cookbook Tier III
Craftable: Decamillennial Stewpot + Melted Paraffin
Ashes to Ashes Tier I
Dust to Dust Tier III
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn' (except E.G.O Skills; except Backup Units) Turn Start: Inflict +6 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count to all enemies and randomly inflict a total of 15 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies (or all Abnormality parts; once per wave) Plus Coin Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn': Final Power +1, Coin Power +1, inflicted Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency +1, inflicted Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count +1 - Minus Coin Base Attack Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) When winning a Clash with a Skill that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn', inflict (# of remaining Coins + 1) Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency to the target enemy.

Tier IV Bleed Apex Flagship

Bloody Mist

Shop Cost 418 Cost
Required Fusion Ingredients (3 Gifts):
Smokes and Wires Tier III
Rusted Muzzle Tier I
Devotion Tier III
Craftable: Arrested Hymn + Millarca
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'. (except E.G.O Skills; except Backup Units) Allies inflict double the amount of Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and Count with Skill effects against enemies. The ally highest in the Deployment order: Plus Coin Skills that inflict Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +2 and deal +100% damage. - Minus Coin Skills: Instead of gaining Coin Power, gain Base Power +(8 / # of Coins) (min 1; rounded down) If the enemy attacked by or Clashed with the said ally dies, inflict the remaining Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on the enemy randomly between all enemies. (for Focused Encounters, Parts) Plus Coin Skills that inflict Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +1, deal +30% damage - Minus Coin Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down)

Tier IV Tremor Apex Flagship

Coupled Oscillation

Shop Cost 419 Cost
Required Fusion Ingredients (3 Gifts):
Nixie Divergence Tier I
Interlocked Cogs Tier II
Bell of Truth Tier III
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units) Inflict 5 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and +5 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to all enemies. (or all Abnormality parts; once per wave) Apply 5 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and 2 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) this turn and next turn to enemies affected by Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target . (activates once per Attack Skill that triggers Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target ) After triggering 3 Tremor Burst Tremor Burst Raise target's Stagger Threshold by Tremor Potency on target to a target this turn, Stagger the target at the next Turn Start and add a new Stagger Threshold at 66% and 33% marks of the target's current HP. (once per Encounter) When triggering Amplitude Conversion Amplitude Conversion Converts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement - Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on 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. , inflict 1 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) (3 times per turn)

Tier IV Rupture Apex Flagship

Enrapturing Trance

Shop Cost 416 Cost
Required Fusion Ingredients (3 Gifts):
Standard-duty Battery Tier III
Thorny Rope Cuffs Tier II
Talisman Bundle Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units) When hitting an enemy with a Skill, inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency. - Skills that inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count: Inflict an additional 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (once per Skill) When Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count on an enemy drops below 1, consume 10 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency instead of Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count. (This effect ends when Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency drops below 10) If the target has less than 3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count, inflict +1 more Count when inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count. (3 times per Encounter)

Tier IV Sinking Apex Flagship

Black Sheet Music

Shop Cost 427 Cost
Required Fusion Ingredients (3 Gifts):
Midwinter Nightmare Tier III
Headless Portrait Tier I
Tangled Bones Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units) On Hit against an enemy with a Skill: inflict 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency. Turn Start: enemies or Parts with Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) regain ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count each enemy lost On Hit last turn / 2) Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count. On Hit with a Base Attack Skill: deal ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency on target / 10) Gloom damage (min 1 damage) On Hit with an Attack Skill: if the target's SP is below 0, Skill deals more damage the further the target's SP is from 0 (+1% damage per SP) - If target is Panicked, deal +50% damage instead - For targets that are Non-SP Units: Deal +1% damage for every 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency on target. If target has 90+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, deal +50% damage instead

Tier IV Poise Apex Flagship

Lucky Pouch

Shop Cost 410 Cost
Required Fusion Ingredients (3 Gifts):
Ornamental Horseshoe Tier I
Four-leaf Clover Tier III
Reminiscence Tier III
Craftable: Recollection of a Certain Day + Pendant of Nostalgia
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply or gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count. (except E.G.O Skills; except Backup Units) Combat Start: If a random ally with Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Critical Hits on an enemy with a Skill, all allies gain 7 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +7 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count at the next Turn Start. (Once per turn) Skill 3 of Identities with Skills that apply or gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count(not counting E.G.O Skills): Final Power +3, Plus Coin Power +(12 / # of Coins), damage dealt +(50 / # of Coins)%. - Minus Coin Skills: Instead of gaining Plus Coin Power, gain Final Power +(12 / # of Coins) (min 1; rounded down) Combat Start: a random ally gains 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. (prioritizes Identities that apply or gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count with their Attack Skills) Prioritizes allies with Gloom Affinity Attack Skills; they gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count.

Tier IV Charge Apex Flagship

T-1 Perpetual Motion Machine

Shop Cost 406 Cost
Required Fusion Ingredients (3 Gifts):
Material Interference Force Field Tier III
T-1B Octagonal Bolt Tier II
Wrist Guards Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units) Turn Start: all allies gain 7 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per wave). Turn Start: all allies gain (( Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count)/5 +1) Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) . (max 9, rounded up; including 'Unique Charge') Each Identity gains (total Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count consumed by using Attack Skills during this Encounter / 4) Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start. (maxes out after consuming 40 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count) Each Identity gains 1 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. every time they consume 10 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (5 times per Identity per Encounter; does not interact with 'Unique Charge' with fixed Potency) Turn Start: all allies gain 1 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. for every 2 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Potency on their respective selves (max 3)

Tier III Burn

Secret Cookbook

Shop Cost 260 Cost
Required Fusion Ingredients (2 Gifts):
Decamillennial Stewpot Tier II
Melted Paraffin Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (except E.G.O Skills; except Backup Units) Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn': Final Power +1 On Clash Win with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn': inflict ((# of remaining Coins / 2) +1) Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency on the target

Tier IV Burn

Purloined Flame

Shop Cost 404 Cost
Required Fusion Ingredients (3 Gifts):
Decamillennial Hearthflame Tier II
Burning Intellect Tier I
Charred Disk Tier III
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn'. (except E.G.O Skills; except Backup Units) On Hit with a Skill(including E.G.O Skills): if the target has 3+ Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count, activate Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). once on the target. (target loses 1 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count; activates once per Skill) Turn End: targets with 3+ Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count activates Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). one more time (target loses 1 Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Count) If a target with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). is defeated(for Abnormalities, when the Core is defeated), inflict its remaining Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency to one of the enemies with the least Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency at the next Turn Start. Turn Start: for this turn, inflict 4 Offense Level Down Offense Level Down Offense Level -X for this turn. to enemies with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). If a target with Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). is defeated, at the next Turn Start, (defeated enemy's Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency / 15) allies with Skills that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). gain 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) . (once per turn)

Tier III Bleed

Devotion

Shop Cost 259 Cost
Required Fusion Ingredients (2 Gifts):
Arrested Hymn Tier I
Millarca Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'. (except E.G.O Skills; except Backup Units) 1 ally with the fastest Speed) Plus Coin Skills that inflict Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed': Coin Power +1, damage dealt +50% - Minus Coin Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) Final Power +1 to all Skills that inflict Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed'.

Tier IV Bleed

Hemorrhagic Shock

Shop Cost 405 Cost
Required Fusion Ingredients (3 Gifts):
Rusted Cutting Knife Tier III
Ruptured Blood Sac Tier III
Grimy Iron Stake Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed'. (except E.G.O Skills; except Backup Units) On ally Clash Win: activate the enemy's Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. once and reduce Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 1 (once per turn for each ally) Enemies become Staggerable by Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Damage; if an enemy gets Staggered due to Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. damage mid-Clash, activate Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. (# of remaining enemy Coins) times and reduce Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by (# of Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. activations) If all enemies have Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. , they lose 2 Defense Level. At Turn End, inflict (# of Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. activations x 2) Defense Level Down Defense Level Down Defense Level -X for this turn. (max 20) When inflicting Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed' with Skill effects, inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on the target

Tier III Tremor

Epicenter

Shop Cost 248 Cost
Required Fusion Ingredients (2 Gifts):
Gemstone Oscillator Tier I
Wobbling Keg Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count. (except E.G.O Skills; except Backup Units) (If an Identity only has Attack Skills that gain Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self, this E.G.O Gift does not activate for them) When winning a Clash with a Skill that consumed Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target does not have Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). , inflict +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count Turn Start: gain Clash Power +( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self / 5) (max 3) When using a Skill that consumes Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: if the target is defeated or Staggered, gain +( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count consumed / 2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (once per Skill)

Tier IV Tremor

Omnivibro-octovecti-bell

Shop Cost 405 Cost
Required Fusion Ingredients (3 Gifts):
Clockwork Spring Tier III
Venomous Skin Tier I
Epicenter Tier III
Craftable: Gemstone Oscillator + Wobbling Keg
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units) (If an Identity only has Attack Skills that gain Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self, this E.G.O Gift does not activate for them) When winning a Clash with a Skill that inflicts Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, or consumes Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: inflict (# of remaining Coins) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency against the target and gain (# of remaining Coins) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (max +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count gained per Skill). If the target does not have Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). , inflict +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count Turn Start: gain (1 + ( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self / 5)) Clash Power Up Clash Power Up Clash Power +X for this turn. . (max 3) When using a Skill that consumes Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self: when defeating or Staggering a target, gain ( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count consumed / 2) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count (once per Skill) Skills that consume Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count on self deal +( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). consumed on self + Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the enemy + 5)% damage (except E.G.O Skills; max 50%) When the target has 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. , when triggering either Amplitude Conversion Amplitude Conversion Converts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement - Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on 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. against the enemy with a type of Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). they don't have in their 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. , extend the 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. on target at Turn End to the next turn

Tier III Rupture

Eerie Effigy

Shop Cost 249 Cost
Required Fusion Ingredients (2 Gifts):
Shard of Apocalypse Tier II
Bone Stake Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units) Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. effects deal +100% damage against enemy Shields If the target has less than 15 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency, inflict 2 more Potency when inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency If Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. cannot be applied due to Skill effects, gain Plus Coin Power +1 instead - Minus Coin Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down)

Tier IV Rupture

Ruin

Shop Cost 406 Cost
Required Fusion Ingredients (3 Gifts):
Broken Revolver Tier I
Thunderbranch Tier III
Eerie Effigy Tier III
Craftable: Shard of Apocalypse + Bone Stake
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills; except Backup Units) Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. effects deal +150% damage against enemy Shield Turn Start: enemies or Parts with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. lose (3 + ( Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency / 2)) Offense Level and Defense Level. (max 6) When inflicting Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count with Skill effects, inflict 2 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target. If the target has less than 15 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency, inflict 2 additional Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency. Coin Power +1 for Plus Coin Skills that inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture'

Tier III Sinking

Surging Globe

Shop Cost 251 Cost
Required Fusion Ingredients (2 Gifts):
Faded Overcoat Tier II
Cantabile Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units) When using a base Attack Skill, if the enemy has 5+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, heal ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency on the target / 10) SP on self (max 5) Turn End: next turn, all allies gain Offense Level Up Offense Level Up Offense Level +X for this turn. equal to the number of enemies with -45 SP (max 3)

Tier IV Sinking

Impending Wave

Shop Cost 401 Cost
Required Fusion Ingredients (3 Gifts):
Surging Globe Tier III
Craftable: Faded Overcoat + Cantabile
Distant Star Tier III
Thorny Path Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking'. (except E.G.O Skills; except Backup Units) Turn Start: inflict 1 Reflux Reflux - Max Stack: 3 When hit, gain Sinking Potency equal to Stack Turn End: if this unit has -30 or less SP, activate the following effects (for Non-SP Units, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack against a random enemy When an enemy with Reflux Reflux - Max Stack: 3 When hit, gain Sinking Potency equal to Stack Turn End: if this unit has -30 or less SP, activate the following effects (for Non-SP Units, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack is killed, at the next Turn Start, transfer the Reflux Reflux - Max Stack: 3 When hit, gain Sinking Potency equal to Stack Turn End: if this unit has -30 or less SP, activate the following effects (for Non-SP Units, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack from the said enemy to an enemy with the highest, but not maxed, Reflux Reflux - Max Stack: 3 When hit, gain Sinking Potency equal to Stack Turn End: if this unit has -30 or less SP, activate the following effects (for Non-SP Units, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack When hitting and dealing HP damage to an enemy with a Skill that inflicts Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking', inflict 4 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count at Turn End (once per turn for each enemy) Combat Start: when activating Gloom or Lust A-Reson., inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) and +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count on all enemies (for Abnormalities, a random Part) After using a base Attack Skill, if the target has 10+ Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, heal ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level Down Defense Level Down Defense Level -X for this turn. against the target (max 5; once per turn for each enemy) Turn End: all allies gain Offense Level Up Offense Level Up Offense Level +X for this turn. equal to the number of enemies that have -45 SP or are Non-SP Units next turn (max 6) Coin Power +1 for Plus Coin Skills that inflict Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking' When activating the Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count, or 'Unique Sinking', heal 5 SP at Turn End (2 times per turn per Identity) If the unit was at 45 SP at Turn Start, the effect changes to the following: when hitting and activating the Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) effect(including 'Unique Sinking') on the target with a base Attack Skill, inflict +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count against the targeted enemy (2 times per turn per Identity)

Tier III Poise

Reminiscence

Shop Cost 261 Cost
Required Fusion Ingredients (2 Gifts):
Recollection of a Certain Day Tier II
Pendant of Nostalgia Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply or gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count. (except E.G.O Skills; except Backup Units) Skill 3 of Identities with Skills(except E.G.O Skills) that gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count: Plus Coin Power +1 - Minus Coin Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) Combat Start: a random ally gains 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency. (prioritizes Identities that gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count with their Attack Skills) Prioritizes allies with Gloom Affinity Attack Skills; they gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead.

Tier IV Poise

Cask Spirits

Shop Cost 402 Cost
Required Fusion Ingredients (3 Gifts):
Endorphin Kit Tier III
Devil's Share Tier I
Angel's Cut Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply or gain Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency or Count. (except E.G.O Skills; except Backup Units) Turn End: If an ally has more than 20 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency on self, the ally consumes 1 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency to gain 1 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count Turn End: 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and 1 ally with the highest Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count] gain 2 Haste Haste Speed +X for this turn. and 1 Offense Level Up Offense Level Up Offense Level +X for this turn. (can activate on the same Identity) When gaining Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects, gain additional 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. If the sum of Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and Count on self is less than 20, gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and +3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count instead. Combat End: at more than 40 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency, consume 15 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency to 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. 1 Skill of the lowest rank in all of that unit's Skill Slots (once per turn for each character)

Tier III Charge

Insulator

Shop Cost 254 Cost
Required Fusion Ingredients (2 Gifts):
Miniature Telepole Tier II
UPS System Tier I
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units) Attack End with a Skill Attack that consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count on self: If the target is defeated, gain ( Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count consumed by the Skill / 3) Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count Turn Start: At less than 3 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +3 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count Turn Start: At 3+ Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%)

Tier IV Charge

T-5 Perpetual Motion Machine

Shop Cost 410 Cost
Required Fusion Ingredients (3 Gifts):
Curriculum Vitae Tier I
Lightning Rod Tier III
Insulator Tier III
Craftable: Miniature Telepole + UPS System
Effect:

Turn Start: This Gift activates for the whole Encouter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge'. (except E.G.O Skills; except Backup Units) Turn Start: At less than 3 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +5 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. Turn Start: At 5+ Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, gain +2 min/max Speed, 1 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. , and 2 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) . (including 'Unique Charge') All allies on the field gain Self Resonance Circuitry Self Resonance Circuitry Total sum of Charge Count currently owned by all allies Cumulative Charge Count consumed by allies: X On Hit with a Skill: deal +(sum of Charge Count on all allies / 3)% damage All allies gain 1 Offense Level Up for every 100 cumulative Charge Count consumed by allies at Turn Start. Attack End with a Skill 3 that consumes or gains Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count on self: If the target is defeated, or if the ally who used the Skill is at 3+ Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. , they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally; including 'Unique Charge')

Tier IV Sinking

Hoarfrost Footprint

Shop Cost 424 Cost
Required Fusion Ingredients (2 Gifts):
Haunted Shoes Tier II
Frozen Cries Tier II
Effect:

First Turn Start of a wave: all allies gain +3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count, and inflict all enemies(or all Abnormality parts) 4 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency and +8 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Count. Enemies with Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) lose 2 Clash Power; when an allied Identity wins a Clash against an affected enemy, inflict 2 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency; when an allied Identity is hit by an affected enemy, inflict 3 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency.

Tier IV Bleed

Wholeness

Shop Cost 404 Cost
Required Fusion Ingredients (2 Gifts):
Nagel und Hammer Scriptures Tier II
Squalidity Tier II
Effect:

If the ally wins a Clash using a Skill that inflicts Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', inflict 2~3 Nails Nails Unique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down) . 'N Corp. Fanatic' Identities deal +25% damage against enemies and gain 1 Fanatic Fanatic Skill Final Power +X against units that have Nails for this turn. (Applies to clashes as well) at Turn Start. If the said ally's SP is maxed, or if a 3+ Lust Reson. was formed last turn, the said ally additionally gains 3 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) . 'N Corp. Fanatic' Identities gain Final Power +2, Plus Coin Power +1, Minus Coin Power -1, and their Attack Skills inflict +1 more Nails Nails Unique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down) . 'N Corp. Fanatic' Identities deal +50% damage against <Mechanical Amalgam> enemies with Base Skills

Tier IV Rupture

Unmailed Letter

Shop Cost 399 Cost
Required Fusion Ingredients (2 Gifts):
Ragged Umbrella Tier II
Broken Glasses Tier II
Effect:

[Effects apply only to #1, #2 Deployed Identities] When winning a Clash with an Attack Skill that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target (once per turn per Identity) When Clashing against an enemy with a slower Speed, gain Final Power +1 and deal +25% damage. When winning a Clash against an enemy with Offense Level Up Offense Level Up Offense Level +X for this turn. buff, gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. for the next turn, and inflict 3 Offense Level Down Offense Level Down Offense Level -X for this turn. on the enemy that lost the Clash (3 times per turn per Identity)

Tier IV Rupture

Spicebush, Glasses, and Mailed Letter

Shop Cost 401 Cost
Required Fusion Ingredients (3 Gifts):
Spicebush Branch Tier III
Ragged Umbrella Tier II
Broken Glasses Tier II
Effect:

[Effects apply only to #1, #2, #3 Deployed Identities] When winning a Clash with an Attack Skill that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Count, inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count against the target (once per turn per Identity) When Clashing against an enemy with a slower Speed, gain Final Power +1 and deal +25% damage When winning a Clash against an enemy with Offense Level Up Offense Level Up Offense Level +X for this turn. buff, gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. for the next turn, and inflict 3 Offense Level Down Offense Level Down Offense Level -X for this turn. on the enemy that lost the Clash (3 times per turn per Identity) Every time Skill 1, Skill 2, or Skill 3 is used, activate the following effect (once per Skill rank): - The unit that used said Skill gains 1 Haste Haste Speed +X for this turn. and 1 Base Power Up Base Power Up Skill Base Power +X for this turn. at Turn Start for this Encounter (can stack up to 3 times)

Tier IV Poise

Guiding Gas Lamp

Shop Cost 411 Cost
Required Fusion Ingredients (2 Gifts):
Harpoon Prosthetic Leg Tier II
Nebulizer Tier II
Effect:

First Turn Start of a wave: all allies gain 5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). and +5 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count. Turn End: 1 ally with the highest sum of Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and Count gains 2 Haste Haste Speed +X for this turn. , 3 Offense Level Up Offense Level Up Offense Level +X for this turn. , and 3 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) next turn. The Pequod Identities gain Skill Power +2 and Max Speed +2.

Tier IV Poise

The End of all Evil

Shop Cost 399 Cost
Required Fusion Ingredients (2 Gifts):
Town-protecting Harpoon Tier II
Cetacean Heart Tier IV
Effect:

Activates when there are 3 or more The Pequod-faction Identities (counting Backup units) On Hit with an Attack Skill against enemies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed': Gain 3 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). or +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count (3 times per turn per Identity) On Crit: 80% chance gain 1 Pierce Power Up Pierce Power Up Pierce Skill Final Power +X for this turn. next turn (2 times per turn per Identity; including E.G.O Skills and Counter Skills) - The Pequod-faction Identities gain 1 Plus Coin Boost Plus Coin Boost Plus Coin Power +X for this turn. next turn as well (once per turn per Identity) On Crit Heads Hit with a Base Skill: Inflict +1 more of the negative effect with that Coin (once per turn per Identity; including Counter Skills and excluding E.G.O Skills) On enemy or ally death, The Pequod-faction Identities gain 1 Pierce Power Up Pierce Power Up Pierce Skill Final Power +X for this turn. , 1 Protection Protection Take -(X*10)% damage this turn. (Max 100%) , and 1 Crit DMG Up Crit DMG Up For this turn: Deal +10% damage on Critical Hit for every Stack each turn for the rest of this Encounter (3 times per Encounter) If one of The Pequod-faction Identities attacks and hits an enemy, heal 7 SP for The Pequod-faction Identity with the earliest Deployment order (once per Skill) When an ally kills an enemy, heal 15 SP for The Pequod-faction Identity with the earliest Deployment order if said Identity lost SP

Tier III Tremor

Handheld Mirror

Shop Cost 404 Cost
Required Fusion Ingredients (2 Gifts):
Mirror Tactile Synaesthesia Tier II
Chief Butler's Secret Arts Tier III
Effect:

First Turn Start of a wave: select 2 enemies with the slowest Speed(or 2 random Abnormality parts. The effect does not stack if the enemy is singular) and inflict 5 Bind Bind Speed -X for this turn. and 3 Defense Level Down Defense Level Down Defense Level -X for this turn. at Turn Start starting next turn. When the enemy recovers from Stagger, and if they don't have any remaining Stagger Thresholds, create a new Stagger Threshold at 66% mark of the target's current HP (3 times per Encounter). If an ally Staggers an enemy with an Attack Skill(except E.G.O Skills) that applies Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count(including on self or on ally), randomly inflict Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency equal to half of the Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target between other enemies(or other Abnormality parts), and increase Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on the Staggered target by x2.

Tier IV General

A Small, Lovely Violin

Shop Cost 402 Cost
Required Fusion Ingredients (3 Gifts):
Oil-gunked Spanner Tier I
Twinkling Scrap Tier II
Broken Violin Tier III
Effect:

[Effects apply only to #5, #6 Deployed Identities] Heal 10% of the HP damage dealt with a Skill (max 20 per Skill) On Clash Win: Gain 1 Offense Level Up Offense Level Up Offense Level +X for this turn. and 1 HP Healing Boost HP Healing Boost Heal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (2 times per turn per Identity) On Skill Use: Gain 1 Offense Level Up Offense Level Up Offense Level +X for this turn. and 1 HP Healing Boost HP Healing Boost Heal +(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (2 times per turn per Identity) Deal +10% damage with Blunt Skills Deal +(# of Clashes x 6)% damage with the Skill that won the Clash (max 30%)

Tier IV Bleed

Miniature Ferris Wheel

Shop Cost 402 Cost
Required Fusion Ingredients (3 Gifts):
Mask of the Parade Tier IV
Layered Bandages Tier I
WB Flask Tier II
Effect:

All Bloodfiend allies: Base Skill Coin Power +1, deal +( Bloodfeast Consumed Bloodfeast Consumed - Max Value: 999 - Displays the total amount of Bloodfeast consumed in this Encounter / 10)% Skill damage Turn End: Among allies with Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. , 2 allies with the least HP heal 5% HP and gain 10 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 at next Turn Start On enemy Kill, 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 (enemy Core max HP / 10) (max 50) Turn End: If an ally died this turn, all allies gain 2 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. next turn In Encounters where backup enemies appear: When new enemies appear, inflict 5 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count against them at Combat Start. If there is a <Bloodfiend> among allies: When new enemies enter the battle, activate Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. on all enemies twice and reduce their Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count by 2

Tier IV Burn

Uniform - Liu Assoc.

Shop Cost 398 Cost
Required Fusion Ingredients (3 Gifts):
Polarization Tier I
Lowest Star Tier II
Red Necktie Tier III
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn'. (except E.G.O Skills; except Backup Units) Liu Association Identities: Base Attack Skills gain Plus Coin Power +2 (Minus Coin Skills gain Base Power +(8 / # of Coins) (min 1; rounded down)) Non-Skill 3 Skills (including E.G.O Skills) that inflict Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count or 'Unique Burn' deal +20% damage Skill 3 that inflicts Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). Potency, Count, or 'Unique Burn' gain Plus Coin Power +1 (Minus Coin Skills gain Base Power +(4 / # of Coins) (min 1; rounded down)) and deal +30% damage - Identities in a faction deal +5% damage for every same-faction Identity in the Team (max 20%; including Backup Units) Turn End: 2 allies with the least SP heal 8 SP - If affected allies are at 0 SP or lower, heal 5 additional SP

Tier IV Bleed

Exquisite Artwork

Shop Cost 404 Cost
Required Fusion Ingredients (3 Gifts):
Pure-white Canvas Tier II
Average Artwork Tier II
Homeward Tier II
Effect:

The Ring-faction Identities gain Spark of Inspiration Spark of Inspiration Deal +10% damage against targets with Art Medium If The Ring-faction Identity with Spark of Inspiration Spark of Inspiration Deal +10% damage against targets with Art Medium hits an enemy, inflict Curio Curio When certain conditions are fulfilled, replace this effect with 'Art Medium' on said enemy - If the enemy already has Curio Curio When certain conditions are fulfilled, replace this effect with 'Art Medium' , replace Curio Curio When certain conditions are fulfilled, replace this effect with 'Art Medium' with Art Medium Art Medium If this unit has Bleed (in Focused Encounters, count Bleed on each Part separately), take +10% damage from Lust Skills If The Ring-faction Identity with Spark of Inspiration Spark of Inspiration Deal +10% damage against targets with Art Medium kills an enemy that has Art Medium Art Medium If this unit has Bleed (in Focused Encounters, count Bleed on each Part separately), take +10% damage from Lust Skills , said Identity loses Spark of Inspiration Spark of Inspiration Deal +10% damage against targets with Art Medium and gains Exquisite Aesthetics Exquisite Aesthetics - Plus Coin Skills gain Coin Power +1 - Minus Coin Skills gain Base Power +(4 / # of Coins) - Deal +30% damage with Skills On Hit with Plus Coin Attack Skills against an enemy that has 15+ Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. , heal 3 SP (once per turn for each Identity) - If said Identity or target has 3+ types of negative effects, heal 6 SP instead

Tier IV Slash

Sublimity

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Fractured Blade Tier III
Rusted Hilt Tier III
Effect:

Turn Start: activates when there are 3 or more Kurokumo Clan Identities(only counts Identities on the field). Turn Start: all allies gain 2 Slash Power Up Slash Power Up Slash Skill Final Power +X for this turn. , and deal +35% more Slash damage. Turn Start: when a Kurokumo Clan Identity deals damage for the first time, inflict an additional 4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency and +4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count. (Once per turn)

Tier IV Slash

Unbending

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Broken Blade Tier III
Rusted Hilt Tier III
Effect:

Turn Start: activates when there are 3 or more Blade Lineage Identities(only counts Identities on the field). Turn Start: all allies gain 2 Slash Power Up Slash Power Up Slash Skill Final Power +X for this turn. , and deal +35% more Slash damage. Turn Start: when a Blade Lineage Identity hits critically, deal additional Pride damage equal to Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency on self.

Tier IV Tremor

Pocket Watch : Type L

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Etched Clock Hands Tier II
Silver Watch Case Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor'. (except E.G.O Skills; except Backup Units) To allies' Skill 3s that inflict Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Plus Coin Power +2 and deal +25% damage. - Minus Coin Skills: Instead of gaining Plus Coin Power, gain Base Power +(8 / # of Coins) (min 1; rounded down) When an ally that inflicts Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' triggers Amplitude Conversion Amplitude Conversion Converts Tremor or already converted Tremor on target to a different type of Tremor. Potency and Count values do not change over the conversion. or Amplitude Entanglement Amplitude Entanglement - Fuses the effects of the Tremor type added by Amplitude Entanglement and the Tremor type currently on 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. on an enemy with Attack Skills(Including E.G.O Skills): multiply the Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and Count by 1.5(only when actually Converting them into different 'Tremor' types) and inflict 5 Defense Level Down Defense Level Down Defense Level -X for this turn. next turn. (once per turn) Turn Start: inflict (12 - current Speed) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency (min. 6) to 3 enemies with the slowest Speed. (once per wave)

Tier IV Tremor

Pocket Watch : Type E

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Rusted Clock Hands Tier II
Silver Watch Case Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' effects. (except E.G.O Skills; except Backup Units) To allies' Skill 3s that inflict Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Plus Coin Power +2 and deal +25% damage. - Minus Coin Skills: Instead of gaining Plus Coin Power, gain Base Power +(8 / # of Coins) (min 1; rounded down) When an ally that inflicts Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' deals damage to a slower enemy with 2+ Speed difference between them: deal +( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target, max 25)% damage and inflict 2 Defense Level Down Defense Level Down Defense Level -X for this turn. every time the ally deals damage (max 6) Turn Start of a wave: inflict (12 - current Speed) Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency (min. 6) and (12 -current Speed)/2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count to 1 enemy with the fastest Speed. (rounded up; for Abnormalities, a Part; once per wave)

Tier IV Tremor

Pocket Watch : Type Y

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Etched Clock Hands Tier II
Faded Watch Case Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' effects. (except E.G.O Skills; except Backup Units) To allies' Skill 3s that inflict Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Plus Coin Power +2 and deal +25% damage. - Minus Coin Skills: Instead of gaining Plus Coin Power, gain Base Power +(8 / # of Coins) (min 1; rounded down) Yurodivy Identities: Skill 3 gains Coin Power +2 and deal +(25 + (sum of Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency and Count on target))% damage. (max 100%) Yurodivy Identities: gain +3 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count at Turn Start.

Tier IV Tremor

Pocket Watch : Type P

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Rusted Clock Hands Tier II
Faded Watch Case Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that apply Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' effects. (except E.G.O Skills; except Backup Units) To allies' Skill 3s that inflict Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor': Plus Coin Power +2 and deal +25% damage. - Minus Coin Skills: Instead of gaining Plus Coin Power, gain Base Power +(8 / # of Coins) (min 1; rounded down) When an ally that inflicts Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, Count, or 'Unique Tremor' Clashes against a faster enemy with 2+ Speed difference: Clash Power +2 and deal +( Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on target)% damage. (max 50%) Turn Start: from slowest to fastest, the 3 slowest allies gain 5 Offense Level Up Offense Level Up Offense Level +X for this turn. , 3 Offense Level Up Offense Level Up Offense Level +X for this turn. , and 2 Offense Level Up Offense Level Up Offense Level +X for this turn. respectively.

Tier IV Charge

Automated Joints

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Prosthetic Joint Servos Tier II
Biogenerative Battery Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units) Plus Coin Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%) Minus Coin Base Attack Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) Turn End: allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' gain 1 Haste Haste Speed +X for this turn. (max 2) and 1 Damage Up Damage Up Deal +(X*10)% damage with skills this turn. (Max 100%) (max 3) for every instance they used a base Attack Skill that consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' in this Encounter. If a MultiCrack Office Identity has 5+ Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. , they gain Coin Power +1 to base Attack Skills.

Tier IV Charge

Overcharged Battery

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Biogenerative Battery Tier II
Crystallized Blood Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units) Plus Coin Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge': gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%) Minus Coin Base Attack Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) When allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' engage in Clashes with base Attack Skills: Clash Power +2; gain +3 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count upon Clash Win, and lose 6 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count upon Clash Lose. When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 Envy Fragility Envy Fragility Take +(X*10)% damage from Envy skills this turn. (Max 100%) . (stacks 3 times)

Tier IV Charge

Perpetual Generator Servos

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Cardiovascular Reactive Module Tier II
Prosthetic Joint Servos Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units) Plus Coin Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge'(fixed Potency): gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge'(fixed Potency) consumed by that Skill x 4)% damage (max 40%) Minus Coin Base Attack Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) When allies with Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' engage in a Clash with Base Attack Skills: Clash Power +1; gain 2 Offense Level Up Offense Level Up Offense Level +X for this turn. at Turn Start for every instance of Clash Win in that Clash during this Encounter. (max 6) In this Encounter, when an ally takes damage that would kill them, consume all Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge'(fixed Potency) on self; then, immediately heal (10 + sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge'(fixed Potency) consumed)% HP (once per Encounter); then, gain 3 Protection Protection Take -(X*10)% damage this turn. (Max 100%) until the ally is defeated. ※ For 'Unique Charge' that has both Potency and Count, its Count will be used for above calculations

Tier IV Charge

Hearts-powered Jewel

Shop Cost 400 Cost
Required Fusion Ingredients (2 Gifts):
Cardiovascular Reactive Module Tier II
Crystallized Blood Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when 5 or more Identities have Attack Skills that gain Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' effects. (except E.G.O Skills; except Backup Units) Plus Coin Base Attack Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count: gain Coin Power +1 and deal +(sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed by that Skill x 4)% damage (max 40%) Minus Coin Base Attack Skills: Instead of gaining Coin Power, gain Base Power +(4 / # of Coins) (min 1; rounded down) When allies have 15+ ( Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count + 'Unique Charge'): when they use a Skill 3 that consumes Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', and if there are remaining Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge' at Attack End, consume all remaining Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' to deal (sum of Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 'Unique Charge' consumed x 7.5)% fixed bonus damage. (max 75%) Max Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count +5.

Tier III Tremor

Shadow Monster

Shop Cost 251 Cost
Required Fusion Ingredients (2 Gifts):
Snuffed Candlestick Tier II
Snuffed Lantern Tier I
Effect:

[Effects apply only to #1, #2, #7, and #8 Deployed Identities] Gain +1 more Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Count from Skill & Coin effects - If the target is in Staggered, Low Morale, or Panic states, gain +2 more instead If there are enemies in Staggered, Low Morale, or Panic states at Turn Start, inflict 2 Offense Level Down Offense Level Down Offense Level -X for this turn. or 2 Defense Level Down Defense Level Down Defense Level -X for this turn. against all enemies. (3 times per turn) On Hit against enemies in Staggered, Low Morale, or Panic states: inflict 1 Offense Level Down Offense Level Down Offense Level -X for this turn. or 1 Defense Level Down Defense Level Down Defense Level -X for this turn. (3 times per turn between all Identities)

Tier IV General

Gift

Shop Cost 398 Cost
Required Fusion Ingredients (2 Gifts):
Packaging Ribbon Tier III
Packaging Box Tier I
Effect:

When an ally hits with a Skill, randomly select 2 of the following effects: Burn Burn Turn End: Take X fixed damage. Lasts Y turn(s). , Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. , Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). , Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. , and Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) , then inflict 1 Potency of the selected effect (3 times per turn) When an ally hits with a Skill, randomly select one of the following effects: Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count, Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count, Haste Haste Speed +X for this turn. , Offense Level Up Offense Level Up Offense Level +X for this turn. , and Defense Level Up Defense Level Up Defense Level +X for this turn. , then inflict 1 of the selected effect to 2 random allies (3 times per turn) Turn Start: randomly select 2 out of 'Wrath ~ Envy DMG Up' effects and apply 1 Stack to all allies Turn Start: randomly select 2 out of 'Wrath ~ Envy Fragility' effects and inflict 1 Stack to all enemies

Tier IV Poise

Jolly Plushie

Shop Cost 399 Cost
Required Fusion Ingredients (3 Gifts):
Huge Gift Sack Tier II
Pom-pom Hat Tier I
Sad Plushie Tier III
Effect:

Gain 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency next turn based on the number of allied Attack Skills that dealt damage by Turn End - In Focused Encounters, gain 4 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency instead. Turn Start: apply 2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). , +2 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Count, and 2 Protection Protection Take -(X*10)% damage this turn. (Max 100%) on the ally with the least HP. Deal +(absolute value of SP)% damage. (min 0%) When an ally with Plus Coin Skills recovers from Stagger, fully heal SP. (does not activate when Corroded) For an ally with all Minus Coin Skills: gain 5 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. at Turn Start.

Tier IV General

High-risk Operational Gear

Shop Cost 404 Cost
Required Fusion Ingredients (2 Gifts):
Operation Authorization Card Tier III
Regular Operational Gear Tier III
Effect:

Limbus Company Identities: Skill 2 gains Offense Level +2 and deals +20% damage; Skill 3 gains Offense Level +3 and deals +40% damage Turn Start: a random ally gains 2 Offense Level Up Offense Level Up Offense Level +X for this turn. for every Backup or defeated Limbus Company Identities. During the Encounter, when an ally retreats or is defeated, randomly apply 3 Offense Level Up Offense Level Up Offense Level +X for this turn. between all Identities at next Turn Start. (distributed equally, 2 times per turn) - When 3+ allies retreat or are defeated, randomly apply 6 Offense Level Up Offense Level Up Offense Level +X for this turn. between all Identities at next Turn Start instead. (2 times per turn) - When 3+ Limbus Company Identities retreat or are defeated, randomly apply 8 Offense Level Up Offense Level Up Offense Level +X for this turn. between all Identities instead.

Tier IV Bleed

Resplendence

Shop Cost 408 Cost
Required Fusion Ingredients (2 Gifts):
Fractured Blade Tier III
Worn Hilt Tier III
Effect:

Turn Start: activates when there are 3 or more Kurokumo Clan Identities. (only counts Identities on the field) All allies gain 2 Lust Power Up Lust Power Up Lust Skill Final Power +X for this turn and 1 Slash Power Up Slash Power Up Slash Skill Final Power +X for this turn. at Turn Start. Kurokumo Clan Identities' Base Attack Skills: gain Coin Power +(4 / # of Coins; min. 1), inflict an additional 1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. , +1 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count, and deal +(80/# of Coins)% damage Nullify Kurokumo Clan Identities' first Stagger Threshold; at less than 50% HP, gain 2 Protection Protection Take -(X*10)% damage this turn. (Max 100%) at Turn Start. Identities that took damage from enemies this turn gain 2 Haste Haste Speed +X for this turn. next turn.

Tier IV Slash

Cultivation

Shop Cost 387 Cost
Required Fusion Ingredients (2 Gifts):
Broken Blade Tier III
Worn Hilt Tier III
Effect:

Turn Start: activates when there are 3 or more Blade Lineage Identities. (only counts Identities on the field) Turn Start: all allies gain 2 Slash Power Up Slash Power Up Slash Skill Final Power +X for this turn. , and deal +35% damage. Turn Start: when a Blade Lineage Identity hits critically, deal additional Pride damage equal to ( Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency / 2) on self. If a Blade Lineage Identity has 30+ Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency at Turn End, consume 10 Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). Potency and gain 2 Slash DMG Up Slash DMG Up Deal +(X*10)% damage with Slash skills this turn. (Max 100%) next turn

Tier IV Blunt

Everlasting Chains of Bond

Shop Cost 401 Cost
Required Fusion Ingredients (2 Gifts):
Enh. Tattoos - The Middle Tier II
Chains of Loyalty Tier III
Effect:

Turn Start: activates when there are 2 or more The Middle Identities (only counts Identities on the field) When hit, all allies in the same faction deal +5% more Blunt damage (15% per turn) The Middle Identities gain 1 Offense Level Up Offense Level Up Offense Level +X for this turn. and deal +10% more Blunt damage instead (3 per turn, 30% per turn) Blunt Skills gain Base Power +1 - The Middle Identities gain Base Power +1 and Coin Power +1 instead - If the target has Vengeance Mark Vengeance Mark Applied to the unit that dealt the most damage to an ally (Max 1) , The Middle Identities gain Base Power +1, Coin Power +1, and deal +30% damage instead The Middle Identities gain Min Speed +1 and Max Speed +1 for the Encounter

Tier IV Rupture

Glyph of Glass Shards

Shop Cost 407 Cost
Required Fusion Ingredients (2 Gifts):
Strange Glyph Inscriptions Tier III
Strange Glyph Talisman Tier II
Effect:

Turn Start: This Gift activates for the whole Encounter when there are 5 or more Identities that inflict Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (except E.G.O Skills; except Backup Units) When defeating a target with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. (for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency on the target between all enemies(for Focused Encounters, all Parts) (max 3 per enemy) When defeating a target with Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active (for Focused Encounters, a Part) with an Attack Skill, inflict the Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency and Count on the target between all enemies(for Focused Encounters, all Parts) (max 6 per enemy) When clashing against targets with Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. , gain ( Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. on the target / 20) Clash Power (max 2) - When clashing against targets with Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active , gain ( Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. on the target / 10) Coin Power instead (max 2) When dealing damage with Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active effect, deal fixed damage by ( Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active damage / 2)

Tier IV Rupture

Cultivation: Cut, File, Carve, Polish

Shop Cost 399 Cost
Required Fusion Ingredients (3 Gifts):
Virtue - Yong ( 勇 ) Tier II
Virtue - Zhi ( 智 ) Tier II
Virtue - Ren ( 仁 ) Tier II
Effect:

[Effects apply only to #6 Deployed Identity] When using an Attack Skill(including E.G.O Skills) that inflicts Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Potency or Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count to win a clash, heal 20 HP, gain 3 Offense Level Up Offense Level Up Offense Level +X for this turn. , and gain 3 Defense Level Up Defense Level Up Defense Level +X for this turn. next turn (once per turn) - If this unit is a Family Hierarch Candidate: apply 1 Haste Haste Speed +X for this turn. , 1 Protection Protection Take -(X*10)% damage this turn. (Max 100%) , and 3 Offense Level Up Offense Level Up Offense Level +X for this turn. to all allies, including this unit

Tier IV Charge

Cleanup Agent Gear Set C

Shop Cost 402 Cost
Required Fusion Ingredients (3 Gifts):
W Corp. Standard Issue Cap Tier II
E-Type Dimensional Dagger Tier III
Portable Barrier Battery Tier III
Effect:

After using a Skill that gains Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge, gain Emergency Barrier Battery Emergency Barrier Battery - Max Stack: 7 - When Staggered, consume all Emergency Barrier Battery Stack and gain Charge Barrier by the Stack consumed equal to the Count gained (max 7 per Identity) Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge deal +(number of Identities in the Team with Skills that gain or consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge)% damage (counts all units in the Team) Skills that consume Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or Unique Charge gain Clash Power +3 and deal +15% damage - When using said Skills, the unit gains +4 Charge Charge Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count and 1 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per Identity per turn) W. Corp Identities gain the following effects: - When dealing damage with a Skill (including E.G.O Skills), inflict 2 HP Healing Down HP Healing Down Heal -(X*10)% HP from Passives, Skills, and Coin effects this turn. (Max 5) (cannot Stack) - During the combat phase, when this unit takes HP damage from sources other than direct Skill damage, gain 5 Charge Barrier Charge Barrier - Gain (X * 3) Shield. - Lose 1 Charge Barrier # after losing (X * 3) Shield. - (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3)) - Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn (once per turn per Identity) - Skill 2 gains Clash Power +3 and deals +15% damage - Turn Start: for this turn, Skill 3 deals +(number of W Corp. Identities on the field x 6.25)% damage - Turn Start: W Corp L2 Agents gain 1 Plus Coin Boost Plus Coin Boost Plus Coin Power +X for this turn. - Turn Start: gain (number of W Corp. Identities on the field / 3) Load Load - Max Value: 6 - Attack Skills that consumed Charge Count deal +2.5% 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 2; rounded down) Among Identities that inflict Dimensional Rift Dimensional Rift Turn End: Gain +X Rupture Count using Base Skills, count 1 non-W Corp. Identity with the earliest Deployment order as a W Corp. Identity

Tier IV Pierce

Desperado

Shop Cost 400 Cost
Required Fusion Ingredients (3 Gifts):
Staticky Two-way Radio Tier III
Beak-shaped Necklace Tier III
Torn Bandolier Tier II
Effect:

This E.G.O Gift's effects are enhanced based on the number of Identities in the Team loadout with Attack Skills that gain or spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. (except E.G.O Skills; counts all units in the Team) - At 2+... On Use with a Skill that gains or spends Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. : Gain 2 Haste Haste Speed +X for this turn. and 4 Offense Level Up Offense Level Up Offense Level +X for this turn. next turn (once per Identity per turn) - At 5+... Skills used by Identities that gain or spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. : Clash Power +1, deal +10% damage Skills that gain or spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. : Deal +(100 / # of Coins)% damage If an affected unit is out of Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. , gain 4 Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Identity per Encounter) - At 8+... Turn Start: Apply 1 Desperado Desperado - Max Stack: 2 - For every Stack, Base Attack Skill Clash Power +1, Base Power +1 - At 2 Stack, Base Attack Skill Plus Coin Power +1, Minus Coin Power -1 - Expires at Turn End to Identities that gain or spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. • If the affected unit did not spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. last turn, apply 1 additional Desperado Desperado - Max Stack: 2 - For every Stack, Base Attack Skill Clash Power +1, Base Power +1 - At 2 Stack, Base Attack Skill Plus Coin Power +1, Minus Coin Power -1 - Expires at Turn End Combat End: deal (total sum of Desperado Desperado - Max Stack: 2 - For every Stack, Base Attack Skill Clash Power +1, Base Power +1 - At 2 Stack, Base Attack Skill Plus Coin Power +1, Minus Coin Power -1 - Expires at Turn End on all allies x 3) Pierce damage to 1 random enemy (max 30) • Then, repeat the above effect (number of Identities in the Team that gain or spend Ammo Ammo Spent by certain skills. Some attacks cancel if lacking Ammo. - 1) times

Tier IV Sinking

Pink Bouquet

Shop Cost 400 Cost
Required Fusion Ingredients (3 Gifts):
Once, A Blessing Tier II
Reverberation Tier II
Pink Petals Tier III
Effect:

On Hit with a Pierce Skill against an enemy: Gain 1 Haste Haste Speed +X for this turn. and 1 Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn (2 times per turn per Identity) - On enemy Kill with the said Skill: gain 1 additional Haste Haste Speed +X for this turn. and 2 additional Pierce DMG Up Pierce DMG Up Deal +(X*10)% damage with Pierce skills this turn. (Max 100%) next turn (once per turn per Identity) On Hit by an ally with a Skill that inflicts Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) Potency, Count, or 'Unique Sinking', inflict 2 Pink Petals Pink Petals - Max Stack: 30 - For every Stack, take +1% damage when hit by Gloom Skills (max 15%) - For every 10 Stack, gain +1 Sinking Count when hit (2 times per turn) - When Tremor Burst is triggered on this unit, take ((Sinking Potency + Pink Petals) / 5) Gloom damage - Turn End: Lose 1 Stack - Inflict 1 additional Pink Petals Pink Petals - Max Stack: 30 - For every Stack, take +1% damage when hit by Gloom Skills (max 15%) - For every 10 Stack, gain +1 Sinking Count when hit (2 times per turn) - When Tremor Burst is triggered on this unit, take ((Sinking Potency + Pink Petals) / 5) Gloom damage - Turn End: Lose 1 Stack for every 5 Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) on the enemy (max 4) - If the enemy has 10+ Pink Petals Pink Petals - Max Stack: 30 - For every Stack, take +1% damage when hit by Gloom Skills (max 15%) - For every 10 Stack, gain +1 Sinking Count when hit (2 times per turn) - When Tremor Burst is triggered on this unit, take ((Sinking Potency + Pink Petals) / 5) Gloom damage - Turn End: Lose 1 Stack Stack, inflict 2 Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). On Hit (3 times per turn) Turn End: Inflict 2 Bind Bind Speed -X for this turn. and 3 Defense Level Down Defense Level Down Defense Level -X for this turn. next turn against enemies(for Abnormalities, Parts) with 5+ ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) + Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). ) - If target has 10+ ( Sinking Sinking The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.) + Tremor Tremor When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). ), inflict 2 Bind Bind Speed -X for this turn. , 1 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. , and 4 Defense Level Down Defense Level Down Defense Level -X for this turn. instead Turn End: If all enemies have remaining Pink Petals Pink Petals - Max Stack: 30 - For every Stack, take +1% damage when hit by Gloom Skills (max 15%) - For every 10 Stack, gain +1 Sinking Count when hit (2 times per turn) - When Tremor Burst is triggered on this unit, take ((Sinking Potency + Pink Petals) / 5) Gloom damage - Turn End: Lose 1 Stack Stack, all allies gain 1 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. next turn

Tier IV Bleed

Artwork: Evolving Pulsation

Shop Cost 402 Cost
Required Fusion Ingredients (2 Gifts):
Universal Skeleton Tier II
Artwork: Pulsation Tier III
Effect:

Turn Start: Activates when there are 2 or more The Ring-faction Identities (only counts Identities on the field). The Ring School of Corporism-faction Identities inflict 1 Slash Resist Down Slash Resist Down Increase Slash Resistance based on Stack. (0.1 per Stack) On Hit with Base Skills (once per Skill; 2 times per turn). The Ring Identities deal +20% damage. Turn Start: At 99+ total sum of Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on all enemies, The Ring School of Corporism-faction Identities gain 1 Beauty of the Physique Beauty of the Physique - Against enemies that have 20+ Bleed, Base Skills gain Coin Power +1 and deal +20% damage (calculated as the sum of Bleed on all targets for Skills that have 2+ Atk Weight) - Base Skills that consume 'Unique Charge' gain Coin Power +1 (excluding E.G.O Skills) - Turn End: This effect expires .

Tier IV Bleed

Artwork: Taxidermied Ferity

Shop Cost 402 Cost
Required Fusion Ingredients (2 Gifts):
Universal Instinct Tier II
Artwork: Ferity Tier III
Effect:

Turn Start: Activates when there are 2 or more The Ring-faction Identities (only counts Identities on the field). The Ring School of Fauvism-faction Identities inflict 1 Blunt Resist Down Blunt Resist Down Increase Blunt Resistance based on Stack. (0.1 per Stack) On Hit with Base Skills (once per Skill; 2 times per turn). The Ring Identities deal +20% damage. Turn Start: At 99+ total sum of Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency on all enemies, The Ring School of Fauvism-faction Identities gain 1 Charm of the Beastly Charm of the Beastly - Against enemies that have 20+ Bleed, Base Skills gain Coin Power +1 and deal +20% damage (calculated as the sum of Bleed on all targets for Skills that have 2+ Atk Weight) - On Attack Start, if target has 15- SP or 20+ Sinking Potency, gain 1 Blunt Power Up next turn (once per turn) - Turn End: This effect expires .

Tier IV Blunt

ENTER: The B.B.

Shop Cost 397 Cost
Required Fusion Ingredients (3 Gifts):
Boombox of Dramatic Entrances Tier II
Sanguine Fragrance Descends Tier III
Respite Tier III
Effect:

When an ally is hit, apply 3 Offense Level Up Offense Level Up Offense Level +X for this turn. on the ally and inflict +4 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count on the attacker (once per Skill) Base Skills used by The Middle-faction Identities gain Base Power +1 and deal +(30 / # of Coins)% damage - Turn Start: If there are 3+ The Middle-faction Identities on the field, gain Base Power +1 and deal +(60 / # of Coins)% damage instead - If there are 5+ The Middle-faction Identities on the field, gain Base Power +2 and deal +(90 / # of Coins)% damage instead On Hit using Blunt Skills: Heal 10% of damage dealt by the ally who used the Skill On Hit using Counter Skills: Heal 5 SP (2 times per turn per Identity) Turn End: If the ally who equipped a Counter Skill at Combat Start did not get to use a Counter Skill this turn, the said ally gains 1 Plus Coin Boost Plus Coin Boost Plus Coin Power +X for this turn. and 1 Minus Coin Drop Minus Coin Drop Minus Coin Power -X for this turn. next turn

Tier IV Rupture

Shadowlurking

Shop Cost 404 Cost
Required Fusion Ingredients (3 Gifts):
Heishou Bolus - Mao Tier II
Shadow Bamboo Hat Tier III
Harestride Tier II
Effect:

When a Heishou Pack - Mao Branch Identity enters the Encounter for the first time, cap its min Speed to 10 for 3 turns (at 10+ min Speed, this effect does not activate) Base Skills gain Clash Power +1 and deal +10% damage for every Strider【Mao】 Strider【Mao】 - Max Stack: 3 - Turn End: gain 5 Haste next turn - Reduced by 1 at Turn End Stack When inflicting Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active , also inflict it on 2 enemies that do not have Deathrite【Haste】 Deathrite【Haste】 - Base Stack: 3 - When getting Rupture triggered by getting hit by an Attack Skill from a target with 10+ Speed, lose 1 Stack and gain +1 Rupture Count - At 0 Stack, take Gluttony damage equal to Rupture Potency on self; then, this effect expires ※ Cannot gain additional Stacks of this effect while it is already active (once per turn; in Focused Encounters, Parts) If an ally's Speed is faster than its target's, the ally's Skills inflict (Speed difference / 3) more Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. or Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. Count (max 3) Turn End: Heishou Pack - Mao Branch allies gain 2 Haste Haste Speed +X for this turn. next turn If an ally's Speed is faster than its target's, or when an ally uses an Unopposed Attack, the said ally deals +10% Slash damage for every (Speed difference / 3) (max 30%) If an ally's Speed is faster than its target's, take -10% damage for every (Speed difference / 3) (max 30%)

Tier IV Slash

The Book of the Homeland Swordplay [ 本國劍譜 ]

Shop Cost 381 Cost
Required Fusion Ingredients (3 Gifts):
Unadorned Sword-guard Tier I
Overused Whetstone Tier I
Red Tassel Tier III
Effect:

If an enemy has 1.5 or lower Slash Resist., Slash Resist. +0.3 Slash Skills gain Offense Level +2 When attacking enemies that are Weak (greater than 1.0 Resist.; Staggered states do not count) to Slash, deal +(5 + (target's Slash Resist. x 10))% damage (max 25%) Slash Skills deal +1.5% damage for every Poise Poise Boost critical hit chance by X*5% for the next Y hit(s). (max 30%) Count 1 non-Blade Lineage S Corp. Identity with the earliest Deployment order as a Blade Lineage Identity and apply Sword of the Homeland - Striking Sword of the Homeland - Striking - Max Stack: 1 - Plus Coin Power +1, deal +15% damage on Critical Hit - Expires at Turn End on it every turn Turn Start: Activates when there are 3 or more Blade Lineage Identities (only counts Identities on the field) Combat Start: Apply 1 Sword of the Homeland - Striking Sword of the Homeland - Striking - Max Stack: 1 - Plus Coin Power +1, deal +15% damage on Critical Hit - Expires at Turn End on allied Blade Lineage Identities that have equipped Wrath or Pride Skills

100% Deterministic Game Data

Point formulas (Tier I: 3, Tier II: 6, Tier III: 10, Tier IV: 15, Tier V: 30) verified directly from Project Moon game files and L.C.B. Terminal Strategy Desk.

Mirror Dungeon Fusion Point & Tier Threshold System

Random E.G.O Gift fusion operates on a deterministic numeric value assigned to each sacrificial item. Unlike typical gacha mechanics, resultant tiers are 100% predictable by summing the fusion point weights of the input gifts. Understanding this point economy enables managers to transform unwanted Tier I and Tier II drops into game-winning Tier IV artifacts before confronting final floor bosses.

Sacrificed Gift Tier Fusion Points Contributed Example Standard Sacrifice Tactical Value Rating
Tier I 3 Points Rusted Muzzle, Ashes to Ashes Point Filler / Early Floors
Tier II 6 Points Hellterfly's Dream, Wound Clerid High Point Efficiency (6 pts)
Tier III 10 Points Bell of Truth, Standard-duty Battery Primary Tier IV Enabler (10 pts)
Tier IV 15 Points Any Surplus Tier IV Gift Late-Run Re-roll Asset
Tier V 30 Points Boss Reward Apex Gifts Instant Tier IV Guarantee

Standard Facility vs. Super Shop Threshold Mechanics

Super Shops appear exclusively on Floors cleared in Hard Mode, replacing regular shops with a probability that starts at 3% and scales up by +1% for every 20 Cost spent at prior rest nodes. Super Shops not only expand inventory to 7 gifts and allow up to 5 gifts to be fused simultaneously, but also significantly reduce the points required for higher tiers:

Standard Shop Thresholds
  • • ≤ 10 Points → Guaranteed Tier I
  • • 11 ∼ 16 Points → Guaranteed Tier II
  • • 17 ∼ 24 Points → Guaranteed Tier III
  • • ≥ 25 Points → Guaranteed Tier IV
Super Shop (Hard Mode) Thresholds
  • • ≤ 9 Points → Guaranteed Tier I
  • • 10 ∼ 14 Points → Guaranteed Tier II
  • • 15 ∼ 21 Points → Guaranteed Tier III
  • • ≥ 22 Points → Guaranteed Tier IV (-3 pt discount)

The 7 Apex Archetype Gifts: Why They Rule the Mirror Meta

The 7 Apex gifts (Bloody Mist, Lucky Pouch, Soothe the Dead, Coupled Oscillation, Enrapturing Trance, Black Sheet Music, and T-1 Perpetual Motion Machine) possess condition passives that require deploying at least 5 Identities carrying skills matching their status. When satisfied, they grant transformative power spikes:

Bloody Mist (Bleed) Tier IV

Allies inflict double Bleed potency and count. First-deployed identity gains +2 Coin Power and deals +100% damage on Plus Coin skills inflicting Bleed.

Lucky Pouch (Poise) Tier IV

Upon critical hits, grants +7 Poise potency and count next turn. Skill 3 of all poise Identities gains +3 Final Power, massive Coin Power bonus, and +50% critical damage.

Soothe the Dead (Burn) Tier IV

Turn 1 inflicts +6 Burn Count to all enemies and distributes 15 Burn Potency. Plus Coin burn skills gain +1 Final Power, +1 Coin Power, and +1 burn application.

Coupled Oscillation (Tremor) Tier IV

Inflicts 5 Tremor and +5 Tremor Count to all enemies every wave. Staggered enemies take +2 Fragile per tremor burst, accelerating boss burst phases exponentially.

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Mirror Dungeon Fusion FAQ

How do E.G.O Gift fusion points calculate in Mirror Dungeon?

Every sacrificed E.G.O gift contributes fusion points strictly based on its tier: Tier I grants 3 points, Tier II grants 6 points, Tier III grants 10 points, Tier IV grants 15 points, and Tier V grants 30 points. The total sum determines the guaranteed tier of the newly fused gift.

What are the point thresholds for Tier IV in Standard Shop vs Super Shop?

In a Standard Shop, obtaining a Tier IV gift requires at least 25 points (e.g. two Tier III gifts + one Tier II gift). In a Super Shop (unlocked in Hard Mode based on previous shop expenditures), the Tier IV threshold decreases to 22 points, allowing combinations such as two Tier III gifts + one Tier I gift (23 points) to guarantee Tier IV.

What are the recipe ingredients for Bloody Mist and Lucky Pouch?

Bloody Mist (Tier IV Bleed) requires Smokes and Wires (Tier II) + Rusted Muzzle (Tier I) + Devotion (Tier III). Lucky Pouch (Tier IV Poise) requires Four-leaf Clover (Tier III) + Ornamental Horseshoe (Tier I) + Reminiscence (Tier III). Note that both Devotion and Reminiscence are intermediate fusion products that must be crafted from sub-components first.

How does Starlight Wishmaking affect keyword affinity odds?

In standard non-recipe fusions, fusing 2 gifts gives a 60% keyword match chance, 3 gifts gives 90%, and 4+ gifts gives 99%. Spending 5 Starlight on Wishmaking boosts these odds to 90% (2 gifts), 99% (3 gifts), and 99.99% (4+ gifts). If a 99%+ forecast fusion fails, the player receives A Certain Philosophy (Tier EX), locking all subsequent fusion forecasts to 100%.