The Legend of Galactic Baseballer/Adventure Index

== Weapons==
Icon	Weapon 	Type(s) 	Tag(s)	
 	Rainbow Bat 	Random Type	 	
After an ally attacks an enemy, the Rainbow Bat will deal hits of DMG of a random Type to a random enemy target that has been attacked, equal to of base DMG. The DMG is additionally increased against elite and boss targets by .	
After an ally attacks an enemy, the Rainbow Bat will deal hits of DMG of a random Type to a random enemy target that has been attacked, equal to of base DMG. The DMG is additionally increased against elite and boss targets by .	
After an ally attacks an enemy, the Rainbow Bat will deal hits of DMG of a random Type to a random enemy target that has been attacked, equal to of base DMG. The DMG is additionally increased against elite and boss targets by .	
After an ally attacks an enemy, the Rainbow Bat will deal hits of DMG of a random Type to a random enemy target that has been attacked, equal to of base DMG. The DMG is additionally increased against elite and boss targets by .	
After an ally attacks an enemy, the Rainbow Bat will deal hits of DMG of a random Type to a random enemy target that has been attacked, equal to of base DMG. The DMG is additionally increased against elite and boss targets by .
 	Everyone For Me 	 	• 	
Summons "Everyone For Me" that has SPD. When it takes action, fires Flame Round(s), which deals Fire DMG equal to of base DMG to a random enemy.	
Summons "Everyone For Me" that has SPD. When it takes action, fires Flame Round(s), which deals Fire DMG equal to of base DMG to a random enemy.	
Summons "Everyone For Me" that has SPD. When it takes action, fires Flame Round(s), which deals Fire DMG equal to of base DMG to a random enemy.	
Summons "Everyone For Me" that has SPD. When it takes action, fires Flame Round(s), which deals Fire DMG equal to of base DMG to a random enemy.	
Summons "Everyone For Me" that has SPD. When it takes action, fires Flame Round(s), which deals Fire DMG equal to of base DMG to a random enemy.
 	Ranger's Longbow 	 	• 	
After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires Wind Arrow(s). Wind Arrows deal Wind DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.	
After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires Wind Arrow(s). Wind Arrows deal Wind DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.	
After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires Wind Arrow(s). Wind Arrows deal Wind DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.	
After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires Wind Arrow(s). Wind Arrows deal Wind DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.	
After an ally attacks an enemy target using an Ultimate, the Ranger's Longbow fires Wind Arrow(s). Wind Arrows deal Wind DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.
 	Thunderbolt Thorns 	 	 	
Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to of base DMG, and the DMG bounces time(s), dealing DMG equal to of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.	
Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to of base DMG, and the DMG bounces time(s), dealing DMG equal to of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.	
Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to of base DMG, and the DMG bounces time(s), dealing DMG equal to of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.	
Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to of base DMG, and the DMG bounces time(s), dealing DMG equal to of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.	
Applies DoT-dealing Thunderbolt Thorns to an enemy target. At the start of each turn, this enemy target receives Lightning DoT equal to of base DMG, and the DMG bounces time(s), dealing DMG equal to of the original DMG. Thunderbolt Thorns will be transferred to another enemy target when the original target is defeated.
 	Sweet Slumber 	 	 	
Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to of the defeated target's Max HP plus of base DMG to adjacent enemy targets.	
Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to of the defeated target's Max HP plus of base DMG to adjacent enemy targets.	
Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to of the defeated target's Max HP plus of base DMG to adjacent enemy targets.	
Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to of the defeated target's Max HP plus of base DMG to adjacent enemy targets.	
Sweet Slumber is triggered when an ally or a weapon defeats an enemy target, dealing Quantum DMG equal to of the defeated target's Max HP plus of base DMG to adjacent enemy targets.
 	Will of Architects 	 	 	
After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to of base DMG to 1 ally character, lasting for turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.	
After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to of base DMG to 1 ally character, lasting for turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.	
After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to of base DMG to 1 ally character, lasting for turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.	
After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to of base DMG to 1 ally character, lasting for turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.	
After an ally character or weapon defeats enemy targets, "Will of Architects" provides a Shield equal to of base DMG to 1 ally character, lasting for turn(s). When characters with this Shield perform an attack, deals Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consumes the Shield and deals True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.
 	Frosty Flying Sword 	 	 	
After allied characters consecutively act time(s), triggers Frosty Flying Sword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s).	
After allied characters consecutively act time(s), triggers Frosty Flying Sword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s).	
After allied characters consecutively act time(s), triggers Frosty Flying Sword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s).	
After allied characters consecutively act time(s), triggers Frosty Flying Sword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s).	
After allied characters consecutively act time(s), triggers Frosty Flying Sword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s).
 	Lucky Roulette 	 	• 	
Summons "Lucky Roulette" that has SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to of base DMG to the target enemy.	
Summons "Lucky Roulette" that has SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to of base DMG to the target enemy.	
Summons "Lucky Roulette" that has SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to of base DMG to the target enemy.	
Summons "Lucky Roulette" that has SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to of base DMG to the target enemy.	
Summons "Lucky Roulette" that has SPD. When taking action, fires an Imaginary Chip at a random enemy target. The chip adds a random tally number between 1 and 6, for a total of time(s). When the tally finishes, every point of the tally deals Imaginary DMG equal to of base DMG to the target enemy.
 	Prayers of Beauty 	— 	 	
Summon "Prayers of Beauty" that has SPD. When it takes action, increases DMG dealt by allies by , Advances all allies' actions Forward by , regenerates Energy, and recovers Skill Point(s), lasting for turn(s).	
Summon "Prayers of Beauty" that has SPD. When it takes action, increases DMG dealt by allies by , Advances all allies' actions Forward by , regenerates Energy, and recovers Skill Point(s), lasting for turn(s).	
Summon "Prayers of Beauty" that has SPD. When it takes action, increases DMG dealt by allies by , Advances all allies' actions Forward by , regenerates Energy, and recovers Skill Point(s), lasting for turn(s).	
Summon "Prayers of Beauty" that has SPD. When it takes action, increases DMG dealt by allies by , Advances all allies' actions Forward by , regenerates Energy, and recovers Skill Point(s), lasting for turn(s).	
Summon "Prayers of Beauty" that has SPD. When it takes action, increases DMG dealt by allies by , Advances all allies' actions Forward by , regenerates Energy, and recovers Skill Point(s), lasting for turn(s).
 	Icy Fire Extinguisher	 	• 	
Summon "Icy Fire Extinguisher" that has SPD. When it takes action, deals Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s).	
Summon "Icy Fire Extinguisher" that has SPD. When it takes action, deals Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s).	
Summon "Icy Fire Extinguisher" that has SPD. When it takes action, deals Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s).	
Summon "Icy Fire Extinguisher" that has SPD. When it takes action, deals Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s).	
Summon "Icy Fire Extinguisher" that has SPD. When it takes action, deals Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s).
 	Storm Gale Hammer 	 	• 	
Summon "Storm Gale Hammer" that has SPD. When it takes action, deals Wind DMG equal to of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets.	
Summon "Storm Gale Hammer" that has SPD. When it takes action, deals Wind DMG equal to of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets.	
Summon "Storm Gale Hammer" that has SPD. When it takes action, deals Wind DMG equal to of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets.	
Summon "Storm Gale Hammer" that has SPD. When it takes action, deals Wind DMG equal to of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets.	
Summon "Storm Gale Hammer" that has SPD. When it takes action, deals Wind DMG equal to of base DMG to the enemy target with the highest current HP and inflicts Reverberation on the target. This Wind DMG increases by against Elite and Boss targets. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets.
 	Nihility's Warning 	 	 	
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by , up to stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.	
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by , up to stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.	
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by , up to stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.	
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by , up to stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.	
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. When enemy targets are afflicted with other debuffs, they will also be afflicted with Chagrined. While in the Chagrined state, all DMG received by the enemy target increases by , up to stack(s). When max stacks are reached, Nihility's Warning deals Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies. At the same time, all Chagrined stacks are removed.
 	Scoundrel's Kindness 	 	• 	
Summon "Scoundrel's Kindness" that has SPD. When it takes action, attack all enemies and deal Fire DMG equal to of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by . (Already defeated: )	
Summon "Scoundrel's Kindness" that has SPD. When it takes action, attack all enemies and deal Fire DMG equal to of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by . (Already defeated: )	
Summon "Scoundrel's Kindness" that has SPD. When it takes action, attack all enemies and deal Fire DMG equal to of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by . (Already defeated: )	
Summon "Scoundrel's Kindness" that has SPD. When it takes action, attack all enemies and deal Fire DMG equal to of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by . (Already defeated: )	
Summon "Scoundrel's Kindness" that has SPD. When it takes action, attack all enemies and deal Fire DMG equal to of base DMG. For every enemy target defeated by this weapon in this game round, its DMG multiplier increases by . (Already defeated: )
== Legendary Weapons==
Icon 	Weapon 	Type(s) 	Tag(s) 	Synthesis
 	Morningstar Bat 	Random Type 	 	
* 
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After allies attack enemy targets, Morningstar Bat deals DMG of a random Type time(s) to a random enemy target that received the previous attack, each time dealing DMG equal to of base DMG. This DMG increases by against Elite and Boss enemies. 	After allies attack enemy targets, Morningstar Bat deals DMG of a random Type time(s) to a random enemy target that received the previous attack, each time dealing DMG equal to of base DMG. This DMG increases by against Elite and Boss enemies. 	After allies attack enemy targets, Morningstar Bat deals DMG of a random Type time(s) to a random enemy target that received the previous attack, each time dealing DMG equal to of base DMG. This DMG increases by against Elite and Boss enemies. 	After allies attack enemy targets, Morningstar Bat deals DMG of a random Type time(s) to a random enemy target that received the previous attack, each time dealing DMG equal to of base DMG. This DMG increases by against Elite and Boss enemies. 	After allies attack enemy targets, Morningstar Bat deals DMG of a random Type time(s) to a random enemy target that received the previous attack, each time dealing DMG equal to of base DMG. This DMG increases by against Elite and Boss enemies.
 	Musketeer's Resolve 	• 	• • 	
* 
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Summons a Musketeer's Resolve with SPD. When it takes action, alternatively fire Frost or Flame Rounds, dealing Ice or Fire DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	Summons a Musketeer's Resolve with SPD. When it takes action, alternatively fire Frost or Flame Rounds, dealing Ice or Fire DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	Summons a Musketeer's Resolve with SPD. When it takes action, alternatively fire Frost or Flame Rounds, dealing Ice or Fire DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	Summons a Musketeer's Resolve with SPD. When it takes action, alternatively fire Frost or Flame Rounds, dealing Ice or Fire DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	Summons a Musketeer's Resolve with SPD. When it takes action, alternatively fire Frost or Flame Rounds, dealing Ice or Fire DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.
 	Headwind Bow 	• 	• 	
* 
*
After an ally attacks an enemy target using an Ultimate, the Headwind Bow fires Stormthunder Arrows. Stormthunder Arrows deal Wind and Lightning DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	After an ally attacks an enemy target using an Ultimate, the Headwind Bow fires Stormthunder Arrows. Stormthunder Arrows deal Wind and Lightning DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	After an ally attacks an enemy target using an Ultimate, the Headwind Bow fires Stormthunder Arrows. Stormthunder Arrows deal Wind and Lightning DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	After an ally attacks an enemy target using an Ultimate, the Headwind Bow fires Stormthunder Arrows. Stormthunder Arrows deal Wind and Lightning DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets. 	After an ally attacks an enemy target using an Ultimate, the Headwind Bow fires Stormthunder Arrows. Stormthunder Arrows deal Wind and Lightning DMG equal to of base DMG to a random enemy target and AoE DMG to adjacent enemy targets.
 	Shockbolt Crown 	• 	 	
* 
*
Apply Shockbolt Crown to an enemy target. At the start of each turn, this enemy target receives Wind and Lightning DoT equal to of base DMG. This DMG can trigger other DoT effects on the enemy target, dealing DMG equal to of the original DMG. Then, this DMG Bounces time(s), with the Bounce DMG equal to of the original DMG, and the triggered DoT equal to of the original DMG. Shockbolt Crown will be transferred to another enemy target when the original target is defeated. 	Apply Shockbolt Crown to an enemy target. At the start of each turn, this enemy target receives Wind and Lightning DoT equal to of base DMG. This DMG can trigger other DoT effects on the enemy target, dealing DMG equal to of the original DMG. Then, this DMG Bounces time(s), with the Bounce DMG equal to of the original DMG, and the triggered DoT equal to of the original DMG. Shockbolt Crown will be transferred to another enemy target when the original target is defeated. 	Apply Shockbolt Crown to an enemy target. At the start of each turn, this enemy target receives Wind and Lightning DoT equal to of base DMG. This DMG can trigger other DoT effects on the enemy target, dealing DMG equal to of the original DMG. Then, this DMG Bounces time(s), with the Bounce DMG equal to of the original DMG, and the triggered DoT equal to of the original DMG. Shockbolt Crown will be transferred to another enemy target when the original target is defeated. 	Apply Shockbolt Crown to an enemy target. At the start of each turn, this enemy target receives Wind and Lightning DoT equal to of base DMG. This DMG can trigger other DoT effects on the enemy target, dealing DMG equal to of the original DMG. Then, this DMG Bounces time(s), with the Bounce DMG equal to of the original DMG, and the triggered DoT equal to of the original DMG. Shockbolt Crown will be transferred to another enemy target when the original target is defeated. 	Apply Shockbolt Crown to an enemy target. At the start of each turn, this enemy target receives Wind and Lightning DoT equal to of base DMG. This DMG can trigger other DoT effects on the enemy target, dealing DMG equal to of the original DMG. Then, this DMG Bounces time(s), with the Bounce DMG equal to of the original DMG, and the triggered DoT equal to of the original DMG. Shockbolt Crown will be transferred to another enemy target when the original target is defeated.
 	Surprise in a Box 	• 	 	
* 
*
Surprise in a Box is triggered when an ally or weapon defeats an enemy target, dealing Imaginary and Quantum DMG equal to of the defeated target's Max HP plus base DMG to all enemy targets. 	Surprise in a Box is triggered when an ally or weapon defeats an enemy target, dealing Imaginary and Quantum DMG equal to of the defeated target's Max HP plus base DMG to all enemy targets. 	Surprise in a Box is triggered when an ally or weapon defeats an enemy target, dealing Imaginary and Quantum DMG equal to of the defeated target's Max HP plus base DMG to all enemy targets. 	Surprise in a Box is triggered when an ally or weapon defeats an enemy target, dealing Imaginary and Quantum DMG equal to of the defeated target's Max HP plus base DMG to all enemy targets. 	Surprise in a Box is triggered when an ally or weapon defeats an enemy target, dealing Imaginary and Quantum DMG equal to of the defeated target's Max HP plus base DMG to all enemy targets.
 	Eternal Fortress 	 	 	
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After an ally or weapon defeats enemy targets, Eternal Fortress provides a Shield equal to of base damage to all allies, lasting for turn(s). When characters with this Shield attacks, they deal Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consume the Shield and deal True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets. 	After an ally or weapon defeats enemy targets, Eternal Fortress provides a Shield equal to of base damage to all allies, lasting for turn(s). When characters with this Shield attacks, they deal Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consume the Shield and deal True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets. 	After an ally or weapon defeats enemy targets, Eternal Fortress provides a Shield equal to of base damage to all allies, lasting for turn(s). When characters with this Shield attacks, they deal Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consume the Shield and deal True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets. 	After an ally or weapon defeats enemy targets, Eternal Fortress provides a Shield equal to of base damage to all allies, lasting for turn(s). When characters with this Shield attacks, they deal Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consume the Shield and deal True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets. 	After an ally or weapon defeats enemy targets, Eternal Fortress provides a Shield equal to of base damage to all allies, lasting for turn(s). When characters with this Shield attacks, they deal Physical DMG equal to of the Shield effect. If the enemy target's current HP is lower than of the Shield effect, then consume the Shield and deal True Physical DMG to the enemy equal to its current HP. This DMG increases by against Elite and Boss targets.
 	Flaming Greatsword 	• 	• 	
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After allied characters consecutively act time(s), triggers Flaming Greatsword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Fire or Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s), and additionally increases the DMG dealt to Elite or Boss targets by . 	After allied characters consecutively act time(s), triggers Flaming Greatsword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Fire or Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s), and additionally increases the DMG dealt to Elite or Boss targets by . 	After allied characters consecutively act time(s), triggers Flaming Greatsword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Fire or Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s), and additionally increases the DMG dealt to Elite or Boss targets by . 	After allied characters consecutively act time(s), triggers Flaming Greatsword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Fire or Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s), and additionally increases the DMG dealt to Elite or Boss targets by . 	After allied characters consecutively act time(s), triggers Flaming Greatsword before the enemy's action and launches sword(s) at a random enemy target. Every sword deals Fire or Ice DMG equal to of base DMG. Every additional actions performed by an ally adds sword(s), and additionally increases the DMG dealt to Elite or Boss targets by .
 	Gambit in the Game 	• 	• 	
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Summons "Gambit in the Game" that has SPD. When taking action, fires a Chaos Chip at a random enemy target. The chip provides a tally number between 1 and 6, for a total of time(s). If the random number is 6, it instead gives point(s) in tally. When the tally finishes, every point of the tally deals Imaginary and Quantum DMG equal to of base DMG to the target enemy. 	Summons "Gambit in the Game" that has SPD. When taking action, fires a Chaos Chip at a random enemy target. The chip provides a tally number between 1 and 6, for a total of time(s). If the random number is 6, it instead gives point(s) in tally. When the tally finishes, every point of the tally deals Imaginary and Quantum DMG equal to of base DMG to the target enemy. 	Summons "Gambit in the Game" that has SPD. When taking action, fires a Chaos Chip at a random enemy target. The chip provides a tally number between 1 and 6, for a total of time(s). If the random number is 6, it instead gives point(s) in tally. When the tally finishes, every point of the tally deals Imaginary and Quantum DMG equal to of base DMG to the target enemy. 	Summons "Gambit in the Game" that has SPD. When taking action, fires a Chaos Chip at a random enemy target. The chip provides a tally number between 1 and 6, for a total of time(s). If the random number is 6, it instead gives point(s) in tally. When the tally finishes, every point of the tally deals Imaginary and Quantum DMG equal to of base DMG to the target enemy. 	Summons "Gambit in the Game" that has SPD. When taking action, fires a Chaos Chip at a random enemy target. The chip provides a tally number between 1 and 6, for a total of time(s). If the random number is 6, it instead gives point(s) in tally. When the tally finishes, every point of the tally deals Imaginary and Quantum DMG equal to of base DMG to the target enemy.
 	Kindest Benediction 	— 	 	
* 
*
Summons "Kindest Benediction" that has SPD. When it takes action, increase DMG dealt by all allies by , Advance all allies' actions Forward by , regenerate Energy and Skill Point(s), lasting for turn(s). Increases the DMG dealt by all allies in this game round by . 	Summons "Kindest Benediction" that has SPD. When it takes action, increase DMG dealt by all allies by , Advance all allies' actions Forward by , regenerate Energy and Skill Point(s), lasting for turn(s). Increases the DMG dealt by all allies in this game round by . 	Summons "Kindest Benediction" that has SPD. When it takes action, increase DMG dealt by all allies by , Advance all allies' actions Forward by , regenerate Energy and Skill Point(s), lasting for turn(s). Increases the DMG dealt by all allies in this game round by . 	Summons "Kindest Benediction" that has SPD. When it takes action, increase DMG dealt by all allies by , Advance all allies' actions Forward by , regenerate Energy and Skill Point(s), lasting for turn(s). Increases the DMG dealt by all allies in this game round by . 	Summons "Kindest Benediction" that has SPD. When it takes action, increase DMG dealt by all allies by , Advance all allies' actions Forward by , regenerate Energy and Skill Point(s), lasting for turn(s). Increases the DMG dealt by all allies in this game round by .
 	Cryoflame Thrower 	• 	• 	
* 
*
Summon "Cryoflame Thrower" that has SPD. When it takes action, deals Fire and Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s). Concurrently, there is a chance to inflict the Burn state on enemies, dealing Fire DoT equal to base DMG at the start of every turn, lasting for turn(s). 	Summon "Cryoflame Thrower" that has SPD. When it takes action, deals Fire and Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s). Concurrently, there is a chance to inflict the Burn state on enemies, dealing Fire DoT equal to base DMG at the start of every turn, lasting for turn(s). 	Summon "Cryoflame Thrower" that has SPD. When it takes action, deals Fire and Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s). Concurrently, there is a chance to inflict the Burn state on enemies, dealing Fire DoT equal to base DMG at the start of every turn, lasting for turn(s). 	Summon "Cryoflame Thrower" that has SPD. When it takes action, deals Fire and Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s). Concurrently, there is a chance to inflict the Burn state on enemies, dealing Fire DoT equal to base DMG at the start of every turn, lasting for turn(s). 	Summon "Cryoflame Thrower" that has SPD. When it takes action, deals Fire and Ice DMG equal to of base DMG to all enemies, with a base chance of inflicting Freeze on the enemy targets. While Frozen, enemy targets cannot take action and take Additional Ice DMG equal to of base DMG at the start of every turn, lasting for turn(s). Concurrently, there is a chance to inflict the Burn state on enemies, dealing Fire DoT equal to base DMG at the start of every turn, lasting for turn(s).
 	Prison-Shatter Hammer 	• 	• 	
* 
*
Summon "Prison-Shatter Hammer" that has SPD. When it takes action, deals Wind and Lightning DMG equal to of base DMG to the enemy target with the highest current HP and inflict Reverberation on the target. This DMG increases by against Elite and Boss targets. There is a fixed chance to repeatedly deal this damage, up to times. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets. Reverberation will be transferred to another enemy if the current afflicted target is defeated.	Summon "Prison-Shatter Hammer" that has SPD. When it takes action, deals Wind and Lightning DMG equal to of base DMG to the enemy target with the highest current HP and inflict Reverberation on the target. This DMG increases by against Elite and Boss targets. There is a fixed chance to repeatedly deal this damage, up to times. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets. Reverberation will be transferred to another enemy if the current afflicted target is defeated.	Summon "Prison-Shatter Hammer" that has SPD. When it takes action, deals Wind and Lightning DMG equal to of base DMG to the enemy target with the highest current HP and inflict Reverberation on the target. This DMG increases by against Elite and Boss targets. There is a fixed chance to repeatedly deal this damage, up to times. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets. Reverberation will be transferred to another enemy if the current afflicted target is defeated.	Summon "Prison-Shatter Hammer" that has SPD. When it takes action, deals Wind and Lightning DMG equal to of base DMG to the enemy target with the highest current HP and inflict Reverberation on the target. This DMG increases by against Elite and Boss targets. There is a fixed chance to repeatedly deal this damage, up to times. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets. Reverberation will be transferred to another enemy if the current afflicted target is defeated.	Summon "Prison-Shatter Hammer" that has SPD. When it takes action, deals Wind and Lightning DMG equal to of base DMG to the enemy target with the highest current HP and inflict Reverberation on the target. This DMG increases by against Elite and Boss targets. There is a fixed chance to repeatedly deal this damage, up to times. Whenever another enemy target receives DMG, the enemy target afflicted with Reverberation will additionally receive Wind DMG equal to of the DMG received by the other enemy targets. Reverberation will be transferred to another enemy if the current afflicted target is defeated.
 	Time's Eternity 	• 	 	
* 
*
After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. Enemies will also be afflicted with Chagrined when they are afflicted with other debuffs. Chagrined increases DMG received by the enemy target by , up to stack(s). When max stacks are reached, Time's Eternity deals Imaginary and Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies, while reducing Chagrined stacks by . 	After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. Enemies will also be afflicted with Chagrined when they are afflicted with other debuffs. Chagrined increases DMG received by the enemy target by , up to stack(s). When max stacks are reached, Time's Eternity deals Imaginary and Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies, while reducing Chagrined stacks by . 	After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. Enemies will also be afflicted with Chagrined when they are afflicted with other debuffs. Chagrined increases DMG received by the enemy target by , up to stack(s). When max stacks are reached, Time's Eternity deals Imaginary and Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies, while reducing Chagrined stacks by . 	After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. Enemies will also be afflicted with Chagrined when they are afflicted with other debuffs. Chagrined increases DMG received by the enemy target by , up to stack(s). When max stacks are reached, Time's Eternity deals Imaginary and Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies, while reducing Chagrined stacks by . 	After allies hit enemy target(s), there is a fixed chance to inflict Chagrined to the target. Enemies will also be afflicted with Chagrined when they are afflicted with other debuffs. Chagrined increases DMG received by the enemy target by , up to stack(s). When max stacks are reached, Time's Eternity deals Imaginary and Quantum DMG equal to of base DMG to the target. This DMG increases by against Elite and Boss enemies, while reducing Chagrined stacks by .
 	Pretentious Visage 	• 	• 	
* 
*
Summon "Pretentious Visage" with SPD. When it takes action, attacks all enemies twice and deals Fire and Ice DMG equal to of base DMG. Every target defeated adds another hit. The extra hits deal DMG equal to of the original DMG. For every enemy target defeated by this weapon or "Scoundrel's Kindness" in this game round, the DMG multiplier increases by . (Already defeated: ) 	Summon "Pretentious Visage" with SPD. When it takes action, attacks all enemies twice and deals Fire and Ice DMG equal to of base DMG. Every target defeated adds another hit. The extra hits deal DMG equal to of the original DMG. For every enemy target defeated by this weapon or "Scoundrel's Kindness" in this game round, the DMG multiplier increases by . (Already defeated: ) 	Summon "Pretentious Visage" with SPD. When it takes action, attacks all enemies twice and deals Fire and Ice DMG equal to of base DMG. Every target defeated adds another hit. The extra hits deal DMG equal to of the original DMG. For every enemy target defeated by this weapon or "Scoundrel's Kindness" in this game round, the DMG multiplier increases by . (Already defeated: ) 	Summon "Pretentious Visage" with SPD. When it takes action, attacks all enemies twice and deals Fire and Ice DMG equal to of base DMG. Every target defeated adds another hit. The extra hits deal DMG equal to of the original DMG. For every enemy target defeated by this weapon or "Scoundrel's Kindness" in this game round, the DMG multiplier increases by . (Already defeated: ) 	Summon "Pretentious Visage" with SPD. When it takes action, attacks all enemies twice and deals Fire and Ice DMG equal to of base DMG. Every target defeated adds another hit. The extra hits deal DMG equal to of the original DMG. For every enemy target defeated by this weapon or "Scoundrel's Kindness" in this game round, the DMG multiplier increases by . (Already defeated: )
== Accessories==
Icon	Accessory 	Type(s)	Tag(s) 	
 	Wind Shear Arrows 	—	 	
Increases the number of attacks of Launch-type weapons by time(s).	
Increases the number of attacks of Launch-type weapons by time(s).	
Increases the number of attacks of Launch-type weapons by time(s).	
Increases the number of attacks of Launch-type weapons by time(s).	
Increases the number of attacks of Launch-type weapons by time(s).
 	Gunpowder Ribbon 	—	 	
For every extra target AoE-type weapons hits, their DMG increases by .	
For every extra target AoE-type weapons hits, their DMG increases by .	
For every extra target AoE-type weapons hits, their DMG increases by .	
For every extra target AoE-type weapons hits, their DMG increases by .	
For every extra target AoE-type weapons hits, their DMG increases by .
 	Me For Everyone 	—	 	
Summon-type weapons' SPD increases by .	
Summon-type weapons' SPD increases by .	
Summon-type weapons' SPD increases by .	
Summon-type weapons' SPD increases by .	
Summon-type weapons' SPD increases by .
 	Lightning Storm Shackles	• 	—	
Wind and Lightning DMG dealt by allies and allied weapons increase by .	
Wind and Lightning DMG dealt by allies and allied weapons increase by .	
Wind and Lightning DMG dealt by allies and allied weapons increase by .	
Wind and Lightning DMG dealt by allies and allied weapons increase by .	
Wind and Lightning DMG dealt by allies and allied weapons increase by .
 	Icefire Talisman 	• 	—	
Ice and Fire DMG dealt by allies and allied weapons increase by .	
Ice and Fire DMG dealt by allies and allied weapons increase by .	
Ice and Fire DMG dealt by allies and allied weapons increase by .	
Ice and Fire DMG dealt by allies and allied weapons increase by .	
Ice and Fire DMG dealt by allies and allied weapons increase by .
 	All or Nothing 	• • 	—	
Imaginary, Quantum, and Physical DMG dealt by allies and allied weapons increase by .	
Imaginary, Quantum, and Physical DMG dealt by allies and allied weapons increase by .	
Imaginary, Quantum, and Physical DMG dealt by allies and allied weapons increase by .	
Imaginary, Quantum, and Physical DMG dealt by allies and allied weapons increase by .	
Imaginary, Quantum, and Physical DMG dealt by allies and allied weapons increase by .
 	Disco Baseball 	—	—	
During this game round, every DMG Type dealt by allies and weapons will increase ally and weapon DMG by .	
During this game round, every DMG Type dealt by allies and weapons will increase ally and weapon DMG by .	
During this game round, every DMG Type dealt by allies and weapons will increase ally and weapon DMG by .	
During this game round, every DMG Type dealt by allies and weapons will increase ally and weapon DMG by .	
During this game round, every DMG Type dealt by allies and weapons will increase ally and weapon DMG by .
 	Heart of Eternity 	—	—	
Upon obtaining and when leveling up Heart of Eternity, completely recovers all allies' HP, Skill Points, and Energy. When the team level increases, all allies restore HP, recover Skill Points, and regenerate Energy.	
Upon obtaining and when leveling up Heart of Eternity, completely recovers all allies' HP, Skill Points, and Energy. When the team level increases, all allies restore HP, recover Skill Points, and regenerate Energy.	
Upon obtaining and when leveling up Heart of Eternity, completely recovers all allies' HP, Skill Points, and Energy. When the team level increases, all allies restore HP, recover Skill Points, and regenerate Energy.	
Upon obtaining and when leveling up Heart of Eternity, completely recovers all allies' HP, Skill Points, and Energy. When the team level increases, all allies restore HP, recover Skill Points, and regenerate Energy.	
Upon obtaining and when leveling up Heart of Eternity, completely recovers all allies' HP, Skill Points, and Energy. When the team level increases, all allies restore HP, recover Skill Points, and regenerate Energy.
 	Shards of the Crown 	—	—	
All allies' SPD increases by .	
All allies' SPD increases by .	
All allies' SPD increases by .	
All allies' SPD increases by .	
All allies' SPD increases by .
 	Fire-Treading Cryoflare 	—	—	
Reduces all enemy targets' Effect RES by .	
Reduces all enemy targets' Effect RES by .	
Reduces all enemy targets' Effect RES by .	
Reduces all enemy targets' Effect RES by .	
Reduces all enemy targets' Effect RES by .
 	Greed of the Sublime 	—	—	
For every time(s) that allies and weapons deal DMG, increases the next DMG dealt by .	
For every time(s) that allies and weapons deal DMG, increases the next DMG dealt by .	
For every time(s) that allies and weapons deal DMG, increases the next DMG dealt by .	
For every time(s) that allies and weapons deal DMG, increases the next DMG dealt by .	
For every time(s) that allies and weapons deal DMG, increases the next DMG dealt by .
 	Golden Rose 	—	—	
When an ally character's turn ends, there is a fixed chance of Advancing their action Forward by .	
When an ally character's turn ends, there is a fixed chance of Advancing their action Forward by .	
When an ally character's turn ends, there is a fixed chance of Advancing their action Forward by .	
When an ally character's turn ends, there is a fixed chance of Advancing their action Forward by .	
When an ally character's turn ends, there is a fixed chance of Advancing their action Forward by .
 	Tireless 	—	 	
Increases the DMG that Focus-type weapons deal to elite and boss targets by .	
Increases the DMG that Focus-type weapons deal to elite and boss targets by .	
Increases the DMG that Focus-type weapons deal to elite and boss targets by .	
Increases the DMG that Focus-type weapons deal to elite and boss targets by .	
Increases the DMG that Focus-type weapons deal to elite and boss targets by .
 	Duelist's Fist 	—	—	
Increases Experience gain by .	
Increases Experience gain by .	
Increases Experience gain by .	
Increases Experience gain by .	
Increases Experience gain by .
 	Reward of Diligence 	—	—	
Increases Tokens gain by .	
Increases Tokens gain by .	
Increases Tokens gain by .	
Increases Tokens gain by .	
Increases Tokens gain by .
 	Overdosing Prescription 	—	—	
Increases DMG dealt by ally characters and weapons by . Increases DMG dealt by enemy targets by .	
Increases DMG dealt by ally characters and weapons by . Increases DMG dealt by enemy targets by .	
Increases DMG dealt by ally characters and weapons by . Increases DMG dealt by enemy targets by .	
Increases DMG dealt by ally characters and weapons by . Increases DMG dealt by enemy targets by .	
Increases DMG dealt by ally characters and weapons by . Increases DMG dealt by enemy targets by .
==Change History==