Divergent Universe/Blessings

==Blessings==
===Trailblaze===
At the beginning of each Extrapolation, the player can choose one of three Trailblaze Blessings that grant 4/5/6 random Blessings, of which 3/2/1 will be Blessings required by Equations. These Blessings are not registered in the Gallery of Possibilities.
Icon	Name 	Effect
 	Mechanic 	Obtain 4 random Blessings, of which at least 3 will be Blessings required by Equations
 	Surveyor 	Obtain 5 random Blessings, of which at least 2 will be Blessings required by Equations
 	Adventurer	Obtain 6 random Blessings, of which at least 1 will be Blessings required by Equations
===Preservation===
Icon	Name 	Effect 	Enhanced Effect
 	Divine Construct: Resonance Transfer 	After a character launches an attack, deals DMG equal to of the character's current Shield to the hit enemies. 	After a character launches an attack, deals DMG equal to of the character's current Shield effect plus of the total Shield effect of the character's allies to the hit enemies.
 	Divine Construct: Metastatic Field 	After a character is attacked, deals DMG to the attacker, equal to of the character's Shield effect just before the attack. This DMG cannot defeat the enemy. 	After a character is attacked, deals DMG to the attacker, equal to of the character's Shield effect just before the attack. This DMG cannot defeat the enemy.
 	Divine Construct: Macrosegregation 	Characters gain a special Shield. When characters obtain other Shields, this special Shield will increase by of the new Shield effect. At the start of the character's turn, lose of the Shield effect that exceeds of the character's Max HP.	Characters gain a special Shield. When characters obtain other Shields, this special Shield will increase by of the new Shield effect. At the start of the character's turn, lose of the Shield effect that exceeds of the character's Max HP.
 	Interstellar Construct: Shear Structure 	Characters deal increased DMG to their target enemy, and enemies adjacent to it also take DMG equal to of DMG dealt to the target enemy. 	Characters deal increased DMG to their target, and other targets also take DMG equal to of DMG dealt to the target enemy.
 	Interstellar Construct: Solid Solution 	Deals increased DMG to enemies. The amount of DMG increased is equal to of the character's current DEF. 	Deals increased DMG to enemies. The amount of DMG increased is equal to of the character's current DEF.
 	Interstellar Construct: Safe Load 	Shielded characters increase their ATK by of the Shield effect on them, up to a maximum of of their Base ATK. 	Shielded characters increase their ATK by of the Shield effect on them, up to a maximum of of their Base ATK.
 	Interstellar Construct: Sanctuary 	At the end of the turn, characters gain a Shield that can block DMG equal to of their Max HP, lasting for turn(s). 	At the end of the turn, characters gain a Shield that can block DMG equal to of their Max HP, lasting for turn(s).
 	Interstellar Construct: Quadrangular Pyramid	Increase the max DMG that can be absorbed by Shields created by characters by . 	When characters' gain a Shield, increases the max DMG that can be absorbed by the Shield by .
 	Interstellar Construct: Hypereutectoid 	When a character provides Shields to an ally, both units will increase their DMG dealt by , stacking up to time(s), lasting for turn(s). 	When a character provides Shields to an ally, both units will increase their DMG dealt by , stacking up to time(s), lasting for turn(s).
 	Interstellar Construct: Inversion Cube 	Increases CRIT Rate of DMG dealt by characters by and CRIT DMG by . 	Increases CRIT Rate of DMG dealt by characters by and CRIT DMG by .
 	Construct: Assemble 	Increases characters' DEF by . 	Increases characters' DEF by .
 	Construct: Sentinel 	Upon entering battle, characters gain a Shield equal to of their Max HP, lasting for turn(s). 	Upon entering battle, characters gain a Shield equal to of their Max HP, lasting for turn(s).
 	Construct: Patch 	After a character is attacked, they gain a Shield that can absorb DMG equal to of the HP lost during this attack, lasting for turn(s). 	After a character is attacked, they gain a Shield that can absorb DMG equal to of the HP lost during this attack, lasting for turn(s).
 	Construct: Compensation 	After a character inflicts Weakness Break on an enemy, characters gain a Shield that can absorb DMG equal to of their Max HP, lasting for turn(s). 	After a character inflicts Weakness Break on an enemy, characters gain a Shield that can absorb DMG equal to of their Max HP, lasting for turn(s).
 	Construct: Firmness 	Shielded characters take less DMG. 	Shielded characters take less DMG.
 	Construct: Rotation 	When a character gains a Shield, there is a fixed chance to dispel 1 debuff that is currently placed on the character. 	When a character gains a Shield, there is a fixed chance to dispel 1 debuff that is currently placed on the character.
 	Construct: Burst 	Increases the CRIT DMG of Shielded characters by . 	Increases the CRIT DMG of Shielded characters by .
 	Construct: Concentration 	Increases the CRIT Rate of Shielded characters by . 	Increases the CRIT Rate of Shielded characters by .
===Remembrance===
Icon	Name 	Effect 	Enhanced Effect
 	Perfect Experience: Fuli 	When attacking Frozen enemies, there is a base chance to inflict for turn(s). 	When attacking Frozen enemies, there is a base chance to apply to the enemy for turn(s). Additionally deals more DMG dealt when is removed
 	Perfect Experience: Innocence 	After a character inflicts Weakness Break on an enemy, there is a base chance to apply on the enemy for turn(s). 	After a character inflicts Weakness Break on an enemy, there is a base chance to apply on the enemy for turn(s). This effect ignores enemies' chance to resist Frozen.
 	Perfect Experience: Reticence 	After an enemy is attacked time(s), they have a base chance to become Frozen for turn(s). 	After an enemy is attacked time(s), they have a base chance to become Frozen for turn(s).
 	Ultimate Experience: Dizziness 	Increases the DMG taken by enemies with by . This effect will remain for 1 turn after is removed. 	Increases the DMG taken by enemies with by . This effect will remain for 1 turn after is removed.
 	Ultimate Experience: Insensitivity 	After is removed from an enemy, there is a base chance to Freeze the enemy for turn(s). 	After is removed from an enemy, there is a base chance to Freeze the enemy for turn(s).
 	Ultimate Experience: Hesitance 	When Freeze is dispelled, enemy targets deal less DMG, lasting for turn(s). 	When Freeze is dispelled, enemy targets deal less DMG, lasting for turn(s).
 	Ultimate Experience: Insight 	When a character Freezes an enemy, their Effect Hit Rate increases by . After Freezing an enemy, the DMG dealt by the character increases by , lasting for turn(s). 	When a character Freezes an enemy, their Effect Hit Rate increases by . After Freezing an enemy, the DMG dealt by the character increases by , lasting for turn(s).
 	Ultimate Experience: Shudder 	After a character uses their Ultimate, there is a base chance to apply Ice Weakness to a random enemy for turn(s). 	After a character uses their Ultimate, there is a base chance to apply Ice Weakness to a random enemy who has no Ice Weakness for turn(s).
 	Ultimate Experience: Maverick 	Upon entering battle, there is a base chance for all enemies to become Frozen for turn(s). 	Upon entering battle, there is a base chance for all enemies to become Frozen and have their SPD reduced by , lasting for turn(s).
 	Ultimate Experience: Cynicism 	After allies use an attack, there is a base chance to inflict the state to the attacked target(s). This effect can trigger a maximum of time(s) per enemy target per battle. 	After allies use an attack, there is a base chance to inflict the state to the attacked target(s). This effect can trigger a maximum of time(s) per enemy target per battle.
 	Experience: Chronic Ruin 	Reduces enemy targets' chance to resist Frozen by . 	Reduces enemy targets' chance to resist Frozen by .
 	Experience: The Torment of Alienation	Characters' Effect Hit Rate increases by . 	Characters' Effect Hit Rate increases by .
 	Experience: Lost Memory 	When attacks reduce an enemy's HP percentage to a point that is lower than for the first time in this battle, there's a base chance to Freeze the enemy for turn(s). 	When attacks reduce an enemy's HP percentage to a point that is lower than for the first time in this battle, there's a base chance to Freeze the enemy for turn(s).
 	Experience: Stone Cold Hatred 	When a character uses their Skill or Ultimate to attack a Frozen enemy, DMG for this attack increases by . 	When a character uses their Skill or Ultimate to attack a Frozen enemy, DMG for this attack increases by .
 	Experience: Pain & Suffering 	After characters attack a Frozen enemy target, deals Additional DMG equal to of the attacker's ATK. 	After characters attack a Frozen enemy target, deals Additional DMG equal to of the attacker's ATK.
 	Experience: Primordial Hardship 	Increases the DMG taken by Frozen enemies by . 	Increases the DMG taken by Frozen enemies by .
 	Experience: Thrill of Escalation 	When a character Freezes an enemy, regenerates Energy. This effect may only trigger once per action. 	When a character Freezes an enemy, regenerates Energy. This effect may only trigger once per action.
 	Experience: Responsive Excitement 	When the Freeze on an enemy target is dispelled, the character with the lowest Shield strength gains a Shield that can block DMG equal to of their Max HP, lasting for turn(s).	When the Freeze on an enemy target is dispelled, the character with the lowest Shield strength gains a Shield that can block DMG equal to of their Max HP, lasting for turn(s).
===Nihility===
Icon	Name 	Effect 	Enhanced Effect
 	Funeral of Sensory Pursuivant 	Every time an enemy takes DMG from a DoT, applies stack(s) of . 	Every time an enemy takes DMG from a DoT, apply stack(s) of on them. After reaches 99 stacks for the first time, the provided DoT Vulnerability is no longer affected by the number of stacks and is set at .
 	An Extra Person's Diary 	When a character Breaks an enemy's Weakness or attacks a Weakness Broken enemy, inflicts either or stack(s) of . 	When a character Breaks an enemy's Weakness or attacks a Weakness Broken enemy, inflicts either or stack(s) of .
 	Why Hasn't Everything Already Disappeared?	At the beginning of an enemy target's turn, additionally triggers extra DoT DMG calculations time(s), and each DoT status currently on the target immediately deals DMG equal to of the original DMG.	At the beginning of an enemy target's turn, additionally trigger extra DoT DMG calculations time(s), and each DoT status currently on the target will immediately deal DMG equal to of the original DMG.
 	Beginning and End 	When an enemy inflicted with is defeated, inflicts the same number of stacks of the defeated enemy has on random enemy target(s). 	When an enemy inflicted with is defeated, inflicts the same number of stacks of the defeated enemy has on random enemy target(s).
 	Café Self-Deceit 	When an enemy has on them, inflicts extra stack(s) of . 	When an enemy is inflicted with , the stacks it gains are doubled.
 	Fatal Ailment 	After an enemy receives DoT, they deal reduced DMG, stacking up to time(s) and lasting until the end of the turn. 	After an enemy receives DoT, they deal reduced DMG, stacking up to time(s) and lasting until the end of the turn.
 	Night Beyond Pyre 	Increases characters' Weakness Break Efficiency by . 	Increases characters' Weakness Break Efficiency by .
 	Hell is Other People 	When a character Breaks an enemy's Weakness, deals Break DMG equal to of the Weakness Break DMG 1 time to enemies adjacent to it. 	When a character Breaks an enemy's Weakness, deals Break DMG equal to of the Weakness Break DMG 1 time to all other enemy targets.
 	All Things are Possible 	If an enemy is attacked while under any DoT statuses, a random DoT will be triggered, dealing DMG equal to of the DoT. 	If an enemy is attacked while under any DoT statuses, a random DoT will be triggered, dealing DMG equal to of the DoT.
 	Path Through the Woods 	When enemy targets enter battle, they gain stack(s) of . 	When enemy targets enter battle, they gain stack(s) of .
 	Ignosticism 	DoT effects applied by characters deal more DMG. 	DoT effects applied by characters deal more DMG.
 	Simulacrum Disintegration 	Increases characters' ATK by . 	Increases characters' ATK by .
 	Blind Vision 	Reduces enemies' Effect RES by . 	Reduces enemies' Effect RES by .
 	Tragic Lecture 	Increases DoT taken by enemies by . 	Increases DoT taken by enemies by .
 	Self-Manifestation 	Reduces DEF of Enemies with their Weakness Broken by . 	Reduces DEF of Enemies with their Weakness Broken by .
 	Emotional Decluttering 	Every time an enemy target is afflicted with a DoT status, the DMG taken by them increases by . This effect can stack up to time(s). 	Every time an enemy target is afflicted with a DoT status, the DMG taken by them increases by . This effect can stack up to time(s).
 	Offerings of Deception 	Every time an enemy takes DMG from a DoT, all allies restore HP equal to of their respective Max HP. 	Every time an enemy takes DMG from a DoT, all allies restore HP equal to of their respective Max HP.
 	Before Sunrise 	Every time an enemy receives a DoT, regenerates Energy for a random ally. Enemies can trigger this effect for a max of time(s) in one turn. 	Every time an enemy receives a DoT, regenerates Energy for a random ally. Enemies can trigger this effect for a max of time(s) in one turn.
===Abundance===
Icon	Name 	Effect 	Enhanced Effect
 	Perennial Prosperity, Lush Longevity	Charges when a character's HP is restored. The Charge value is equal to of the amount of healing received. 	Charges when a character's HP is restored. The Charge value is equal to of the amount of healing received, and increases 's DMG multiplier by of the original multiplier.
 	Mudra of Blessing 	Charges at the beginning of a character's turn. The Charge value is equal to of their current HP. 	Charges at the beginning of a character's turn. The Charge value is equal to of their Max HP.
 	All Abundance in One Mind 	When a character provides healing, allies other than the healed target will also gain HP equal to of the Outgoing Healing. 	Characters' Max HP increases by . When a character provides healing, allies other than the healed target will also gain HP equal to of the Outgoing Healing.
 	Sin Dead, Grace Born 	Restores HP to the character equal to of the Charge value when ruptures, up to of the character's Max HP. 	Restores HP equal to of the Charge value when ruptures, up to of the character's Max HP and no less than of their Max HP.
 	The Blessed Many 	When a character's HP is full, increases the Charging Efficiency for by . 	When a character's HP is full, increases the Charging Efficiency for by .
 	Candlelight Radiance 	When a character provides healing to allies, increases the ATK of both units by for turn(s). 	When a character provides healing to allies, increases the ATK of all allies by for turn(s).
 	Bitter Is the Bane 	After launching attacks, characters deal Additional DMG equal to of their current HP. 	Whenever a character attacks, deals Additional DMG to the enemy equal to of the character's Max HP.
 	Corporeal Pellucidity 	When a character's HP is fully restored, reduces their DMG received by and increases Effect RES by until after they are attacked. 	When a character's HP is fully restored, reduces their DMG received by and increases Effect RES by until after they are attacked.
 	Prajna Voyage 	When being healed by an ally, characters restore extra HP equal to of the amount of HP healed. 	When being healed by an ally, characters restore extra HP equal to of the amount of HP healed.
 	Offering of Incinerated Flesh 	DMG caused by characters increase its CRIT Rate by and CRIT DMG by . 	DMG caused by characters increase its CRIT Rate by and CRIT DMG by .
 	Dharma Rain 	When a character's restored HP exceeds their Max HP, increases their Max HP by , lasting for turn(s). 	When a character's restored HP exceeds their Max HP, increases their Max HP by , lasting for turn(s).
 	Dew Delight 	Increases Incoming Healing by . 	Increases Incoming Healing by .
 	Extended Life 	When a character has their HP percentage lowered to below for the first time in battle, they restore HP equal to of their Max HP. 	When a character has their HP percentage lowered to below for the first time in battle, they restore HP equal to of their Max HP.
 	Mudra 	After a character inflicts Weakness Break on an enemy, restores HP to the character equal to of their Max HP. 	After a character inflicts Weakness Break on an enemy, restores HP to the character equal to of their Max HP.
 	Peril Parry 	After a character is healed, increases their DEF by for turn(s). 	After a character is healed, increases their DEF by for turn(s).
 	Back to Life 	After a character provides healing, they restore HP equal to of their Max HP. This effect can only trigger once per action. 	After a character provides healing, they restore HP equal to of their Max HP. This effect can only trigger once per action.
 	Force Victoire 	After a character is healed, increases their SPD by for turn(s). 	After a character is healed, increases their SPD by for turn(s).
 	Anointment 	When a character's restored HP exceeds their Max HP, there's a fixed chance to dispel 1 debuff on the character. This effect can be triggered up to time(s) per turn.	When a character's restored HP exceeds their Max HP, there's a fixed chance to dispel 1 debuff on the character. This effect can be triggered up to time(s) per turn.
===The Hunt===
Icon	Name 	Effect 	Enhanced Effect
 	Empyrean Imperium 	When a character's turn begins, they gain stack(s) of . 	When a character's turn begins, they gain stack(s) of and sets the stack limit of to .
 	Radiant Supreme 	After a character defeats an enemy, their action is Advanced Forward by 100%. At the beginning of the next turn, they gain stack(s) of . 	After a character defeats an enemy, their action is Advanced Forward by 100%. At the beginning of the next turn, they gain stack(s) of .
 	Sovereign Skybreaker 	After a character inflicts Weakness Break on an enemy, their action Advances Forward by 100% and increases the DMG dealt by their next attack by . 	After a character Breaks enemy targets' Weakness, their action Advances Forward by 100% and the DMG they deal increases by . The DMG Boost effect stacks up to time(s) and lasts until the character is attacked.
 	Skyward Vendetta 	If a character has higher than 100% CRIT Rate and has the status, for every 1% CRIT Rate that exceeds 100%, CRIT DMG increases by . CRIT DMG can be increased this way by up to .	If a character has higher than 100% CRIT Rate and has the status, for every 1% CRIT Rate that exceeds 100%, CRIT DMG increases by . CRIT DMG can be increased this way by up to .
 	Adept's Bow 	When any ally uses their Ultimate, they can inherit , and the number of stacks increases by . 	When any ally uses their Ultimate or performs a follow-up attack, they can inherit , and the number of stacks increases by .
 	Mistwraith Pursuit 	When the same character acts consecutively, their ATK increases by . This effect can stack up to time(s). 	When the same character acts consecutively, their ATK increases by . This effect can stack up to times and gives a fixed chance to recover 1 Skill Point. This effect cannot be triggered repeatedly.
 	Starward Demonhunt 	After a character launches an attack, reduces their DMG taken by . This effect stacks up to time(s) and lasts until character is attacked. 	After a character launches an attack, reduces their DMG taken by . This effect stacks up to time(s) and lasts until character is attacked.
 	Borisin Chase 	After every turn(s) conducted by all allies, the current character's action is Advanced Forward by 100%. The effect cannot be triggered repeatedly by the same character. 	After every turn(s) conducted by all allies, the current character's action is Advanced Forward by 100%. The effect cannot be triggered repeatedly by the same character. Upon entering battle, turn(s) are considered to have already passed.
 	Rainbow Fang 	When a character defeats an enemy, restores all allies' HP equal to of their respective Max HP and increases their ATK by , lasting for turn(s). 	When a character defeats an enemy, restores all allies' HP equal to of their respective Max HP and increases their ATK by , lasting for turn(s).
 	Plague-Purging Warfare 	If a character has stack(s) or higher of at the start of their turn, their SPD increases by , lasting for turn(s). 	If a character has stack(s) or higher of at the start of their turn, their SPD increases by , lasting for turn(s).
 	Vermeil Bow and White Arrow	Increases characters' SPD by . 	Increases characters' SPD by .
 	Sit Life, Hit Death 	Increases CRIT Rate by . 	Increases CRIT Rate by .
 	Stay High, Strike Low 	Increases CRIT DMG by . 	Increases CRIT DMG by .
 	Thundering Chariot 	After a character inflicts Weakness Break on an enemy, delays the enemy's action by . 	After a character inflicts Weakness Break on an enemy, delays the enemy's action by .
 	Constellation Surge 	After characters Break an enemy's Weakness, increases their SPD by , lasting until the character is attacked. 	After characters Break an enemy's Weakness, increases their SPD by , lasting until the character is attacked.
 	Astral Menace 	At the end of a character's turn, their next action is Advanced Forward by . 	At the end of a character's turn, their next action is Advanced Forward by .
 	Arboreal Volley 	At the beginning of a character's turn, they regenerate Energy. 	At the beginning of a character's turn, they regenerate Energy.
 	Arrow Shades Bow 	At the beginning of a character's turn, receives an ATK boost equal to of the last-acting ally's ATK. This will last until the next turn starts. 	At the beginning of a character's turn, receives an ATK boost equal to of the last-acting ally's ATK. This will last until the next turn starts.
===Destruction===
Icon	Name 	Effect 	Enhanced Effect
 	Quasar Meltdown Constant 	Every time a character loses or heals of their HP, obtain stack(s) of the effect, with up to stacks can be obtained each turn. When the total HP lost or restored equals to of HP, increases the character's Break Effect by .	Every time a character loses or heals of their HP, obtain stack(s) of the effect, with up to stacks can be obtained each turn. When the total HP lost or restored equals to of HP, increases the character's Break Effect by .
 	Boundary Density Expansion Group 	Every time a character loses or heals HP, they gain stack(s) of the effect. This effect can be triggered up to 1 time for each attack taken. 	Every time a character loses or has HP restored, they gain stack(s) of the effect and randomly grants of their other teammates stack(s) of the effect. This effect can be triggered up to 1 time for each attack taken.
 	Regression Inequality of Annihilation	When player characters are hit, DMG taken by the characters is distributed among all allies. 	Receives less DMG. When player characters are hit, DMG taken by the characters is distributed among all allies.
 	Catastrophic Resonance 	When characters with use their Basic ATK/Skill/Ultimate to deal DMG, increases DMG taken by enemies by . When reaches more than stacks, additionally increases Break DMG taken by enemies by . 	When characters with use their Basic ATK/Skill/Ultimate to deal DMG, increases DMG taken by enemies by . When reaches more than stacks, additionally increases Break DMG taken by enemies by .
 	Indicative Depth of Field 	Characters with will receive less DMG. When their HP percentage is lower than , additionally reduces DMG by . 	Characters with will receive less DMG. When their HP percentage is lower than , additionally reduces DMG by .
 	Tide of Devastation 	After a character loses or heals themselves for accumulated HP, the next time they attack a Weakness Broken enemy, converts the Toughness Reduction of the attack into 1 instance of . 	After a character loses or heals themselves for accumulated HP, the next time they attack a Weakness Broken enemy, converts the Toughness Reduction of the attack into 1 instance of .
 	Decaying Implosion 	After a character loses HP or heals themselves for in total, increase their All-Type RES PEN by , which additionally increases Super Break DMG dealt by . 	After a character loses HP or heals themselves for in total, increase their All-Type RES PEN by , which additionally increases Super Break DMG dealt by .
 	Disciplinary Flicker 	If a character's HP percentage is lower than after being attacked or losing HP, restores their HP by of their Max HP. 	If a character's HP percentage is lower than after being attacked or losing HP, restores their HP by of their Max HP. The lower the current HP is, the more HP will be restored this way, but no more than .
 	Disruptive Pulse 	When a character's HP percentage falls lower than , restores a set amount of Energy equal to of the character's Max Energy. This effect can only trigger again after turn(s). 	When a character's HP percentage falls lower than , restores a set amount of Energy equal to of the character's Max Energy and Skill Point(s). This effect can only trigger again after turn(s).
 	Regressive Bull Market 	When characters enter battle, gain stack(s) of . 	When characters enter battle, gain stack(s) of .
 	Cleft Singularity 	Increases characters' Break Effect by . 	Increases characters' Break Effect by .
 	Reflection 	When struck with a killing blow, instead of becoming downed, characters immediately restore HP by of their Max HP. The allied team can only trigger this effect time(s) per battle. 	When struck with a killing blow, instead of becoming downed, characters immediately restore HP by of their Max HP. The allied team can only trigger this effect time(s) per battle.
 	Orbital Redshift 	Increases Max HP by . 	Increases Max HP by .
 	Quasar Jet 	Increases Break DMG taken by enemies by . 	Increases Break DMG taken by enemies by .
 	Metric Reservation 	Upon entering battle, characters consume their HP by an amount equal to of their Max HP, and gain a Shield that can absorb DMG equal to the HP difference between the character's Max HP and current HP, lasting for turn(s). 	Upon entering battle, characters consume their HP by an amount equal to of their Max HP, and gain a Shield that can absorb DMG equal to the HP difference between the character's Max HP and current HP, lasting for turn(s).
 	Sentinel Satellite 	When a character's HP percentage is lower than , they gain a Shield that can absorb DMG equal to of their Max HP for turn(s). This effect can only be triggered time(s) by each character per battle. 	When a character's HP percentage is lower than , they gain a Shield that can absorb DMG equal to of their Max HP for turn(s). This effect can only be triggered time(s) by each character per battle.
 	Polarization Receptor 	After a character loses HP or heals themselves, increases their DEF by until the start of the next turn. 	After a character loses HP or heals themselves, increases their DEF by until the start of the next turn.
 	Eternally Collapsing Object 	After a character loses HP or heals themselves, increases their Effect RES by until the start of the next turn. 	After a character loses HP or heals themselves, increases their Effect RES by until the start of the next turn.
===Elation===
Icon	Name 	Effect 	Enhanced Effect
 	Vineyard: Against the Night 	Every time a character uses a Basic ATK / Skill / Ultimate, they will additionally deal DMG 1 time equal to of their ATK after the next time a follow-up attack is launched. This status can deal DMG up to time(s).	Every time a character uses a Basic ATK / Skill / Ultimate, they will additionally deal DMG 1 time equal to of their ATK after the next time a follow-up attack is launched. This status can deal DMG up to time(s).
 	Slaughterhouse No. 4: Rest in Peace 	When characters launch follow-up attacks to an enemy, deals DMG equal to of their ATK to the enemy being hit. If the enemy also has their Weakness Broken, then deals DMG for extra time(s). 	When characters launch follow-up attacks to an enemy, deals DMG equal to of their ATK to the enemy being hit. If the enemy also has their Weakness Broken, then deals DMG for extra time(s).
 	Invitation to a Beheading: Weeping Blackbox	When a character launches a follow-up attack on an enemy, the enemy's action is delayed by . This can trigger a max of time(s) per enemy target's turn. 	When a character launches a follow-up attack on an enemy, the enemy's action is delayed by . This can trigger a max of time(s) per enemy target's turn.
 	Portrait of A Man On Fire 	When causing DMG to an enemy, characters deal additional DMG of different Types for time(s), at DMG values equal to of the original DMG. 	When causing DMG to an enemy, characters deal additional DMG of different Types for time(s), at DMG values equal to of the original DMG.
 	The Hourglass Kindergarten 	For every 1 Type of DMG the enemy received, reduces their ATK by until the end of their next action. 	For every 1 Type of DMG the enemy received, reduces their ATK by until the end of their next action.
 	The Painted Albatross 	For each enemy hit by a character's follow-up attack, the character deals Additional DMG equal to of their ATK to all enemies hit. 	For each enemy hit by a character's follow-up attack, the character deals Additional DMG equal to of their ATK to all enemies hit.
 	12 Monkeys and Angry Men 	When a character deals follow-up attack DMG to an enemy, increase follow-up attack DMG by for a max of stack(s) and lasts until the start of the next turn. 	When a character deals follow-up attack DMG to an enemy, increase follow-up attack DMG by for a max of stack(s) and lasts until the start of the next turn.
 	As Good As Fleming 	When a character uses a follow-up attack on an enemy target, increases DMG received by the target by for a max of time(s), lasting for turn(s). 	When a character uses a follow-up attack on an enemy target, increases DMG received by the target by for a max of time(s), lasting for turn(s).
 	A Fish Discovered Fire 	Characters' follow-up attack DMG ignores of the target's DEF. 	Characters' follow-up attack DMG ignores of the target's DEF.
 	Last of the Taraka 	DMG dealt by characters increases by . 	DMG dealt by characters increases by .
 	Behold Those Fools 	Increases the CRIT DMG of follow-up attacks by . 	Increases the CRIT DMG of follow-up attacks by .
 	Mostly Harmful 	The Weakness Break Efficiency increases by when characters deal follow-up attack DMG. 	The Weakness Break Efficiency increases by when characters deal follow-up attack DMG.
 	Suspiria 	Increases the DMG of follow-up attacks by . 	Increases the DMG of follow-up attacks by .
 	Pale Fire 	Increases the CRIT Rate of follow-up attacks by . 	Increases the CRIT Rate of follow-up attacks by .
 	Back to the Lighthouse 	When characters use a follow-up attack, restore of Energy. This effect can be triggered up to time(s) per turn. 	When characters use a follow-up attack, restore of Energy. This effect can be triggered up to time(s) per turn.
 	Doctor of Love 	After a character launches a follow-up attack, restores their HP by of their Max HP. 	After a character launches a follow-up attack, restores their HP by of their Max HP.
 	Platinum Age 	After characters launch follow-up attacks, increase their DEF by for turn(s). 	After characters launch follow-up attacks, increase their DEF by for turn(s).
 	Clockwork Apple 	After characters launch follow-up attacks, increases SPD by for turn(s). 	After characters launch follow-up attacks, increases SPD by for turn(s).
===Propagation===
Icon	Name 	Effect 	Enhanced Effect
 	Spore Discharge 	For each Skill Point a character consumes, all enemies will gain . 	For each Skill Point a character consumes, all enemies will gain . When all Skill Points are consumed, the SPD of the character who consumed the last Skill Point increases by for turn(s).
 	Fungal Pustule 	For each Skill Point recovered, apply 1 to random enemy target(s). 	For each Skill Point recovered, apply 1 to random enemy target(s). The max number of increases by .
 	Scythe Limbs 	After a character uses their Ultimate, the next time they consume Skill Points, it will be considered as 1 additional Skill Point being consumed. For each Skill Point consumed, the character's CRIT DMG increases by . This effect can stack up to time(s), lasting until the character uses an attack.	After a character uses their Ultimate, the next time they consume or recover Skill Points, it will be considered as 1 additional Skill Point being consumed or recovered. For each Skill Point consumed or recovered, the character's CRIT DMG increases by . This effect can stack up to time(s), lasting until after the character uses an attack.
 	Putrefaction Ulcer 	Changes the number of times can spread after bursting to times. Can also spread to the original bearer of . 	Changes the number of times can spread after bursting to times. Can also spread to the original bearer of .
 	Lytic Enzyme 	Increases the DMG caused by bursting. The DMG increased is equal to of the original DMG. After the target enemy was defeated, the they were carrying will spread to targets adjacent to them. 	Increases the DMG caused by bursting. The DMG increased is equal to of the original DMG. After the target enemy was defeated, the they were carrying will spread to other enemy targets.
 	Excitatory Gland 	Increases the Basic ATK DMG dealt by characters by . After consuming Skill Points, there is a fixed chance to recover 1 Skill Point. 	Increases the Basic ATK DMG dealt by characters by . After consuming Skill Points, there is a fixed chance to recover 1 Skill Point.
 	Exposed Brain Matter 	DMG dealt by characters' Basic ATK also deals DMG equal to of the original DMG to a random adjacent target. 	DMG dealt by characters' Basic ATK also deals DMG equal to of the original DMG to adjacent targets.
 	Intersegmental Membrane	For each Skill Point a character consumes, the DMG received by them reduces by for turn(s). This effect can be stacked up to time(s). 	For each Skill Point a character consumes, the DMG received by them reduces by for turn(s). This effect can be stacked up to time(s).
 	Catalyst 	After a character uses their Skill and if the Skill did not unleash an attack, all allies' DMG dealt increases by for turn(s). This effect can be stacked up to time(s). 	After a character uses their Skill and if the Skill did not unleash an attack, all allies' DMG dealt increases by for turn(s). This effect can be stacked up to time(s).
 	Blocker Amine 	After enemy targets receive DMG from , their DEF decreases by . This effect can stack up to stack(s). 	After enemy targets receive DMG from , their DEF decreases by . This effect can stack up to stack(s).
 	Osseus Blade 	Characters' Basic ATK is boosted by . 	Characters' Basic ATK is boosted by .
 	Spinal Spur 	Characters' Basic ATK CRIT Rate increases by . 	Characters' Basic ATK CRIT Rate increases by .
 	Channeled Needle 	Characters' Basic ATK CRIT DMG increases by . 	Characters' Basic ATK CRIT DMG increases by .
 	Conjunctiva 	After characters use Basic ATKs, their DEF increases by for turn(s). 	After characters use Basic ATKs, their DEF increases by for turn(s).
 	Scaled Wing 	After characters use Basic ATKs, their SPD increases by for turn(s). 	After characters use Basic ATKs, their SPD increases by for turn(s).
 	Compound Eye 	After entering battle, recovers 1 Skill Point after each ally's turn. This effect can be triggered up to time(s) across all allies. 	After entering battle, recovers 1 Skill Point after each ally's turn. This effect can be triggered up to time(s) across all allies.
 	Sporangium 	For each Skill Point a character consumes, the character regenerates extra Energy. 	For each Skill Point a character consumes, the character regenerates extra Energy.
 	Vesicle 	For each Skill Point a character consumes, the character restores HP equal to of their Max HP. 	For each Skill Point a character consumes, the character restores HP equal to of their Max HP.
===Erudition===
Icon	Name 	Effect 	Enhanced Effect
 	BCI-34 Gray Matter 	When entering battle, charges the by . Breaking an enemy's Weakness charges the by . 	When entering battle, charges by . Breaking an enemy's Weakness or attacking Weakness Broken enemies will charge by or respectively. This effect can only be triggered once by each enemy during each attack.
 	SMR-2 Amygdala 	Dealing fatal DMG to enemies will charge the by . 	Dealing fatal DMG to enemies charges the by . When the is fully charged, characters' SPD increases by for turn(s).
 	VEP-18 Occipital Lobe 	The All-Type RES PEN for characters' Ultimate DMG increases by . After an Ultimate is used, for every enemy target that is hit by this Ultimate, the All-Type RES PEN for the Ultimate DMG dealt will additionally increase by . This effect lasts until the next time an Ultimate is used.	The All-Type RES PEN for characters' Ultimate DMG increases by . For each enemy target hit by the Ultimate that achieves the highest number of enemy hits in a single attack in this battle, the All-Type RES PEN for Ultimate DMG dealt additionally increases by .
 	Attachment: Vestibular System 	When characters use Ultimates via , their CRIT DMG increases by , lasting until this ability ends. 	When characters use Ultimates via , their CRIT DMG increases by . This CRIT DMG increase lasts until the next attack ends.
 	Implant: Explicit Memory 	After characters use their Ultimate via , they gain a Shield equal in strength to of their Max HP, lasting for turns. 	After characters use their Ultimate via , they gain a Shield equal in strength to of their Max HP, lasting for turns.
 	Mimesis: Tactile Pathway 	After characters use an attack, they deal Additional DMG to the attacked enemy target(s). For every enemy target that was attacked, increase Additional DMG by of the character's ATK. 	After characters use an attack, they deal Additional DMG to the attacked enemy target(s). For every enemy target that was attacked, increase Additional DMG by of the character's ATK. Up to 5 enemies that have been defeated in the current battle will also be regarded as having been attacked.
 	Analysis: Subliminal Sensation 	Characters' Ultimate DMG increases by , lasting until the end of the first Ultimate they use in battle. Upon entering battle, characters regenerate energy equal to of their respective Max Energy. 	Characters' Ultimate DMG increases by . Upon entering battle, regenerates energy equal to of the character's Max Energy.
 	Load: Striated Cortex 	If characters' ability only attacks 1 enemy, this ATK will deal an additional set amount of DMG equal to of the original DMG to the attacked enemy target. 	If characters' ability only attacks 1 enemy, this ATK will deal an additional set amount of DMG equal to of the original DMG to the attacked enemy target.
 	Stimulation: Saltatory Conduction	When characters use their Ultimate to attack enemies that are Weakness Broken, delay the enemy's action by . Every time the enemy target becomes Weakness Broken, this effect can be triggered up to times. 	When characters use their Ultimate to attack enemies that are Weakness Broken, delay the enemy's action by . Every time the enemy target becomes Weakness Broken, this effect can be triggered up to times.
 	Coordination: Resonance Nucleus 	After characters use to use their Ultimate, their ATK increases by , lasting for turn(s). 	After characters use to use their Ultimate, their ATK increases by , lasting for turn(s).
 	Throne of Engaged Gears 	Increases characters' Ultimate DMG dealt by . 	Increases characters' Ultimate DMG dealt by .
 	Ring of Bent Wires 	Characters' Ultimate CRIT Rate increases by . 	Characters' Ultimate CRIT Rate increases by .
 	Scepter of Energy Torque 	Characters' Ultimate CRIT DMG increases by . 	Characters' Ultimate CRIT DMG increases by .
 	Torch of Anti-Lag Ignition 	After characters use their Ultimate, their next attack will deal more DMG. 	After characters use their Ultimate, their next attack will deal more DMG.
 	Ion-Thruster Sword 	When characters use their Ultimate, their ATK increases by , lasting for turn(s). 	When characters use their Ultimate, their ATK increases by , lasting for turn(s).
 	Steel Forged Ribbon 	After a character launches an attack, increase Max HP by for every enemy target attacked to a maximum of time(s). This effect lasts until the start of the next turn. 	After a character launches an attack, increase Max HP by for every enemy target attacked to a maximum of time(s). This effect lasts until the start of the next turn.
 	Garment of Coiled Wires 	After characters use their Ultimate, they restore HP equal to of their Max HP. 	After characters use their Ultimate, they restore HP equal to of their Max HP.
 	Wreath of Interlaced Pipes 	When struck with a killing blow, characters will not be knocked down and will instead consume all their Energy, then restore HP equal to of the consumed Energy. This effect can only be triggered once per battle for the whole team. 	When struck with a killing blow, characters will not be knocked down and will instead consume all their Energy, then restore HP equal to of the consumed Energy. This effect can only be triggered once per battle for the whole team.
==Traits==
Obtain any Blessings or Equations that have the "keyword" to activate the corresponding Trait.
===Quake — Trait===
After a character is attacked, deals DMG to the attacker, equal to 180% of the character's Shield effect immediately after the attack. This DMG cannot defeat the enemy. Every Blessing of Preservation in possession additionally increases DMG by 35% of the character's Shield effect after being attacked. A max of 8 Blessings of Preservation can be take into account.
===Dissociation — Trait===
After characters Freeze enemy targets that are not currently Frozen, there is a 30% base chance to inflict the "" state on it, lasting for 1 turn(s). Every Blessing of Remembrance in possession additionally increases the base chance by 6%. A max of 8 Blessings of Remembrance can be taken into account.
===Suspicion — Trait===
Every time an enemy gets inflicted with a DoT, they are inflicted with 3 stack(s) of the state. Every Blessing of Nihility in possession increase the DoT dealt by characters by 8%. A max of 8 Blessings of Nihility can be taken into account.
===Dewdrop — Trait===
When a character's HP is restored, Charges . The Charge value is equal to for 60% of the amount of excess healing received. Every Blessing of Abundance in possession additionally increases the Charge amount by 12% of the excess healing. A max of 8 Blessings of Abundance can be taken into account.
===Critical Boost — Trait===
After characters use their abilities, there is a 20% fixed chance to gain 1 stack of . Every Blessing of The Hunt in possession increases this fixed chance by 10%. A max of 8 Blessings of The Hunt can be taken into account.
===Grit — Trait===
Every time a character loses 30% of HP in total, they gain 1 stack of . Every Blessing of Destruction in possession reduces the required total HP loss by 2.5%. A max of 8 Blessings of Destruction can be taken into account.
===Aftertaste — Trait===
After a character launches a follow-up attack, deals 1 stack of DMG equal to 50% of the character's ATK to the attacked enemy target. Every Blessing of Elation in possession additionally increases this DMG by 10% of the character's ATK. A max of 8 Blessings of Elation can be taken into account.
===Spores — Trait===
For each Skill Point consumed by characters, inflict 1 to 1 random enemy target(s). Every Blessing of Propagation in possession additionally provides a 10% chance to inflict 1 to 2 additional random enemy target(s). A max of 8 Blessings of Propagation can be taken into account.
===Brain in a Vat — Trait===
Every time characters unleash an Ultimate in a method other than via , charge by 20%. Every Blessing of Erudition in possession increases Ultimate DMG dealt by 10%. A max of 8 Blessings of Erudition can be taken into account.
==Glossary==
===Quake===
Additional DMG dealt by specific Blessings of Preservation.
===Dissociation===
Debuff caused by specific Blessings of Remembrance.The enemy is considered Frozen and will be unable to act for a designated number of turns. After Freeze is removed, deals Additional Ice DMG equal to 30% of the enemy's Max HP.
===Suspicion===
Debuff brought by certain Nihility Blessings.Increases DoT taken by 1%. Stacks up to 99 times, but loses 2 stacks at the end of the turn.
===Dewdrop===
An effect that can be charged up, formed by specific Blessings of Abundance.The Charge cannot exceed 500% of the character's Max HP. Dewdrop ruptures after the character attacks, dealing Additional DMG to the attacked enemy based on Charge value.
===Critical Boost===
Buff brought by certain Hunt Blessings.For each stack, increases CRIT Rate by 6% and CRIT DMG by 12%. Stacks up to 8 times. This buff can be transferred to allies when the next turn starts. Stacks reset when any ally is attacked.
===Grit===
Buff brought by certain Destruction Blessings.For each stack, increases ATK by 3% and DEF by 3%. Stacks up to 35 times.
===Aftertaste===
Follow-up attack of random DMG Types dealt by specific Blessings of Elation.
===Spores===
When the spore count is equal to or greater than 3, it will burst upon being attacked by a character, causing Additional Wind DMG (unaffected by bonuses) to the target with the Spores. After the explosion, it will spread to a random adjacent target and cannot spread again. Each enemy target can hold a maximum of 6 spores.
===Brain in a Vat===
If the Enlightenment Charge of "Brain in a Vat" reaches 100%, when a character uses their Ultimate through a method other than "Brain in a Vat," the Ultimate will be activated again, consuming 100% of the Enlightenment Charge.
===AoE ATK===
A kind of ability tag. Ability effects that are primarily AoE attacks will have this tag.
===Super Break DMG===
Super Break DMG increases with higher Break Effect, higher Toughness Reduction of the attack, and higher character levels.Super Break DMG cannot CRIT Hit and is not affected by DMG Boost effects.Super Break DMG is also considered Break DMG.
==Change History==