Memories (Consciousness chips)

**Memories** are a type of equipment used by Constructs and Compositers. Also called *consciousness chips*, memories are used to store the minds of deceased historical figures as data. When equipped, they provide various stats and effects that improve a Construct's performance on the battlefield.

## General

Each Construct can equip a maximum of 6 memories. Every memory has six numbered versions of itself that can only be equipped in their corresponding slot on the grid. The top row of the grid (slots 01-03) is reserved for memories that provide **health (HP)** and **critical hit (CRIT)** stat boosts, while the memories equipped on the bottom row (slots 04-06) grant **attack power (ATK)** and **defense (DEF)** stat boosts. If a grid has multiple memories of the same type, the Construct is given **set bonuses**: Every memory type has two bonus effects which can be activated by equipping two and four of the same memory, respectively.

Similarly to weapons, memories can be enhanced, overclocked and resonated. Enhancing a memory only increases its stats while set bonus values remain unchanged.

## Gameplay Tips

* Memories used by Constructs can't be equipped by Compositers and vice versa.
* Avoid unnecessary enhancement and overclocking on memories that are 4-star or lower. Focusing on 5- and 6-star memories (which are more powerful) allows for a more efficient use of upgrade materials and higher power spikes.
* For Constructs, almost always aim for a four-piece set bonus and a two-piece secondary set bonus in the remaining slots. Compositer memories grant powerful six-piece set bonuses: Using the same memory type in all six slots is highly recommended.
* **Some memories are more or less powerful in certain locations on the grid than others**. To maximize your combat effectiveness, try to equip memories with higher ATK/DEF values in the bottom slots of the grid and memories with higher HP/CRIT in the top slots (for example, the Darwin memory is known to have higher CRIT and lower ATK relative to other 6★ memories; it is therefore advised to be placed in top slots when possible to maximize stat growth). Good memory placement can improve a Construct's damage per second by approximately 0.5%.

## Construct Memories

* 6★ Memories
* 5★ Memories
* 4★ Memories
* 3★ Memories
* 2★ Memories

  **Herman** | 368

## Compositer Memories

* 6★ Memories
* 5★ Memories
* 4★ Memories

## Enhancement and Overclocking: Memories

Legend:

**CL**: Circuit Low (Memory Overclock Circuit I)

**AL**: Alloy Low (Minor Overclock Alloy)

**CH**: Circuit High (Memory Overclock Circuit II)

**AH**: Alloy High (Major Overclock Alloy)

* 6★ Memory
* 5★ Memory

## Resonance: Memories

Any given Memory can have **two** resonance slots. Each resonance will require one copy of the same Memory (note: grid placement is irrelevant for Memories).
For 5★ Memories, resonance is not character-specific. For 6★ Memories, any single resonance will be tied to a specific character of the player's choosing. While the player can still share the Memory between multiple characters, this selected character will become the only one who will benefit from the resonance effects.

For 5★ Memories, both resonance slots possess the same pool of available resonance effects. For 6★ Memories, the top and bottom slots possess different pools of available resonance effects.

When resonating a slot that has already been resonated, the player will have the option to choose between accepting the newly-rolled resonance effect or retaining the existing one.

* 6★ Memories
* 5★ Memories

**Top resonance**

* **Ex-Precision Attack**: ATK+15, CRIT+15
* **Ex-Enhanced Power**: ATK+15, DEF+23
* **Ex-Precision Action**: HP+75, CRIT+15
* **Ex-Tactical Adjustment**: HP+75, ATK+15
* **Red Orb Skill**: Red Orb Skill Level +1
* **Yellow Orb Skill**: Yellow Orb Skill Level +1
* **Blue Orb Skill**: Blue Orb Skill Level +1
* **Basic Attack**: Basic Attack Level +1

**Bottom resonance**

* **Ex-Precision Attack**: ATK+15, CRIT+15
* **Ex-Enhanced Power**: ATK+15, DEF+23
* **Ex-Precision Action**: HP+75, CRIT+15
* **Ex-Tactical Adjustment**: HP+75, ATK+15
* **Signature Skill**: Signature Skill Level +1
* **QTE**: QTE Skill Level +1
* **Core Passive Skill**: Core Passive Skill Level +1
* **Class Passive Skill**: Class Passive Skill Level +1

**All resonance**

* **Precision Attack**: ATK+10, CRIT+10
* **Enhanced Power**: ATK+10, DEF+15
* **Precision Action**: HP+50, CRIT+10
* **Tactical Adjustment**: HP+50, ATK+10