Equipment List


This is a list of equipment that have been implemented into the game. Characters must equip one weapon to perform attacks and may equip up to 5 other pieces of equipment. Players will not be able to obtain duplicate pieces of equipment and as such will have to make hard choices over which characters will get which equipment.

Weapons

Swords

Claíomh Solais: Grants Atk+70 and boosts Crit Dmg total by 15%. Attacks against cursed foes deal adaptive damage based on the lower of foe’s Def or Res and gain 10% Crit Dmg. Unit’s attacks decrease foe’s Def/Res by 2.5% for 7 seconds and grant 5% Movement Spd for 4 seconds. (max; 25% and max; 30%, Movement Spd bonus stacks and refreshes while Def/Res reduction just stacks). Using a skill makes unit’s next attack deal 25% of unit’s Atk bonus Physical Damage on hit and gains 15% Spell Vamp. If this attack hits an enemy, unit’s next attack will also deal this additional damage but if unit uses another skill before attacking again this bonus damage is converted into True Damage and increased by 15%. Exclusive to Tara.



Muramasa: Grants Atk+110-X and Crit Rate+15%. Calculates X based on 30% of the amount of seconds that have passed since the start of the battle right before your Ultimate was used. (min; 0, max; 40). Reduces unit’s total Crit Dmg by 15%. Boosts bonus Crit Rate by 100%. Grants 2 Atk for every 5% Crit Rate above 100%. Critical strikes heal unit for 20% of unit’s Atk over 4 seconds. Using your Ultimate, will increase the effects of this weapon by 25% for 20 seconds. (Stacks and refreshes. Includes the bonus stats granted by this weapon.). Critical strikes reduce the cooldown of unit’s non ultimate skills by 1 second. (2 second cooldown). Unit heals 10% of the damage dealt by Bleed. Bleed damage is increased by 25%. Healing Effectiveness total against enemies inflicted with Bleed is increased by 20% and unit’s attacks against these foes deal 2% of their Missing HP bonus Magic Damage on hit. Exclusive to Ieyasu.



Óskópnir: Grants Atk+40 and Crit Dmg+25%. Boosts Atk by 2.5% of unit’s Max HP (Max; 40). Boosts bonus Crit Dmg by 30%. If unit’s HP > 50%, unit’s attacks consume 5% of unit’s Current HP. If unit’s HP <= 50%, grants [Ascended]. Grants Atk Spd+0.75% for each 1% of unit’s Missing HP. (Max: 50%). Every time unit’s HP is reduced by 25% of unit’s Max HP, grants a Comeuppance stack. (max; 3). If unit’s HP would be healed beyond 50% (does not count Spell Vamp), unit consumes a Comeuppance stack to convert 100% of the healing into a shield for 5 seconds. (Stacks and refreshes). After this shield’s duration is over, deals Physical Damage to nearby foes equal to 100% of the shield’s HP when it expired. Exclusive to John.

[Ascended]

Grants Def/Res+25% and boosts Damage Reduction total by 50%.

Lances


Daggers


Bows

Failnaught: Grants Atk+50 and Crit Rate+25%. Unit’s attacks shoot 2 arrows. Critical strikes refund the second arrow. Unit’s second attack gains 20% Armor and Magic Penetration and 15% increased Crit Rate/Crit Dmg total. Unit’s attacks shoot two arrows at the nearest foes to the target which deal 30% damage and apply on hit effects at 50% effectiveness. If no targets are available, they will not be shot. These arrows can critically strike and do not consume arrows.


Guns


Tomes


Staves


Items

Mage

Philosopher’s Stone: Grants Max HP+300. Grants Mag+40. Grants Def/Res+30. Inflicts Atk-20 and Spd-30. Grants Mag equal to 20% of unit’s bonus Def+Res total. Every second in combat boosts damage dealt by 1% for 7 seconds (Max: 20%, stacks and refreshes). Grants one of the following based on the current state of the damage boost; 5 grants [Nigredo], 10 grants [Albedo], 15 grants [Citrinitas], and 20 grants [Rubedo].

[Nigredo]

Reduces damage taken by 15%.

[Albedo]

Boosts True Damage dealt by 15%.

[Citrinitas]

Boosts Crit Rate/Crit Dmg by 15%.

[Rubedo]

Grants 15% Spell Vamp and converts 15% of unit’s Damage into True Damage.


Sorcerer’s Stone: Grants Max HP+200. Grants Mag+50. Reduces the cooldown of all spells and skills by 25%. Reduces the cooldown of all spells by an additional 10%. Reduces the HP cost of all spells by 20%. Boosts bonus Mag by 40%. Equipment that decrease Mag have their Mag reduction reduced by 40%.



Spell-thief’s Charm: Grants Max HP+175 Grants Mag+60. Inflicts Atk-25. Grants 15 Magic Penetration. Boosts this bonus Magic Penetration by percentage equal to 25% of unit’s Mag. Boosts Spell Damage by 25%. Using a Spell, increases the cooldown of the target’s skills by 5%, decreases the current cooldown of unit’s skills and spells by 15% and grants Mag+2.5% for 10 seconds. (max; 15%, Stacks and refreshes). Once this bonus reaches Max, boosts Magic Penetration total by 15%, unit’s spells steal 5% of foe’s Res for 10 seconds and decreases the max cooldown of all skills and spells by 15%. (max; 15% of foe’s Res)



Wand of Order: Grants Max HP+150. Grants Mag+40 and Crit Rate/Crit Dmg+15%. Inflicts Atk/Def-15. Boosts spell damage by percentage equal to 50% of unit’s Crit Rate and reduces the cooldown of all spells by 60% of this percentage. Critical Strikes reduce the cooldown of unit’s spells by 10% (5 second cooldown). If a spell critically strikes, its cooldown is reduced by 30%. 



Charmcaster’s Ring: Grants Max HP+200. Grants Mag/Res+35. Inflicts Atk/Def-15. Boosts Status Condition damage dealt by 20%. Boosts the odds of inflicting a Status Condition by 15% increased by 100% if foe’s HP <= 75%. Boosts Elemental Affinity by 15%. If foe has a shield, status conditions inflicted by unit deal 25% bonus damage. Inflicting a Status Condition on a foe increases the duration of all future status conditions by 1 second for 10 seconds (max; 100% of the status condition’s duration, stacks and refreshes) and refreshes 25% of the duration of all Status Conditions. Whenever a status condition inflicted by unit deals damage to a foe, boosts the damage dealt by Status Conditions by 5% for 10 seconds (max; 50%, stacks and refreshes). Unit deals 5% bonus damage for each Status Condition inflicted on target. (Includes Status Condition damage).



Byleth’s Locket: Grants Max HP+150. Grants Atk+10, Mag+40 and Atk Spd+50%. Inflicts Def/Res-15. Unit’s attacks deal 30% of unit’s Mag bonus Magic Damage on hit. Every third attack deals Magic Damage equal to 25% of unit’s Atk + 40% of unit’s Mag. This damage can bounce a total of 8 times, increasing damage by 15% for each additional bounce. Each bounce can damage a different target and each target may be damaged by up to 3 bounces.



Heart Of Ice: Grants Max HP+350 and Mag+40. Inflicts Atk-20. If unit’s HP > 50%, boosts damage dealt by and boosts damage taken by 20%. If unit’s HP <= 50%, reduces damage taken by 25%. Grants Magic Penetration equal to 2% of unit’s bonus Max Hp. Dealing spell or skill damage, deals 30% of unit’s Mag + 2% of unit’s Max HP Magic Damage over 4 seconds. (3 second cooldown). Each time this damages a foe, their Movement Spd and Atk Spd are reduced by 2% for 9 seconds. (Max: 12.5%, stacks and refreshes). Nearby enemies have their Movement Spd reduced by 25 and have their Status Condition damage taken increased by 20%. Unit’s skills and spells deal 1/2 instances of all status conditions currently inflicted on foe bonus Magic Damage on hit. 



Golden Eye of the all-knowing: Grants Max HP+250 and Mag+55. Inflicts Atk-25. Boosts the effectiveness of curses by 20%. After using a skill, unit summons the Golden Eye of the all-knowing for 15 seconds. (30 second cooldown). Every time unit curses a foe or a status condition inflicted by unit deals damage on a foe, the Golden Eye of the all-knowing will heal unit by 10% of unit’s Mag and deal Magic Damage equal to 20% of unit’s Mag to the target which has a 15% chance to reduce a random stat on the target by 10% for 7 seconds. (Damage and healing have a 0.5 second cooldown. Curse does not stack).



Last Whisper: Grants Max HP+200 and Mag+70. Grants 15% Magic Penetration. Inflicts Atk-35. Every 15 seconds, unit’s next spell will deal 25% of unit’s Mag bonus Magic Damage on hit and deal Magic Damage equal to 7.5% of foe’s Max HP over 5 seconds as well as granting a stack of Eternal Demise for 25 seconds. (Max; 10, stacks and refreshes). Grants Mag+2-5 (based on level) and boosts Magic Damage dealt by 1.25% per stack of Eternal Demise. During these 5 seconds, foe’s Magic Damage taken is increased by 25%.


Bruiser

Deadman Walking: Grants Max HP+600. Inflicts Mag-20. Grants Atk equal to 3% of unit’s bonus Max HP. Boosts this Atk bonus and reduces the effectiveness of curses casted on unit that target unit’s Movement Spd or Atk Spd by 1% for each 1% of unit’s Missing HP. Unit’s shields are increased by 15% of unit’s Missing HP. (Only for self applied shields). If unit’s HP <= 50%, reduces damage taken and boosts damage dealt by 25%.



Phalanx Charm: Grants Max HP+100 and Atk/Def+25. Inflicts Mag-20. Boosts Shielding Effectiveness by 25%. When unit gains a shield, unit’s next attack or skill deals 5% of the shield’s maximum durability + 12.5% of the shield’s current durability + 3.5% of unit’s Max HP + 7.5% of unit’s Atk + Mag total bonus Magic Damage on hit, increases the maximum durability of all shields by 15% and refreshes 30% of their duration and current durability. (5 second cooldown). If this shield is broken before unit can attack, then damage will be modified to 5% of the shield’s maximum durability + 3.5% of unit’s Max HP + 7.5% of unit’s Atk + Mag total bonus Magic Damage on hit. If this effect triggers again, it will not stack and instead change to this new shield.



Andvari’s Ring: Grants Max HP+200 and Def/Res+25. Reduces bonus Def/Res by 40%. Grants Atk equal to 75% of the reduced bonus Def and Mag equal to 75% of the reduced bonus Res. Grants Spell Vamp equal to 0.5% of unit’s bonus Max HP. Unit’s deals 3.5% of unit’s Max HP bonus Magic Damage on hit. Reduces damage taken by 1% of unit’s Max HP.



Conqueror’s Crown: Grants Max HP+250 and Atk/Mag/Def/Res+30. Inflicts Atk Spd-25% and Crit Rate/Crit Dmg-10%. Reduces damage dealt by 5%. Dealing or taking damage grants a Conqueror stack. After 3 seconds of not dealing or taking damage unit loses a Conqueror stack. Grants Atk/Mag/Def/Res+2 per Conqueror stack. While unit has 10 Conqueror stacks, grants [Conqueror’s Will] and boosts the bonus stats granted by this equipment by 25%. 

[Conqueror’s Will]

Reduces damage taken and boosts damage dealt by 15%. Unit heals 12.5% of the damage dealt and taken. Unit deals 3% of foe’s Current HP bonus Magic Damage on hit. Every 5 seconds unit’s next attack deals 5% of unit’s Max HP bonus Physical Damage on hit, heals unit by 25% of this on hit damage and permanently increases Max HP by 5. (25% of the HP bonuses gained in the last fight are lost at the start the next fight).


Tank

Vitality Charm: Grants Max HP+350 and Def/Res+20. Inflicts Atk/Mag-10. Reduces Status Condition damage taken by 15%. Taking damage from a status condition reduces Status Condition damage taken by 2% for 5 seconds and damage from that specific status condition by an additional 2% for 5 seconds. (Stacks and refreshes). If unit is inflicted with more than one Status Condition, boosts the effects of this item by 15% for each Status condition inflicted on unit beyond the first. Every 7.5 seconds, unit heals 10% of the total damage taken from Status Conditions in the last 7.5 seconds. (This healing is not affected by Healing Effectiveness).



Revenant’s Siphon: Grants Max HP+250 and Def/Res+40. Inflicts Spd-20 and Atk-10. Unit’s attacks steal 5% of foe’s Def/Res for 5 seconds and grant a permanent shield that nullifies damage less than or equal to 7.5% of unit’s Def+Res total. (max; 25%, stacks and refreshes). The shield may reach a maximum durability equal to 30% of unit’s Max HP. While unit is shielded, reduces the Atk Spd/Movement Spd of nearby foes by 20% and grants these reduced stats to unit, and unit’s attacks heal unit for 10% of unit’s Def+Res total, healing nearby allies for 60% of this amount.



Tiara of the Burning Queen: Grants Max HP+400 and Mag/Res+30. Inflicts Atk/Def-15. Unit has a 20% chance to inflict Burn when dealing or taking damage. Boosts Burn damage by 2.5% of unit’s Max HP. Deals Magic Damage equal to 1.5% of unit’s Max Hp to enemies within range every 2 seconds. Taking or dealing damage (excluding this effect’s damage) grants unit a stack of Fiery Majesty for 4 seconds. (max; 5, stacks and refreshes). Increases the damage dealt by this equipment by 15% and converts 7.5% of its damage into True Damage for each stack of Fiery Majesty. Enemies within range also have their Res reduced by 1% of unit’s Max HP. Unit gains 20% of this reduced Res. While at max stacks, grants [Canonization].

[Canonization]

Boosts bonus Max HP by 25%, increases Res reduction by 30%, and dealing or taking damage has an increased 50% chance to inflict Burn.



Sun-Bearing Medallion: Grants Max HP+300 and Atk/Def+40. Inflicts Mag/Res-15. Boosts burn damage by percentage of foe’s Max HP equal to 1.5% of unit’s Mag. If unit does not have a chance to inflict burn, unit has a 25% chance to inflict burn when dealing or taking damage. Unit heals 15% of the damage dealt by burn. (This healing is not affected by Healing Effectiveness). If foe is burning, reduces damage taken and boosts damage dealt by 15%. After using a skill, unit’s next attack deals 50% of unit’s base Atk + 25% of unit’s Def bonus Magic Damage on hit and creates a Fire Zone below the enemy for 5 seconds. Enemies inside the Fire Zone take Magic Damage equal to 0.5% of their Max HP every second which has a 20% chance to inflict Burn and reduces their Healing Effectiveness and Damage dealt by 15%.



Iron Maiden’s Shield: Grants Def/Res+50. Inflicts Atk/Mag-20. Taking damage grants a stack of Retaliation for 6 seconds. (max; 5, stacks and refreshes). Grants Def/Res+5% and increases the likelihood of being targeted by 5% for each stack of Retaliation. Converts 20% of the damage taken (Increased to 30% for True Damage) into Adaptive damage based on the higher of unit’s Def or Res. Reduces damage taken from attacks by 5% of unit’s Def+Res total. If unit has 5 stacks of Retaliation, boosts bonus Def/Res by 20% and taking damage deals Magic Damage equal to 15% of unit’s Def+Res total + 15% of the damage taken to the attacking enemy. Increases Guard Damage Reduction by 30%. (Cannot exceed 90%).



Titan’s Amulet: Grants Max HP+1000. Inflicts Atk/Mag-20. Reduces damage dealt and taken by 10%. Unit’s attacks deal 5% of unit’s Max HP bonus Physical Damage on hit. Boosts bonus Def/Res by 15%. Grants Max HP+125 for each nearby enemy. 30% of this HP bonus is granted to nearby allies. Allies within range have their Max HP increased by 5% of unit’s Max HP + 50 and Def/Res increased by 10% of unit’s Def/Res + 15. After using your ultimate, inflict the nearest enemy or target with [Titan’s Tax] for 5 seconds.

[Titan’s Tax]

Deals Magic Damage equal to a percentage of unit’s Max HP equal to 7.5% + 0.25% of the Max HP of the foe that inflicted this effect on unit every second over the duration of this effect. Every time this effect damages unit, reduces Def/Res by 10 and grants Def/Res+10 to the foe that inflicted this effect on unit as well as healing him for 30% of the reduced Hp. 30% of this damage is dealt instantly while the rest is dealt during the duration. (This healing is not affected by Healing Effectiveness).



Sword of the Colossus: Grants Max HP+450 and Def/Res+30. Inflicts Atk Spd-25% and Atk/Mag-10. When unit levels up, grants Max HP+10, Atk/Mag/Def/Res+1 and every stat that didn’t level up has another chance to be increased. Unit’s attacks deal 3.5% of unit’s Max HP bonus Magic Damage on hit. Shields and heals casted on unit gain 20% increased effectiveness. While unit is shielded, boosts bonus Max HP by 15%. 15% of the healing and shielding received by nearby allies is given to unit. (This shielding is stored as a Permanent Shield). Healing (does not count Spell Vamp) or shielding deals Magic Damage to a random nearby enemy equal to 2% of unit’s Max Hp.



Shield of the Lunar Queen: Grants Max HP+500 and Def/Res+20. Inflicts Atk/Mag-10. Reduces damage taken by 10%. Reduces Ultimate cooldown by 25%. After using your ultimate, grants [Crystal Mirror] for 6 seconds. While [Crystal Mirror] is active, reduces damage taken by 15%, grants Shielding Effectiveness+40% and 30% of the damage taken + 20% of the damage reduced (from any source) is dealt back to the attacker as Magic Damage.

[Crystal Mirror]

Redirects a percentage of the damage taken by nearby allies equal to 45% + 2% of unit’s bonus Max HP (max; 80%) to unit. When unit takes damage, boosts the damage dealt by unit and all allies by 3% for 4 seconds (max; 100%, stacks and refreshes).


Support

Saint’s Mask: Grants Max HP+100 and Atk/Mag+25. Boosts Healing Effectiveness by 25%. Grants Spell Vamp equal to 35% of unit’s bonus Healing Effectiveness. After healing, unit’s next attack deals 40% of the healed HP bonus Magic Damage on hit and heals unit for 100% of this on hit damage. This amount may not exceed the higher of 60% of the healed target’s Atk or 40% of the healed target’s Mag and is decreased by 60% if the healing does not originate from unit. (10 second cooldown). Does not count Spell Vamp healing.



Saint’s Staff: Grants Max HP+150 and Mag+25. Boosts Healing Effectiveness by 20%. Grants Healing Siphon+20%. Grants Spell Vamp+10%. After healing an ally, grants Atk/Mag+25% of the healed Hp to that ally for 6 seconds (Max; 35% of unit’s Mag, does not stack, only highest value, 5 second cooldown) and unit’s next attack, skill or spell gains Spell Vamp equal to 50% of unit’s Healing Siphon and inflicts foe with [Ablution]. (8 second cooldown).

[Ablution]

Boosts Physical Damage taken by 20%. Allies other than the unit that inflicted this effect can consume it by dealing damage. When consumed, unit takes Magic Damage equal to 50% of the Mag of the unit that inflicted this effect on unit and the ally that consumed this effect heals for 50% of this amount and has their skill cooldowns reduced by 20%.



Saint’s Ring: Grants Max HP+150. Grants Mag/Res+30. Grants Healing Effectiveness+20%. Grants Healing Siphon+10%. Grants 5% Spell Vamp. Allies within range gain 20% of unit’s Res and have their Magic Damage taken reduced by 10%. Every 2 seconds, heals nearby allies by 10% of unit’s Mag+Res total and unit by 50% of this amount. Dealing or taking damage, healing or shielding grants unit a Saint’s stack for 5 seconds (max; 20, stacks and refreshes). Boosts this healing by 5% and grants Res+2 for each Saint’s stack.



Saint’s Blade: Grants Max HP+150 and Mag+45. Grants Healing Effectiveness+15%. Grants Healing Siphon+10%. Grants 7.5% Spell Vamp. Grants Atk Spd equal to 80% of unit’s bonus Healing Effectiveness. Unit’s attacks heal the ally with the lowest HP for 15% of unit’s Mag and deal 20% of unit’s Mag bonus Magic Damage on hit, healing unit for 100% of this on hit damage. Every 10 seconds, unit’s next attack will heal the ally with the lowest HP by an additional 15% of unit’s Mag. Healing an ally grants Atk Spd+30% and Healing Effectiveness+15% for 5 seconds. (Does not stack, refreshes).



Healer’s Charm: Grants Max Hp+150 and Mag+20. Boosts Healing and Shielding Effectiveness by 20%. Healing or shielding an ally, increases that ally’s received healing and shielding by 25% (includes the healing or shielding that triggered this effect) for 6 seconds and heals or shields the 2 nearest allies (excluding unit) for 30% of the original heal or shield and increases their Movement Spd by 20% for 6 seconds. If no allies are nearby, the target is instead healed or shielded for an additional 30% of the original heal or shield.



Shielder’s Charm: Grants Max HP+250. Grants Mag+15. Boosts Max HPby 3.5% of unit’s bonus Max HP. Every 20 seconds, shielding an ally grants an additional shield to that ally and all nearby allies (including unit) equal to 40% of the original shield for 70% of the original shield’s duration and deals Magic damage to the nearest enemy equal to the bonus shield (nearby enemies take 70% of the damage). Shielding an ally grants that ally a Permanent Shield equal to 10% of the original shield and reduces their damage taken by 20% while they are shielded (Does not stack. This effect is lost once they lose all their shields). 



Shielder’s Pact: Grants Max HP+100. Grants Mag+30. Boosts Max HP by 100% of unit’s bonus Mag. Boosts Healing and Shielding Effectiveness by 15%. Reduces bonus Healing Effectiveness by 50% and boosts Shielding Effectiveness by the reduced amount. Shielding an ally removes a random curse inflicted on that ally. Unit’s shields reduce their wearer’s chances of being inflicted with a Status Condition or a Status Effect by 30%. 



Ardent Sacrifice: Grants Max HP+200 and Mag+25. All shields casted by unit gain additional durability equal to 4% of unit’s Max HP. Using a skill grants unit a stack of Salvation for 15 seconds. (Max; 3, stacks and refreshes). Grants Max HP+7.5% and Shielding Effectiveness+10% per Salvation stack. Shielding an ally when unit has three stacks will consume them to convert this shield into a Permanent Shield and prevent it from being destroyed by skills that consume or destroy shields as well as healing unit and target for 5% of unit’s Max HP + 25% of unit’s Mag.



Goddess’s Necklace: Grants Max HP+150. Grants Mag+35 and Def/Res+20. Boosts Shielding and Healing Effectiveness by 10%. Reduces the cooldown of unit’s Ultimate by 25%. Unit stores 30% of the damage dealt, up to a percentage of unit’s Mag equal to the higher of unit’s bonus Healing or Shielding Effectiveness. Healing or Shielding will consume this amount to be added to the Heal or Shield. Using your ultimate grants a stack of Overheal. Increase the maximum cap of stored damage by 75% for each stack of Overheal. While unit has a stack of Overheal, buffs casted by unit gain 20% increased effectiveness. Healing or shielding has a 50% chance to grant a stack of Underheal. Increases the maximum cap of stored damage by 10% for each stack of Underheal. Healing or shielding consumes all stacks of Overheal.



Needle Of Depravity: Grants Max HP+250. Grants Mag+45. Boosts the effectiveness of curses casted by unit by 25%. Boosts damage dealt by 5% for each curse inflicted on the enemy. Using a skill or a spell makes unit’s next attack inflict foe with [Embrittlement] for 6 seconds. (20 second cooldown). Cursing a foe deals Magic Damage equal to 30% of unit’s Mag + 1.5% of unit’s Max HP over 5 seconds. (3 second cooldown). This damage is increased by a percentage equal to 100% of unit’s bonus Healing Effectiveness + bonus Shielding Effectiveness + bonus Curse Effectiveness total.

[Embrittlement]

Refreshes the duration of all curses casted on unit and boosts their effectiveness by 20%. Boosts damage taken by 15%. Reduces bonus Def/Res by 40%. Reduces damage dealt by 5% for each curse inflicted on unit.


Damage

Hunter’s Talisman: Grants Atk Spd+20% and Atk/Spd+30. Inflicts Mag/Def-15. Unit’s attacks and skills grant a stack of Desperation for 3 seconds. (Max; 5, stacks and refreshes). Grants Atk Spd+5% and Movement Spd+3% (increased by 50% when moving towards an enemy) per stack of Desperation. When unit gains 5 stacks of Desperation, increases the duration of each stack to 6 seconds, boosts bonus Movement Spd granted by Desperation stacks by 80%, grants Crit Rate+10% and increases Attack Range by 25%.



Singularity Blade: Grants Atk+35, Atk Spd+30% and Crit Rate+10%. Inflicts Def/Res-20. Critical strikes grant Crit Rate+2% and Crit Dmg+2.5% for 5 seconds. (max; 10% and 15%, stacks and refreshes). After using a skill, unit’s next attack deals 150% of unit’s base Atk bonus Physical Damage on hit. This on hit effect can critically strike for 100% of unit’s Crit Dmg. Unit’s attacks have a 10% chance (increased to 20% on critical strikes) to inflict [Singularity] on target for 7 seconds.

[Singularity]

Boosts on hit damage taken by 20%. When taking on hit damage, unit is dealt additional True Damage over 5 seconds equal to 30% of the on hit damage.



Eclipse Blade: Grants Atk+35, Armor Penetration+15% and Crit Rate+10%. Inflicts  Def/Res-15. Critical strikes gain 15% Armor and Magic Penetration and 5% Spell Vamp. Unit deals 100% of unit’s Crit Rate bonus Physical Damage on hit. (Max; 50.) This on hit effect can critically strike for 100% of unit’s Crit Dmg. Unit’s attacks have a 10% chance (increased to 20% on critical strikes) to inflict [Eclipse] on target for 7 seconds. 

[Eclipse]

Boosts on hit damage taken by 20%. Critical strikes deal 15% bonus damage on unit and ignore 30% of unit’s Damage Reduction.



Supernova Blade: Grants Atk+35, Spell Vamp+10%, Atk Spd+10% and Crit Rate+10%. Inflicts Def/Res-25. Critical Strikes grant Atk+2% for 5 seconds (Max: 10%, stacks and refreshes). Unit’s fourth attack triggers a Supernova that deals Physical Damage equal to 55% of unit’s Atk to nearby enemies. This damage applies on hit effects at 40% effectiveness, can critically strike for 150% damage and heals unit for 20% of the damage dealt. Unit’s attacks have a 10% chance (increased to 20% on critical strikes) to inflict [Supernova] on target for 7 seconds. 

[Supernova]

Boosts on hit damage taken by 20%. Reduces the amount of attacks that are required to trigger Supernovas by 2 for the foe that inflicted this effect on unit. Supernovas deal 25% bonus damage against unit.



Nebula Blade: Grants Mag+35 and Crit Rate/Crit Dmg+10%. Inflicts Def/Res-15. Grants Atk equal to 40% of unit’s bonus Mag and converts 25% (increased to 50% for unit’s attacks) of unit’s Physical Damage into Magic Damage. Unit’s Magic Damage ignores 45% of foe’s Damage Reduction and unit’s Physical Damage gains an increased 20% Crit Rate total and 7.5% Crit Dmg total. Unit’s attacks have a 10% chance (increased to 20% on critical strikes) to inflict [Nebula] on target for 7 seconds.

[Nebula]

Boosts on hit damage taken by 15%. Converts 20% of the damage taken into Magic Damage. When a foe critically strikes against unit, reduces Def/Res by 2% for 5 seconds (max: 15%, stacks and refreshes) and they deal a percentage of their Mag equal to 50% of their Crit Rate bonus Magic Damage on hit.



Galaxy Blade: Grants Atk/Def/Res+30 and Atk Spd/Crit Rate+10%. Inflicts Mag-45 and Crit Dmg-5%. Critical strikes grant Def/Res+2.5% for 6 seconds (Max: 20%, stacks and refreshes). Grants Atk equal to 25% of unit’s bonus Def+Res total. Boosts bonus Def/Res by percentage equal to 50% of unit’s Crit Rate and reduces damage taken by 75% of this percentage (Max: 50%). Converts 15% of the damage dealt into True Damage. After using a skill, unit’s next attack deals 50% of foe’s Def + Res total bonus True Damage on hit, heals unit for 100% of this bonus damage and a percentage equal to 100% of unit’s Crit Rate of the damage dealt by the attack that triggered it is converted into True Damage. Unit’s attacks have a 10% chance (increased to 20% on critical strikes) to inflict [Galaxy] on target for 7 seconds.

[Galaxy]

Boosts on hit damage taken by 20%. Converts 25% of the damage taken from on hit effects into True Damage. Critical Strikes deal 15% bonus damage against unit and reduce Atk/Mag by 2% for 5 seconds (Max: 15%, stacks and refreshes), increasing the Atk/Mag of the foe that critically striked by the reduced amount.



Secret Dagger: Grants Atk+60. Inflicts Mag-30. Grants 20% Armor Penetration and additional Armor Penetration equal to 5% of unit’s Atk. Every 20 seconds, unit’s next attack or skill deals 25% bonus damage, deals 30% of unit’s Atk bonus Physical Damage on hit and benefits from 150% of unit’s Armor Penetration. (This item’s cooldown is reduced by 3 seconds whenever unit critically strikes and by 8 seconds whenever unit reduces a foe’s HP by at least 35% in a single attack, skill or spell while killing a foe reduces the cooldown by 100%, 5 second cooldown).



Prowler’s Insignia: Grants Atk Spd+15% and Atk+25. Reduces the max cooldown of all skills by 15%. After using a skill, reduces the cooldown of all skills by 15% (5 second cooldown) and their max cooldown by 25% for 7 seconds (does not stack, refreshes). Using your ultimate increases this effect by 50% and refreshes it if it was already active and boosts skill damage dealt by percentage equal to 50% of the reduced cooldown (in seconds; from all sources) for 7 seconds (20 second cooldown).

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