Item database
52 resultsIncreases AGI by Tier level.
Increases ASPD by 50 per Tier.
Increases ATK by 5 per Tier.
Increases Accuracy by 3 per Tier.
On attacking → temporarily increases CSPD based on Tier. Effect lasts 6s. Max 20 stacks.
On attacking → Physical Pierce +1% for 5s. Requires charging AP (Activation Power). Max 10 stacks.
On attacking → Magic Pierce +1% for 5s. Requires charging AP. Max 10 stacks.
Increases CSPD by 50 per Tier.
On being hit → increases Aggro generation based on Tier for 12s.
On being hit → ASPD, CSPD & Action Speed increases based on Tier for 3s.
No fixed per-tier table — see the stat calculator for live values.
On attacking → Critical Rate +1 for a duration based on total CRT stat. Max stacks based on Tier.
Duration Bonus: +CRT / 15 seconds
Increases Critical Damage by 1 per Tier.
Increases Critical Rate by 1 per Tier.
On missing → Critical Rate increases based on Tier for 60s. Max 5 stacks.
On attacking → decreases MaxHP by 1% for 3s, but increases ATK/MATK based on Tier. Max 99 stacks.
Increases DEF by 10 per Tier.
Increases DEX by Tier level.
On Manual Evasion → Physical and Magic Resistance increases based on Tier for 3s. Max 3 stacks.
On Manual Evasion → ATK and ASPD increase based on Tier for 3s. Max 3 stacks.
Increases Dodge by 3 per Tier.
On attacking → temporarily boosts ATK, MATK, and CSPD. Bonuses scale heavily with TEC stat. Cooldown: 10s.
ATK/MATK scale: +TEC/(6−T); CSPD scale: +(TEC×5)/(6−T)
No fixed per-tier table — see the stat calculator for live values.
On attacking → MATK increases based on Tier for 4s. Max 300/Tier stacks.
On attacking → ATK increases based on Tier for 2s. Max 300/Tier stacks.
You can no longer inflict [Flinch]. (Tier 1 exclusive)
Grants no stats — this trait works by removing a status effect (tier 1).
When Target Evades → Anticipate increases based on Tier for 12s.
On attacking → ASPD increases based on Tier for 3s. Max 20 stacks.
On grazing → drops MaxMP but boosts Short/Long Range damage and Accuracy for 15s. Max 3 stacks.
On grazing → Accuracy increases based on Tier for 30s. Max 5 stacks.
When Target Guards → Guard Break increases based on Tier for 12s.
When Target Guards → boosts MATK scaling with DEX. Lasts longer at higher Tiers. Cooldown: 20s.
DEX MATK Bonus: +Base DEX/10
No fixed per-tier table — see the stat calculator for live values.
Increases INT by Tier level.
On being hit → lose MaxHP but gain massive ASPD for 20s. Scaling is exponential based on Tier. Max 5 stacks.
Increases MATK by 5 per Tier.
Increases MDEF by 10 per Tier.
On missing → MATK increases based on Tier for 30s. Max 10 stacks.
Increases MaxHP by 200 per Tier.
Increases MaxMP by 10 per Tier.
On missing → drastically boosts ATK and Critical Rate, but tanks Accuracy for 90s.
Increases Base HP Regen by 15 per Tier.
Increases Base MP Regen by 5 per Tier.
On attacking → Dodge increases based on Tier for 6s. Max 30 stacks.
On missing → ATK increases based on Tier for 30s. Max 10 stacks.
On attacking → Accuracy increases based on Tier for 6s. Max 30 stacks.
Increases STR by Tier level.
You can no longer inflict [Stun]. (Tier 2 exclusive)
Grants no stats — this trait works by removing a status effect (tier 2).
You can no longer inflict [Tumble]. (Tier 3 exclusive)
Grants no stats — this trait works by removing a status effect (tier 3).
Increases VIT by Tier level.
On being hit → exponentially increases MaxHP based on Tier for 180s. Stack limit varies by Tier.
On being hit → increases MATK for 30s. Value and stack limit varies heavily by Tier.
On being hit → exponentially increases MaxMP based on Tier for 180s. Stack limit varies by Tier.
On being hit → increases ATK for 30s. Value and stack limit varies heavily by Tier.
On being hit → Unsheathe Power +100 for 9s. Max stacks equal to Tier.
