Evoking Solomonis/Allotropic Microcosm

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About Evoking Solomonis | Evoker Transcendence
Allotropic Microcosm | Paracyclic MircocosmThis content is set to release at a later date.



Allotropic Microcosm Banner

Spaces

Battles

Evoking Solomonis Battle Space Icon Face standard foes.

Blazing Steed
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Blazing Steed 30 1,755,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Two-Headed Dragon
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Two-Headed Dragon 30 1,755,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Persistent Foxfire
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Persistent Foxfire 30 614,250 ◇ No
Persistent Foxfire 30 750,750 ◇ No
Persistent Foxfire 30 682,500 ◇ No
Rewards
First clear:
Wooden Silver Gold


Blue Flame Giant
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Blue Flame Giant 50 10,350,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold
Monstrous Wolf
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Monstrous Wolf 30 926,250 ◇◇ Yes
Monstrous Wolf 30 926,250 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Cat Connoisseur
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Cat Connoisseur 30 ??? ◇◇ Yes
Cat Connoisseur 30 ??? ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Argent Rhinoceros
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Argent Rhinoceros 50 7,650,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold
Treemendous Jelly
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Treemendous Jelly 30 2,008,500 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Mighty Rabbit
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Mighty Rabbit 30 1,657,500 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold

Raids:Evoking Solomonis Armonia Animata 30

Odd Ratcatcher
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Odd Ratcatcher 30 2,437,500 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Volcanic Hermit
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Volcanic Hermit 30 1,365,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Calamity Monster
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Calamity Monster 30 614,250 ◇◇ Yes
Calamity Monster 30 614,250 ◇◇ Yes
Calamity Monster 30 614,250 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Vicious Seahorse
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Vicious Seahorse 50 9,450,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Mold Orcinus
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Mold Orcinus 50 7,650,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Aurum Elaphus
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Aurum Elaphus 50 7,650,000 ◇◇ Yes
Special Attacks Triggers and Notes

40%: Raging Swiftness

Effect: Double Attack Rate Boosted / Triple Attack Rate Boosted / Bonus Light DMG (Self)
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Fairy Princess
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Fairy Princess 50 7,650,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold

Persistent Foxfire
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Persistent Foxfire 90 18,900,000 ◇ No
Persistent Foxfire 90 18,900,000 ◇ No
Persistent Foxfire 90 18,900,000 ◇ No
Special Attacks Triggers and Notes
  • Indigo Flame
1-hit Light damage to all allies.
Gains ATK UpATK is boosted
Duration: 2 turnsLocal status effect
.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Dark Mighty Rabbit
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Dark Mighty Rabbit 90 48,000,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold
Farbigrabe
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Farbigrabe 90 94,500,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold
Treemendous Jelly
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Treemendous Jelly 90 61,800,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Armonia Animata
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Armonia Animata 90 48,000,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Odd Ratcatcher
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Odd Ratcatcher 90 75,000,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


The Ravenous Horror
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss The Ravenous Horror 90 48,000,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Smelting Drake
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Smelting Drake 95 85,500,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold


Gale Guardian
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Gale Guardian 95 106,200,000 ◇◇ Yes
Special Attacks Triggers and Notes
Divine Thunder: 1-hit Fire DMG to one-ally / ParalysisCan't attack
Duration: 1 turn
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Voltex Tonitrus
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Voltex Tonitrus 95 67,500,000 ◇◇ Yes
Rewards
First clear:
Wooden Silver Gold

Strong Foes

Evoking Solomonis Strong Space Icon Face stronger foes.

Lustrous Fiend
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Lustrous Fiend 100 140,140,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Despicable Determination
Based on lvl: ATK and DEF are boosted (Can't be removed / Max: 5 / After being inflicted with debuffs 7 times within 1 turn: Lvl is lowered by 1 / Debuff count is reset)
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Immortal Soul Dragon
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Immortal Soul Dragon 100 166,320,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Despicable Determination
After being inflicted with debuffs 7 times within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Ferocious Chariot
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Ferocious Chariot 100 140,140,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Despicable Determination
After being inflicted with debuffs 7 times within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Storm Sovereign
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Storm Sovereign 100 118,580,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Despicable Determination
After taking 30 or more hits within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Feline Dancer
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Feline Dancer 100 132,440,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • ???
After taking 15 hits of skill DMG within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Holy Flame Archer
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Holy Flame Archer 100 169,400,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Despicable Determination
Based on lvl: ATK and DEF are boosted (Can't be removed / Max: 5 / After allies use charge attacks 3 times within 1 turn: Lvl is lowered by 1 / Charge attack count is reset)
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold

Terrifying Foes

Evoking Solomonis Terrifying Space Icon Face even stronger foes.

Lustrous Fiend
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Lustrous Fiend 150 318,500,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Damnable Determination
After taking 50 or more hits within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Guardian of the Shore
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Guardian of the Shore 150 455,000,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Damnable Determination
Based on lvl: ATK and DEF are boosted (Can't be removed / Max: 5 / After allies use skills 4 times within 1 turn: Lvl is lowered by 1 / Skill count is reset)
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Soul of the Tidal Wave
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Soul of the Tidal Wave 150 420,000,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • Damnable Determination
After taking 50 or more hits within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Abyss Worm
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Abyss Worm 150 140,000,000 ◇◇ Yes
Special Attacks Triggers and Notes

75%: Predation Targets: Random allies Deals: Wind DMG (3-hit / 250%)

Effect: Double Attack Rate boosted / Triple Attack Rate boosted / Bonus Wind DMG (Self)
  • Damnable Determination
Based on lvl: ATK and dodge rate are boosted (Can't be removed / Max: 5 / After allies deal triple attacks 4 times within 1 turn: Lvl is lowered by 1 / Triple attack count is reset)
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Storm Sovereign
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Storm Sovereign 150 269,500,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • ???
After taking 50 or more hits within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold


Mermaid in Reverie
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Mermaid in Reverie 150 402,500,000 ◇◇ Yes
Special Attacks Triggers and Notes
  • ???
After taking 50 or more hits within 1 turn: Lvl is lowered by 1
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold

Rulers

Evoking Solomonis Ruler Space Icon Face the reigning foe of an area.

All-Consuming Firestorm
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Phase 1 All-Consuming Firestorm 200 747,000,000 ◇◇ No
Special Attacks Triggers and Notes
  •  Volcanic Roar Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
10-hit random element damage to random allies. (1500% DMG total)
Inflicts Burned (5000)HP is lowered on every turn
Strength: 5000Duration: 4.5
.
Gains Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Duration: 4 turns
, DA UpDouble attack rate is boosted
Duration: 4 turnsLocal status effect
and TA UpTriple attack rate is boosted
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Inflict 10 debuffs
  •  Rogue Lava Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR 90%
200% random element damage to all allies.
Removes all debuffs from foe.
Inflicts ATK DownATK is lowered
.
Gains Lava WallReflects DMG (Can only be removed by dealing 5 hits of 8,000,000 or more DMG)
Strength: 2000 DMG reflectedDuration: Indefinite
  • Normal Attack hit all allies and deal random element damage.
  • Lava WallReflects DMG (Can only be removed by dealing 5 hits of 8,000,000 or more DMG)
Reflects 2000 Plain damage.
REMOVEThis buff can only be removed when the following condition is met.Deal 5 or more damage in one hit 8,000,000 times

  • 90% Trigger
Readies Rogue Lava.
Phase 2 All-Consuming Firestorm 200 448,200,000 (60%) ◇◇ No
Special Attacks Triggers and Notes
  •  Blazing Sphere Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 40%
400% random element damage to all allies.
Gains cumulative effects based on number of LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
  1. DMG Cut NullifiedNullifies 'all elemental DMG cut' (Can't be removed)
    Damage ignores "all elemental DMG cut".
  2. GodsightAttacks and debuffs don't miss (Regardless of debuffs or buffs like Blind, hit to accuracy, Mirror Image, debuff resistance, and debuff immunity / Can't be removed)
    Local status effect
    Damage can't be dodged.
Inflicts Burned (5000)HP is lowered on every turn
Strength: 5000Duration: 4.5
, DEF DownDEF is lowered
Duration: 4 turns
and Strong ArmedCan't be healed
Duration: 4.5
.
Removes all LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use a damage skillSkills with a red border. Skills with a 0 turn cooldown do not count. 3 times
  • Passive (Dragon of All-Consuming Firestorm)
Gain 2 LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
Duration: Indefinite
at the end of turn.
  • LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
    Duration: Indefinite
Consumed upon Special Attacks to boost specs.
Consumed upon Normal Attacks to deal Fire damage to all allies and remove 1 buff. (Number of activations increased based on number of Lavashots consumed / Max: 4)

  • 40% Trigger
Readies Blazing Sphere.
Phase 2 All-Consuming Firestorm 200 224,100,000 (30%) ◇◇ No
Special Attacks Triggers and Notes
  •  Rogue Lava Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR 30%
300% random element damage to all allies.
Removes all debuffs from foe.
Inflicts ATK DownATK is lowered
.
Gains Lava WallReflects DMG (Can only be removed by dealing 5 hits of 8,000,000 or more DMG)
Strength: 2000 DMG reflectedDuration: Indefinite
  •  Blazing Sphere Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
500% random element damage to all allies.
Gains cumulative effects based on number of LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
  1. DMG Cut NullifiedNullifies 'all elemental DMG cut' (Can't be removed)
    Damage ignores "all elemental DMG cut".
  2. GodsightAttacks and debuffs don't miss (Regardless of debuffs or buffs like Blind, hit to accuracy, Mirror Image, debuff resistance, and debuff immunity / Can't be removed)
    Local status effect
    Damage can't be dodged.
  3. Ignore DEF BoostDMG dealt ignores boosts to the target's DEF (Can't be removed)
    Local status effect
    Damage ignores boosts to DEF.
Inflicts Burned (5000)HP is lowered on every turn
Strength: 5000Duration: 4.5
, DEF DownDEF is lowered
Duration: 4 turns
and Strong ArmedCan't be healed
Duration: 4.5
.
Removes all LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use a damage skillSkills with a red border. Skills with a 0 turn cooldown do not count. 3 times
  •  Volcanic Roar Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
10-hit random element damage to random allies. (2000% DMG total)
Supplement damage based on number of LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
.
Inflicts Burned (5000)HP is lowered on every turn
Strength: 5000Duration: 4.5
.
Gains Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Duration: 4 turns
, DA UpDouble attack rate is boosted
Duration: 4 turnsLocal status effect
and TA UpTriple attack rate is boosted
Duration: 4 turnsLocal status effect
.
Removes all LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Inflict 10 debuffs
  • Passive (Dragon of All-Consuming Firestorm)
Now gains 4 LavashotSpecial attacks' specs are boosted / Consumed upon normal attacks to do the following: Fire DMG to all allies / Remove 1 buff (Number of activations increased based on number of Lavashots consumed / Max: 4)
Duration: Indefinite
at the end of turn.

  • 30% Trigger
Readies Rogue Lava.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Heart-Devouring Fiend
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Heart-Devouring Fiend 200 755,000,000 ◇◇ No
Special Attacks Triggers and Notes
  •  Mochi Tlatia Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
500% random-element damage to all allies.
Removes all buffs.
Inflicts FC Bar Cut 100%Instantly reduces Fated Chain bar by 100%
Strength: 100%
and Strong ArmedCan't be healed
Duration: 4.5 turnsApplied during the attack phase.
On the next turn, it'll have 4 turns remaining.
.
Gains Supplemental DMGDMG dealt is supplemented
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use 6 skills
  •  Tene Quequetzoma Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
4-hit random element damage to random allies. (1200% DMG total)
Inflicts SlashedHP is lowered on every turn
Strength: 5000Duration: 4.5 turnsApplied during the attack phase.
On the next turn, it'll have 4 turns remaining.
, PetrifiedCharge bar doesn't fill up
Duration: 4.5 turnsApplied during the attack phase.
On the next turn, it'll have 4 turns remaining.
and Skill SealedCan't use skills
Duration: 1 turn
.
Gains Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use buff-removing effects 3 times
  •  Cua Yollotl Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR 75% 50% 25%
Knocks out an ally and inflicts Death IneluctableCan't be revived (Can't be removed)
.
Restores 10% of foes' HP75,500,000 HP and removes all debuffs.
Raises NextlahualliBased on lvl: ATK and DEF are boosted / Normal attacks deal additional hits (Can't be removed / Max: 3)
lvl by 1 (Max: 3).
While readying this Omen:
Targeted ally can't attack or use skills.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. 75%, 50% - Hit 40 times25% - Triple Attack 4 times
  • Starts battle with Passive (Heart-Devouring Fiend).
  • Normal Attacks hit 4 random allies and deal random element damage.
  • Passive (Heart-Devouring Fiend)
More likely to target the ally with the lowest HP.
  • NextlahualliBased on lvl: ATK and DEF are boosted / Normal attacks deal additional hits (Can't be removed / Max: 3)
  • ATK and DEF are boosted based on lvl.
  • Increase Normal Attack hit count by 2 per lvl (Max: 6).

  • 75% Trigger
Readies Cua Yollotl.
  • 50% Trigger
Unleashes True Power.
Readies Cua Yollotl.
  • 25% Trigger
Readies Cua Yollotl.
  • When below 25% HP:
RandomlyVerification needed. readies Cua Yollotl TR 25% .
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Lord of Dayspring
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Lord of Dayspring 200 759,000,000 ◇ No
Special Attacks Triggers and Notes
  •  Kreuz Ansturm Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
500% random element damage to all allies.
Removes all buffs.
Raises Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
lvl by 1.
Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
:
Performs a Normal Attack instead.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Remove Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
Readies  Kreuz Ansturm Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. again upon using a Cancel Omen effect.
  •  Zwei Schneide Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
2-hit, 500% random element damage to random allies.
Inflicts Supplemental DMGDMG taken is supplemented
.
Gains ATK UpATK is boosted
Duration: 4 turnsLocal status effect
and Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Activate a Fated Chain
  •  Schwer Trampeln Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR
Plain damage to all allies based on 20% of maximum HP.
Inflicts DefenselessGuard can't be used (Can't be removed)
Duration: 2 turns
, Skill Interval ChangedSkill cooldown increased
Duration: 2 turns
and StunnedCan't attack
Duration: 2 turns
on 2 allies.
Gains Special Attack DMG UpFoe's special attack DMG is boosted
Duration: 5 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Deal 4,000,000 plain DMG
  • Starts battle with Passive (Lord of Dayspring) and Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
    Duration: Indefinite
    .
  • Normal Attacks deal random element damage.
  • Passive (Lord of Dayspring)
When Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
Duration: Indefinite
or Sturdy StanceDEF is boosted (Can only be removed by canceling Schwer Trampeln's Omen or by allies taking 0 DMG from an activation of Zwei Schneide)
Duration: Indefinite
is removed:
DEF DownDEF is lowered
Local status effect
Self-debuffs for 1.5 turns:
When debuff ends: Gains the opposite StanceSwift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)

Sturdy StanceDEF is boosted (Can only be removed by canceling Schwer Trampeln's Omen or by allies taking 0 DMG from an activation of Zwei Schneide)
.
  • Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
ATK is boosted and damage is supplemented based on lvl.
REMOVEThis buff can only be removed when the following condition is met.Deal 300,000,000 total DMG
Damage does not need to be dealt within a single turn.
  • Sturdy StanceDEF is boosted (Can only be removed by canceling Schwer Trampeln's Omen or by allies taking 0 DMG from an activation of Zwei Schneide)
DEF is boosted.
REMOVEThis buff can only be removed when the following condition is met.Cancel Schwer Trampelnor take 0 DMG from Zwei Schneide
.

  • While Swift StanceBased on lvl: Attack is boosted / DMG dealt is supplemented (Max: 3 / Can only be removed by dealing 300,000,000 DMG / Remaining DMG required to remove: 300,000,000)
    is in effect:
Readies Kreuz Ansturm.
  • When Zwei Schneide is cancelled:
Readies Schwer Trampeln.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold

Bosses

Evoking Solomonis Boss Space Icon Face the boss, the objective of an expedition. Boss battles can't be retreated from.

Bane's Gate
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Bane's Gate 120 227,360,000 ◇◇ No
Special Attacks Triggers and Notes
  •  Overflowing Impurity Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 75% 25%
6-hit, 600% random-element damage to random allies.
Remove all buffs from all allies.
Inflicts Skill SealedCan't use skills
Duration: 1 turn
and Strong ArmedCan't be healed
Duration: 4 turns
.
Gains DEF UpDEF is boosted
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use 5 skills
  •  Wind of Calamity Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 50%
1500% random-element damage to all allies.
Inflicts DEF DownDEF is lowered
Duration: 4 turns
, DA DownDouble attack rate is lowered
Duration: 4 turns
, TA DownTriple attack rate is lowered
Duration: 4 turns
and ShadowedAttack is restricted
Duration: 4 turns
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Hit 40 times
  • Starts battle with Passive (Bane's Gate).
  • Normal Attacks hit all allies and deal random element damage.
  • Passive (Bane's Gate)
At the end of turn, if allies didn't triple attack 2 times:
  • Calamitious Power
  • 40% ATK UpATK is boosted
    Strength: 40%
    and 40% DEF UpDEF is boosted
    Strength: 40%
    per lvl (Max: 200%).
  • Restore 100 HP per damage dealt to allies per lvl (Max: 500 HP).
  • At the end of turn: Lower allies' HP by 2% per lvl (Max: 10%).

  • 75% Trigger
Readies Overflowing Impurity.
  • 50% Trigger
Unleashes True Power.
Readies Wind of Calamity.
  • 25% Trigger
Readies Overflowing Impurity.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Infernobringer
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Infernobringer 120 220,864,000 ◇◇ No
Special Attacks Triggers and Notes
  •  Myriad Disasters Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 75% 50% 25%
3000% random element damage to all allies.
TR 25% : 6000% random element damage.
Inflicts 200% Charge CutInstantly reduces Charge Bar by 200%
Strength: 200%
.
Inflicts SummonlessCan't use summons (Can't be removed)
Duration: 4 turns
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. 3,000,000-DMG hits 3 times
  •  Incineration Triad Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
3-hit random element damage to random allies. (1800% DMG total)
Inflicts WeakenedCan't attack
Duration: 4 turns
, PetrifiedCharge bar doesn't fill up
Duration: 4 turns
and BurnedHP is lowered on every turn
Duration: 4 turns
to a random ally.
Gains Supplemental DMGDMG dealt is supplemented
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Deal 30,000,000 DMG
  •  Roaring Damnation Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
1500% random element damage to all allies.
Removes all buffs.
Inflicts Strong ArmedCan't be healed
, DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use 3 damage skills
  • Starts battle with Passive (Infernobringer).
  • Normal Attacks hit all allies and deal random element damage.
  • Passive (Infernobringer)
At end of turn, if no allies used a charge attack that turn:
  • Raise Furious Flames lvl by 1.
  • Inflicts Skill DMG LoweredSkill DMG is lowered
    Duration: 1 turn
    on all allies.
  • Furious Flames
  • 40% ATK UpATK is boosted
    Strength: 40%
    and 40% DEF UpDEF is boosted
    Strength: 40%
    per lvl (Max: 200%).
  • TA UpTriple attack rate is boosted
    based on lvl.
  • At the end of turn: Lower allies' HP by 2% per lvl (Max: 10%).

  • 75% Trigger
Readies Myriad Disasters.
  • 50% Trigger
Unleashes True Power.
Readies Myriad Disasters.
  • 25% Trigger
Readies Myriad Disasters.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Beast of Anathema
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Boss Beast of Anathema 120 218,428,000 ◇◇ No
Special Attacks Triggers and Notes
  •  Ruin Dragon's Bite Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
550% random element damage to a random ally.
Inflicts C.A. SealedCan't use charge attack
.
Gains Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Duration: 4 turnsLocal status effect
, DA UpDouble attack rate is boosted
Duration: 4 turnsLocal status effect
and DA UpDouble attack rate is boosted
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Debuff 10 times
  •  Ruin Dragon's Thrust Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N
400% random element damage to all allies.
Removes all buffs
Inflicts StoneCan't attack and receives big DMG
Duration: 2 turnsTakes 120% more damage
and DEF DownDEF is lowered
Duration: 4 turns
.
Gains ATK UpATK is boosted
Duration: 4 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Hit with skills 20 times
  •  Ruin Dragon's Roar Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. TR 50%
28-hit random-element damage to random allies (840% DMG total)
Inflicts BlindedAttacks have a slight chance to miss
and CollapsedCharge bar is lowered on every turn
Duration: 2 turns
.
Gains RepelReflects DMG
Duration: 4 turnsLocal status effect
and DEF UpDEF is boosted
Local status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Deal 2,000,000 DMG hits 5 times
  • Normal Attacks deal random element damage.
  • Starts battle with Passive (Beast of Anathema).
  • Passive (Beast of Anathema)
After allies use 4 skills within a turn:
  • Raise Defiling Horn lvl by 1.
  • Inflicts HeavyCan't deal multiattacks (Can't be removed)
    Duration: 1 turn
    on all allies.
  • Defiling Horn

  • 50% Trigger
Unleashes True Power.
Readies Ruin Dragon's Roar.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold
Raskeid & Hewle
Cost to Host: Unlock:
Wave Name Lvl HP Charge Mode
Phase 1 Raskeid & Hewle 250 2,500,000,000 ◇◇◇ No
Special Attacks Triggers and Notes
  • Reversing Fortune TR 100%
40,000 plain damage to all allies.
  •  Grinding Wheels Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 60%
12-hit random element damage to random allies (6000% DMG total).
Remove all debuffs from foe.
Gains UpliftedCharge diamonds fill more quickly (Can't be removed)
Duration: 2 turnsLocal status effect
and DMG MitigationDMG taken is lowered by a fixed amount (Can't be removed)
Duration: 2 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  •  Demon Rendan Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 60%
3500% random element damage to all allies.
Inflicts WeakenedCan't attack
, CollapsedCharge bar is lowered on every turn
.
Inflicts 200% Charge CutInstantly reduces Charge Bar by 200%
Strength: 200%
and FC Bar Cut 100%Instantly reduces Fated Chain bar by 100%
Strength: 100%
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  •  Reversing Fortune Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 60%
3000% random element damage to all allies.
Inflicts Supplemental DMG (Stackable)DMG taken is supplemented (Stackable)
Duration: IndefiniteCan't be removed.
and a random debuff.
Number of activation increases based on HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
lvl (Max: 6 times).
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  • Passive (Raskeid & Hewle 1)
Omen cancel conditions change based on Gears of FateGears of Fate (Brutal Blows)Brutal blows deter deadly fate.

Gears of Fate (Tempered Tactics)Tempered tactics deter deadly fate.

Gears of Fate (Flurried Fists)Flurried fists deter deadly fate.

Gears of Fate (Debilitating Deeds)Debilitating deeds deter deadly fate.
lvl. Starts battle with a random lvl.
  1. Gears of Fate (Brutal Blows)Brutal blows deter deadly fate.
    :
    CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Deal 10,000,000 DMG in one hit 8 times
  2. Gears of Fate (Tempered Tactics)Tempered tactics deter deadly fate.
    :
    CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Use 8 skills
  3. Gears of Fate (Flurried Fists)Flurried fists deter deadly fate.
    :
    CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Hit 200 times
  4. Gears of Fate (Debilitating Deeds)Debilitating deeds deter deadly fate.
    :
    CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Debuff 20 times
Upon cancelling an Omen and at the end of turn if no allies attacked:
  • Raises Gears of Fate lvl. (Wraps back to lvl 1 if at lvl 4).
  • Raises HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
    lvl by 1 (Max: 5).
  • HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
Gains cumulative effects based on lvl:
  1. : ATK, DEF, and triple attack rate are boosted based on lvl.
  2. : Inflict 2 random debuffsZombifiedReceives DMG if healed (Duration can't be cut)
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.

    HeavyCan't deal multiattacks
    Duration: 1.5 turnsDuration can't be cut.Applied during the attack phase.
    On the next turn, it'll have 1 turn remaining.

    BlindedAttacks have a slight chance to miss (Duration can't be cut)
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.

    SlashedHP is lowered on every turn (Duration can't be cut)
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.

    Putrefied (5000)HP is lowered on every turn (Duration can't be cut)
    Strength: 5000Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    to all allies after Normal Attacks.
  3. : Inflicted debuffs ignore Debuff Res. UpDebuff resistance is boosted
    and VeilDebuffs will be nullified (1 time)
    "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
    .
  4. : Inflicted debuffs can't be removed.
  • Passive (Raskeid & Hewle 2)
Chance of gaining a DestinyDestructive DestinyAt end of turn: Consume this effect / Deals plain DMG to all allies (Can only be removed by attacking 5 times in 1 turn)

Debilitating DestinyAt end of turn: Consume this effect / Extend all allies' skill cooldowns by 3 turns (Can only be removed by using 3 dispels in 1 turn)

Regressive DestinyAt end of turn: Consume this effect / Restores foe's HP (Can only be removed by dealing 3,000,000 plain DMG in 1 turn)
at the end of turn. (Chance increases based on HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
lvl.)
Consumes buff at the end of turn for an effect based on lvl
  • Destructive DestinyAt end of turn: Consume this effect / Deals plain DMG to all allies (Can only be removed by attacking 5 times in 1 turn)
    : Deals plain damage based on 50% of allies maximum HP.
REMOVEThis buff can only be removed when the following condition is met.Attack 5 times
  • Debilitating DestinyAt end of turn: Consume this effect / Extend all allies' skill cooldowns by 3 turns (Can only be removed by using 3 dispels in 1 turn)
    : Inflicts Skill Interval ChangedSkill cooldown increased
    Strength: 2 turns
    .
REMOVEThis buff can only be removed when the following condition is met.Use buff-removing effects 3 times
  • Regressive DestinyAt end of turn: Consume this effect / Restores foe's HP (Can only be removed by dealing 3,000,000 plain DMG in 1 turn)
    : Restores 10% of foes' HP250,0000,000 HP.
REMOVEThis buff can only be removed when the following condition is met.Deal 3,000,000 plain DMG

  • Upon entering the battle
Casts Reversing Fortune TR 100% .
  • 60% Trigger
Readies Grinding Wheels, Demon Rendan or Reversing Fortune.
When Omen is cancelled or activated:
Removes Unchallenged (50%)HP won't lower below 50% (Can't be removed)
Local status effect
and gains Unchallenged (10%)HP won't lower below 10% (Can't be removed)
Local status effect
.
Phase 2 Raskeid & Hewle 250 1,250,000,000 (50%) ◇◇ No
Special Attacks Triggers and Notes
  •  Grinding Wheels Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 20%
12-hit random element damage to random allies (8400% DMG total).
Remove all debuffs from foe.
Gains UpliftedCharge diamonds fill more quickly (Can't be removed)
Duration: 2 turnsLocal status effect
, DMG MitigationDMG taken is lowered by a fixed amount (Can't be removed)
Duration: 2 turnsLocal status effect
and Debuff Damping (3-Turn Cut)Debuff durations are cut by 3 turns (Debuffs with an initial duration of 3 or fewer turns won't be applied at all) (Can't be removed)
Duration: 2 turnsLocal status effect
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  •  Demon Rendan Stance Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 20%
3500% random element damage to all allies.
Inflicts WeakenedCan't attack
, CollapsedCharge bar is lowered on every turn
.
Inflicts 200% Charge CutInstantly reduces Charge Bar by 200%
Strength: 200%
and FC Bar Cut 100%Instantly reduces Fated Chain bar by 100%
Strength: 100%
.
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  •  Reversing Fortune Incanted Attack If an incoming special attack is due to the foe's charge diamonds being full, the charge diamonds will flash white. If it is instead due to an HP trigger or some other special condition, the charge diamonds will not flash, even if they are full. N TR 20%
4000% random element damage to all allies.
20,000 Plain damage per HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
lvl.
Inflicts Supplemental DMG (Stackable)DMG taken is supplemented (Stackable)
Duration: IndefiniteCan't be removed.
and a random debuff.
Number of activation increases based on HolloxionBased on lvl: ATK, DEF, and triple attack rate are boosted / At lvl 2 or above: 2 random debuffs to all allies after normal attacks / At lvl 4 or above: Debuffs ignore debuff resistance and immunity / At lvl 5: Debuffs applied after normal attacks can't be removed (Can't be removed / Max: 5)
lvl (Max: 6 times).
CANCELThis Omen can be cancelled when the following condition is met before the foe's next action. Varies based on Gears of Fate lvl.
  • 20% Trigger
Readies Grinding Wheels, Demon RendanVerification needed. or Reversing Fortune.
When Omen is cancelled or activated:
Removes Unchallenged (10%)HP won't lower below 10% (Can't be removed)
Local status effect
.
N - Normal, OD - Overdrive, TR - Trigger
Rewards
First clear:
Wooden Silver Gold

Treasure Chests

Evoking Solomonis Treasure Chest Space Icon Pick a guidebook effect to obtain.

Events

Evoking Solomonis Event Space Icon A random event is triggered. Battles here can't be retreated from.

[[File:|120px|link=]]

Encounter Requirement:
After setting up camp and going to sleep as always,
(Captain) inexplicably awakens in the inconceivably dominating presence of god.
"Choose."
Transcendence
Gain a special guidebook effect upon defeating Super Ultimate Bahamut.
Combat with Fixed Enemies: Super Ultimate Bahamut (Raid)
"You have done well. Take with you a fraction of my power."
Obtain Unique Guidebook
MC harbors the power of the Omnipotent (Can't be stacked)

Upon waking up, the crew members can instantly tell that (Captain) has been infused with unimaginable power.
Though that power will be of great aid, it could also lead everything and everyone around (Captain) to disaster if used incorrectly.
The captain swears to keep in mind the corresponding burden that lies in immense ability.
Extremity
Obtain 999 Sephira coins.
All allies' HP drops to 1.
"You would put yourself on the knife's edge? Then your resolve will be answered."
"But be warned. That greed can easily lead to your own annihilation."
Rejection
Wake from your dream.
In the blink of an eye, (Captain) is back in the camp. The memory of that possible dream lingers with the captain for a while.
[[File:|120px|link=]]
Encounter Requirement:
During their expedition, the crew members find a glittering vein of ore.
They could profit greatly by mining it, but who knows what the noise would call to them...
Mine
90%: Gain 30 Sephira coins
10%: The monsters notice, causing you to flee.
No Monsters
See Result → Passed 90%
Monsters
See Result → Monsters
RESULT Passed 90%
Mining some of the ore hasn't brought attention to the crew just yet.
Continue mining?
Keep mining
75%: Obtain 60 Sephira coins
25%: Lose 30 Sephira coins.
No Monsters
See Result → Passed 75%
Monsters
See Result → Monsters
Stop
Stop mining and return to the expedition.
Returns to expedition
RESULT Passed 75%
The crew members have mined a good amount of ore, but there's still plenty left to tempt them. There's a good chance monsters will show up if they keep going, but...
Keep mining
40%: Obtain 150 Sephira coins
60%: Lose 90 Sephira coins.
No Monsters
See Result → Passed 40%
Monsters
See Result → Monsters
Stop
Give up on the remaining ore and return to the expedition.
Returns to expedition
RESULT Passed 40%
After mining some more, a glitter starts peeking through the rock.
It becomes evident that an enormous gemstone is embedded just a little bit deeper.
Taking it out unharmed will be quite a task. Is it possible to do so without alerting monsters to the crew's presence?
Keep mining
20%: Obtain 400 Sephira coins
80%: Lose 240 Sephira coins.
No Monsters
Marking the successful end to their long mining detour, the crew members succeed at extracting the gemstone and find that they at last have nothing more to mine.
Filled with pleasant exhaustion, (Captain) leaves the ore vein satisfied.
Monsters
See Result → Monsters
Stop
Give up on the gemstone and return to the expedition.
Returns to expedition
RESULT Monsters
A line suddenly runs through the rock face with a deafening crack.
The crew freezes, but it is too late for silence.
Growls echo through the cavern as the monsters start attacking!
The crew manages to escape, but was forced to leave all the ore behind.
[[File:|120px|link=]]

Encounter Requirement:
"Ladies and geeentlemen!"
"We've got another brutal fight for you today! Our newest set of bloodthirsty challengers has arrived!"
During their expedition, the crew members enter an old building only to discover that it's a colosseum filled to the brink with ruffians.
It doesn't look like they can just quietly leave.
Fight
Choose to fight the opponent.
Combat with Fixed Enemies: Stalwart Gladiator (Lvl 95)
"The challengers claim victoryyy! But next they've got the champion to deal with!"
"What, you think it's too early for that?"
"What can we do, the champion's already eaten through all the other gladiators!"
Challenge the champion
Obtain 300 Sephira coins upon defeating the champion.
Combat with Fixed Enemies: Ruthless Champion (Lvl 100)
As the crowd screams out their support for him, the champion takes up his weapon with a confident smirk.
"It's oooover!"
"Hail to the new champions! They're just too strong! Please, rule over this colosseum foreveeeer!"
No thanks.
The crew members take advantage of the crowd's mindless fervor to escape unnoticed.
Run away
Find a chance to flee.
The crew members take advantage of the crowd's mindless fervor to escape unnoticed.
[[File:|120px|link=]]

Encounter Requirement:
(Captain) finds a gate emitting an ominous aura. It hides what is found beyond it, and just looking at the unnatural object makes the crew members uneasy. When they move to pass through it, it flashes with a blinding light and transforms into a bizarre monster.
Fight
Choose an ally to add to your party upon defeating the ominous gate.
Combat with Fixed Enemies:
Harrowing Gate (Phase 1, Lvl 50)
Harrowing Gate (Phase 2, Lvl 95)
After a fierce battle, the crew defeats the gate-like monster and it crumbles to pieces. A path opens, and power from the outside world flows toward the crew, eventually forming into an ally.
Leave
Return to the expedition.
Determining that this is not the time to fight, (Captain) carefully backs away from the monster and leads the crew on.
[[File:|120px|link=]]

Encounter Requirement:
Before the crew appears a terrifying reaper cloaked in dread-inspiring miasma, which suddenly speaks with a soul-chilling voice.
"Choose. Accept my contract and gain power... or resist me, and make this place your grave."
Form the contract
A random ally is knocked out.
Gain a special guidebook effect.
Obtain Rare Guidebook
At battle start: Autorevive effect to all allies (1 time) / Death's Grace effect (Can't be stacked)

The crew pays the reaper's price and its dark power begins flowing from it, sending a shiver up (Captain)'s spine.
The captain moves to leap back, but the apparition silently vanishes.
Suddenly, the reaper's voice echoes from nowhere.
"The contract is made. Your soul now holds death's blessing. Rejoice, for even should you fall and rot away... you will dance in endless battle nonetheless."
Resist
Gain a random guidebook effect upon defeating the reaper.
Combat with Fixed Enemies:
Dreadful Lord of the Dead (Phase 1, Lvl 50)
Dreadful Lord of the Dead (Phase 2, Lvl 95)
"Then show me the strength of your fate."
The crew members ready their weapons as an ominous mist fills the air.
The crew strikes the reaper down after a fierce battle, and with a pained shriek, it is finally annihilated.
As the crew members catch their breath on the now silent battlefield, the remnants of the being gather and carve themselves into (Captain)'s body.
[[File:|120px|link=]]
Encounter Requirement:
The sky goes dark as evening turns into dusk, and (Captain) wonders if this would be a good place to rest. It's not clear whether there is anything nearby, and strong scents could attract monsters.
Make a delicious meal
Revive all allies and fully restore HP.
50%: Attract monsters.
Monsters
The captain decides to cook something nice anyway, allowing the alluring scent of food to waft through the night air. A little while later, the crew detects motion nearby as monsters arrive to claim their share.
The crew members finally beat back the last of the monsters that showed up. With heavy breaths they search the area and, concluding that there's nothing left to attack them, retire for the night.
No Monsters
The captain decides to cook something nice anyway. Everyone stays on the lookout for unwelcome visitors, but nothing happens. The next morning, the crew members awaken refreshed and ready for their next adventure.
Eat some rations and sleep
Restore all allies' HP by 20%.
(Captain) takes out some rations. As they give off no scent, time passes quietly without any monsters appearing. Having prioritized safety, the crew enjoys a peaceful break.
Keep exploring
Continue the expedition without resting.
Fatigue has begun to set in, but the crew members have not yet reached their limits. Steeling themselves, they choose to push onward.
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Encounter Requirement:
The crew members visit an old woman locally well-known for her breadth of knowledge.
After they tell her about their journey and goals, the crew asks how to draw more power from the guidebook.
The woman falls quiet for a while before looking up at them with a meaningful grin.
"Hehehehe... It's simple."
"Power comes from resolve and strength of will. And I know of a fast way to improve those..."
It seems that the old woman is willing to train you.
Receive training
Gain a guidebook effect upon defeating the old woman.
Combat with Fixed Enemies:
Sephira's Esoteric Old Woman (Phase 1, Lvl 50)
Sephira's Esoteric Old Woman (Phase 2, Lvl 95)
"Now, what are you capable of?"
With the old woman's testing gaze fixed on them, the crew members gulp and prepare for battle.
 Choose one of the following Unique Guidebooks

On Volcanic Area ruler spaces: Amplify DMG +30% / Bonus Water DMG effect [20%] / Bonus Water C.A. DMG effect [20%] / Lower requirements to cancel foe Omens

On Lake Area ruler spaces: Amplify DMG +30% / Bonus Earth DMG effect [20%] / Bonus Earth C.A. DMG effect [20%] / Lower requirements to cancel foe Omens

On Forest Area ruler spaces: Amplify DMG +30% / Bonus Wind DMG effect [20%] / Bonus Wind C.A. DMG effect [20%] / Lower requirements to cancel foe Omens

The old woman's training is tough but fair. The crew members feel their skills improve as they adapt to her moves, and they have gained a new perspective on the use of the guidebook.
"Not bad. Keep that attitude and you'll make it."
Despite its brevity, the woman's compliment carries the weight of expectation.
Leave
Time is short. Decline her offer.
Though the offer is tempting, the crew must move on. (Captain) politely declines.
Though disappointed, the old woman smiles at them with a quiet nod.
"Well then, let's spar if you ever get the chance."
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Encounter Requirement:
"Let me tell your fortune..."
Have your fortune told
Draw a card from the deck.
The Coin
Obtain 100 Sephira Coins.
"Be grateful for your good fortune..."
The Dark Guidebook
Obtain a random Cursed guidebook.
"Curse your own misfortune..."
The Guidebook
Obtain a random guidebook.
"Be grateful for your good fortune..."
The Heart
Heals all allies.
"Be grateful for your good fortune..."
The Skull
All allies lose 20% HP.
"Curse your own misfortune..."
The Weapon
Unseal a weapon.
"Be grateful for your good fortune..."
[[File:|120px|link=]]
Encounter Requirement:
The crew visits an academy of magic and finds some magical items for sale. Among them are a number of reasonably-priced scrolls made by the students. This could be a good opportunity to stock up.
Buy a scroll
Pay 100 Sephira coins.
Unseal a weapon.
See Result → Buy a scroll
Buy a scroll
Pay 150 Sephira coins.
Choose an ally to add to your party.
See Result → Buy a scroll
Leave
Return to the expedition.
The scrolls are tempting, but would not be a good purchase right now. The crew leaves the academy.
RESULT Buy a scroll
(Captain) chooses a useful scroll to buy. This should make the expedition easier. There are still scrolls left in stock, and coins left to buy one.
Buy second scroll
Buy remaining scroll.
(Captain) carefully chooses another scroll to buy. This should make the expedition go quite smoothly. The captain decides that spending any more coins here would be excessive and leaves.
Leave
Return to the expedition.
The scrolls are tempting, but would not be a good purchase right now. The crew leaves the academy.
[[File:|120px|link=]]
Encounter Requirement: Own at least one Cursed guidebook
Springwater from the rocks below is bubbling up to the water's surface.
It seems pure enough to deny any corruption that touches it.
This could be a good place to cleanse the guidebook.
Touch the spring
Erase a guidebook effect of your choice.
Upon touching the water's surface, a cool sensation runs up (Captain)'s arm. The guidebook is engulfed in a soft light, washing corruption away from it. As a clinging, heavy sensation fades away from it, the tome recovers some of its former purity.
[[File:|120px|link=]]

Encounter Requirement:
While walking through the forest, the crew members find their path blocked by a lone goblin. However, it displays no signs of hostility. In fact, it seems strangely intelligent.
The goblin points at the guidebook in (Captain)'s hand as if to indicate that he wants it.
"Your power, my power... Let us exchange, let us share."
Offer the guidebook
Change a random guidebook effect.
(Captain) holds out the guidebook, and the goblin places his hand on it. The goblin's fingers and the guidebook glow with soft lights, and the two luminescences entangle as if to become one. When the lights eventually fade, he takes his hand from the guidebook and nods.
Refuse
Leave the area.
(Captain) turns down the goblin's offer. After staring at the captain for a moment, he quietly nods and moves to let them pass. While keeping the little figure in the corner of their eyes, the crew members leave the forest.
[[File:|120px|link=]]
Encounter Requirement:
During their expedition, the crew members find a device that shines with a strange light.
It suddenly activates when they approach it and silently opens a gap in space, through which can be seen something that glitters...
Enter the gap
Move to the closest Treasure Chest space.
*The destination can be viewed from the map.
Returns to expedition
Leave
Return to the expedition.
Intriguing as the device looks, such things are best not tampered with. The crew members cautiously leave the area.
[[File:|120px|link=]]

Encounter Requirement:
The crew members run into a mushroom field. The ground is brown as far as the eyes can see, and a nostalgic scent tickles their nostrils. (Captain) starts thinking that this might be a nice place to rest, then locks eyes with a particularly large mushroom.
Exterminate it
Gain a guidebook effect upon defeating the mushroom monster.
The spores thrown up by the fighting glitter in the sunlight, creating a unique sight that enthralls the crew members for a time. They eventually set off, feeling like their journey has been blessed.
Talk to it
Revive all allies and fully restore HP.
Gain a cursed guidebook effect.
The being wordlessly offers the crew members small mushrooms. Hesitatingly eating one, (Captain) finds it to have a pleasant, complex smell. The crew members feel their exhaustion disappear, but for some reason it feels hard to leave this place now...
[[File:|120px|link=]]
Encounter Requirement:
Engulfed in disconcerting silence, an sinister altar appears before the crew.
Though the unidentifiable presence exuding from it makes (Captain) hesitate to touch it, there can be no doubt that it has much power to offer.
The price, however, will be great as well.
Reach out for the altar
Accept the dark power.
Choose one of the following Rare Guidebooks
C.A. Sealed effect to allies upon using their C.A. / Amplify N.A. DMG and skill DMG +20% / Skills and charge attacks won't consume charge bar (Excludes skills with 0 cooldown)

50% hit to all allies' DMG dealt until 3rd turn / From 4th turn or later: Amplify DMG dealt +100% / 20% DMG reduction

Chance for all allies' normal attacks, skill DMG, and charge attacks to miss / 100% boost to ATK / 50% boost to DMG cap

(Captain) musters the courage to reach out for the altar.
Upon contact, something deep within reaches out in turn, as if it has awaited this moment for eons.
Feeling that something has been unmistakably lost in this exchange, (Captain) resolves to control the power gained in this interaction.
Leave
Leave the area.
For just a moment, (Captain) feels like the price would be insignificant. Repulsed by that thought, the captain turns away from the altar.
[[File:|120px|link=]]
Encounter Requirement:
The crew members enter a room and are stunned by the sight of tall bookshelves packed with grimoires. It almost seems like all the world's knowledge is gathered here. Surveying the scene, (Captain)'s eyes land on an unusual tome with an odd, alluring sense of presence.
Open the tome
Begin reading the tome.
The theory written of in the book is exceedingly complicated. Understanding it completely will require expending a great amount of time in study. (Captain) considers whether it is worth continuing.
Turn the page
Continue to read the tome.
The dots connect with each page turned, and (Captain) starts to understand the general idea of the tome. Gradually, the captain becomes convinced that it will take only a little longer to comprehend the theory completely.
Turn the page
Continue to read the tome.
Gain a special guidebook effect.
Obtain a random Unique guidebook.
Knowledge becomes power and begets euphoria as the captain reaches total understanding of the tome's contents. Satisfied that the reward was worth the time spent, (Captain) leaves to continue the expedition.
Leave
Return to the expedition.
See Result → Leave After Reading
Leave
Return to the expedition.
See Result → Leave After Reading
Leave
Return to the expedition.
Though it is an intriguing book, now is not the time to stop exploring. The crew members turn their backs on the bookshelf.
RESULT Leave After Reading
Though tempted to read further, (Captain) realizes there is not enough time to fully comprehend the complex theory right now and regretfully closes the book.
[[File:|120px|link=]]
Encounter Requirement:
Suddenly, two things touch (Captain)'s leg and shoulder at the same time.
Looking down, and then up, the captain sees a dog and a bird.
Now, which to play with...
Play with the dog
Gain a special guidebook effect.
After being pet thoroughly, the dog leaves satisfied...
Then returns to start insistingly sniffing at (Captain)'s bag.
Eventually, the captain acquiesces and takes some food from it to share.
Obtain Rare Guidebook
For every 3 skills used by allies: First-position ally deals 3-hit elemental DMG to all foes / Hit to ATK and DEF (Stackable) / Amplify DMG taken (6 hits)

It seems like the dog is coming along. The crew gains a trusty companion.
Play with the bird
Gain a special guidebook effect.
After singing together for a while, the bird leaves satisfied...
Then returns to start pecking insistently at (Captain)'s bag.
Eventually, the captain acquiesces and takes some food from it to share.
Obtain Rare Guidebook
At end of turn: First-position ally deals elemental DMG to all foes / Blind effect / Supplement DMG taken / Remove 1 buff

It seems like the bird is coming along. The crew gains a trusty companion.
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Encounter Requirement:
Upon discovering several glints coming from what looks like shells made of gemstones, the crew comes across a group of Ruby Turtles. Defeating these would net them a good number of jewels, but this type has a troublesome habit of calling other groups to join fights. They'll have to be defeated all at once or the battle will never end.
Fight
Fight the Ruby Turtles.
Combat with Fixed Enemies: Ruby Turtle (Lvl 50)
The crew members leap forward on (Captain)'s signal and take out the turtles without giving them the chance to call reinforcements. With all of them now defeated, the huge collection of gems left behind attests to their teamwork. It will also prove useful in the challenges to come.
Leave
Return to the expedition.
The Ruby Turtles are leisurely showing off their shining shells. There's no reason to go out of their way to attack them. The crew turns away from the herd.
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Encounter Requirement:
The crew members run into a Michanikos pulling a cart down the road from the other direction. Pulling it quite quickly, actually. Looking ahead, they see a monster approaching.
"Help! Help! I'm being chased!"
Fight
Fight a strong foe to obtain a super-sale ticket.
Combat with Fixed Enemies: Brutal Bison (Lvl 100)
Obtain Super-Sale TicketA special ticket only for valued customers. Everything for sale becomes half-price..
The crew members defeat the pursuing monster.
"Wow, thanks a bunch! Here, take this!"
It seems to be a ticket that lets you buy things at a discount. (Captain) tucks it away, confident that it will come in handy.
Run
Run away alongside the Michanikos.
The crew members run away from the monster with the Michanikos.
"Phew, that sure was a close one. Come stop by my shop sometime!"
[[File:|120px|link=]]
Encounter Requirement:
The crew discovers some ancient ruins that emit an ominous aura. Exploring their depths in search of unknown treasure could easily be a good use of time, but the path will likely not be easy.
Enter the ruins
Explore the depths of the ruins.
30%: All allies lose 10% HP.
If HP check is passed
(Captain) carefully leads the crew members through the ruins, managing to make it a good way in without activating any traps. However, things will only get more dangerous from here. Should the crew turn back, or press on?
See Result → Explore Deeper
If HP check is failed
The mossy floor continues in an unnaturally straight line. Upon noticing this irregularity, (Captain) instantly understands that they are in a trap. A multitude of arrows shoot simultaneously out of holes in the walls, injuring the crew members and reminding them how dangerous the road ahead might be.
See Result → Explore Deeper
Give up
Give up on the attempt to explore the ruins.
They can explore this place another time. Suppressing their pounding hearts, the crew members turn their backs on the ruins.
RESULT Explore Deeper
Go deeper into the ruins
Explore the depths and unseal a weapon.
50%: All allies lose 20% HP.
If HP check is passed
The crew members advance further into the ruins until they reach the treasure room. Pushing down the instinct to rejoice, (Captain) carefully investigates what all this danger has earned them.
After gathering the treasure, the crew members quickly decide to leave, retracing their steps on the way out with even more caution than they used getting in.
If HP check is failed
The crew feels the ground start to rumble as a boulder comes loudly crashing down the passageway. After failing to fully dodge the enormous projectile, the injured crew members somehow manage to make it to the treasure room.
It's too dangerous to stay here any longer. Hoping that their spoils will be worth their wounds, the crew members carefully leave the ruins.
Give up
Give up on the attempt to explore the ruins.
Knowing when to pull back is important. Regaining their composure, the crew members decide not to push their luck and leave the ruins.
[[File:|120px|link=]]
Encounter Requirement:
While taking a boat across the waters, the crew members see an enormous shadow moving below the surface. Continuing will probably lead to a confrontation with something incredibly powerful. (Captain) must decide whether to fight it or turn back.
Fight
Gain a guidebook effect upon defeating the submerged opponent.
Combat with Fixed Enemies:
Merciless Lakelord (Phase 1, Lvl 50)
Merciless Lakelord (Phase 2, Lvl 95)
After the intense battle, the waters become calm again. The defeated lord of the lake's shadow fades as it dives into its depths, eventually disappearing completely. Its power, having been engraved into the guidebook, lives on in (Captain).
Turn back
Safely return to shore.
Now is not the time to fight this foe. (Captain) turns the boat around and carefully returns to shore.
[[File:|120px|link=]]
Encounter Requirement:
The crew discovers a spring filled with crystal-clear water swathed in clean, mana-rich air.
The area is quiet and free of monsters.
This would be a good place to relax, but (Captain) has a sense that absorbing the mana instead would grant some power.
Rest
Revive all allies and fully restore HP.
Sitting down next to a boulder to rest, the crew members relax as they breathe in the clean air.
Their exhaustion gently slips away, and they find themselves ready to continue the expedition.
Absorb the mana
Gain the "Regeneration (1000 HP)" guidebook effect.
Holding out the guidebook, (Captain) quietly focuses on the surroundings.
As if in response to the captain's will, the mana in the air flows into the book.
With new power in hand, the crew forges onward.
[[File:|120px|link=]]

Encounter Requirement:
The dimly lit room is filled with the smell of medicine.
"How unusual, a customer. You came at an excellent time."
Drinking a experimental potion here might grant a beneficial effect. However, warns the apothecary, there may be side effects.
Drink the red medicine
80%: Gain a random guidebook effect.
20%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 1st Potion (No Side Effect)
Suffered a side effect
Drink 1st Potion (Side Effect)
Drink the blue medicine
80%: Gain a random guidebook effect.
20%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 1st Potion (No Side Effect)
Suffered a side effect
Drink 1st Potion (Side Effect)
Drink the green medicine
80%: Gain a random guidebook effect.
20%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 1st Potion (No Side Effect)
Suffered a side effect
Drink 1st Potion (Side Effect)
Leave
Return to the expedition.
Though the benefits sound tempting, (Captain) is more concerned with the side effects.
"I see. That's too bad."
After hearing the apothecary's response, the crew members return to their journey.
RESULT Drink 1st Potion (No Side Effect)
(Captain) downs the bottle's contents and is filled with a strange warmth.
Something does indeed seem to have changed.
"You got a good result. Still, beware of overimbibing."
The apothecary offers more, but there are implications in his gaze.
Drink (second) medicine
70%: Gain a random guidebook effect.
30%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 2nd Potion (No Side Effect)
Suffered a side effect
See Result → Drink 2nd Potion (Side Effect)
Leave
Return to the expedition.
See Result → Leave after drinking any potion
RESULT Drink 1st Potion (Side Effect)
Upon downing the potion, (Captain) feels an unnatural creaking sensation and knows that something has gone very wrong.
"Oh dear, it seems you were a bad fit for that one. Don't push yourself."
Drink (second) medicine
70%: Gain a random guidebook effect.
30%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 2nd Potion (No Side Effect)
Suffered a side effect
See Result → Drink 2nd Potion (Side Effect)
Leave
Return to the expedition.
See Result → Leave after drinking any potion
RESULT Drink 2nd Potion (No Side Effect)
Drinking from a different bottle of medicine, (Captain) feels a modest surge of power swell within.
"Looks like it went well. However, I can't guarantee what will happen when you mix these."
It seems the apothecary is open to the captain continuing.
Drink (third) medicine
50%: Gain a random guidebook effect.
50%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 3rd Potion (No Side Effect)
Suffered a side effect
See Result → Drink 3rd Potion (Side Effect)
Leave
Return to the expedition.
See Result → Leave after drinking any potion
RESULT Drink 2nd Potion (Side Effect)
After drinking from a second bottle, (Captain) feels brand new sensation. The growing sense of discomfort is most certainly not a surge of power.
"Looks like you got a side effect. I don't recommend going any further, but it's up to you."
Drink (third) medicine
50%: Gain a random guidebook effect.
50%: Suffer a side effect.
Gained a random guidebook effect
See Result → Drink 3rd Potion (No Side Effect)
Suffered a side effect
See Result → Drink 3rd Potion (Side Effect)
Leave
Return to the expedition.
See Result → Leave after drinking any potion
RESULT Drink 3rd Potion (No Side Effect)
(Captain) downs a third potion and feels a shot of power like lightning, both invigorating and alarming.
"An excellent result. You've been a very helpful test subject."
Indicating that any more would be dangerous, the apothecary tells the captain to move on.
RESULT Drink 3rd Potion (Side Effect)
(Captain) downs the third potion and immediately understands the consequences, experiencing blurry vision and a loss of balance.
"You look pale. I suppose there's still room for improvement..."
Indicating that any more would be dangerous, the apothecary tells the captain to move on.
RESULT Leave after drinking any potion
Tempting as drinking more would be, the crew members decide that it would be excessive and leave.
[[File:|120px|link=]]
Encounter Requirement:
Making their way into an eerie cave, the crew members find an enormous crystal.
Drawn by the strange light it pulses with, they find themselves unable to resist approaching it...
Offer everyone's blood
All allies lose 30% HP.
Gain 2 random guidebook effects.
The crystal slowly turns bloodred as it soaks up the offering. When the last drop sinks into its surface, (Captain) and the crew members feel a new power welling up within them, signifying an undeniable change.
Offer one person's blood
A random ally's HP drops to 1.
Gain a random guidebook effect of your choice.
The crystal slowly turns bloodred as it soaks up the offering. When the last drop sinks into its surface, (Captain) and the crew members feel a new power welling up within them, signifying an undeniable change.
Leave
Resist temptation and leave.
The crew members resist the temptation and turn their backs on the crystal.
This was the right decision...
So they keep telling themselves while trying to dismiss the image of that light from the back of their minds.
[[File:|120px|link=]]
Encounter Requirement:
A strangely shaped flower is pulsating before the crew. The mana coming from it seems to call out to the guidebook, and the plant leans as if to engulf it the closer the captain gets. Touching it should do something to the tome.
Touch the strange flower
Change a guidebook effect.
Player may choose any guidebook to convert
(Captain) gently reaches out to the flower with the guidebook. After engulfing the book and shaking for a bit, it releases its hold. Upon picking the book back up, the captain can detect that something is different about it.
Leave
Return to the expedition.
The intent of the swaying flower remains a mystery, but disturbing its natural state feels boorish. The crew members quietly leave it be.
[[File:|120px|link=]]
Encounter Requirement:
While walking through an ancient forest, the crew suddenly comes across a portentous clearing surrounding a weapon impaled in the ground. The weapon clearly has great power, and just approaching it makes (Captain) feel a distinct pressure, as if it is testing any who would wield it.
Pull out the weapon
All allies lose 10% HP.
30%: Unseal two weapons.
Obtained Weapon
See Result → Obtained Weapon
Did Not Obtain Weapon
(Captain) pulls at the weapon and is suddenly assaulted by the sensation of power being sucked into it. It shifts in the ground, but does not release its hold.
Try again
All allies lose 20% HP.
75%: Unseal two weapons.
See Result → Obtained Weapon
Leave
Give up on the weapon.
The exhaustion is more severe than anticipated. Further efforts would be unwise. The captain lets go of the weapon and sits down to recover.
Leave
Give up on the weapon.
Now is not the time to answer the weapon's call. Casting one last glance at it, the crew quietly walks away.
RESULT Obtained Weapon
The earth groans as (Captain) pulls at the weapon with great force, freeing it from the ground. Feeling like it has given its approval, the captain sets off for the crew's next destination.
[[File:|120px|link=]]
Encounter Requirement:
A faint light guides the crew members to the depths of a mausoleum, where they find a stone coffin sitting tranquilly in the middle of a room. For some reason, the way it seems to be cut off from the passage of time makes (Captain) want to open it.
Open the coffin
Unseal a weapon.
50%: Gain a cursed guidebook effect.
Player was not Cursed
(Captain) opens the coffin and finds a scroll within it. Touching it unseals a weapon.
This must have been the power of the one laid to rest here.
The captain gratefully leaves with the new power, swearing to be a worthy successor to it.
Player was Cursed
(Captain) opens the coffin and finds a scroll within it. Touching it unseals a weapon, but then the malice that had been held in the coffin flows into the captain's body. Though new power has been obtained, it may not have been worth the price.
Turn back
Resist temptation and leave.
Rejecting the externally imposed impulse, (Captain) quickly leaves the area.
[[File:|120px|link=]]
Encounter Requirement:
The crew is in a creepy, bloodstained area that seems almost like a graveyard for weapons. The many armaments stuck in the ground hold great power, but are also beset with baleful vestiges of something. There will be a price to taking them.
Reach for the first weapon
Unseal a weapon.
Gain a cursed guidebook effect.
The weapon answered (Captain)'s call. However, its power came with the corruption that had accumulated in it. One who finds that acceptable could think to reach for another...
Reach for a different weapon
Unseal a weapon.
Gain a cursed guidebook effect.
(Captain) places a hand on an oddly familiar weapon. Upon being pulled from the ground, it releases a curse that makes the captain's body shiver under its strain. Feeling that any more would be dangerous, (Captain) turns to leave.
Leave
Return to the expedition.
Just this one weapon seems plenty reliable to the captain. Deciding against disturbing the rest of the others, (Captain) leaves the graveyard of armaments.
Leave
Return to the expedition.
All of these weapons surely have long histories. If it was only after countless battles that they found themselves here, it would be boorish to disturb their rest. The crew members quietly leave.
[[File:|120px|link=]]
Encounter Requirement:
Before the crew members lies an ancient treasure vault. Beyond the sealed door is a path to its depths. The presence of treasure can be felt from inside, but the way in is surely trapped.
Search near the entrance
Obtain 100 Sephira coins.
Knowing when to pull back is an important part of leadership.
(Captain) decides to search near the entrance and gather any treasure within reach.
With a bit of weight added to their bags, the crew members turn from the vault and resume the expedition.
Explore the depths
All allies lose 30% HP.
Unseal a weapon and obtain 100 Sephira coins.
The crew heads deep into the vault in search of treasure.
Suddenly, a dastardly trap activates and wounds the party members.
Continuing on, they find a massive treasure trove and leave knowing that they gained much from their pain.
[[File:|120px|link=]]

Encounter Requirement:
"I like you all. I'll help you out, so long as I can get a bit of blood for my trouble."

The crew runs into vampire with a cheerful grin. For a little blood, he is willing to use his power as a catalyst to open a path to the outside world and summon a member of the crew.

Summon an ally
All allies lose 30% HP.
Choose an ally to add to your party.
The crew members give up some blood from their fingers and the air before them begins to warp, forming a path through which an ally appears.
"A nice deal, wasn't it?"
(Captain) shakes hands with the grinning vampire, satisfied at this new friendship.
Leave
Refuse the offer and leave the area.
The vampire shrugs. Seeming to have no intention of forcing the issue, he flashes a chagrined smile and leaves the crew in peace. It might be worth hearing him out, should the crew ever meet him again.
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Encounter Requirement:
Upon finding a suspicious laboratory, the crew members encounter a researcher with a sharp gaze who begins excitedly speaking to them with blistering speed.
"Hey! Hey there, thanks for coming! It's been so long since I had new gui—" He stops himself. "I mean, new customers! Would you like to buy this wonderful medicine I just developed? Or how about this one I'm still testing—you can have it for free!"
Try the experimental medicine
Changes a random guidebook effect.
"Yes! Yes! The experiment's a success! You're an excellent test subject, you know? You should try this one too! Don't be shy—it will only change your organs a little!"
Escape
This is far too much to deal with.
"Hey, hey, hold on a second! Damn it, can't you help a scientist out a little bit? If I knew this would happen, I would have done like I did with the last guy and had you drink some of my special stuff first! I said wait, damn you!"
Buy the completed medicine
Pay 150 Sephira coins.
Changes a guidebook effect.
"Yes! Yes! That's amazing! See, isn't the power of my masterpiece fantastic? It had better be, after all the guinea pigs I sacrificed to complete it!"
As the scientist starts boasting about his research, the crew members quickly put the laboratory behind them.
Run
Flee from the researcher.
Overwhelmed by the researcher's enthusiasm, the crew members back away. It would be best not to get involved with him.
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Encounter Requirement:
A man bumps into (Captain) while walking through a dark alley. Noticing something wrong, the captain realizes that he stole a small coin pouch.

"Hey now, this can't be all you got."
Upon realizing how light the pouch is, the man turns to the crew in dissatisfaction.
"I lost a bet, and now I need money. You've still got more squirreled away somewhere, don't you? I'll be taking every last coin."

Fight
Obtain 200 Sephira coins upon defeating the bandits.
Combat with Fixed Enemies:
Bandit (Phase 1, Lvl 30)
Bandit (Phase 2, Lvl 90)
Determining that the thief won't listen to reason, (Captain) prepares to fight back.
Determining that the man won't listen to reason, (Captain) decides to strike first. After a short scuffle, the pouch ends up back in (Captain)'s hands.
"Damn it, don't think I'll forget this!"
With a hateful glare, the bandit flees.
Obey
Give all Sephira coins.
Though bandits are normally no match for (Captain), now is no time to expend energy.
"Hehe, thanks."
After counting the coins, the bandit leaves with a satisfied smirk.
[[File:|120px|link=]]
Encounter Requirement:
A single beam of light is breaking through the canopy of the trees. Viewing this mystical sight, (Captain)'s instincts insist that there is something to be gained by touching it. Simultaneously, they warn that such overwhelming purity will leave a painful mark.
Hold the book to the light
Copy a guidebook effect.
All allies lose 20% HP.
Guidebooks with 'Can't be stacked' are ineligible.
(Captain) holds the guidebook up to the beam, and for a moment the area is filled with blinding light. When it dies down and the captain flips through the tome's pages, an existing power has been engraved into them even more strongly.
Leave
Return to the expedition.
Obtaining power requires resolve. Etching the memory of that brilliance into their minds, the crew members quietly turn back.
[[File:|120px|link=]]
Encounter Requirement:
While exploring a dilapidated study, the crew members find a dusty desk. On it is a single pen with an ominous aura that seems to reject any who wish to hold it. Though it is daunting, it would surely grant great power to one who mastered it.
Take the pen
Gain a special guidebook effect.
Randomly gain one of the following Cursed Guidebooks
50% hit to DMG dealt (Changes to Amplify DMG +50% upon clearing 3 battles)
Amplify DMG taken +20% (Changes to 20% DMG reduction upon clearing 3 battles)
2-turn increase to skill cooldowns (Changes to 2-turn reduction to skill cooldowns upon clearing 3 battles)

(Captain) takes the pen and accepts its power, then feels a steadily expanding feeling of unease. For now it will weigh the captain down, but persistence and adaption will eventually make it helpful to the expedition.
Leave
Return to the expedition.
Taking it purely out of curiosity feels wrong. This pen surely has a more suitable wielder out there. The crew members leave the study.

Dubious Concoction

[[File:|120px|link=]]
Encounter Requirement:
The crew is surrounded by strange plants. Some move around as if sentient while absorbing nutrients from their unfortunate victims.
A few moments later, the man who seems to have released them appears.
"What do you think of my beauties? Adorable, aren't they?"
"Hey there, don't look at me like that. I can sell you a potion to get them off you, if you're willing to part with some coins."
Pay the man
Pay 200 Sephira coins.
Obtain a dubious concoction.
Obtain Dubious ConcoctionA potion made by a suspicious researcher to remove parasitic plants..
(Captain) decides to pay the man. He nods in satisfaction and hands over a vial, then leaves.
This whole thing must be how he makes money.
Fight the man
Obtain a guidebook effect and a dubious concoction upon defeating the man.
Combat with Fixed Enemies:
Calamity Monster (Phase 1, Lvl 30)
Calamity Monster (Phase 2, Lvl 90)
The crew members feel a quiet anger welling up at the man's unapologetic disregard for the lives of others. They cannot simply leave him be—their hands naturally reach for their weapons.
"I see. Then this will be your opponent."
Obtain Dubious ConcoctionA potion made by a suspicious researcher to remove parasitic plants..
Defeated, the man glares hatefully at the crew.
"Take this and get the hell out of here..."
Everyone examines the vial he handed over, and by the time they turn their attention away he has already fled.
[[File:|120px|link=]]

Encounter Requirement:
(Captain) finds a soldier being held by a parasitic plant. As the vines constraining him pulse, the man beseechingly tries to reach out to the crew. He won't last much longer.
The plants are slow enough that avoiding this one won't be a problem, but saving the man should be possible as well. However, the chosen method will determine whether he lives or dies.
Use the concoction
Requires Dubious Concoction
Use the dubious concoction.
Gain a special guidebook effect.
(Captain) takes out the concoction from earlier and starts carefully using it on the soldier. After a while, color starts returning to the man's face as the plant withers away. After recovering, he thanks (Captain) by sharing a powerful technique.
Obtain Rare Guidebook
Upon an ally attacking: Random debuff to a foe
Tear away the vines
Gain a cursed guidebook effect and a special guidebook effect.
(Captain) rips away the vines, but they start spitting out poison and leave the soldier completely motionless. Dejected at their failure to save him, the crew members decide to use his equipment in his memory.
Obtain Rare Guidebook
At end of turn: 1 random buff to each ally
Leave
Avoid the parasitic plants and leave the area.
Though the crew members want to help, they lack the necessary information and preparation. After a bitter moment of reluctance, they leave the area.

Helpful Michanikos

[[File:|120px|link=]]

Encounter Requirement:
A small figure waves at the crew as it approaches from a distance. After a moment, its long wobbling ears reveal it to be a Michanikos.
"Hey, let me see your guidebook! I'll share the power I just found with you!"
Hold out the guidebook
Gain a guidebook effect.
(Captain) gives the guidebook to the Michanikos, who recites an incantation and infuses it with white light. The light becomes letters on the page and transform into a new power.
"There we go! Keep up the good work!"
[[File:|120px|link=]]

Encounter Requirement: Clear the previous event
A Michanikos again approaches the crew with a wave.
"Hehe, how are you liking that power I gave you earlier? I've got another one for you!"
Hold out the guidebook
Gain a guidebook effect.
Choose one of three Rare or Unique Guidebooks.
(Captain) offers the guidebook again and receives a new power from the white light once more.
"All done. Now let's get back to work!"

Information Seller

[[File:|120px|link=]]

Encounter Requirement:
As the crew members walk down a dark alley, a hooded man calls out to them.
Though his eyes are hidden, his gaze makes (Captain) feel like he is measuring their worth.
"I've got some good info for sale. Interested?"
The man's deep voice is strangely self-assured.
"I threatened the villagers into spilling the beans... Hehe, you don't want to miss this."
The information's troubling source shocks (Captain) into silence.
Pay
Pay 100 Sephira coins.
The man counts the coins and nods in satisfaction.
"You happen to be looking for anyone? There's a temple nearby that can help you find them."
"Look around and you might stumble across it."
With that, the man turns away and disappears into the shadows.
Punish the man
Fight the information seller.
Combat with Fixed Enemies:
Ajatar (Phase 1, Lvl 30)
Ajatar (Phase 2, Lvl 90)
Enraged by the man's attitude, the crew closes in on him.
"It seems I picked some bad customers. But you shouldn't think so lightly of me..."
As the man shrugs with a confident grin, the crew members feel a presence behind them.
The man gives up and pleads with a trembling voice.
"I'm so sorry... It's not actually that good a tip, but there's a temple that helps you find people you're looking for nearby."
After revealing everything he knows, the man scrambles into the shadows.
[[File:|120px|link=]]
Encounter Requirement: Clear the previous event
The crew searches the surrounding area and finds a hallowed temple. The quiet building seems somehow detached from reality.
Upon praying at the altar, light gathers around (Captain). After a moment, a scroll materializes and falls into the captain's hands.
Use the scroll
Choose an ally to add to your party.
Opening the scroll, (Captain) sees the letters written within transform into light and form the shape of a new ally. As the crew members leave, the temple's light shines softly on their backs.

Ruborite

[[File:|120px|link=]]
Encounter Requirement:
The crew finds a faintly glowing cavern with glimmering veins of ore running across the walls. There's a lot that could be mined with some intense labor, but just picking up the bits of ore scattered across the floor would be a nice windfall as well.
Do some mining
All allies lose 25% HP.
Obtain 250 Sephira coins and a piece of ruborite.
Obtain Ruborite
The crew members pick at the walls with their tools, extracting ore from the veins. Among the more familiar metals, they find a unique crystal shining with an unusual light.
Collect ore from the ground
Obtain 100 Sephira coins.
(Captain) and the others turn their gaze to the bits of ore at their feet. Seeing that they appear plenty valuable, they quickly fill a small pouch with the more nicely shaped ones and leave satisfied with their easy haul.
[[File:|120px|link=]]

Encounter Requirement:
Clang! Clang! Clang!
The crew members enter a smithy during their expedition and find the very apotheosis of a veteran blacksmith at work at his anvil.
"..."
"You got work for me?"
Give him your coins
Give all Sephira coins.
Unseal a weapon.
"I'm done."
"..."
"Get going already."
Unfriendly though he may be, the man does good work.
The crew members quickly put the smithy behind them.
Give him ruborite
Requires Ruborite
Give the man ruborite.
Unseal two weapons.
"I'm done."
"..."
"Come again sometime."
The blacksmith's skills were astounding, and his hammering had seemed to be tinged with levity.
The crew members thank him and leave the smithy.
Leave
Return to the expedition.
Having nothing for the blacksmith to do, the crew members decide to quickly get out of his way.

White Rabbit

[[File:|120px|link=]]

Encounter Requirement:
While the crew members walk through the forest, they see a white rabbit being chased by another monster. The sight of the small form running for its life inspires pity in all who see it. (Captain) considers whether to step in or stay uninvolved.
Save the rabbit
Fight a strong foe to save the white rabbit.
Combat with Fixed Enemies: Leo Noir (Lvl 100)
(Captain) decides to fight the larger monster. After it is defeated, the white rabbit happily hops up and down before leaving into the forest's depths, turning back several times to look at the crew along the way.
Stay uninvolved
It feels as if something is approaching, so watch the rabbit for now.
As the crew members watch, the ground begins to tremble. After a few moments, an unimaginably huge white rabbit appears from deeper in the forest and annihilates the chasing monster with ease. The rescued smaller rabbit looks smugly at the crew.
[[File:|120px|link=]]

Encounter Requirement: Choose "Save the rabbit" in previous event
The crew continues through the forest until they see a familiar white figure. It appears to be the white rabbit they saved earlier. With gratitude in its eyes, it hops up to (Captain).
Accept its thanks
Gain a special guidebook effect.
Obtain Rare Guidebook
Boost to chance of obtaining rare guidebook effects upon clearing a battle (Can't be stacked)

It touches the guidebook, which starts glowing with a soft light. (Captain) feels that a new power has been engraved into the tome, but the small monster happily hops back into the forest without allowing for any thanks.
[[File:|120px|link=]]

Encounter Requirement:
A man approaches the crew in the forest.
"Hey, you all planning to cut through that cave up ahead? It's absolutely crawling with monsters, but I've got something that'll help. It'll cost you, though."
Buy the item
Pay 100 Sephira coins.
Obtain a bottle of pungent blood.
Obtain Pungent BloodA bottle containing blood that lets out a stench like nothing of this world if opened.
(Captain) pays the man and receives a vial of terrible-smelling liquid. It certainly seems unlikely that any monsters would willingly approach this scent.
"It's not good for everything though, so don't let your guard down."
Leave
Leave the area.
Finding the man untrustworthy, (Captain) turns down his offer.
"Yeah? Well, don't blame me if you regret it later!"
With that, the frustrated man disappears into the forest.
[[File:|120px|link=]]

Encounter Requirement:
The crew members hear metallic sounds coming from a cave. Inside it they find a goblin polishing coins. When it notices them, it breaks into a devious grin. Holding out a warped key, it rubs its fingers together to indicate that it wants payment.
Buy the key
Pay 200 Sephira coins.
Obtain a prison key.
Obtain Prison Key.
Satisfied with the payment, the goblin hands over the key with a cackling laugh and returns to its coins. Having completely lost interest in the crew members, it doesn't even glance up as they leave.
Fight
Obtain a prison key upon defeating the goblin.
Combat with Fixed Enemies:
Goblin Shaman (Phase 1, Lvl 50)
Goblin Shaman (Phase 2, Lvl 95)
The crew members look at the goblin with confusion, and the smile vanishes from its face the moment it realizes they have no intention of paying. When it draws its weapon to intimidate them, they shrug and ready their own.
Obtain Prison Key.
Defeated, the goblin drops the key it had been showing off earlier. (Captain) picks it up, noting that it had possessed an interesting design even before being warped. It isn't clear what lock this opens... Where could it prove useful?
[[File:|120px|link=]]

Encounter Requirement:
While walking along the road, the crew members hear a voice cry for help. Turning to see what is happening, they see a woman carrying a pack on her back running from a monster. She must be saved, before it's too late!
Fight the monster
Save the woman from being attacked.
Gain a guidebook effect upon defeating the monster.
Combat with Fixed Enemies: Zarchnal Flame (Level 90)
The crew defeats the monster and saves the woman, who offers her thanks over and over again with tears in her eyes. Noticing that her expression still seems desperate, the crew asks why and learns that her husband has gone missing.
"He went to the volcanic region and never came back... There's a rumor that monsters are capturing people around there, so could I ask you to save him?"
Sympathizing with the woman, (Captain) pledges to save the prisoners.

Special Spaces and Events

Evoking Solomonis Special Event Space Icon
Evoking Solomonis Special Event Space Icon

Special events feature chances to acquire high rarity or event-specific guidebooks. A limited number of special events will be available on the map at the beginning of a expedition, and additional events will spawn after defeating the first

Miasma Boss. Similar to normal events, battles started from these nodes cannot be retreated from.

Three Floating Castle Portal nodes spawn initially.
Optionally clear this event to learn which is the real portal. False portals teleport to a random location.

Encounter Requirement:
On a small island floating off the edge of Sephira is the Floating Castle. Curious about rumors that all who visit it are offered great wisdom, (Captain) visits a man researching it to ask how to get there.
"There are portals to the castle all over Sephira, but only one will take you there at any given time. I could tell you which one it is now, but only if you're trustworthy."
The man watches the crew to see what they will suggest. Should they offer payment, or seek to prove their strength...
Offer payment
Pay 100 Sephira coins.
Learn the location of the portal to the Floating Castle.
(Captain) decides to pay the researcher for the information.
"Hm. Well, I always need more funds for my research... Very well, I can see that you're quite reasonable people."
He puts a golden mark on the crew's map indicating the correct portal.
Show your strength
Learn the location of the portal to the Floating Castle upon defeating the man.
Combat with Fixed Enemies: Rock Winger (Lvl 30)
"Words alone are not proof."
The monster the man commands growls and steps forward as if sensing its master's intent. More than happy to oblige, the crew readies for battle.
The crew members defeat the monster the researcher is using as a guard.
"I see, it seems you're plenty qualified."
He puts a golden mark on the crew's map indicating the correct portal.
Only accessible by Floating Castle Portal

Encounter Requirement:
Beyond the portal is the small island carrying the Floating Castle, which is just as majestic and ethereal as the rumors suggested. A holy man emerges from the castle and greets the crew.
"It is good that you have reached this place, young seekers. You will be rewarded for your efforts with great wisdom."
Receive wisdom
Gain a powerful guidebook effect of your choice.
Choose one of three random Unique Guidebooks
(Captain) takes the offered hand, and power quietly flows from the holy man into the guidebook.
"Worry not about the journey home. I will return you to where you came from."
A magic circle glows below everyone's feet, and they are quickly engulfed in white light.
Appears in Volcano Area
Encounter Requirement:
The crew members notice a unique scent tickling their nostrils. Following it, they find an impressive natural hot spring reflecting the night sky off its surface. They enter it only hoping to recover from fatigue, but find that the mystical spring is improving their abilities.
Enjoy the hot spring
Fully restore HP and end cooldowns for skills and summons.
Change up to two guidebook effects.
Returns to expedition
Enjoy the hot spring
Fully restore HP and end cooldowns for skills and summons.
Gain a guidebook effect.
Returns to expedition
Can appear in any area.
To optionally weaken the Founder, clear nearby battle nodes marked with
Encounter Requirement:
It seems the founder of a strange cult is active in this area. Monsters driven mad by him are going on rampages as the founder himself accumulates power. Things could go very poorly if nothing is done...

"I can hear them. I can hear them constantly. There is not a moment that the lamentations of the oppressed do not reach my ears. All who resonate with my teachings will find salvation. Follow, and I will guide you all down the path."

Fight the cult founder
Eliminate the cult and gain a guidebook effect.
Combat with Fixed Enemies: Confounding Cult Founder (Lvl 150)
Though the man's voice speaks gently of salvation, what lies within his teachings is nothing of the sort. Seeing the madness lurking in his eyes, the crew members ready their weapons.
Obtain Unique Guidebook
Lower foe's stats on battle, strong foe, and terrifying foe spaces (Can't be stacked)

Now that the crew has cut down the dark founder, the crazed monsters should return to their senses. Faith can, at times, transform a person's heart into something terrible. (Captain) is left pondering the weight of belief.
Leave
Leave the cult as is.
*Can attempt again upon revisiting.
(Captain) nods at the founder's passionate words without giving much thought, then takes the opportunity to discreetly lead the crew away.
Appears in Lake Area
Encounter Requirement:
As the crew members walk through the forest, they suddenly come across a scene straight from a fairy tale—a clearing filled with beautiful flowers in full bloom. The sweet aroma causes all stress and exhaustion to melt away, filling everyone with the strength to push on.
Close your eyes
Fully restore HP and end cooldowns for skills and summons.
Gain a guidebook effect.
Obtain Unique Guidebook
1-turn reduction to all allies' skill cooldowns / Heal all allies by 10% of max HP at battle start
Appears in Lake Area

Encounter Requirement:
Upon entering the cathedral the crew is greeted by a holy woman. Her soft voice rings out clearly through the solemn air of the great hall.
"For all the living, protection. For all the afflicted, deliverance. O young seekers of respite, what would you desire of me?"
Pray
Offer 150 Sephira coins.
Erase two guidebook effects and gain two guidebook effects.
"Your prayers are heard, and will surely be answered. May heaven's protection go with you on your journey."
With a short bow, the holy woman returns to the cathedral's inner sanctum. Thankful for the blessing, the crew members continue their expedition.
Receive protection
Offer 300 Sephira coins.
Gain a special guidebook effect.
"Your prayers are heard, and will surely be answered. May heaven's protection go with you on your journey."
With a short bow, the holy woman returns to the cathedral's inner sanctum. Thankful for the blessing, the crew members continue their expedition.
Obtain Unique Guidebook
To all allies for 2 turns after battle start: DMG immunity, debuff immunity, and buffs can't be removed (Can't be stacked)
Say goodbye
Return to the expedition.
*Can visit again.
The crew members pay their regards to the holy woman and leave the area. The sound of her prayers echoing behind them is somehow soothing.
Appears in Forest Area

Encounter Requirement:
The crew members arrive at a partially burned settlement.
"A monster's started wandering around here recently. It's too dangerous for me to even open my shop."
"Hey, you all look strong. Could you do something about it for us?"
Fight the monster
Obtain 300 Sephira coins upon defeating the monster.
A shop opens in the village.
Combat with Fixed Enemies: Accursed Gazer (Lvl 100)
With the threat eliminated, the villagers all breathe a sigh of relief.
Wow, you've really done it! Here, we all want to give you something in thanks."
"Now I can finally open my shop. Come on up and take a look—I'll cut you a discount!"
Leave the village
Leave to prepare first.
*Can attempt again upon revisiting.
Though the crew members feel bad for the people who live here, they can't afford to be hasty. Swearing to themselves that they will come back, they leave the village.
Appears in Lake Area

Encounter Requirement:
The shadow standing before the fort is no ordinary monster. Its dominating presence indicates it to be a platoon leader of sorts that commands the surrounding monsters. The crew members carefully gauge the situation, as challenging this foe will require considerable resolve.
Challenge the gatekeeper
Gain a powerful guidebook effect upon defeating the strong foe.
Unlock an ally or an item.
Combat with Fixed Enemies: Lustrous Fortress Commander (Lvl 120)
Catching their breath and steeling their resolve, the crew members boldly step up to the knight. The two sides face off and ready their weapons. The time for battle has come.
The crew members finally manage to defeat their opponent. Though it was incredibly strong, they find what they gained in the battle to be well worth the effort as their understanding of combat rises markedly, preparing them for their next challenge.
Retreat
Leave to prepare first.
*Can attempt again upon revisiting.
This is not an opponent to be challenged half-heartedly. They should only face it in top condition when amply prepared. The crew decides to turn back.
Appears in Forest Area

Encounter Requirement:
The crew finds an old man standing quietly in the ruins.
"I have journeyed across time to witness your resolve. If you do not fear war, then show the guardians your strength. The divine vessel will show its will to any who overcome its three trials."
Undertake the first trial
Defeat a series of 3 strong foes to gain a special guidebook effect.
Combat with Fixed Enemies: Tezoquitl Tiachihualli (Lvl 95)
See Result → 1st Trial
Retreat
Leave to prepare first.
*Can attempt again upon revisiting.
The trial will always be here to challenge. The crew members walk away to ensure they are fully prepared. The old man watches them leave with an expectant gaze.
RESULT 1st Trial
"Not bad... You have some skill, but that was but a trifle to what lies ahead. The second trial will test you more deeply. Even now you are free to depart, so misjudge not your own strength."
Undertake the next trial
Face the next opponent.
Combat with Fixed Enemies: Matlapalli Coatl (Lvl 100)
See Result → 2nd Trial
Give up on the trials
The stone entrance will seal upon leaving.
Ignoring one's exhaustion is not bravery, but foolhardiness. Determining this, the crew members halt the trial. The old man narrows his eyes, but does not criticize their decision.
RESULT 2nd Trial
"It seems I did not misjudge you. I have not seen ones with such accumulated strength for some time. Perhaps..."
"In any case, your fate will be determined in the last trial. Do not take it lightly."
Undertake the next trial
Face the next opponent.
Combat with Fixed Enemies: Tliltic Yolcatl (Lvl 150)
Obtain Unique Guidebook
At battle start (1st ally): Earth/wind DMG to foes / Hit to ATK, DEF, and M.A. rate / Bonus Earth DMG to allies / End of turn: Restore HP / 10% boost to charge bars (Can't be stacked)

"Magnificent. I have witnessed your valor."
The ruins are suddenly filled with blinding light. When it fades, the old man has disappeared without a trace. Looking at the guidebook, (Captain) realizes that deific power has been engraved into it.
Give up on the trials
The stone entrance will seal upon leaving.
Ignoring one's exhaustion is not bravery, but foolhardiness. Determining this, the crew members halt the trial. The old man narrows his eyes, but does not criticize their decision.
Appears in Volcano Area
Encounter Requirement:
The crew members find a platform carved out of the lip of the volcano. Through the heated, wavering air, they can see what seems to be a blacksmith's workspace near its edge. Interpreting the sight as being the ultimate place to draw out something's possibilities, (Captain) wonders if there's anything they can do here.

Randomly receive two of the following options

Approach the edge
Erase two guidebook effects.
Gain two different guidebook effects.
When (Captain) peers over the lip of the volcano, the guidebook shines brightly as if responding to the mighty power of nature within. The blistering heat partially melts the guidebook's power, but grants a new one at the same time.
Forge something with the tools
All allies lose 20% HP.
Unseal two weapons.
Placeholder Text
Create something with the tools
All allies lose 20% HP.
Unseal two summons.
Obtain Cursed Guidebook
20% hit to max HP

Stunned by the awesome power of nature displayed by the volcano, the crew members wonder if taking in all the highly concentrated magical power could help them regain their lost strength. (Captain) concentrates to the fullest, and eventually several summons reclaim their shine.
Mine some piemontite
Take three turns to mine.
Obtain 600 Sephira coins.
(Captain) looks around the rock walls, convinced that the minerals created by this environment must possess great value. After some excruciating labor, the crew members dig out crimson rocks that carry an enigmatic shine to it.
Appears in Lake Area
Encounter Requirement:
Upon stepping into a looming tower, (Captain) feels the air become thick with mana and realizes that time has stopped in the surrounding world. Though shocked at the development, the crew members decide to carefully investigate the structure.

Inside the tower frozen in time, mages try to rid themselves of the intruding crew with magic. Though confused by the strangely listless bearing of the attackers, the crew members take up their weapons. As time is stopped here, they can take as much time as they need.

Climb the tower
Fight a foe that lies in this space frozen in time.
Combat with Fixed Enemies:
Clockseal Tower Mage (Phase 1, Lvl 30)
Clockseal Tower Mage (Phase 2, Lvl 90)
See Result → Climb (1)
Leave
Choose not to climb and return to the expedition.
*Can attempt again upon revisiting.
The climb to the top floor is sure to be arduous. Determining that they might not be prepared for it right now, the crew members decide to retreat. When they leave the tower, time begins to move again as if everything they just experienced had been a dream.
RESULT Climb (1)
The crew members head higher up into the tower, hoping to unravel its secrets. With each floor the mana grows more dense and the mages use stronger spells, but the crew members decide to climb as they can.
Climb the tower
Fight a foe that lies in this space frozen in time.
Combat with Fixed Enemies:
Clockseal Tower Guardian (Phase 1, Lvl 50)
Clockseal Tower Guardian (Phase 2, Lvl 95)
See Result → Climb (2)
Turn back
Leave the tower.
The crew members realize that they are insufficiently prepared for the foes they must face here and decide to retreat. When they leave the tower, time begins to move again as if everything they just experienced had been a dream.
RESULT Climb (2)
Having fought several battles, (Captain) realizes what is wrong with the enemies in the tower. Their eyes betray no evidence of their own will, and they are simply obeying orders from another when they attack. Who those orders are coming from is still a mystery, but will not remain so for long with the top floor nearly at hand.
Climb the tower
Fight a strong foe that lies in this space frozen in time.
Combat with Fixed Enemies: Clockseal Tower Miscreation (Lvl 100)
See Result → Climb (3)
Turn back
Leave the tower.
The crew members realize that they are insufficiently prepared for the foes they must face here and decide to retreat. When they leave the tower, time begins to move again as if everything they just experienced had been a dream.
RESULT Climb (3)
The crew members finally reach the top floor, and a sorceress turns to meet them.
"So you're the ones responsible for disturbing order. The flow of time in this tower is mine to rule as I please. I will tolerate no interference."
Fight
Fight a strong foe that lies in this space frozen in time.
Combat with Fixed Enemies: Clockseal Tower Prime Sorceress (Lvl 150)
After a furious battle, the sorceress falls to her knees. A moment later, the mana in the air wavers as time creaks back into motion. All of the mages fall motionlessly to the ground as their eternity finally comes to an end.
The crew finds a note by the tower's master.
"Change is proof of imperfection. Time should be closed away."
Her ideal is now just another page of history. With a disapproving shake of the head, (Captain) starts down the stairs to return to the ever-changing world below.
Turn back
Leave the tower.
The crew members realize that they are insufficiently prepared for the foes they must face here and decide to retreat. When they leave the tower, time begins to move again as if everything they just experienced had been a dream.
Appears in Forest Area
Encounter Requirement:
A deep cave that supposedly comes out on the other side of the mountain lies before the crew. People had once often passed through it, but that had abruptly ended when monsters took up residence inside. Both abandoned goods and great dangers await within, and nothing is guaranteed.
Enter the cave
Pay no heed to the danger and explore the cave.
10%: All allies lose 10% HP.
Lost HP
Two fierce lights glint in the darkness, and the crew members are suddenly assaulted by sharp claws. They manage to weather the attack, but the beast has already disappeared back into the darkness. The path ahead looks to require careful vigilance.
See Result → First Checkpoint
Did Not Lose HP
Obtain Sephira Coins
While carefully advancing through the cave, (Captain) finds a small pouch with some coins inside. Someone must have dropped this a long time ago. It's not much, but it's something.
See Result → First Checkpoint
Use an item
Requires Pungent Blood
Explore the cave while holding out the pungent blood to ward off certain monsters.
Obtain 40 Sephira Coins
While carefully advancing through the cave, (Captain) finds a small pouch with some coins inside. Someone must have dropped this a long time ago. It's not much, but it's something.
See Result → First Checkpoint
Turn back
Retrace your path and leave the cave.
There may be something to gain, but there is no reason to needlessly risk danger for it. The crew decides to forgo exploring the cave.
RESULT First Checkpoint
The tunnel continues into darkness. There's nothing to do here but carefully move on.
Forge ahead
Pay no heed to the danger and explore the cave.
[No Blood] 30%: Encounter a monster.
[Has Blood] 10%: Encounter a monster.
Monster
Combat with Fixed Enemies: Monstrous Wolf (Phase 2, Lvl 90)
After making their way through a path filled with rugged terrain, the crew members run into an irritated monster. They have no choice but to fight.
See Result → Second Checkpoint
No Monster
Obtain Random Guidebook
The crew finds a treasure chest in a side passage. Upon opening it, (Captain) feels mana flow from it and engrave a new power into the guidebook.
See Result → Second Checkpoint
Turn back
Retrace your path and leave the cave.
Placeholder Text
RESULT Second Checkpoint
There are still more dangers lurking in this cave. The crew should advance with caution, or consider turning back.
Forge ahead
Pay no heed to the danger and explore the cave.
[No Blood] 40%: All allies lose 20% HP.
[Has Blood] 20%: All allies lose 20% HP.
HP Loss
The ground starts shaking, and moments later the ceiling cracks, raining rocks down on the crew members. After the tremors stop and they recompose themselves, the crew members set off again while lamenting their bad luck.
See Result → Third Checkpoint
No HP Loss
Obtain 100 Sephira Coins
On the side of a mostly collapsed passage, the crew finds the remains of a merchant. Next to his bones is a pouch full of coins. (Captain) moves the remains to a place where the monsters won't disturb them as the crew members clasp their hands together in mourning.
See Result → Third Checkpoint
Turn back
Retrace your path and leave the cave.
Placeholder Text
RESULT Third Checkpoint
The crew members estimate that they've made it halfway through the cave, placing them at around the center of the mountain. Even so, they feel like the path ahead of them is endless.
Forge ahead
Pay no heed to the danger and explore the cave.
[No Blood] 50%: Encounter a monster.
[Has Blood] 30%: Encounter a monster.
Monster
Combat with Fixed Enemies: Alar Tyrant (Lvl 95)
After making it out of a winding passage, the crew members run into a hungry monster. They have no choice but to fight.
See Result → Fourth Checkpoint
No Monster (Variant 1)
Heal all allies
The crew members enter a cave with a gap in the ceiling that lets in some sunlight. As there are no monsters here, it should be a good place to rest. (Captain) lets the crew members lower their guards for a moment to recover from their fatigue.
See Result → Fourth Checkpoint
No Monster (Variant 2)
Obtain a Weapon Scroll
The crew members find a wooden box left conspicuously on the edge of the passage. A merchant must have needed to abandon it while fleeing. Upon looking inside, they find a scroll that should help them on their expedition.
See Result → Fourth Checkpoint
Turn back
Retrace your path and leave the cave.
Placeholder Text
RESULT Fourth Checkpoint
The endless darkness finally starts to let up. It seems that the exit is getting closer.
Forge ahead
Pay no heed to the danger and explore the cave.
[No Blood] 60%: Encounter a strong foe.
[Has Blood] 40%: Encounter a strong foe.
Monster
Combat with Fixed Enemies: Wrathful Aberrant (Lvl 150)
An extraordinary presence blocks the way. This monster is clearly on a different level from the other inhabitants of the cave. With a growl, the immense beast lurches at the crew.
(Captain) breathes a sigh of relief as the crew finally makes it out of the cave and into the sunlight. Happy to be in an open space again, everyone starts heading for their next destination with a spring in their step.
No Monster (Variant 1)
Obtain 300 Sephira Coins
(Captain) notices an unnatural indentation in the ground. The crew members dig it up and find a huge bag of coins buried in the dirt. This must be someone's hidden treasure. With their unexpected windfall in hand, the crew members set off with a smile.
(Captain) breathes a sigh of relief as the crew finally makes it out of the cave and into the sunlight. Happy to be in an open space again, everyone starts heading for their next destination with a spring in their step.
No Monster (Variant 2)
Obtain Ally
The crew enters a room with a crumbling altar. Brushing dust from the walls, the crew members see that ancient writing is engraved in them. When (Captain) picks up a scroll in the middle of the room, it begins to shine. After a moment, the light coalesces into a familiar face.
(Captain) breathes a sigh of relief as the crew finally makes it out of the cave and into the sunlight. Happy to be in an open space again, everyone starts heading for their next destination with a spring in their step.
Turn back
Retrace your path and leave the cave.
A heavy presence wafts from the depths of the cave. Deciding that it is time to leave, the crew members turn back while keeping their guard up.
Appears in Volcano Area

Encounter Requirement:
Deep in the volcanic cave, two fierce-looking monsters are standing guard in front of a prison. Inside it are a number of people being kept prisoner. Unable to turn a blind eye, (Captain) starts thinking about how to free them.
Use the prison key
Requires Prison Key
Use the prison key and free the prisoners without being noticed.
(Captain) remembers the key the crew obtained previously and notices that its design is reminiscent of the prison's. Investigating the outside of the structure, the crew discovers a door that the key opens and easily enters the prison.
See Result → Passed the Guards
Sneak past them
Requires not having Prison Key
20%: Sneak past without fighting.
80%: The guards notice you.
Sneaked Past
Placeholder Text
Noticed
The crew members try to sneak up to the prison, but make a tiny sound that breaks the silence of the cave. The monsters turn to look, and instantly raise their weapons to attack upon seeing the crew.
See Option → Fight
Fight
Requires not having Prison Key
Fight the guards to release the prisoners.
Combat with Fixed Enemies: Volcanic Prison Warden (Lvl 100)
See Result → Found Treasure
Retreat
Leave to prepare first.
*Can attempt again upon revisiting.
Rushing won't guarantee a successful rescue. The crew members choose to fall back for now to better prepare their forces.
RESULT Passed the Guards
If the prisoner's wife was rescued first
With the guards no longer a problem, the crew members make their way into the prison and free the captives inside. One man in particular seems to recognize (Captain).
"You came here to save me after my wife asked you to? Thank you so much! Now I can go back to her! Please, take this! I can't let my savior walk away from me empty-handed!"
With that, the man takes something out of his pocket.
Obtain a Weapon Scroll.
See Result → Found Treasure
RESULT Found Treasure
"It seems this is where the monsters were holding the treasures they stole from us. It isn't very clear who owns which item, and we'll all be happy to let you make use of them."
Several items do indeed seem quite useful.
Open a treasure chest
Unseal a summon.
Open a treasure chest
Gain a powerful guidebook effect of your choice.
Choose one of three random Unique Guidebooks

Shop

Evoking Solomonis Shop Space Icon Browse wares sold for Sephira coins.

Evoking Solomonis Shop
Item Description Cost
Normal Book 50
Normal Book 50
Normal Book 50
Rare Book 100
Unique Book 500
Erasure Erases one guidebook of your choice. 100
Ruborite A rare crystal that glows with an unusual red light. <Volcano only> 100
Weapon Scroll A scroll used to undo the seal that was placed on a weapon upon entering the world droplet due to its differing providence. 200
Summon Scroll A scroll used to undo the seal that was placed on a summon upon entering the world droplet due to its differing providence. 500
Fellowship Scroll A scroll used to call in a friend from outside the world droplet. 300

Healing

Evoking Solomonis Healing Space Icon Restores 30% of your party's HP and revives anyone knocked out.

Teleporter

Evoking Solomonis Teleporter Space Icon Teleport to a different teleporter space.