As the Rhem Kingdom traces its origins back to the duchy of Rhem from the era of the old Torhid Kingdom, it possesses a deep-rooted history despite being a relatively young nation. Its main island, Reiche, is home to a rare phenomenon within the Nalhegrande Skydom: a pact forged with a primal beast. Benefiting from the grace of the primal beast Ganesha, the royal family has, generation after generation, fostered the island's development. The cityscape—resembling a stack of building blocks due to repeated expansions—flaunts the island's splendor while simultaneously exposing the distortions born of its chaotic prosperity.
Climates and Environment
Originally, it was an island characterized by a gentle climate and abundant flatlands; however, years of extensive development have transformed it into a colossal structure that now looms with the imposing majesty of a massive battleship. At lower levels, the air is constantly hazy from factory soot, and in recent years, the number of patients, mainly children and the elderly, complaining of shortness of breath has increased sharply. Conversely, a few scattered pockets of undeveloped land still persist on the island's outskirts, retaining faint traces of its former appearance.
Main Inhabitants
The Rhem Kingdom has traditionally placed great emphasis on lineage; consequently, the trajectory of most people's lives is determined more by the nobility or lowliness of their birthright than by the superiority or inferiority of their personal abilities. The entire island is systematically divided into wards ranked from first to fifth. The royal family and nobility reside in the first and second residential wards, while commoners and others are confined to the third residential ward and lower. Although interactions across these social strata are rare, the bonds among those within the same class are exceptionally strong—particularly in the lower strata, where it is a common sight to see people offering one another heartfelt assistance, even if they have only just met.
Local Specialties and Renown Goods
Perhaps due to the high population density, the construction and handicraft industries are remarkably developed, and in the lower wards, elaborate carvings made from scraps of building materials are sold in large quantities for next to nothing. Ganesha, the primal beast who presides over prosperity, enjoys immense popularity among the islanders. Buildings invariably feature designs inspired by the ornaments Ganesha wears, and every general store unfailingly includes a display shelf dedicated exclusively to Ganesha-related merchandise.
Town
Noxious Smog
A thick smog permeates through the small gaps between the closely packed buildings. It came about from the severe lack of facilities required to meet the needs of the overly dense population. The smog presents a rather serious health hazard—especially to those who live in the lower wards.
Overlapping Buildings
Ganesha's protection grants Reiche Island prosperity—perhaps too much of it. As a result, urbanization efforts have been unable to keep up with progressive supply and demand. Buildings overlap all over in a revoltingly chaotic mess. Given the structural instability, it's a miracle that the buildings don't just topple over. Perhaps this is why Reiche Island's carpenters are sarcastically known as some of the best in the skies.
Third Residential Ward
The citizens of this ward govern matters of everyday life for the people of Rhem Kingdom, where pollution can be a major issue given how closely stacked the buildings are. Higher-numbered wards offer a better view and better quality of life. Although the third to fifth wards are populated by the common masses, there are a select few who unlawfully build their houses outside of the designated areas.
Life in the Lower Wards
Although the residents of the lower wards no doubt have it worst, they often band together to cope with the harsh realities of everyday life. In great part due to the importance the royal family places on kinship, familial ties are greatly valued in Rhem. A grand festival is held regularly to honor the spirits of ancestors—with participation being open to residents of all wards.
Locations
Western Naval Yard
An area cleared for military development. Be that as it may, this port refuses to welcome one of its own.
Start QuestNetwork Errors will appear if the hosting conditions are not met. (AP, Host Materials, Daily Limit)
Stage strategy
Both enemies are vulnerable to Lethal HitInstant death for the victim. ; using Tweyen is recommended. The second Istavion Soldier (archer) can drop any of the three island treasures.
Fixed party of Main Character (Light-element Cavalier). Hold Battering Ram300% elemental damage to a foe (Damage cap: ~630,000). Spear: Remove 1 buff. Gun: Inflict DelayReduce a foe's filled charge diamonds by 1 . (At Equestrian Affinity lvl 3: Activates twice.) (Gun effect) until you have 3 Equistrian Affinity, and use it on Odin. Freely use your other skills.
Chapter 103: The Final Key has no battles and costs 0 AP to clear. It is unlocked after clearing Chapter 102 Story: Beginnings of Resolve. You will receive Crystal ×50 after clearing Episode 4.
Free Quests
The Free Quest Right of Succession has no battles and costs 20 AP to clear. It is unlocked when Bandit Tycoon and Nighthound both reach Master Level 30.
Underground Passageway
Only members of the royal family are privy to the existence of this passage. A primal beast of prosperity sleeps further in.
Fixed party of Orchid. Battle automatically ends after Gilbert uses Endbringer (~7 turns).
Wave
Name
Lvl
HP
Charge
Mode
Boss
Gilbert
65
4,400,000
◇◇
Yes
Special Attacks
Triggers and Notes
Soul Forger:
Wind damage to Orchid.
Inflicts DA DownDouble attack rate is lowered Duration: 3 turns and TA DownTriple attack rate is lowered Duration: 3 turns.
Ice AvalancheN
30-hit small Water damage to Orchid.
Inflicts GlaciateATK, DEF, and multiattack rate is lowered / HP is lowered on every turn (Same effect will be spread to an ally when the character uses a skill / Spread effect ignores debuff immunity) Duration: 2 turns.
Chapter 127: Into the Deeper Abyss has no battles and costs 0 AP to clear. It is unlocked after clearing Chapter 126 Story: Confronted Intentions. You will receive Crystal ×50 after clearing Episode 4.
Lyria uses Lyria's Feelings (grants 50% DMG CutTaking 50% less DMG Duration: IndefiniteDamage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage! to Katalina).
Golden Knight removes Golden Armor (3m Skill DMG)HP won't lower below 20% / 1 charge diamond is reset for every 3,000,000 skill DMG taken in 1 turn (Can't be removed) .
Golden Knight gains Golden Armor (Chain Burst)HP won't lower below 20% / 1 charge diamond is reset upon activating a chain burst (Can't be removed) .
For all phases, Golden Knight is immune to GravityMax charge diamonds are increased , DelayReduce a foe's filled charge diamonds by 1 , PoisonedHP is lowered on every turn , PutrefiedHP is lowered on every turn , CharmedAttacks are slightly limited , ZombifiedReceives DMG if healed , SleepCan't attack and takes big DMG (Ends upon taking DMG) Takes 25% more damage, and ParalysisCan't attack , and PetrifiedCharge diamonds don't fill up .
Golden Knight's normal attacks deal two damage instances.
Golden Knight removes Golden Armor (Chain Burst)HP won't lower below 20% / 1 charge diamond is reset upon activating a chain burst (Can't be removed) .
Golden Knight gains Golden Armor (25 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 25 or more times in 1 turn (Can't be removed) .
When Golden Knight has local buffs and at maximum charge diamonds
Casts Starless Twilight Slash next turn.
When Golden Knight has no local buffs and at maximum charge diamonds
Casts Great Horizon next turn.
60% Trigger
Golden Knight fills all charge diamonds.
50% Trigger
Casts Helio Drain.
40% Trigger
Casts Gilded Purpose.
Unleashes True Power +.
Golden Knight follows up with a normal attack or special attack after casting Gilded Purpose.
Moves to Phase 3.
Golden Armor (25 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 25 or more times in 1 turn (Can't be removed)
Golden Knight self-inflicts DelayReduce a foe's filled charge diamonds by 1 when allies deal 25 or more damage hits in one turn.
Third Phase
Golden Knight
150
96,000,000 (40%)
◇◇
Yes
Special Attacks
Triggers and Notes
Starless Twilight SlashNOD
16-hit Earth damage to an ally with the lowest current HP.
If an ally dies before receiving the full damage, any remaining hits target the next ally with lowest current HP.
Extends local buffs on Golden Knight by 4 turns.
Local buffs on Golden Knight can be extended up to a maximum of 8 turns.
Golden Knight removes Golden Armor (25 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 25 or more times in 1 turn (Can't be removed) .
Golden Knight removes Golden Armor (5m Skill DMG)HP won't lower below 20% / 1 charge diamond is reset for every 5,000,000 skill DMG taken in 1 turn (Can't be removed) .
Golden Knight gains Golden Armor (Chain Burst)HP won't lower below 20% / 1 charge diamond is reset upon activating a chain burst (Can't be removed) .
For all phases, Golden Knight is immune to GravityMax charge diamonds are increased , DelayReduce a foe's filled charge diamonds by 1 , PoisonedHP is lowered on every turn , PutrefiedHP is lowered on every turn , CharmedAttacks are slightly limited , ZombifiedReceives DMG if healed , SleepCan't attack and takes big DMG (Ends upon taking DMG) Takes 25% more damage, and ParalysisCan't attack , and PetrifiedCharge diamonds don't fill up .
Golden Knight's normal attacks deal two damage instances.
Increase all allies' skill cooldowns by 2 to 3 turns.
Gilded PurposeTR 40%
Golden Knight removes Golden Armor (Chain Burst)HP won't lower below 20% / 1 charge diamond is reset upon activating a chain burst (Can't be removed) .
Golden Knight gains Golden Armor (30 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 30 or more times in 1 turn (Can't be removed) .
When an ally is in critical HP at end of turn
Casts Force of Will.
When Golden Knight has local buffs and at maximum charge diamonds
Casts Starless Twilight Slash next turn.
When Golden Knight has no local buffs and at maximum charge diamonds
Casts Great Horizon next turn.
60% Trigger
Golden Knight fills all charge diamonds.
50% Trigger
Casts Helio Drain.
40% Trigger
Casts Gilded Purpose.
Unleashes True Power +.
Golden Knight follows up with a normal attack or special attack after casting Gilded Purpose.
Moves to Phase 3.
Golden Armor (30 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 30 or more times in 1 turn (Can't be removed)
Golden Knight self-inflicts DelayReduce a foe's filled charge diamonds by 1 when allies deal 30 or more damage hits in one turn.
Third Phase
Golden Knight
200
120,000,000 (40%)
◇◇
Yes
Special Attacks
Triggers and Notes
Starless Twilight SlashNOD
16-hit Earth damage to an ally with the lowest current HP.
If an ally dies before receiving the full damage, any remaining hits target the next ally with lowest current HP.
Extends local buffs on Golden Knight by 4 turns.
Local buffs on Golden Knight can be extended up to a maximum of 8 turns.
Golden Knight gains Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) .
Triggers an effect based on the color of the next skill used by an ally:
Yellow: Golden Knight gains RepelReflects DMG (Can't be removed) Strength: 2000Up to 5 hitsLocal status effect.
Red: Earth damage to all allies.
Green: Removes one debuff from Golden Knight.
Blue: Increases all allies' skill cooldowns by 3 turns.
Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) is removed when an effect is triggered.
Increase all allies' skill cooldowns by 2 to 3 turns.
Gilded PurposeTR 20%
Golden Knight removes Golden Armor (30 hits)HP won't lower below 20% / 1 charge diamond is reset upon taking DMG 30 or more times in 1 turn (Can't be removed) .
Golden Knight's normal attacks now deal 4 damage instances.
When an ally is in critical HP at end of turn
Casts Force of Will.
At end of turn when Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) is not active on Golden Knight
Casts Sword in Flux.
When Golden Knight has local buffs and at maximum charge diamonds
Casts Starless Twilight Slash next turn.
When Golden Knight has no local buffs and at maximum charge diamonds
Casts Great Horizon next turn.
28% Trigger
Casts Helio Drain.
20% Trigger
Casts Gilded Purpose.
Unleashes True Power ++.
Golden Knight follows up with a normal attack or special attack after casting Gilded Purpose.
Golden Knight gains Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) .
Triggers an effect based on the color of the next skill used by an ally:
Yellow: Golden Knight gains RepelReflects DMG (Can't be removed) Strength: 2000Up to 5 hitsLocal status effect.
Red: Earth damage to all allies.
Green: Removes one debuff from Golden Knight.
Blue: Increases all allies' skill cooldowns by 3 turns.
Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) is removed when an effect is triggered.
Increase all allies' skill cooldowns by 2 to 3 turns.
When an ally is in critical HP at end of turn
Casts Force of Will.
At end of turn when Sword in FluxAn effect activates when an ally uses a skill (Once per turn / Effect changes based on the type of skill used / Can't be removed) is not active on Golden Knight
Casts Sword in Flux.
When Golden Knight has local buffs and at maximum charge diamonds
Casts Starless Twilight Slash next turn.
When Golden Knight has no local buffs and at maximum charge diamonds
100%~72,000 ATKEstimated damage taken from a 72,000 ATK foe
DEF
Element
Base
ATK DownATK is lowered 25%
ATK DownATK is lowered 50%
10
Advantage
5,400
4,050
2,700
10
Neutral
7,200
5,400
3,600
10
Disadvantage
10,800
8,100
5,400
15 DEFEstimated damage dealt to a 15 DEF foe
Element
BaseRelative to damage dealt to neutral element foes in Party setup
DEF DownDEF is lowered 25%
DEF DownDEF is lowered 50%
Advantage
100%
133.33%
200%
Neutral
66.67%
88.89%
133.33%
Disadvantage
50%
66.67%
100%
After BitsStriker BitDeals bonus water DMG for normal attacks (Can't be removed / Ends upon defeating Striker Bit)
Disrupter BitRemoves 1 buff upon normal attacks (Can't be removed / Ends upon defeating Disrupter Bit) are removed120,000 ATKEstimated damage taken from a 120,000 ATK foe
DEF
Element
Base
ATK DownATK is lowered 25%
ATK DownATK is lowered 50%
10
Advantage
9,000
6,750
4,500
10
Neutral
12,000
9,000
6,000
10
Disadvantage
18,000
13,500
9,000
15 DEFEstimated damage dealt to a 15 DEF foe
Element
BaseRelative to damage dealt to neutral element foes in Party setup
DEF DownDEF is lowered 25%
DEF DownDEF is lowered 50%
Advantage
100%
133.33%
200%
Neutral
66.67%
88.89%
133.33%
Disadvantage
50%
66.67%
100%
0%All dark damage taken reduced by 0%.0%All plain damage taken reduced by 0%.
DEF DownDEF is lowered Not immune〇ATK DownATK is lowered Not immune〇GravityMax charge diamonds are increased Not immune〇DelayReduce a foe's filled charge diamonds by 1 Not immune〇Debuff Res. DownDebuff resistance is lowered Not immune〇Lethal HitInstant death for the victim. Immune✕PoisonedHP is lowered on every turn Not immune〇BurnedHP is lowered on every turn Not immune〇PutrefiedHP is lowered on every turn Not immune〇BlindedAttacks have a slight chance to miss Not immune〇CharmedAttacks are slightly limited Not immune〇EnticedAttacks are slightly limited Not immune〇ZombifiedReceives DMG if healed Not immune〇SleepCan't attack and takes big DMG (Ends upon taking DMG) Not immuneTakes 25% more damage〇ParalyzedCan't attack Not immune〇PetrifiedCharge diamonds don't fill up Not immune〇StunnedCan't attack Immunity unknown?Accuracy LoweredAttacks and special attacks have a chance to miss Not immuneLocal status effect〇
Only Luminiera Malice must be defeated to complete the battle.
Triggers do not reset charge diamonds.
Normal attacks hit 3 random allies.
Starts battle with Striker BitDeals bonus water DMG for normal attacks (Can't be removed / Ends upon defeating Striker Bit) Strength: 50% Bonus Water DMG and Disrupter BitRemoves 1 buff upon normal attacks (Can't be removed / Ends upon defeating Disrupter Bit) .
At battle start, deploys DeadlockedCan't multiattack (Ends upon defeating Striker Bit and Disrupter Bit) Field effect
All allies can't deal multiattacks even with Guaranteed DAGuaranteed double attack regardless of Double Attack Lowered debuffs or Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs .
Overrides character's support skills.
When both Striker Bit and Disrupter Bit are defeated
Charge attack changes to Cellular Automaton's Rule.
No longer normal attacks.
Every 15 turns
Casts Lightshaft Apocalypse.
75% Trigger
Casts Cellular Automaton's Rule.
50% Trigger
Casts Cellular Automaton's Rule.
25% Trigger
Casts Cellular Automaton's Rule.
10% Trigger
Casts Lightshaft Apocalypse.
Striker Bit
150
40,000,000
◇◇◇
Yes
15 DEFEstimated damage dealt to a 15 DEF foe
Element
BaseRelative to damage dealt to neutral element foes in Party setup
DEF DownDEF is lowered 25%
DEF DownDEF is lowered 50%
Advantage
100%
133.33%
200%
Neutral
66.67%
88.89%
133.33%
Disadvantage
50%
66.67%
100%
DEF DownDEF is lowered Not immune〇ATK DownATK is lowered Not immune〇GravityMax charge diamonds are increased Not immune〇DelayReduce a foe's filled charge diamonds by 1 Not immune〇Debuff Res. DownDebuff resistance is lowered Not immune〇Lethal HitInstant death for the victim. Immune✕PoisonedHP is lowered on every turn Not immune〇BurnedHP is lowered on every turn Not immune〇PutrefiedHP is lowered on every turn Not immune〇BlindedAttacks have a slight chance to miss Not immune〇CharmedAttacks are slightly limited Not immune〇ZombifiedReceives DMG if healed Not immune〇SleepCan't attack and takes big DMG (Ends upon taking DMG) Not immuneTakes 25% more damage〇ParalyzedCan't attack Not immune〇PetrifiedCharge diamonds don't fill up Not immune〇StunnedCan't attack Immunity unknown?Accuracy LoweredAttacks and special attacks have a chance to miss Not immuneLocal status effect〇
Starts battle with Only Takes C.A. DMGTakes only C.A. DMG and chain burst DMG (Can't be removed) .
Does not normal attack.
Shares mode with Luminiera Malice.
Disrupter Bit
150
60,000,000
◇◇◇
Yes
15 DEFEstimated damage dealt to a 15 DEF foe
Element
BaseRelative to damage dealt to neutral element foes in Party setup
DEF DownDEF is lowered 25%
DEF DownDEF is lowered 50%
Advantage
100%
133.33%
200%
Neutral
66.67%
88.89%
133.33%
Disadvantage
50%
66.67%
100%
DEF DownDEF is lowered Not immune〇ATK DownATK is lowered Not immune〇GravityMax charge diamonds are increased Not immune〇DelayReduce a foe's filled charge diamonds by 1 Not immune〇Debuff Res. DownDebuff resistance is lowered Not immune〇Lethal HitInstant death for the victim. Immune✕PoisonedHP is lowered on every turn Not immune〇BurnedHP is lowered on every turn Not immune〇PutrefiedHP is lowered on every turn Not immune〇BlindedAttacks have a slight chance to miss Not immune〇CharmedAttacks are slightly limited Not immune〇ZombifiedReceives DMG if healed Not immune〇SleepCan't attack and takes big DMG (Ends upon taking DMG) Not immuneTakes 25% more damage〇ParalyzedCan't attack Not immune〇PetrifiedCharge diamonds don't fill up Not immune〇StunnedCan't attack Immunity unknown?Accuracy LoweredAttacks and special attacks have a chance to miss Not immuneLocal status effect〇
39.139.09% ±1.57% chance to be selected when chest drops.Based on 1016 drops from 2599 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Malice Fragment
60.960.91% ±1.57% chance to be selected when chest drops.Based on 1583 drops from 2599 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Luminiera Malice Anima
5.55.49% ±1.24% chance to be selected when chest drops.Based on 50 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Champion Merit
2.92.85% ±0.91% chance to be selected when chest drops.Based on 26 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Supreme Merit
48.448.41% ±2.72% chance to be selected when chest drops.Based on 441 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Malice Fragment
16.816.79% ±2.04% chance to be selected when chest drops.Based on 153 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.
20.520.53% ±2.20% chance to be selected when chest drops.Based on 187 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Luminiera Malice Anima
5.85.82% ±1.28% chance to be selected when chest drops.Based on 53 drops from 911 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.
30.830.80% ±2.07% chance to be selected when chest drops.Based on 414 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Champion Merit
10.010.04% ±1.35% chance to be selected when chest drops.Based on 135 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Supreme Merit
15.115.10% ±1.61% chance to be selected when chest drops.Based on 203 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Soul Balm
20.520.54% ±1.81% chance to be selected when chest drops.Based on 276 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Malice Fragment
11.311.31% ±1.42% chance to be selected when chest drops.Based on 152 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.
10.010.04% ±1.35% chance to be selected when chest drops.Based on 135 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.Luminiera Malice Anima
2.12.08% ±0.64% chance to be selected when chest drops.Based on 28 drops from 1344 chests.Confidence intervals are assuming an approximately normal distribution at 90% confidence.
Drop rates from the otokuro2 spreadsheets. Please check the source spreadsheets for up to date numbers. Drop table last updated: 2022-12-26, all stated drop rates are estimates. The game changes over time. If the drop tables become incorrect please notify the wiki staff.