Last Rite
★★★★★★

Last Rite Build

6-star Striker class, Great Sword, single-targ Cryo.

"I am the ... something of war, I guess?"

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30-second summary

6-star Striker class, Great Sword, single-target burst damage dealer built entirely around stacking and consuming 'Cryo Infliction' on enemies. Notable quirk: she cannot gain Ultimate energy from teammates and her Ultimate costs roughly double the norm, but her Battle Skill and Combo Skill both grant her extra energy to compensate.

Recommended Build

Role: 6-star Striker class, Great Sword, single-target burst damage dealer built entirely around stacking and consuming 'Cryo Infliction' on enemies. Notable quirk: she cannot gain Ultimate energy from teammates and her Ultimate costs roughly double the norm, but her Battle Skill and Combo Skill both grant her extra energy to compensate. Cryo.

Best Weapons

  1. The Khravengger (6-star, signature weapon) — Best-in-slot: when Last Rite applies Cryo Infliction or hits an already-Cryo-Inflicted enemy with her Combo Skill, it buffs her Cryo DMG — +10% damage to Cryo-Inflicted enemies on Battle Skill hits and +20% on Combo Skill hits, plus a flat 20% all-skill-damage boost. It also carries a flat Skill DMG Dealt +32% alongside Cryo amplification on applying and consuming Inflictions. This is her #1 pick, best obtained via the Arsenal Exchange endgame system.
  2. Seeker of Dark Lung (5-star) — Accessible alternative to the signature: boosts the Strength attribute, adds 12% Ultimate-gain efficiency, and grants a bonus to her main attribute/attack — +5% on Arts Burst, plus stacking ATK increases. A strong early/mid-game option before the signature is farmed.
  3. Sundered Prince (6-star) — A Strength-focused alternative offering Critical Rate and ATK bonuses on 'Final Strike'.

Gear & Essence

  • Tide Surge (endgame, 3-piece) At Level 70, applying two Cryo stacks triggers the set bonus for '35% Arts DMG dealt for 15s'; the Hanging River O2 Tube piece adds 23% Cryo damage. The late-game variant, Tide Surge Gauntlets with Æthertech Plating, grants Skill Damage and Arts Damage bonuses. Pairing the set with the Swordmancer Light Armor off-piece also works well, synergizing with her low-cost Battle Skill to apply Cryo Infliction and trigger the set effect. — Her best endgame set overall, with a few viable off-piece/sub-effect combinations depending on build.
  • Armored MSGR (early/mid-game alternative) Provides a flat +50 Strength with just three pieces. — An early accessible option before Tide Surge pieces are farmed. The Catastrophe set (improves ultimate gain efficiency) works well as a mid-game leveling set, and the Aburrey set (focusing Strength and Skill Damage) is another solid early-game choice.

Team Comps

  • Xaihi — Essential teammate — the best Cryo Buffer in the game, applies crystal guard and generates Cryo. The strongest pairing for Last Rite.
  • Ardelia — Core teammate: inflicts Arts Susceptibility via Corrosion and shreds resistance to maximize burst windows and Cryo Susceptibility.
  • Akekuri — Boosts SP generation, enabling faster access to Last Rite's abilities — mechanically consistent with her energy-hungry kit.
  • Perlica — A strong partner who adds Electrification on demand (SP-free) and a lot of damage, alongside Cryo-application and resistance-shred support.
  • Estella (alternative) — An alternative team pairing (Last Rite, Estella, Xaihi, Akekuri) where Estella provides reliable Cryo application in place of Ardelia — a flexible budget swap.

Skill Priority: Two viable priority orders exist depending on playstyle: prioritize Ultimate first — it grants invincibility plus three massive swipes of AoE damage — then Battle Skill ('Esoteric Legacy'), with Combo Skill last. Alternatively, prioritize Combo Skill ('Winter's Devourer', her primary damage source) first, followed by Ultimate ('Vigil Services'), with Battle Skill last as a rotation-enabler with only secondary damage.

Playstyle: Use her low-cost Battle Skill (with team support from Xaihi/Ardelia/Perlica/Akekuri) to stack Cryo Infliction on the target, aiming for at least two to three stacks; consume the stacks with her Combo Skill for a large damage 'cash-out'; if her Ultimate is available, fire it immediately after the Combo Skill for a maximum-damage burst window, then repeat the rotation. The playstyle is rotation-dependent and feels powerful when nailed, with stricter execution requirements than most launch operators.

Community-sourced · 10 nguồn

Operator Information

Basic Information

CodenameLast Rite
GenderFemale
FactionSeš'qa
BirthdayNovember 12
ElementCryo
RaceSarkaz
Chinese CV闲踏梧桐
English CVAmber Hood
Japanese CV白石晴香
Korean CV이이로

Upgrade

Level Up


LV.1

LV.20

LV.40

LV.60

LV.80

LV.90

Strength (Main)

21

50

80

110

140

155

Agility

8

29

50

72

93

104

Intellect

9

27

46

65

84

93

Will (Secondary)

15

35

56

77

98

109

Base ATK

30

95

162

230

298

332

Base HP

500

1566

2689

3811

4934

5495

Cost

None


Initial Data

Cost

Strength (Main)

21

None

Agility

8

Intellect

9

Will (Secondary)

15

Base ATK

30

Base HP

500


Attribute Increase

Cost

Strength (Main)

50

Auto Fill:

Agility

29

Intellect

27

Will (Secondary)

35

Base ATK

95

Base HP

1566


Attribute Increase

Cost

Strength (Main)

80

Auto Fill:

Agility

50

Intellect

46

Will (Secondary)

56

Base ATK

162

Base HP

2689


Attribute Increase

Cost

Strength (Main)

110

Auto Fill:

Agility

72

Intellect

65

Will (Secondary)

77

Base ATK

230

Base HP

3811


Attribute Increase

Cost

Strength (Main)

140

Auto Fill:

Agility

93

Intellect

84

Will (Secondary)

98

Base ATK

298

Base HP

4934


Max Data

Cost

Strength (Main)

155

Auto Fill:

Agility

104

Intellect

93

Will (Secondary)

109

Base ATK

332

Base HP

5495

Ability Matrix

Combat Skills

Dance of RimeBasic Attack

BASIC ATTACK:

An attack with up to 4 sequences that deals Cryo DMG. As the controlled operator, Final Strike also deals 25 Stagger.

DIVE ATTACK:

Basic attack performed in mid-air becomes a dive attack that deals Cryo DMG to nearby enemies.

FINISHER:

Basic attack performed near a Staggered enemy becomes a finisher that deals massive Cryo DMG and recovers some SP.


RANK 1

RANK 2

RANK 3

RANK 4

RANK 5

RANK 6

RANK 7

RANK 8

RANK 9

Mastery I

Mastery II

Mastery III

BATK SEQ 1 Multiplier

30%

33%

36%

39%

42%

45%

48%

51%

54%

62%

68%

BATK SEQ 2 Multiplier

55%

61%

66%

72%

77%

83%

88%

94%

99%

106%

114%

124%

BATK SEQ 3 Multiplier

68%

75%

82%

88%

95%

102%

109%

116%

122%

131%

141%

153%

BATK SEQ 4 Multiplier

90%

99%

108%

117%

126%

135%

144%

153%

162%

173%

187%

203%

Finisher ATK Multiplier

400%

440%

480%

520%

560%

600%

640%

680%

720%

770%

830%

900%

Dive ATK Multiplier

80%

88%

96%

104%

112%

120%

128%

136%

144%

154%

166%

180%

Cost

None

Esoteric Legacy of Seš'qaBattle Skill

Performs a Hypothermic Perfusion on the controlled operator's weapon and returns some SP.

The next Final Strike performed by the currently controlled operator within a certain duration creates Last Rite's Mirage that unleashes a pursuit attack at the target. This attack deals Cryo DMG and applies Cryo Infliction.

When the controlled operator is Last Rite herself, casting this battle skill does not reset her basic attack sequence.


RANK 1

RANK 2

RANK 3

RANK 4

RANK 5

RANK 6

RANK 7

RANK 8

RANK 9

Mastery I

Mastery II

Mastery III

SP Cost

100

100

100

100

100

100

100

100

100

100

100

100

Mirage Pursuit ATK DMG Multiplier

142%

156%

171%

185%

199%

213%

228%

242%

256%

274%

295%

320%

SP Return

30

30

30

30

30

30

30

30

30

30

30

30

Duration (s)

15

15

15

15

15

15

15

15

15

15

15

15

Ultimate Energy Acquired

16

16

16

16

16

16

16

16

16

16

16

16

Cost

None

Winter's DevourerCombo Skill

COMBO TRIGGER: When an enemy has 3 or more Cryo Infliction stacks.

Creates an icicle on the target enemy and shatters it to consume all Cryo Infliction stacks of the said enemy. The number of Cryo Infliction stacks consumed determines the amount of Cryo DMG dealt to the enemy and Ultimate Energy gained by the caster.


RANK 1

RANK 2

RANK 3

RANK 4

RANK 5

RANK 6

RANK 7

RANK 8

RANK 9

Mastery I

Mastery II

Mastery III

Cooldown

9s

9s

9s

9s

9s

9s

9s

9s

9s

9s

8s

Ice Shard DMG Multiplier

71%

78%

Slash Base DMG Multiplier

71%

78%

85%

92%

99%

107%

114%

121%

128%

137%

147%

160%

Slash Stagger

15

15

15

15

15

15

15

15

15

15

15

15

Bonus DMG Multiplier per Infliction Stack

107%

117%

128%

139%

149%

160%

171%

181%

192%

205%

221%

240%

Base Ultimate Energy Gain

40

40

40

40

40

40

40

40

40

40

40

Ultimate Energy Gain per Infliction Stack

15

15

15

15

15

15

15

15

15

15

15

Cost

None

Vigil ServicesUltimate

Last Rite encases herself in frost armor and creates an ice scythe to perform 3 slashes, and gains immunity to all damages while this state is active.

Each slash deals massive Cryo DMG.

Last Rite can only gain Ultimate Energy from her own battle skill and combo skill.


RANK 1

RANK 2

RANK 3

RANK 4

RANK 5

RANK 6

RANK 7

RANK 8

RANK 9

Mastery I

Mastery II

Mastery III

Ultimate Energy Cost

240

240

240

240

240

240

240

240

240

240

240

SEQ 1 DMG Multiplier

178%

196%

213%

231%

249%

267%

284%

302%

320%

342%

369%

400%

SEQ 1 Stagger

5

5

5

5

5

5

5

5

5

5

5

5

SEQ 2 DMG Multiplier

178%

196%

213%

231%

249%

267%

284%

302%

320%

342%

369%

400%

SEQ 2 Stagger

5

5

5

5

5

5

5

5

5

5

5

5

SEQ 3 DMG Multiplier

356%

391%

427%

462%

498%

533%

569%

604%

640%

684%

738%

800%

SEQ 3 Stagger

10

10

10

10

10

10

10

10

10

10

10

10

Cost

None

Talent Nodes


Forged

Talent Effect

Requirements

Forged 1

Operator Strength +10

20% trust with the Operator

Promote to E1 to unlock

Forged 2

Operator Strength +15

50% trust with the Operator

Promote to E2 to unlock

Forged 3

Operator Strength +15

100% trust with the Operator

Promote to E3 to unlock

Forged 4

Operator Strength +20

100% trust with the Operator

Promote to E4 to unlock

Trust

Raise your operators' trust to unlock more skills and profile data. Operators with higher trust also interact with you differently aboard Dijiang.

You can raise operator trust with gifts or by assigning them to the Dijiang Control Nexus.


Hypothermia

Talent Effect

Requirements

Hypothermia 1

When Last Rite consumes any Arts Infliction, apply Cryo Susceptibility to the target with the effect of [Number of Arts Infliction stacks consumed × 2%] for 15s. This effect cannot stack.

Promote to E1 to unlock

Hypothermia 2

When Last Rite consumes any Arts Infliction, apply Cryo Susceptibility to the target with the effect of [Number of Arts Infliction stacks consumed × 4%] for 15s. This effect cannot stack.

Promote to E2 to unlock


Cryogenic Embrittlement

Talent Effect

Requirements

Cryogenic Embrittlement 1

Ultimate Vigil Services improved: When the ultimate deals DMG to an enemy with Cryo Susceptibility, the effect of that Cryo Susceptibility is 1.2 times the original.

Promote to E2 to unlock

Cryogenic Embrittlement 2

Ultimate Vigil Services improved: When the ultimate deals DMG to an enemy with Cryo Susceptibility, the effect of that Cryo Susceptibility is 1.5 times the original.

Promote to E3 to unlock


Cemetery Gardening

Talent Effect

Requirements

Cemetery Gardening α

Assign to Growth Chamber to grant vitrified plant growth rate +20%

Promote to E1 to unlock

Cemetery Gardening β

Assign to Growth Chamber to grant vitrified plant growth rate +30%

Promote to E3 to unlock


Fame of the Royal Courts

Talent Effect

Requirements

Fame of the Royal Courts α

Assign to Reception Room to grant operators a small Clue 7 Rate-UP: Seš'qa (activates upon assignment; effects of the same type cannot stack)

Promote to E2 to unlock

Fame of the Royal Courts β

Assign to Reception Room to grant operators Clue 7 Rate-UP: Seš'qa (activates upon assignment; effects of the same type cannot stack)

Promote to E4 to unlock

Elite


Promotion I

After activation

Requirements

Promotion I

Activate this to raise operator level cap to 40

Operator Lv.20


Outfitting I

After activation

Requirements

Outfitting I

Activate this to let the operator equip blue quality gear

Promote to E1 to unlock


Promotion II

After activation

Requirements

Promotion II

Activate this to raise operator level cap to 60

Operator Lv.40


Outfitting II

After activation

Requirements

Outfitting II

Activate this to let the operator equip purple quality gear

Promote to E2 to unlock


Promotion III

After activation

Requirements

Promotion III

Activate this to raise operator level cap to 80

Operator Lv.60


Outfitting III

After activation

Requirements

Outfitting III

Activate this to let the operator equip gold quality gear

Promote to E3 to unlock


Promotion IV

After activation

Requirements

Promotion IV

Activate this to raise operator level cap to 90

Operator Lv.80

Potential

Potential Phases


Undertaker's Gift

When the controlled operator with Hypothermic Perfusion performs a Final Strike that hits the enemy, it deals another 20% DMG and 5 Stagger.

Absolute Zero Armament

Strength +20, Cryo DMG Dealt +10%.

Overlord of Winter

Combo skill Winter's Devourer and ultimate Vigil Services improved: DMG multiplier increased to 1.15 times the original.

Sincere Wake

Ultimate Vigil Services improved: Ultimate Energy cost -15%.

Winter is Returning

Battle skill Esoteric Legacy of Seš'qa improved: Amount of SP returned is increased by another 5; Mirage Additional ATK Multiplier is increased to 1.2 times the original.

Operator Snapshot

It's fun, but let's not play tricks on her.

Shy Shy No TouchyIllustrator: komiki

The Still BlossomIllustrator: Cenm0

The vast lands embraced her as she slumbered. An eon of winters await her beck and call. However, the girl only wishes to offer a bouquet at the place of its rest.

She has many unanswered questions, and many difficulties not yet overcome. Nevertheless, she will complete all of your assignments and bring back the smiles on everyone's faces.

First Rime to BloomIllustrator: REM

Profile

Operator Intel


Faction

Seš'qa


Race

Sarkaz


Expertise: 1

At least she's efficient, if you're willing to overlook the cleanup and repair fees.


Expertise: 2

Needs double the nomnom, but gives five times the power.


Hobbies: 1

When her anxiety gets excessive, Last Rite would play with these little things. They work far better than getting someone to talk to her.


Hobbies: 2

Last Rite prefers taking care of the sick or harvesting grain instead of swinging weapons around.


Profile


BASIC INFO

CODENAME: Last Rite

GENDER: Female

AUTHENTICATION: Seš'qa

DOB: November 12

RACE: Sarkaz

[ORIPATHY INFECTION STATUS]

Oripathy positive (infected), based on medical examination reports.

[INTEGRATED PHYSICAL EXAMINATION]

PHYSIOLOGICAL STRENGTH: Excellent

COMBAT SKILL: Standard

TACTICAL ACUMEN: Normal

ORIGINIUM ARTS ASSIMILATION: ■■

DOCUMENT: Records from a Logistics Operator

Miss Last Rite accidentally damaged several training machines during testing. From the perspective of the Logistics Division, the scope of damage she inflicted is still within reasonable limits. To put it simply, there are other operators who inflict greater losses during routine inspection. Hence, we wonder if you can help inform Miss Last Rite that there is no need for her to keep delivering handwritten letters of apology to us, or actively avoiding members of our division for that matter.

DOCUMENT: A certain log that requires sufficient authority level

Adelheid's Originium Arts should only get an [Excellent] rating. However, when this Nachzehrer attempts, bashfully, the manipulation of death, everyone at the scene witnessed a shadowy figure behind the curtain. It felt cold, ancient, grand, and ... serene. It was a discomforting experience though Instructor Maze tried to soothe my concerns... What is Seš'qa trying to hide?


HUMAN RESOURCES SUMMARY

Operator Last Rite (ID name: Adelheid) is a special brand ambassador for Seš'qa. She is now working under the Specialist Tech Division following recommendations from "Bridge Builder" Fleming, senior business consultant of Witching Hour.

If this is your first meeting with Last Rite, consider a relaxed and friendly approach. Treat her temporary silence or avoidance with understanding and acceptance. Last Rite is not skilled at dealing with strangers, but attending to the meeting with a few snacks or candies at hand will actively build her trust in you.

And please, AVOID getting too close to her when she panics as this is extremely hazardous. If she sees you getting wounded due to the resulting accident, her panic attack will only escalate.

— Martin Marvin Malen, Assistant, HR Division, Endfield Industries



FILE 1

"The internship mission was a success. She's far more committed than we thought. The girl literally commands to the letter. Also, can we ask the Business Office to convey this to Seš'qa: Reading ad lines to beasts and Aggeloi doesn't achieve anything."

"We are really happy that Operator Last Rite helped clean out the mountain of chores that slowly built itself up over time. But can someone tell her that this is a buffet-style canteen. No one's going to be charged extra for big appetites."

"Specialized Emergency Ice Melter Sprays are now available. We got plenty in store, so grab what you need. Now, we know that Last Rite gives off freeze gases when she panics. I guess it'd be nice if you people can stop triggering her panic attacks."

"Last Rite is getting on pretty well with the other patients of the rehab center, and she believes that volunteer work can help her with stress relief. Chew on this, people. Why is she feeling stressed, hmm? In any case, do not tell any of our patients that Last Rite is an undertaker. It is unnecessary and we will have a lot of explaining to do if word of this gets out."

......

HR Division Operator Bulletin. The girl was so stressed and embarrassed she inched towards the dustbin to conceal herself. "Relax, girl. Everyone says you're really friendly and easy to get along with."



FILE 2

In the beginning, children at the Den of the Brave always poked fun at Adelheid. No one really knew the girl who lived so far away. She was shy, introverted, dressed in boring clothing, slow to react, and never caught the ball during conversations. "Biggie" Tom started by badmouthing her at every turn. He wanted her out of the children's secret base. But Tom eventually relented because of two reasons: The grown-ups respected the Caprinae couple who adopted Adelheid, and even though she was teary eyed and sniveling, she never forgot about stuffing herself with apple peelings and turnip leaves.

Everything changed in that atrocious summer. The rains poured in June, the entire place was flooded, and the bandits were finally evicted after a grueling battle. The ordeal left scars upon five families who lost their loved ones. The unsuspecting children followed the procession to the suburbs, and they saw her atop the hills. Adelheid, except it was not the little crybaby they knew. They saw the girl and her family cleaning out the resting places, cleaning the headstones, and offering elegies to the decreased. It was not until the coffin was laid to rest when the children finally realized that Tom would no longer return to Den of the Brave.

Instead of fear, it was panic and denial that spread. The children could not accept the machinations of fate, and failed to figure out a way to make up for the missing position. It was then when Adelheid placed a simple wooden statuette before Tom's grave. It was very roughly carved, crooked, imbalanced, and unpolished.

"He always wanted a figurine of a Competition Knight," the girl said. "That would be Tom's final wish."

The grown-ups fail to control their tears again. They lamented the death of an life so innocent and young.

But the children tried not to laugh as the statuette looked nothing like a Competition Knight.

In the end, they bore it no longer and burst out laughing.

They took out their Knight Cards and discussed how to make the statuette more knight-like. Although Adelheid failed to follow their conversation and the task of carving the figurine fell to a more dexterous companion, the children would always hand the new and much improved statuette into Adelheid's hands, for she was tasked with leading their own procession into the cemetery and perform the annual ceremony.

"Tom is right here," the girl promised every year.

No one knew how Adelheid was so certain about this, or how she learned of Tom's wishes. Nobody seemed to care about how she performed her work.

In the end, Adelheid did not break her shell. She remained rather inept at expressing herself. Every time her tummy rumbled, she became so embarrassed she would start inching to a nearby dustbin. But whenever new kids arrive in town and start talking about the strange girl humming songs in the bushes, someone would tap them on the shoulder and give them a quite a story.



FILE 3

This was Adelheid's first culture shock.

Seš'qa, the Stop, the capital of Witchcraft, the Sarkazian hub, the gathering spot of vagabonds... It was a city of names and she heard plenty of them. However, it was not until she alighted from the dirigible and stepping onto Seš'qa proper when she realized that "flight" was the most insignificant feature of this strange realm.

The entire place seemed to be a never-ending stream of carnivals. Riot was engraved into the air itself. The decorative furnace that adorned the central plaza spewed waves of heat, clamor, and tons of laughter. Every street was lined with strange shops and signs. People rubbed shoulders in the crowd, chewing food with names that defy even the most dexterous tongues as they marched for the formation of giant figures looming in the distance — Rumors speak of a fighting arena as well as a fairground featuring Sarkazian culture, meticulously prepared for tourists when Seš'qa made itself available to them. However, the purpose of this administrative divisions seems rather limited when Seš'qa itself was already like a giant theme park.

Adelheid's stomach started rumbling again.

Perhaps it wasn't a good idea to accept that wandering peddler's invitation. She heard about Witching Hour, but she could never afford anything from this manufacturer. She only needed a broom to chase away the beasts back home. Like Seš'qa itself, the concept of proper weapons felt foreign and distant. "But I only flipped a truck toppled by the Aggeloi so it got back on its wheels. Why would anyone recommend me a job opportunity for that?" Adelheid started to wonder. What could she possibly do at this place?

The peddler was far away, handling some registration procedure, stringing syllables and words that she could not understand. She suddenly realized that she knew nothing about the Sarkaz, despite being one herself. And is that powerful mercenary a Goliath? A man wore pendants dangling from his sharp ears. Did they mean anything? Everything was new. The peddler explained that her constant sense of hunger was a racial trait as well. But knowing this did not solve the problem. According to Sarkazian standards, her stubborn refusal to "feed" probably made her the one least qualified to talk about the rebellious nature of this city.

Her stomach rumbled louder. Every time she felt afraid or helpless, impulse would find its way in and make it harder to control herself. And this was worse than usual. If someone asks, how should she answer? It would be inappopriate to say: "I'm sorry. I just don't feel like being a Nachzehrer."

There was still a chance to escape. The peddler's route would pass through a few more towns and villages. She could always apologize later. It would be best to find a place to hide and wait for the constant sideway glances to ease off...

"What's happening to you?"

The voice jolted her back from her increasingly sticky sense of anxiety. The lad tilted his head, his gaze more curious than confused: "There's free bread over there. Just tell the guard before you grab one. And there's also a pamphlet with a list of jobs. That's free, too."

"I ... I'm sorry, I'm actually alright," she tried to get her breathing under control and ease the trembling out of her voice, "I'm just waiting for someone."

"Oh. Okay, " the lad sniveled, "But you don't have to worry. Plenty of opportunities here. You'll find something to do. It took me two whole weeks as well."

The lad was mature for his age and did not seem to believe in her words. Adelheid thought about it but chose not to argue. His expressions seem to exude strange powers that alleviated her worries.

He gave her a pat on the shoulders before blending into a nearby crowd once more. She turned to look. It did not appear like a tourist attraction. Sweaty laborers worked on the scaffold as merchants frowned and wrote out their orders. A few well-dressed individuals flanked by mercenaries walked out of what seemed to be a fancy bistro. Everyone looked busy, yet all of them gave off the same relaxing vibe of that young lad. There were plenty of opportunities and she would figure something out.

She saw the lad running towards the mercenaries, shouting angrily as he bundled their weapons. He was like a shepherd trying to herd a flock of giant, half-drunken beasts from their masters into the inn. The lad's tail was short and sharp, reminding her of her foster parents.

The girl suddenly remembered the peddler saying something on the dirigible: "We got it to fly because the Sarkaz everywhere were facing difficulties. But when it started flying, we realized that plenty of others are facing hard times, not just the Sarkaz."

Before it became a flying city of amusements, Seš'qa was a frontier outpost. Despite being involved with countless legends and serving numerous functions, it was a young outpost facing the unknown in the frontiers where humanity strove to build a new home. Life will always find a way. The outpost does not need to house everyone. It just needs to be "a stop", and that would be enough.

And thus, after more than ten minutes of shock and awe, Adelheid began diverting her attention to the streets. Her eyes rested upon a massive pile of roasted stockbeast fillet glistening with grease.

It was salty, so salty that it sent her heart racing wildly.



FILE 4

"Why?"

The legendary senior business consultant of Seš'qa, one the lead brand managers of the Witching Hour, the downtrodden Sarkaz merchant, "Bridge Builder" Fleming, was taken aback by this simple question. Though it came right out of the blue, Fleming quickly regained his cool, tidied his tie, and started counting the stars as he readied himself for the banter.

The Feline who stood before him always made him tingle with a strange nervousness, ever since that snowy night.

"Ahem. First thing first... We genuinely appreciate Endfield's acceptance of Adelheid. Seš'qa hereby extends its most sincere gratitude."

"Good. That means you'll pay extra for her additional catering fees. Right?"

"Trust me. Sending her to Endfield is considered a loss for our business."

"Oh. You have a slogan for Last Rite ... the Princess of the War Court? Very loud and attention grabbing. Must have made you a fortune."

Fleming laughed. He usually laughs as a means of dealing with his opponent on the negotiating table. But at this moment, he was laughing to give himself a chance to breath.

M3 paid no attention to Fleming's peculiarities. Her gaze was reserved for Adelheid, seated uncomfortably outside the office — Last Rite herself. Fleming sensed M3's curiosity. He cannot afford to miss the opportunity to regain his initiative.

"What do you think of Miss Last Rite?"

"I think she's hungry," M3 said without averting her gaze from the girl in question. Fleming tried to remember things. Rumors speak of the Feline's ties with the origins of Kazdel, and she hardly paid this much attention to other talents he recommended. "How could you let such a lovely girl starve?"

"I swear..."

"I think you need to pay an additional catering fee to Endfield Industries. Maybe we should set this sum to..."

"I *SWEAR* this is for the best!"

Fleming immediately realized that he had slipped. His opponent was simply trying to muddy the waters... No. She was just having a friendly banter. Why did he suddenly break his composure?

"And why is that?"

"Ugh... You know, a Nachzehrer in a cemetery with an extreme 'shame of consuming'... She has consistently refused to touch the deaths of others. Her constant hunger is only a natural consequence."

"No, no, no... You got it all wrong..."

M3 maintained her coy, relaxed tone. But that was not the worst for Fleming. What stressed him out more was the fact that she had not smiled ever since he stepped aboard Dijiang.

"You know the Sarkaz. No amount of roasted steak fillets could fill an empty soul."

"Soul? You believe in souls?"

"Ahem... Every Sarkaz who benefited from the protection of the myriad souls believes in them."

"I'm sure the myriad souls will be happy to know that," M3 finally moved her gaze away from the girl. She hesitated, a rare opportunity. But Fleming did not treat this as a good sign, "But the time does not match."

"I understand... It took place over a century ago. Nevertheless, Adelheid is definitely a young girl of only seventeen or eighteen years."

"Right. So, why?"

Fleming kept his bitter smile inside. Nevertheless, he decided to confront this question directly.

"I don't know. But like you said ... she remains very hungry."

"Even with 'that thing' following her around? That's practically unheard of."

That genuinely surprised Fleming, if only a little. "Find it rather astonishing that there are things you have not heard about."

Fleming immediately regretted it when those words blurted out of his mouth. Thankfully, M3 was not in the leisurely mood to interpret his verbal mishap as a taunt.

"A vast land has perished in her shadow. Millennia-worth of winters heed her beck and call. Yet she remains hungry."

"It's the blood. We found other Nachzehrers. So many deaths are birthed upon this planet everyday. We have no desire to see another War Court appear without warning. But ... this child is obviously an exception. She has not been 'fed' because she respects every crew mate, messenger, and soldier who died in the frontiers. She could not bring herself to do it. In fact, she refuses to do it."

"Then how did her power..."

"'Though she did not consume the dead to strengthen herself, Death remains willing to assist her.' That wendigo friend of yours gave this assessment."

"...Nezzsalem would be extremely moved if he were here."

"But that also means the child is destined to take on burdens that shouldn't be hers."

"I suppose this is the actual reason you recommended her to Endfield."

"If Adelheid hopes to take upon a path of her choice, I believe Endfield Industries will be her best instructor."

M3 was obviously taken aback. Fleming himself was also stunned by her reaction. He knew that M3 never expected him to give such a ... soft and compassionate answer. However, he also did not expect M3 to had judged him so poorly. It was a depressing realization for the merchant and consultant.

"Well, Fleming ... perhaps you are kinder than I thought."

Those words allowed Fleming's confidence to return.

"And that is also your kindest evaluation of my character for all these years we've known each other, Miss M3."

M3 sighed. It would seem she finally allowed herself to relax. "Now, how would you like Endfield to treat her?"

"The usual," Fleming smiled from the bottom of his heart for the first time in this dialog. "Let her do what she wants, like a normal child. Let her live, get into trouble, grow up, and earn her keep. It would be wonderful if she gets to make a few friends and discover what she wants out of life..."

"Treating her as your own?"

"Hah. Me? My blood's too poor for her," Fleming also shifted his gaze to the window. Adelheid was already getting overwhelmed by other Endfield operators trying to start a conversation with her.

"But before Talos-II forces humanity to the brink of extinction, before Death completely fashions her bloodied throne, and before the next Sovereign of the Nachzehrers is forced to manifest upon this planet ... she simply remains as a shy little Sarkaz girl."


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Last Rite, prepare to strike...! Um... We're attacking, right?

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The young Nachzehrer refused to disturb the dead, resisting her instinct to feed. But that restraint left her reeling with hunger, and her insecurity made her shrink away from others.

Now, clad in a Witching Hour combat suit, she wields frost and steel for Endfield's cause — both to fulfill her "commercial promotion" contract with Seš'qa and to strive toward the peaceful future that Endfield has set before her.

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"I am the ... something of war, I guess?"

Before the Sarkaz of the floating city found her, Last Rite was a kind-hearted girl adopted by a Caprinae gravekeeper couple. Shaped by their teachings, the young Nachzehrer refused to disturb the dead, resisting her instinct to feed. But that restraint left her reeling with hunger, and her insecurity made her shrink away from others.

A chance encounter revealed Last Rite's potential to Seš'qa. Enticed by the promise of "well-paid temp work" and "training to suppress instincts," she came to be known among merchants as the Princess of the War Court. Now, clad in a Witching Hour prototype combat suit, she wields frost and steel for Endfield's cause — both to fulfill her contract and to strive toward the peaceful future that Endfield has set before her.

"If my contract with Seš'qa expires, you can contact me... O-oh no! I wasn't supposed to say that! Please... Don't tell anyone about this..."

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