Tartarus (Tower of Darkness) — Full Guide

The roguelike dungeon mode added in Patch 4.1: 109 skill-tree nodes with exact numbers, 126 Thief Challenges with the game's own tactics, 61 Rogue Items, and difficulty scaling — all sourced from the game's own data.

Tartarus (Tower of Darkness) — Full Guide

Tartarus (in-game title: Tower of Darkness) is P5X's roguelike dungeon mode added in Patch 4.1 — a run-based climb through the first 18 floors of Tartarus with a separate skill tree, card-draft buffs at the Great Clock, and boss-specific Thief Challenges. Points spent in the Tartarus skill tree are run-scoped and cannot be refunded mid-run, so plan which of the 109 nodes to prioritize before you commit.

This page is built straight from the game's own data — every skill-tree number, every Thief Challenge tactic, every Rogue Item effect verified against the source files, not guessed or copied from anywhere else.

What Tartarus is

Tartarus is P5X's dedicated roguelike mode, in-game titled "Tower of Darkness": a special run through the first 18 floors of Tartarus with its own skill tree, card draft (the Great Clock), floor buffs, and side objectives (missing persons, treasure chests, Monad Doors). Difficulty is chosen per run and can be dialed up for bonus score and rewards.

Difficulty & Enemy Strength

Enemy Strength scales with the tier you pick before a run — the game has not published names for most tiers (shown as "undisclosed"), but the Enemy Strength value and floor range are real numbers.

The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: +0 Easy — Enemy Strength: 0 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 1 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 2 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 3 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 4 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 5 The game has not published this value — shown as-is, no invented numbers. — Enemy Strength: 6

In-run difficulty dial (bonus score)

On top of the base tier, you can dial up a second difficulty modifier for extra score — the percentages below are the exact scaling from the game's own data (shown here for the fullest 8-step ladder; two other floor lines use the same %, just fewer steps).

#In-run difficulty dial (bonus score)Score
1 Basic operation difficulty. Has no impact on battles. +0
2 Enemy HP +5% +50
3 Enemy Attack +5%,Enemy HP +5% +120
4 Enemy Attack +5%,Enemy HP +5%,Ally SP cost +5% +210
5 All foes' Attack +5%,All foes' HP +10%,All allies' SP cost +5% +320
6 Enemy Attack +10%,Enemy HP +10%,Ally SP cost +5% +450
7 Enemy Attack +15%,Enemy HP +15%,Ally SP cost +10% +600
8 Enemy Attack +20%,Enemy HP +20%,Ally SP cost +10%,Ally Max HP -10% +750

Tartarus Skill Tree — all 109 nodes

109

This tree is separate from your character's main Schema tree — points here only apply inside Tartarus runs and reset between runs, so a wrong pick costs you nothing long-term, but does cost you the rest of that run.

Basic Abilities

76
HP

Increase HP by 400.

HP

Increase HP by 400.

HP

Increase HP by 500.

HP

Increase HP by 600.

HP

Increase HP by 600.

HP

Increase HP by 500.

HP

Increase HP by 500.

HP

Increase HP by 500.

HP

Increase HP by 750.

HP

Increase HP by 750.

HP

Increase HP by 1000.

Attack

Increase Attack by 150.

Attack

Increase Attack by 150.

Attack

Increase Attack by 200.

Attack

Increase Attack by 250.

Attack

Increase Attack by 150.

Attack

Increase Attack by 150.

Attack

Increase Attack by 200.

Attack

Increase Attack by 250.

Attack

Increase Attack by 250.

Defense

Increase Defense by 150.

Defense

Increase Defense by 150.

Defense

Increase Defense by 200.

Defense

Increase Defense by 250.

Defense

Increase Defense by 200.

Defense

Increase Defense by 200.

Defense

Increase Defense by 250.

Defense

Increase Defense by 300.

Defense

Increase Defense by 300.

HP Percentage

Increase HP by 5%.

HP Percentage

Increase HP by 5%.

HP Percentage

Increase HP by 10%.

HP Percentage

Increase HP by 10%.

HP Percentage

Increase HP by 10%.

HP Percentage

Increase HP by 10%.

HP Percentage

Increase HP by 10%.

HP Percentage

Increase HP by 10%.

Attack Percentage

Increase Attack by 5%.

Attack Percentage

Increase Attack by 5%.

Attack Percentage

Increase Attack by 10%.

Attack Percentage

Increase Attack by 10%.

Attack Percentage

Increase Attack by 10%.

Attack Percentage

Increase Attack by 10%.

Attack Percentage

Increase Attack by 10%.

Attack Percentage

Increase Attack by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Defense Percentage

Increase Defense by 10%.

Damage Mult. +

Increase damage bonus by 10%. Increase HP by 10%.

Damage Mult. +

Increase damage bonus by 10%. Increase HP by 10%.

Damage Mult. +

Increase damage bonus by 10%. Increase HP by 10%.

Damage Mult. +

Increase damage bonus by 10%.

Damage Mult. +

Increase damage bonus by 10%.

Damage Mult. +

Increase damage bonus by 10%.

HP Recovery

Increase HP recovery by 10%. Increase Attack by 150.

HP Recovery

Increase HP recovery by 10%. Increase Attack by 200.

Shield

Increase shield by 10%. Increase Attack by 200.

Shield

Increase shield by 10%. Increase Attack by 250.

Ailment Accuracy

Increase ailment accuracy by 10%. Increase Defense by 20%.

Ailment Accuracy

Increase ailment accuracy by 5%. Increase Attack by 10%.

Ailment Accuracy

Increase ailment accuracy by 10%. Increase Attack by 10%.

Ailment Resistance

Increase ailment resistance by 10%. Increase Attack by 5%.

Ailment Resistance

Increase ailment resistance by 10%. Increase Attack by 10%.

Critical Rate

Increase critical rate by 5%. Increase HP by 800.

Critical Rate

Increase critical rate by 5%. Increase HP by 1000.

Critical Damage

Increase critical damage by 10%. Increase Defense by 300.

Critical Damage

Increase critical damage by 10%. Increase Defense by 250.

Speed

Increase Speed by 2. Increase HP by 800.

Speed

Increase Speed by 3. Increase Defense by 200.

SP Recovery

Increase SP recovery by 20%. Increase Defense by 10%.

SP Recovery

Increase SP recovery by 20%. Increase Defense by 10%.

Attribute

7
Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Ally Buff

Enhance allies' attributes.

Schema Skill

12
Persona

Increase level of the equipped Persona's base active skill by 2.

Persona

Increase level of the equipped Persona's base active skill by 2.

Persona

Increase level of the equipped Persona's base active skill by 1.

Persona

Increase level of the equipped Persona's base active skill by 1.

Persona

Increase level of the equipped Persona's learned active skills by 2.

Persona

Increase level of the equipped Persona's learned active skills by 2.

Persona

Increase level of the equipped Persona's learned active skills by 1.

Persona

Increase level of the equipped Persona's learned active skills by 1.

Wonder Buff

Increase level of Wonder's 1 More, Highlight, melee and ranged attacks by 2.

Wonder Buff

Increase level of Wonder's 1 More, Highlight, melee and ranged attacks by 2.

Wonder Buff

Increase level of Wonder's 1 More, Highlight, melee and ranged attacks by 1.

Wonder Buff

Increase level of Wonder's 1 More, Highlight, melee and ranged attacks by 1.

Exploration Skill

11
Get Item

When starting Tartarus exploration, obtain 300 Clock Gears.

Get Item

When starting Tartarus exploration, gain 1 Dawn Fragment.

Enhance Great Clock

Decrease Clock Gears needed to refresh cards at the Great Clock by 30%.

Insta-kill Level

Increase insta-kill level.

Enhance Great Clock

Increase the number of cards that can be selected at the Great Clock by 1.

Get Item

When starting Tartarus exploration, obtain 300 Clock Gears.

Increase EXP Gained

Increase EXP gained in battle by 10%.

Purchase Cards

Decrease Clock Gears needed to purchase cards at the Great Clock by 5%.

Strong Enemy Debuff

When entering battle against Formidable Shadows or Sentinels, increase all foes' final damage taken by 10%.

Shuffle Time Buff

After defeating a Rare Shadow, Shuffle Time: Normal becomes Shuffle Time: Rare.

Movement Speed

Increase movement speed.

Weapon Forging

3
Weapon Forging

Increase level of Wonder's weapon forging by 2.

Weapon Forging

Increase level of Wonder's weapon forging by 2.

Weapon Forging

Increase level of Wonder's weapon forging by 2.

Thief Challenges — 126 boss fights with the game's own tactics

126

Grouped by the Shadow you're up against. Boss mechanics below (turn patterns, stack thresholds, status effects) are the game's own combat text, translated — not a community guess.

Sui-Ki 3
Sui-Ki's Rampage 1

Shadows have different weaknesses and resistances than normal. Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Sui-Ki's Rampage 2

Shadows have different weaknesses and resistances than normal. Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Sui-Ki's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Naga 4
Naga's Rampage

Shadows have different affinities than normal. Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Naga's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Naga's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Naga's Collision

Shadows have different weaknesses and resistances than normal. Take down Shadows and complete challenges to earn special rewards.

Decarabia 2
Decarabia's Rampage

Shadows have different weaknesses and resistances than normal. Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Decarabia's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Black Ooze 2
Black Ooze's Rampage

Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Black Ooze's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Yurlungur 1
Yurlungur's Rampage

Shadows have different weaknesses and resistances than normal. Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Genbu 5
Genbu 1

Shadows have different weaknesses and resistances than normal. Starting on turn 2, Genbu alternates between two skills, High Tide and Ebb Tide. 1. Ebb Tide: Inflict the Submerged status on 1 Phantom Thieves. Clear all Shadows from the battle and summon 2 Decarabias and 2 Yurlungurs. 2. High Tide: Deal damage to all Phantom Thieves, and inflict the Submerged status on 2 Phantom Thief. 3. Submerged: Deal damage equal to 2 of max HP at the end of each turn. This effect lasts 1 turns and can stack. 4. When Decarabia is defeated, 3 stack(s) of Submerged will be removed. During Ebb Tide, each Decarabia inflicts 10% stack(s) of Submerged on all Phantom Thieves. 5. When Yurlungur is defeated, all Phantom Thieves recover 4 of their max HP, and all Shadows' Defense decreases for 4 turns. During Ebb Tide, each Yurlungur heals all Shadows for 1 of their max HP.

Genbu 2

Shadows have different weaknesses and resistances than normal. Starting on turn 2, Genbu alternates between two skills, High Tide and Ebb Tide. 1. Ebb Tide: Inflict the Submerged status on 1 Phantom Thieves. Clear all Shadows from the battle and summon 2 Decarabias and 2 Yurlungurs. 2. High Tide: Deal damage to all Phantom Thieves, and inflict the Submerged status on 2 Phantom Thief. 3. Submerged: Deal damage equal to 2 of max HP at the end of each turn. This effect lasts 1 turns and can stack. 4. When Decarabia is defeated, 3 stack(s) of Submerged will be removed. During Ebb Tide, each Decarabia inflicts 10% stack(s) of Submerged on all Phantom Thieves. 5. When Yurlungur is defeated, all Phantom Thieves recover 4 of their max HP, and all Shadows' Defense decreases for 4 turns. During Ebb Tide, each Yurlungur heals all Shadows for 1 of their max HP.

Genbu 3

Shadows have different weaknesses and resistances than normal. Starting on turn 2, Genbu alternates between two skills, High Tide and Ebb Tide. 1. Ebb Tide: Inflict the Submerged status on 1 Phantom Thieves. Clear all Shadows from the battle and summon 2 Decarabias and 2 Yurlungurs. 2. High Tide: Deal damage to all Phantom Thieves, and inflict the Submerged status on 2 Phantom Thief. 3. Submerged: Deal damage equal to 2 of max HP at the end of each turn. This effect lasts 1 turns and can stack. 4. When Decarabia is defeated, 3 stack(s) of Submerged will be removed. During Ebb Tide, each Decarabia inflicts 10% stack(s) of Submerged on all Phantom Thieves. 5. When Yurlungur is defeated, all Phantom Thieves recover 4 of their max HP, and all Shadows' Defense decreases for 4 turns. During Ebb Tide, each Yurlungur heals all Shadows for 1 of their max HP.

Genbu 4

Shadows have different weaknesses and resistances than normal. Starting on turn 2, Genbu alternates between two skills, High Tide and Ebb Tide. 1. Ebb Tide: Inflict the Submerged status on 1 Phantom Thieves. Clear all Shadows from the battle and summon 2 Decarabias and 2 Yurlungurs. 2. High Tide: Deal damage to all Phantom Thieves, and inflict the Submerged status on 2 Phantom Thief. 3. Submerged: Deal damage equal to 2 of max HP at the end of each turn. This effect lasts 1 turns and can stack. 4. When Decarabia is defeated, 3 stack(s) of Submerged will be removed. During Ebb Tide, each Decarabia inflicts 12.5% stack(s) of Submerged on all Phantom Thieves. 5. When Yurlungur is defeated, all Phantom Thieves recover 4 of their max HP, and all Shadows' Defense decreases for 4 turns. During Ebb Tide, each Yurlungur heals all Shadows for 2 of their max HP.

Genbu 5

Shadows have different weaknesses and resistances than normal. Starting on turn 2, Genbu alternates between two skills, High Tide and Ebb Tide. 1. Ebb Tide: Inflict the Submerged status on 1 Phantom Thieves. Clear all Shadows from the battle and summon 2 Decarabias and 2 Yurlungurs. 2. High Tide: Deal damage to all Phantom Thieves, and inflict the Submerged status on 2 Phantom Thief. 3. Submerged: Deal damage equal to 3 of max HP at the end of each turn. This effect lasts 1 turns and can stack. 4. When Decarabia is defeated, 3 stack(s) of Submerged will be removed. During Ebb Tide, each Decarabia inflicts 17.5% stack(s) of Submerged on all Phantom Thieves. 5. When Yurlungur is defeated, all Phantom Thieves recover 4 of their max HP, and all Shadows' Defense decreases for 4 turns. During Ebb Tide, each Yurlungur heals all Shadows for 2 of their max HP.

Hell Biker 6
Hell Biker's Rampage

Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Hell Biker 1

Shadows have different weaknesses and resistances than normal. Hell Biker alternates between using Hellfire and Cleansing Flame. 1. Hellfire: Deal heavy Fire damage to all Phantom Thieves, and inflict Hellscorched if the target's HP is decreased by this attack. Hellscorched: Take damage equal to 1 of max HP each turn. 2. Cleansing Flame: Deal heavy Fire damage to the Phantom Thief with the highest Attack, permanently decrease the target's Attack by 35%, and increase Hell Biker's Attack by 2. 3. Oni and Hell Biker are in the Soul Link state. 4. Oni will prioritize attacking the Phantom Thief with the lowest HP.

Hell Biker 2

Shadows have different weaknesses and resistances than normal. Hell Biker alternates between using Hellfire and Cleansing Flame. 1. Hellfire: Deal heavy Fire damage to all Phantom Thieves, and inflict Hellscorched if the target's HP is decreased by this attack. Hellscorched: Take damage equal to 1 of max HP each turn. 2. Cleansing Flame: Deal heavy Fire damage to the Phantom Thief with the highest Attack, permanently decrease the target's Attack by 35%, and increase Hell Biker's Attack by 2. 3. Oni and Hell Biker are in the Soul Link state. 4. Oni will prioritize attacking the Phantom Thief with the lowest HP.

Hell Biker 3

Shadows have different weaknesses and resistances than normal. Hell Biker alternates between using Hellfire and Cleansing Flame. 1. Hellfire: Deal heavy Fire damage to all Phantom Thieves, and inflict Hellscorched if the target's HP is decreased by this attack. Hellscorched: Take damage equal to 1 of max HP each turn. 2. Cleansing Flame: Deal heavy Fire damage to the Phantom Thief with the highest Attack, permanently decrease the target's Attack by 35%, and increase Hell Biker's Attack by 2. 3. Oni and Hell Biker are in the Soul Link state. 4. Oni will prioritize attacking the Phantom Thief with the lowest HP.

Hell Biker 4

Shadows have different weaknesses and resistances than normal. Hell Biker alternates between using Hellfire and Cleansing Flame. 1. Hellfire: Deal heavy Fire damage to all Phantom Thieves, and inflict Hellscorched if the target's HP is decreased by this attack. Hellscorched: Take damage equal to 1 of max HP each turn. 2. Cleansing Flame: Deal heavy Fire damage to the Phantom Thief with the highest Attack, permanently decrease the target's Attack by 35%, and increase Hell Biker's Attack by 2. 3. Oni and Hell Biker are in the Soul Link state. 4. Oni will prioritize attacking the Phantom Thief with the lowest HP.

Hell Biker 5

Shadows have different weaknesses and resistances than normal. Hell Biker alternates between using Hellfire and Cleansing Flame. 1. Hellfire: Deal heavy Fire damage to all Phantom Thieves, and inflict Hellscorched if the target's HP is decreased by this attack. Hellscorched: Take damage equal to 1 of max HP each turn. 2. Cleansing Flame: Deal heavy Fire damage to the Phantom Thief with the highest Attack, permanently decrease the target's Attack by 35%, and increase Hell Biker's Attack by 2. 3. Oni and Hell Biker are in the Soul Link state. 4. Oni will prioritize attacking the Phantom Thief with the lowest HP.

Hecatoncheires 1
Hecatoncheires's Rampage

Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Baphomet 1
Baphomet's Rampage

Harness Tropical Motoha's strengths to take down Shadows, complete challenges, and earn special rewards.

Lilim 2
Lilim's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Lilim's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Kodama 1
Kodama's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Apsaras 1
Apsaras's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Kaiwan 1
Kaiwan's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Raja Naga 5
Raja Naga 1

Shadows have different weaknesses and resistances than normal. Raja Naga alternates between the following skills: 1. Royal Decree: Grant 1 Royal Shield stacks to all Shadows. Royal Shield: Decrease damage taken by 3. This effect stacks up to 15% times. Lose 5 stack when damaged by a skill, Resonance, or Highlight. 2. Royal Punishment: Lock on to a Phantom Thief, and deal severe damage on the next turn. If Nagas take damage a total of 1 times from skills, Resonances, or Highlights, the lock on will be lost. 3. Other Nagas cannot be defeated while Raja Naga is present.

Raja Naga 2

Shadows have different weaknesses and resistances than normal. Raja Naga alternates between the following skills: 1. Royal Decree: Grant 1 Royal Shield stacks to all Shadows. Royal Shield: Decrease damage taken by 3. This effect stacks up to 15% times. Lose 5 stack when damaged by a skill, Resonance, or Highlight. 2. Royal Punishment: Lock on to a Phantom Thief, and deal severe damage on the next turn. If Nagas take damage a total of 1 times from skills, Resonances, or Highlights, the lock on will be lost. 3. Other Nagas cannot be defeated while Raja Naga is present.

Raja Naga 3

Shadows have different weaknesses and resistances than normal. Raja Naga alternates between the following skills: 1. Royal Decree: Grant 1 Royal Shield stacks to all Shadows. Royal Shield: Decrease damage taken by 3. This effect stacks up to 15% times. Lose 5 stack when damaged by a skill, Resonance, or Highlight. 2. Royal Punishment: Lock on to a Phantom Thief, and deal severe damage on the next turn. If Nagas take damage a total of 1 times from skills, Resonances, or Highlights, the lock on will be lost. 3. Other Nagas cannot be defeated while Raja Naga is present.

Raja Naga 4

Shadows have different weaknesses and resistances than normal. Raja Naga uses the following skills: 1. Royal Decree: Grant 1 stacks of Royal Shield to all Shadows. Royal Shield: Decrease damage taken by 3, up to 15% stacks. Lose 5 stack when damaged by a skill, Resonance, or Highlight. 2. Royal Punishment: Lock on to a Phantom Thief, and deal severe damage on the next turn. If Raja Naga takes damage a total of 1 times from skills, Resonances, or Highlights, the lock on will be lost. 3. Royal Blessing: When any other Naga has 2 or more of its max HP remaining, greatly increase its own damage. Afterwards, all other Nagas heal 20 of their HP. 4. At the start of each turn, Raja Naga automatically gains 3 Royal Shield stack. 5. Other Nagas cannot be defeated while Raja Naga is present.

Raja Naga 5

Shadows have different weaknesses and resistances than normal. Raja Naga uses the following skills: 1. Royal Decree: Grant 1 stacks of Royal Shield to all Shadows. Royal Shield: Decrease damage taken by 3, up to 15% stacks. Lose 5 stack when damaged by a skill, Resonance, or Highlight. 2. Royal Punishment: Lock on to a Phantom Thief, and deal severe damage on the next turn. If Raja Naga takes damage a total of 2 times from skills, Resonances, or Highlights, the lock on will be lost. 3. Royal Blessing: When any other Naga has 2 or more of its max HP remaining, greatly increase its own damage. Afterwards, all other Nagas heal 25 of their HP. 4. At the start of each turn, Raja Naga automatically gains 3 Royal Shield stack. 5. Other Nagas cannot be defeated while Raja Naga is present.

Kin-Ki 1
Kin-Ki's Rampage

Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Quetzalcoatl 1
Quetzalcoatl's Rampage

Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Cu Chulainn 1
Cu Chulainn's Rampage

Shadows have different weaknesses and resistances than normal. Harness Seaside Tomoko's strengths to take down Shadows, complete challenges, and earn special rewards.

Saki Mitama 2
Saki Mitama's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Saki Mitama's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Koppa Tengu 3
Koppa Tengu's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Koppa Tengu's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Koppa Tengu's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Shiisaa 1
Shiisaa's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Ippon-Datara 1
Ippon-Datara's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Orthrus 2
Orthrus's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Orthrus's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Koropokguru 2
Koropokguru's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Koropokguru's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Unicorn 5
Unicorn 1

Shadows' weaknesses and resistances are different than normal. Unicorn will activate Sacred Blessing and then activate Sacred Radiance 2 turns later. 1. Sacred Blessing: Deal Bless damage to all Phantom Thieves, gain 1 Purity stacks, and summon 10 Nigi Mitama. 2. Sacred Radiance: Deal heavy damage to all Phantom Thieves based on the number of Purity stacks. If there are 1 or more Purity stacks, the Phantom Thieves will also be inflicted with the Rebuke status. Rebuke: Permanently increase damage taken by 2. 3. Purity: Decrease Unicorn's damage taken by 5 for each stack. Lose 50% stack for each status ailment inflicted. 4. When Nigi Mitama is inflicted with a status ailment, the same ailment is inflicted on Unicorn, and 3 Purity stack is removed. 5. Nigi Mitama will be defeated after 5% action. When defeated, Nigi Mitama will deal damage to Unicorn equal to its HP lost.

Unicorn 2

Shadows' weaknesses and resistances are different than normal. Unicorn will activate Sacred Blessing and then activate Sacred Radiance 2 turns later. 1. Sacred Blessing: Deal Bless damage to all Phantom Thieves, gain 1 Purity stacks, and summon 10 Nigi Mitama. 2. Sacred Radiance: Deal heavy damage to all Phantom Thieves based on the number of Purity stacks. If there are 1 or more Purity stacks, the Phantom Thieves will also be inflicted with the Rebuke status. Rebuke: Permanently increase damage taken by 2. 3. Purity: Decrease Unicorn's damage taken by 5 for each stack. Lose 50% stack for each status ailment inflicted. 4. When Nigi Mitama is inflicted with a status ailment, the same ailment is inflicted on Unicorn, and 3 Purity stack is removed. 5. Nigi Mitama will die after 5% action, and Unicorn will take damage equal to the HP lost by Nigi Mitama.

Unicorn 3

Shadows' weaknesses and resistances are different than normal. Unicorn will activate Sacred Blessing and then activate Sacred Radiance 2 turns later. 1. Sacred Blessing: Deal Bless damage to all Phantom Thieves, gain 1 Purity stacks, and summon 10 Nigi Mitama. 2. Sacred Radiance: Deal heavy damage to all Phantom Thieves based on the number of Purity stacks. If there are 1 or more Purity stacks, the Phantom Thieves will also be inflicted with the Rebuke status. Rebuke: Permanently increase damage taken by 2. 3. Purity: Decrease Unicorn's damage taken by 5 for each stack. Lose 50% stack for each status ailment inflicted. 4. When Nigi Mitama is inflicted with a status ailment, the same ailment is inflicted on Unicorn, and 3 Purity stack is removed. 5. Nigi Mitama will die after 5% action, and Unicorn will take damage equal to the HP lost by Nigi Mitama.

Unicorn 4

Shadows' weaknesses and resistances are different than normal. Unicorn will activate Sacred Blessing and then activate Sacred Radiance 2 turns later. 1. Sacred Blessing: Deal Bless damage to all Phantom Thieves, gain 1 Purity stacks, and summon 15 Nigi Mitama. 2. Sacred Radiance: Deal heavy damage to all Phantom Thieves based on the number of Purity stacks. If there are 1 or more Purity stacks, the Phantom Thieves will also be inflicted with the Rebuke status. Rebuke: Permanently increase damage taken by 2. 3. Purity: Decrease Unicorn's damage taken by 5 for each stack. Lose 50% stack for each status ailment inflicted. 4. When Nigi Mitama is inflicted with a status ailment, the same ailment is inflicted on Unicorn, and 3 Purity stack is removed. 5. Nigi Mitama will die after 5% action, and Unicorn will take damage equal to the HP lost by Nigi Mitama.

Unicorn 5

Shadows' weaknesses and resistances are different than normal. Unicorn will activate Sacred Blessing and then activate Sacred Radiance 2 turns later. 1. Sacred Blessing: Deal Bless damage to all Phantom Thieves, gain 1 Purity stacks, and summon 25 Nigi Mitama. 2. Sacred Radiance: Deal heavy damage to all Phantom Thieves based on the number of Purity stacks. If there are 1 or more Purity stacks, the Phantom Thieves will also be inflicted with the Rebuke status. Rebuke: Permanently increase damage taken by 2. 3. Purity: Decrease Unicorn's damage taken by 5 for each stack. Lose 50% stack for each status ailment inflicted. 4. When Nigi Mitama is inflicted with a status ailment, the same ailment is inflicted on Unicorn, and 3 Purity stack is removed. 5. Nigi Mitama will die after 5% action, and Unicorn will take damage equal to the HP lost by Nigi Mitama.

Clotho 1
Clotho's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Makami 1
Makami's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Anzu 1
Anzu's Epidemic

Shadows have different weaknesses and resistances than normal. Harness Kira Kitazato's strengths to take down Shadows, complete challenges, and earn special rewards.

Hua Po 2
Hua Po's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Hua Po's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Sudama 1
Sudama's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Ara Mitama 2
Ara Mitama's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Ara Mitama's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Kurama Tengu 1
Kurama Tengu's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Flauros 1
Flauros's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Suzaku 1
Suzaku's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Kumbhanda 6
Kumbhanda's Invasion

Harness Masaki Ashiya's strengths to take down Shadows, complete challenges, and earn special rewards.

Kumbhanda 1

Shadows have different weaknesses and resistances than normal. 1. Kumbhanda's attacks permanently inflict 1 Starvation stack on Phantom Thieves. Starvation: Decrease max HP by 1, and grant 15% Full Stomach stack to Agathion. 2. Every other turn, 1 Agathion is summoned. 3. When Kumbhanda is defeated, all Starvation and Full Stomach stacks are removed. 4. After the Phantom Thieves have spent a total of 2 SP, remove 1 Full Stomach stack from Agathion and 3 Starvation stack from all Phantom Thieves. 5. When Agathion has Full Stomach, all affinities change to Null. When it has 4 Full Stomach stacks at the end of the turn, it changes to Kumbhanda.

Kumbhanda 2

Shadows have different weaknesses and resistances than normal. 1. Kumbhanda's attacks permanently inflict 1 Starvation stack on Phantom Thieves. Starvation: Decrease max HP by 1, and grant 15% Full Stomach stack to Agathion. 2. Every other turn, 1 Agathion is summoned. 3. When Kumbhanda is defeated, all Starvation and Full Stomach stacks are removed. 4. After the Phantom Thieves have spent a total of 2 SP, remove 1 Full Stomach stack from Agathion and 3 Starvation stack from all Phantom Thieves. 5. When Agathion has Full Stomach, all affinities change to Null. When it has 4 Full Stomach stacks at the end of the turn, it changes to Kumbhanda.

Kumbhanda 3

Shadows have different weaknesses and resistances than normal. 1. Kumbhanda's attacks permanently inflict 1 Starvation stack on Phantom Thieves. Starvation: Decrease max HP by 1, and grant 15% Full Stomach stack to Agathion. 2. Every other turn, 1 Agathion is summoned. 3. When Kumbhanda is defeated, all Starvation and Full Stomach stacks are removed. 4. After the Phantom Thieves have spent a total of 2 SP, remove 1 Full Stomach stack from Agathion and 3 Starvation stack from all Phantom Thieves. 5. When Agathion has Full Stomach, all affinities change to Null. When it has 4 Full Stomach stacks at the end of the turn, it changes to Kumbhanda.

Kumbhanda 4

Shadows have different weaknesses and resistances than normal. 1. Kumbhanda's attacks permanently inflict 1 Starvation stack on Phantom Thieves. Starvation: Decrease max HP by 1, and grant 15% Full Stomach stack to Agathion. 2. Every other turn, 1 Agathion is summoned. 3. When Kumbhanda is defeated, all Starvation and Full Stomach stacks are removed. 4. After the Phantom Thieves have spent a total of 2 SP, remove 1 Full Stomach stack from Agathion and 3 Starvation stack from all Phantom Thieves. 5. When Agathion has Full Stomach, all affinities change to Null. When it has 4 Full Stomach stacks at the end of the turn, it changes to Kumbhanda.

Kumbhanda 5

Shadows have different weaknesses and resistances than normal. 1. Kumbhanda's attacks permanently inflict 1 Starvation stack on Phantom Thieves. Starvation: Decrease max HP by 1, and grant 15% Full Stomach stack to Agathion. 2. Every other turn, 1 Agathion is summoned. 3. When Kumbhanda is defeated, all Starvation and Full Stomach stacks are removed. 4. After the Phantom Thieves have spent a total of 2 SP, remove 1 Full Stomach stack from Agathion and 3 Starvation stack from all Phantom Thieves. 5. When Agathion has Full Stomach, all affinities change to Null. When it has 4 Full Stomach stacks at the end of the turn, it changes to Kumbhanda.

Jack-o'-Lantern 2
Jack-o'-Lantern's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Jack-o'-Lantern's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Rakshasa 2
Rakshasa's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Rakshasa's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Slime 3
Slime's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Slime's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Slime's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Inugami 3
Inugami's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Inugami's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Inugami's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Shiki-Ouji 5
Shiki-Ouji 1

Shadows have different weaknesses and resistances than normal. 1. Shiki-Ouji changes between Attack Form and Defense Form every turn. 2. In Defense Form, Shiki-Ouji gains 1 Defensive Stance stacks. Defensive Stance: Damage taken is decreased by 2. Lose 5 stack when taking weakness damage. 3. In Attack Form, Shiki-Ouji will act twice, and for each Defensive Stance, it will gain 10% Offensive Stance stack. Offensive Stance: Increase Shiki-Ouji's damage dealt by 1. 4. In Defense Form, Shiki-Ouji gains Defense Position. Defense Position: All non-Weak attributes change to Resist for 3 turn.

Shiki-Ouji 2

Shadows have different weaknesses and resistances than normal. 1. Shiki-Ouji changes between Attack Form and Defense Form every turn. 2. In Defense Form, Shiki-Ouji gains 1 Defensive Stance stacks. Defensive Stance: Damage taken is decreased by 2. Lose 5 stack when taking weakness damage. 3. In Attack Form, Shiki-Ouji will act twice, and for each Defensive Stance, it will gain 10% Offensive Stance stack. Offensive Stance: Increase Shiki-Ouji's damage dealt by 1. 4. In Defense Form, Shiki-Ouji gains Defense Position. Defense Position: All non-Weak attributes change to Resist for 3 turn.

Shiki-Ouji 3

Shadows have different weaknesses and resistances than normal. 1. Shiki-Ouji changes between Attack Form and Defense Form every turn. 2. In Defense Form, Shiki-Ouji gains 1 Defensive Stance stacks. Defensive Stance: Damage taken is decreased by 2. Lose 5 stack when taking weakness damage. 3. In Attack Form, Shiki-Ouji will act twice, and for each Defensive Stance, it will gain 10% Offensive Stance stack. Offensive Stance: Increase Shiki-Ouji's damage dealt by 1. 4. In Defense Form, Shiki-Ouji gains Defense Position. Defense Position: All non-Weak attributes change to Resist for 3 turn.

Shiki-Ouji 4

Shadows have different weaknesses and resistances than normal. 1. Shiki-Ouji changes between Attack Form and Defense Form every turn. 2. In Defense Form, Shiki-Ouji gains 1 Defensive Stance stacks. Defensive Stance: Damage taken is decreased by 2. Lose 5 stack when taking weakness damage. 3. In Attack Form, Shiki-Ouji will act twice, and for each Defensive Stance, it will gain 10% Offensive Stance stack. Offensive Stance: Increase Shiki-Ouji's damage dealt by 1. 4. In Defense Form, Shiki-Ouji gains Defense Position. Defense Position: All non-Weak attributes change to Resist for 3 turn.

Shiki-Ouji 5

Shadows have different weaknesses and resistances than normal. 1. Shiki-Ouji changes between Attack Form and Defense Form every turn. 2. In Defense Form, Shiki-Ouji gains 1 Defensive Stance stacks. Defensive Stance: Damage taken is decreased by 2. Lose 5 stack when taking weakness damage. 3. In Attack Form, Shiki-Ouji will act twice, and for each Defensive Stance, it will gain 10% Offensive Stance stack. Offensive Stance: Increase Shiki-Ouji's damage dealt by 1. 4. In Defense Form, Shiki-Ouji gains Defense Position. Defense Position: All non-Weak attributes change to Resist for 3 turn.

Neko Shogun 1
Neko Shogun's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Isis 1
Isis's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Okuninushi 2
Okuninushi's Farewell

Harness Frostgale Kotone's strengths to take down Shadows, complete challenges, and earn special rewards.

Okuninushi's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Silky 2
Silky's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Silky's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Mandrake 1
Mandrake's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Leanan Sidhe 1
Leanan Sidhe's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Lakshmi 2
Lakshmi's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Lakshmi's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Belphegor 5
Belphegor 1

Shadows have different weaknesses and resistances than normal. 1. Belphegor is always Asleep. After being attacked, it will wake up, deal heavy damage to all Phantom Thieves and heal 1 of its max HP. 2. At the start of Belphegor's turn, if it is not Asleep, it will summon 15% Sandmen. 3. When Sandman is summoned, or at the start of its turn, it gains 2 Eternal Slumber stack. 4. At the start of each Phantom Thief's turn, if Belphegor is awake, Sandman will spend Eternal Slumber to put it to Sleep. This effect activates once every turn.

Belphegor 2

Shadows have different weaknesses and resistances than normal. 1. Belphegor is always Asleep. After being attacked, it will wake up, deal heavy damage to all Phantom Thieves and heal 1 of its max HP. 2. At the start of Belphegor's turn, if it is not Asleep, it will summon 15% Sandmen. 3. When Sandman is summoned, or at the start of its turn, it gains 2 Eternal Slumber stack. 4. At the start of each Phantom Thief's turn, if Belphegor is awake, Sandman will spend Eternal Slumber to put it to Sleep. This effect activates once every turn.

Belphegor 3

Shadows have different weaknesses and resistances than normal. 1. Belphegor is always Asleep. After being attacked, it will wake up, deal heavy damage to all Phantom Thieves and heal 1 of its max HP. 2. At the start of Belphegor's turn, if it is not Asleep, it will summon 15% Sandmen. 3. When Sandman is summoned, or at the start of its turn, it gains 2 Eternal Slumber stack. 4. At the start of each Phantom Thief's turn, if Belphegor is awake, Sandman will spend Eternal Slumber to put it to Sleep. This effect activates once every turn.

Belphegor 4

Shadows have different weaknesses and resistances than normal. 1. Belphegor is always Asleep. After being attacked, it will wake up, deal heavy damage to all Phantom Thieves and heal 1 of its max HP. 2. At the start of Belphegor's turn, if it is not Asleep, it will summon 15% Sandmen. 3. When Sandman is summoned, or at the start of its turn, it gains 2 Eternal Slumber stack. 4. At the start of each Phantom Thief's turn, if Belphegor is awake, Sandman will spend Eternal Slumber to put it to Sleep. This effect activates once every turn.

Belphegor 5

Shadows have different weaknesses and resistances than normal. 1. Belphegor is always Asleep. After being attacked, it will wake up, deal heavy damage to all Phantom Thieves and heal 1 of its max HP. 2. At the start of Belphegor's turn, if it is not Asleep, it will summon 15% Sandmen. 3. When Sandman is summoned, or at the start of its turn, it gains 2 Eternal Slumber stack. 4. At the start of each Phantom Thief's turn, if Belphegor is awake, Sandman will spend Eternal Slumber to put it to Sleep. This effect activates once every turn.

Nue 1
Nue's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Narcissus 1
Narcissus's Rage

Harness Runa Dogenzaka's strengths to take down Shadows, complete challenges, and earn special rewards.

Zouchouten 1
Zouchouten's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Queen Mab 1
Queen Mab's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Melchizedek 1
Melchizedek's Fog

Harness Tempest Riko's strengths to take down Shadows, complete challenges, and earn special rewards.

Pixie 2
Pixie's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Pixie's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Berith 1
Berith's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Cerberus' Havoc 1
Cerberus' Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Surt 5
Surt 1

1. When Surt is on the field, it will summon 1 additional Surt every turn. 2. At the start of Surt's turn, Surt's Progress increases for each summoned Surt on the field. When Progress reaches 1, Surt activates Abyssal Gaze. This skill's damage increases according to the number of summoned Surt on the field. 3. While Surt is on the field, all Shadows gain Muddy Armor and Melted Armor every 2 turns. Muddy Armor: Decrease final damage taken by 10. When inflicted with Burn, this effect is removed. Melted Armor: Decrease final damage taken by 3. When Burn is removed, Muddy Armor and Melted Armor are removed from all Shadows.

Surt 2

1. When Surt is on the field, it will summon 1 additional Surt every turn. 2. At the start of Surt's turn, Surt's Progress increases for each summoned Surt on the field. When Progress reaches 1, Surt activates Abyssal Gaze. This skill's damage increases according to the number of summoned Surt on the field. 3. While Surt is on the field, all Shadows gain Muddy Armor and Melted Armor every 2 turns. Muddy Armor: Decrease final damage taken by 10. When inflicted with Burn, this effect is removed. Melted Armor: Decrease final damage taken by 3. When Burn is removed, Muddy Armor and Melted Armor are removed from all Shadows.

Surt 3

1. When Surt is on the field, it will summon 1 additional Surt every turn. 2. At the start of Surt's turn, Surt's Progress increases for each summoned Surt on the field. When Progress reaches 1, Surt activates Abyssal Gaze. This skill's damage increases according to the number of summoned Surt on the field. 3. While Surt is on the field, all Shadows gain Muddy Armor and Melted Armor every 2 turns. Muddy Armor: Decrease final damage taken by 10. When inflicted with Burn, this effect is removed. Melted Armor: Decrease final damage taken by 3. When Burn is removed, Muddy Armor and Melted Armor are removed from all Shadows.

Surt 4

1. When Surt is on the field, it will summon 1 additional Surt every turn. 2. At the start of Surt's turn, Surt's Progress increases for each summoned Surt on the field. When Progress reaches 1, Surt activates Abyssal Gaze. This skill's damage increases according to the number of summoned Surt on the field. 3. While Surt is on the field, all Shadows gain Muddy Armor and Melted Armor every 2 turns. Muddy Armor: Decrease final damage taken by 10. When inflicted with Burn, this effect is removed. Melted Armor: Decrease final damage taken by 3. When Burn is removed, Muddy Armor and Melted Armor are removed from all Shadows.

Surt 5

1. When Surt is on the field, it will summon 1 additional Surt every turn. 2. At the start of Surt's turn, Surt's Progress increases for each summoned Surt on the field. When Progress reaches 1, Surt activates Abyssal Gaze. This skill's damage increases according to the number of summoned Surt on the field. 3. While Surt is on the field, all Shadows gain Muddy Armor and Melted Armor every 2 turns. Muddy Armor: Decrease final damage taken by 10. When inflicted with Burn, this effect is removed. Melted Armor: Decrease final damage taken by 3. When Burn is removed, Muddy Armor and Melted Armor are removed from all Shadows.

Jatayu 1
Jatayu's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Bugs' Havoc 1
Bugs' Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

White Rider 1
White Rider's Havoc

Harness Mio Natsukawa's strengths to take down Shadows, complete challenges, and earn special rewards.

Jack Frost 1
Jack Frost's Collision

Shadows have different weaknesses and resistances than normal. Harness Mayumi Hashimoto's strengths to take down Shadows, complete challenges, and earn special rewards.

Yamata-no-Orochi 5
Yamata-no-Orochi 1

Take down Shadows and complete challenges to earn special rewards.

Yamata-no-Orochi 2

Take down Shadows and complete challenges to earn special rewards.

Yamata-no-Orochi 3

Take down Shadows and complete challenges to earn special rewards.

Yamata-no-Orochi 4

Take down Shadows and complete challenges to earn special rewards.

Yamata-no-Orochi 5

Take down Shadows and complete challenges to earn special rewards.

Ose 1
Ose's Collision

Shadows have different weaknesses and resistances than normal. Take down Shadows and complete challenges to earn special rewards.

King Frost 1
King Frost's Collision

Shadows have different weaknesses and resistances than normal. Take down Shadows and complete challenges to earn special rewards.

Rogue Items — all 61

61

Picked up mid-run from the Great Clock and events. Effects and flavor text below are the game's own text, translated.

Lucky Cat

Receive 100% more Railway Coins after winning a battle. Effect lasts for 5 stations.

A slightly unusual lucky cat said to bring good luck.

Bankrupt Checkbook

For every 100 Railway Coins collected, increases all Phantom Thieves' Attack by 5.5%.

An old bankbook with a balance of zero yen.

Promising Bonds

Receive more Railway Coins after winning a battle.

A promising bond that seems to provide a good return on investment.

Piggy Bank

For the next 5 stations, receive no Railway Coins, but then increase Railway Coins by 100%.

A savings box shaped like a pig.

Stolen Painting

Lose all of your current Railway Coins. Increases all Phantom Thieves' damage by 10% for every 100 coins lost.

A famous painting with an unsettling aura. It is said to be genuine, but something about it feels off.

Winning Ticket

The next time you win a battle, you are guaranteed to receive an Orange Charm.

A scratch-off ticket where you match up identical pictures. It looks to be a winner.

Schrödinger's Box

Receive 1-2 Blue Charms.

A box filled with quantum mysteries. It is said that its contents are unknown until the box is opened.

Mood-Changing Meds

When selecting Charms after battle, gain 1 free redeal.

A strange medicine that can instantly change your mood.

Lucky Clover

When selecting Charms after battle, gain 1 additional option.

A charming clover that guarantees good luck to its owner.

Spirit Board

After the next 3 battles, perform Charm Strengthening on 1 of your Charms.

An old tool necessary for carrying out forbidden rituals.

Magic Lamp

Perform Charm Strengthening on 1-5 of your Charms.

A teapot-shaped lamp that grants wishes to those who rub it.

Mystic Crystal Ball

Randomly changes 1 of your Charms into another Charm.

A crystal ball emanating a mysterious power.

Extra Wallet

Receive 60 Railway Coins.

A spare wallet with some loose change inside.

Super Express Meal

After battle, fully recovers party's HP.

A meal delivered extremely fast. Its contents change daily.

Hardy Pocket Watch

If you lose a battle, it will count as a victory, and party will be healed to max HP. Only works once.

A broken pocket watch imbued with the owner's obsession.

Prayer Mushroom

Receive 1 Prayer Magatama.

A mystical mushroom imbued with the power of prayer and deliciousness.

Cursed Plushie

Lose all of your Prayer Magatama, and you cannot gain any more. Increases all allies' damage dealt by 20% and decreases attribute damage taken by 20%.

A worn-out stuffed animal wearing a sad smile.

Red Capsule

Decreases party's max HP by 25%, and increases damage by 30%.

A strange red capsule that reveals the truth and grants the power to fight.

Blue Capsule

Decreases all allies' max HP by 25%, and heals 20% of HP every turn.

A strange blue capsule that hides the truth and grants the power to survive.

Transformation Item

At the start of battle, all allies change 1 random affinity to Drain and 1 to Weak.

A transformation item that plays a voice when the button is pressed. The line that plays is random.

Providence Die

At the start of battle, increases a Special Ability for all allies by 30%. Decreases a Special Ability by 15%.

A heavyweight die that entrusts your fate to the heavens.

Tactical Goggles

At the start of battle, all foes receive 1 random weakness corresponding to your allies' attributes. Increases party's damage taken by 20%.

Convenient goggles that expose the enemy's hidden weaknesses. Be careful of distractions.

Wireless Gamepad

For each Phantom Thief with a different role, party's weakness damage increases by 10% at the start of battle.

A sleek controller that lets you play together with friends.

Airsoft BBs

Increases critical chance by 100% when attacking with a ranged weapon. Increases final damage by 50%.

Plastic ammo used for loading airsoft guns.

Trading Card #1

Increases damage dealt by 25%, but also increases damage taken by 15%. After collecting 3 cards, the negative effect will no longer activate.

A first-edition pack of a popular trading card game. Contains many offensive cards.

Trading Card #2

Increases max HP by 25%, but also decreases Attack by 15%. After collecting 3 cards, the negative effect will no longer activate.

A second-edition pack of a popular trading card game. Contains many strategic cards.

Trading Card #3

Decreases damage taken by 25%, but also decreases damage dealt by 15%. After collecting 3 cards, the negative effect will no longer activate.

A third-edition pack of a popular trading card game. Contains many technical cards.

Trading Card #4

Increases Attack by 25%, but also decreases max HP by 15%. After collecting 3 cards, the negative effect will no longer activate.

A fourth-edition pack of a popular trading card game. Contains many powerful cards.

Discount Sticker

Discounts items in the Station Shop by 30%, but increases the price by 5% for each item purchased.

A discount sticker that brings joy when stuck on a price tag.

VIP Member's Card

The first item you buy at the next Station Shop will be free.

A VIP membership card exuding celebrity status.

Thank-You Lucky Bag

Buying 3 items at the same Station Shop grants 1 Lost Item. Can only be used once.

A special present received as a bonus for purchasing items.

Hero's Sword

Increases all allies' damage by 5%.

A replica of a sword made to resemble an item from a popular game.

Hero's Shield

Decrease all allies' damage taken by 3%.

A replica of a shield made to resemble an item from a popular game.

Hero's Crest

Decreases damage taken by 30%. Increases damage dealt by 50%.

A replica of a rare item received from an in-person event for a popular game.

Tengu Mask

Each time you win a battle, all allies' Attack and Defense increases by 10%. In exchange, you will no longer receive any Railway Coins.

A tengu mask said to ward off evil spirits.

Festival Fan

Decreases party's Attack by 10%. Each time you arrive at a Safe Station, increases party's max HP by 10%.

A large fan you can purchase at festival stands.

Prayer Board

Each time you arrive at a station, chance to gain one of the following effects: Obtain 30 Railway Coins. Increase party's Attack by 10%. Recover 20% of party's HP. Lose 20% of party's HP. (Will not reduce below 1%)

An invaluable prayer board said to bring a bit of good fortune.

Daredevil Stamp Card

For the next 4 stations, increases damage taken by 30%. After completion, receive 150 Railway Coins.

A stamp card received from clearing trials. You may get bonuses from bringing this card to stations.

Fortune-Up Drink

Receive 30% of your current Railway Coins.

A limited-time high-volume drink. Apparently drinking it increases wealth.

Old Bottle

After winning the next 2 battles, receive 100 Railway Coins instead of a Charm.

An old-looking bottle sealed tightly with a cork. Looks like it contains something valuable.

Display Case

Each Prayer Magatama will give you 50 Railway Coins.

A display case used to store your Magatama.

Vibrant Record

Increases party's max HP by 15% and Attack by 15%.

A strange record containing melodies that boost the listener's vitality.

Brutal Record

Increases party's ailment accuracy by 20%, and damage by 10%.

An old record containing melodies that incite aggression in the listener.

Enthralling Record

Increases party's critical rate by 10% and critical damage by 20%.

A strange record containing melodies that concentrate the listener's nerves.

Durable Record

Increases party's Defense by 30% and decrease damage taken by 10%.

A strange record containing melodies that strengthen the listener's fortitude.

Passionate Record

At the start of battle, all foes' Fire and Psychokinesis affinities become Weak, but another random affinity becomes Null.

An old record containing melodies that get the listener fired up.

Analytical Record

At the start of battle, all foes' Ice and Nuclear affinities become Weak, but another random affinity becomes Null.

An old record containing melodies that calm the listener's spirit.

Revelatory Record

At the start of battle, all foes' Electric and Bless affinities become Weak, but another random affinity becomes Null.

An old record containing melodies that can impart thunderous revelations upon the listener.

Mournful Record

At the start of battle, all foes' Wind and Curse affinities become Weak, but another random affinity becomes Null.

An old record containing melodies that leave the listener in a desolate, sorrowful state.

Single-Frequency Radio

At the start of battle, for each Phantom Thief with matching attributes, increases party's weakness damage by 8%.

A wireless radio that can pick up a certain frequency.

Multi-Frequency Radio

At the start of battle, for each Phantom Thief with different attributes, increases party's resistance pierce rate by 8%.

A wireless radio that can pick up many different frequencies.

Protection Envelope

At the start of battle, decreases party's damage taken by 90% for 3 turns.

A thick envelope containing a talisman to protect against ill will.

Marthym's Point Card

After acquiring 12 Charms, increases allies' damage by 10% for each additional Charm.

A point card designed with Marthym's logo.

Marthym's Shopping Bag

Increases Charm slots by 2.

A sturdy shopping bag designed with Marthym's logo.

Empty Flower Pot

While holding this Lost Item, unknown changes will occur when you complete specific actions.

An unused flower pot with some soft soil inside.

Growing Potted Plant

While holding this Lost Item, unknown changes will occur when you complete specific actions.

A potted plant that continues to grow rapidly.

Flowers in Bloom

Receive 1000 Railway Coins. Increases party's max HP by 100% and decreases damage taken by 50%.

A heavy flower pot with blooming, colorful flowers.

Marthym's Exchange Voucher

Activates the 4-set effect of one Charm.

A special exchange voucher from Marthym.

Dispatch Protocol

Increases party's critical rate by 1% and critical damage by 2% for each Lost Item.

A guidebook with information on how to navigate the metro lines in comfort.

Hero's Sword Set

Increases critical rate by 100% when attacking with a melee weapon. Increases final damage by 50%.

A hero's sword set that emits light and sound at the press of a button.

Trading Card Box

Increases party's damage by 10% for each Trading Card held.

A card binder that lets you store your cards in style.

Great Clock Buffs — 35 picks curated from 263

35 / 263

The game has 263 buff entries across dozens of Tarot suits; 6 of them are broken on the developer's own side and don't display properly, so they're left out here. Translating all 263 by hand in one pass wasn't realistic, so this is 35 curated, representative picks grouped by the 3 main suits plus notable Major Arcana buffs — not the full list.

Swords

10
Increase allies' Attack by 15%. Increase allies' Defense by 22.5%. Increase allies' max HP by 15%. Increase allies' critical rate by 6%. Increase allies' critical damage by 12%. Increase Wonder's Attack by 50%. When the Major Arcana card... At the start of battle, fill Highlight gauge by 50%. After an ally uses a Highlight or Theurgy, increase party's... Increase allies' weak point damage by 10%. When an ally receives healing, decrease damage taken by 15%...

Wands

10
When you enter a new floor, increase the number of Clock Gea... Refresh cards at the next Great Clock at no cost 2 times. Increase the number of cards that can be selected at the nex... Increase EXP gained in the next battle by 30%. Increase Clock Gears gained from the next battle by 50%. Increase Soul Fragments gained from the next battle by 50%. Increase the chance of encountering a Rare Shadow on the nex... 3 additional treasure chests will appear on the next floor. Increase the number of cards that can be selected in Shuffle... A Monad Door will appear on the next floor.

Cups

9
When you enter a new floor, increase the number of Clock Gea... Refresh cards at the Great Clock at no cost 1 time. Increase EXP gained in battle by 10%. Increase Clock Gears gained from battle by 10%. After winning a battle against Rare Shadows, gain 1 Tarnishe... Increase Insta-kill level by a certain amount. After winning a Monad Door battle, obtain 60 more Clock Gear... Increase movement speed. Increase the range for destroying search objects.

Major Arcana

6
Magician — Gain 1500 Clock Gears, 4 Dawn Fragments, 1 Tarnished Gold Co... Temperance — Formidable Shadows and Rare Shadows will appear more often.... Devil — Increase rate of finding search objects on floors, and incre... Moon — Decrease Will cost of battle by 2. When Will is over 50, als... Wealth Charm — Increase rate of finding treasure chests, and increase Clock... Antique Compass — Increase rate of finding search objects, and increase Clock...

Tartarus Goals & Milestones — all 90

90

Long-term milestone rewards, grouped by category. Numbers (floors reached, Shadows defeated, cards purchased...) are exact values from the game's own data.

Tower of Darkness 9
Tower of Darkness: Difficulty 1 Tower of Darkness: Difficulty 2 Tower of Darkness: Difficulty 3 Tower of Darkness #1 Tower of Darkness #2 Tower of Darkness #3 Tower of Darkness: Difficulty 4 Tower of Darkness: Difficulty 5 Tower of Darkness: Difficulty 6
Ally Assembly 3
Ally Assembly #1 Ally Assembly #2 Ally Assembly #3
Mastery 3
Mastery #1 Mastery #2 Mastery #3
Will 2
Will #1 Will #2
Tartarus Exploration 6
Tartarus Exploration #1 Tartarus Exploration #2 Tartarus Exploration #3 Tartarus Exploration #4 Tartarus Exploration #5 Tartarus Exploration #6
Defeat Sentinels 3
Defeat Sentinels #1 Defeat Sentinels #2 Defeat Sentinels #3
Defeat Rare Shadows 3
Defeat Rare Shadows #1 Defeat Rare Shadows #2 Defeat Rare Shadows #3
Break Search Objects 3
Break Search Objects #1 Break Search Objects #2 Break Search Objects #3
Monad Doors 3
Monad Doors #1 Monad Doors #2 Monad Doors #3
Purchase Cards 3
Purchase Cards #1 Purchase Cards #2 Purchase Cards #3
Obtain Dawn Fragments 2
Obtain Dawn Fragments #1 Obtain Dawn Fragments #2
Old Gemstones Galore 3
Old Gemstones Galore #1 Old Gemstones Galore #2 Old Gemstones Galore #3
Floor Explorer Difficulty 1 6
Floor Explorer Difficulty 1 #1 Floor Explorer Difficulty 1 #2 Floor Explorer Difficulty 1 #3 Floor Explorer Difficulty 1 #4 Floor Explorer Difficulty 1 #5 Floor Explorer Difficulty 1 #6
Floor Explorer Difficulty 2 3
Floor Explorer Difficulty 2 #1 Floor Explorer Difficulty 2 #2 Floor Explorer Difficulty 2 #3
Floor Explorer Difficulty 3 3
Floor Explorer Difficulty 3 #1 Floor Explorer Difficulty 3 #2 Floor Explorer Difficulty 3 #3
Floor Explorer Difficulty 4 3
Floor Explorer Difficulty 4 #1 Floor Explorer Difficulty 4 #2 Floor Explorer Difficulty 4 #3
Floor Explorer Difficulty 5 3
Floor Explorer Difficulty 5 #1 Floor Explorer Difficulty 5 #2 Floor Explorer Difficulty 5 #3
Floor Explorer Difficulty 6 3
Floor Explorer Difficulty 6 #1 Floor Explorer Difficulty 6 #2 Floor Explorer Difficulty 6 #3
Ren Amamiya's Awareness 1
Ren Amamiya's Awareness
Yusuke Kitagawa's Awareness 1
Yusuke Kitagawa's Awareness
Makoto Niijima's Awareness 1
Makoto Niijima's Awareness
Futaba Sakura's Awareness 1
Futaba Sakura's Awareness
Haru Okumura's Awareness 1
Haru Okumura's Awareness
Explore with Makoto Yuki 3
Explore with Makoto Yuki #1 Explore with Makoto Yuki #2 Explore with Makoto Yuki #3
Explore with Yukari Takeba 3
Explore with Yukari Takeba #1 Explore with Yukari Takeba #2 Explore with Yukari Takeba #3
Find Missing Persons 15
Find Missing Persons #1 Find Missing Persons #2 Find Missing Persons #3 Find Missing Persons #4 Find Missing Persons #5 Find Missing Persons #6 Find Missing Persons #7 Find Missing Persons #8 Find Missing Persons #9 Find Missing Persons #10 Find Missing Persons #11 Find Missing Persons #12 Find Missing Persons #13 Find Missing Persons #14 Find Missing Persons #15

Great Clock card pool

62

The card pool drawn during a Tartarus run mixes character cards and Major Arcana / suit cards. The game does not publish per-card effect text for most of these (shown as names only, no invented effects) — the buffs above are the actual effects players see, drawn from the Buff table.

Ryuji SakamotoMorganaMotoha AraiTropical MotohaLufelRiko TanemuraTempest RikoShun KanoLeo KamiyamaKayo TomiyamaYaoling LiFirecracker YaolingTomoko NogeSeaside TomokoYuiKiyoshi KurotaniYukimi FujikawaSeiji ShiratoriGoro AkechiYusuke KitagawaFutaba SakuraToshiya SumiAnn TakamakiMakoto NiijimaKotone MontagneFrostgale KotoneShoki IkenamiMinami MiyashitaHaru OkumuraRen AmamiyaMiyu SaharaHaruna NishimoriKira KitazatoChizuko NagaoYumi ShiinaAyaka SakaiMasaki AshiyaRuna DogenzakaKasumi YoshizawaMayumi HashimotoMio NatsukawaManaka NagaoMakoto YukiYukari TakebaJustine & Caroline

Major Arcana

Fool Magician High Priestess Chariot Justice Fortune Strength Hanged Man Temperance Devil Tower Moon Judgement Cups Swords Wands Coins

Coins card rewards — 17 real drops

17

When you draw a Coins card at the Great Clock, it hands you one of these 17 concrete rewards (Clock Gears, Dawn Fragments, Tarnished Coins, Soul/Dream Fragments) — the game's own text, translated, numbers unchanged.

Gain 40 Clock Gears.Gain 100 Clock Gears.Obtain 1 Dawn Fragment.Obtain 50 Tarnished Silver Coins.Obtain 100 Tarnished Silver Coins.Obtain 150 Tarnished Silver Coins.Obtain 200 Tarnished Silver Coins.Obtain 10 Soul Fragments.Obtain 20 Soul Fragments.Obtain 30 Soul Fragments.Obtain 5 Dream Fragments.Obtain 10 Dream Fragments.Obtain 15 Dream Fragments.Obtain 1 Dawn Fragment.Obtain 2 Dawn Fragments.Obtain 3 Dawn Fragments.Gain a Tarnished Gold Coin.

Card groups you'll see (Shuffle Time)

Shuffle Time: NormalShuffle Time: RareShuffle Time: StartShuffle Time: Buff ×3Shuffle Time: PreciousShuffle Time: CharacterShuffle Time: Special ×2

How this differs from the main Schema tree

Tartarus has its own 109-node tree, separate from your character's permanent Schema tree. If you're looking for the permanent one, see Schema (Talents) below.

Where to next

Tap the wrong field…