Weapons Genshin Impact
All 247 weapons — filter by type and rarity, see passives and who should wield them.
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
5★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
4★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
3★
2★
2★
2★
2★
2★
1★
1★
1★
1★
1★All 246 weapons — full effect at every refinement
Other sites print the effect at R1 and leave you guessing what R5 actually says — or they show all five ranks but only in English. Press R5 here and every one of these effects rewrites itself with the real numbers, in your language. Base ATK is computed from the developer's own growth curve, so the level cap shown is the real one (1★ and 2★ weapons stop at level 70, not 90 — a mistake we found in our own data and fixed).
| Weapons | Base ATK | Substat | Passive effect |
|---|---|---|---|
|
|
674at Lv 90 | Physical DMG Bonus | ATK is increased by 20%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of resistance aloft, regenerating HP equal to 100% of ATK and dealing 200% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s. ATK is increased by 25%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of resistance aloft, regenerating HP equal to 115% of ATK and dealing 230% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s. ATK is increased by 30%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of resistance aloft, regenerating HP equal to 130% of ATK and dealing 260% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s. ATK is increased by 35%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of resistance aloft, regenerating HP equal to 145% of ATK and dealing 290% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s. ATK is increased by 40%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of resistance aloft, regenerating HP equal to 160% of ATK and dealing 320% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s. |
|
|
608at Lv 90 | Energy Recharge | CRIT Rate increased by 4%. Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 20% of ATK. Skypiercing Might lasts for 12s. CRIT Rate increased by 5%, Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 25% of ATK. Skypiercing Might lasts for 12s. CRIT Rate increased by 6%. Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 30% of ATK. Skypiercing Might lasts for 12s. CRIT Rate increased by 7%. Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 35% of ATK. Skypiercing Might lasts for 12s. CRIT Rate increased by 8%. Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 40% of ATK. Skypiercing Might lasts for 12s. |
|
|
608at Lv 90 | Elemental Mastery | A part of the "Millennial Movement" that wanders amidst the winds. Increases DMG by 10%. When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 16% and increases ATK by 20%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases DMG by 12.5%. When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 20% and increases ATK by 25%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases DMG by 15%. When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 24% and increases ATK by 30%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases DMG by 17.5%. When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 28% and increases ATK by 35%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases DMG by 20%. When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field. When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s. "Millennial Movement: Song of Resistance" increases Normal, Charged and Plunging Attack DMG by 32% and increases ATK by 40%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. |
|
|
608at Lv 90 | ATK% | Increases Shield Strength by 20%. Scoring hits on opponents increases ATK by 4% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 25%. Scoring hits on opponents increases ATK by 5% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 30%. Scoring hits on opponents increases ATK by 6% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 35%. Scoring hits on opponents increases ATK by 7% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 40%. Scoring hits on opponents increases ATK by 8% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. |
|
|
542at Lv 90 | CRIT Rate | HP increased by 20%. Additionally, provides an ATK Bonus based on 1.2% of the wielder's Max HP. HP increased by 25%. Additionally, provides an ATK Bonus based on 1.5% of the wielder's Max HP. HP increased by 30%. Additionally, provides an ATK Bonus based on 1.8% of the wielder's Max HP. HP increased by 35%. Additionally, provides an ATK Bonus based on 2.1% of the wielder's Max HP. HP increased by 40%. Additionally, provides an ATK Bonus based on 2.4% of the wielder's Max HP. |
|
|
674at Lv 90 | CRIT DMG | Gain a 12% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, the Mistsplitter's Emblem provides a 8/16/28% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Gain a 15% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, the Mistsplitter's Emblem provides a 10/20/35% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Gain a 18% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, the Mistsplitter's Emblem provides a 12/24/42% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Gain a 21% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, the Mistsplitter's Emblem provides a 14/28/49% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Gain a 24% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, the Mistsplitter's Emblem provides a 16/32/56% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of the Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. |
|
|
608at Lv 90 | CRIT Rate | Obtain 12% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 20% for 8s. Obtain 15% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 25% for 8s. Obtain 18% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 30% for 8s. Obtain 21% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 35% for 8s. Obtain 24% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 40% for 8s. |
|
|
542at Lv 90 | HP% | HP increased by 20%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.12% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.2% of the equipping character's max HP for 20s. HP increased by 25%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.15% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.25% of the equipping character's max HP for 20s. HP increased by 30%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.18% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.3% of the equipping character's max HP for 20s. HP increased by 35%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.21% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.35% of the equipping character's max HP for 20s. HP increased by 40%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.24% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.4% of the equipping character's max HP for 20s. |
|
|
542at Lv 90 | CRIT DMG | CRIT Rate is increased by 4%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 120% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s. CRIT Rate is increased by 5%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 150% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s. CRIT Rate is increased by 6%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 180% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s. CRIT Rate is increased by 7%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 210% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s. CRIT Rate is increased by 8%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 240% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s. |
|
|
542at Lv 90 | CRIT DMG | When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 8% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 14% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field. When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 10% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 17.5% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field. When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 12% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 21% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field. When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 14% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 24.5% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field. When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 16% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 28% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field. |
|
|
542at Lv 90 | CRIT DMG | Normal Attack DMG is increased by 16% and Elemental Skill DMG is increased by 24%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 20%. Normal Attack DMG is increased by 20% and Elemental Skill DMG is increased by 30%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 25%. Normal Attack DMG is increased by 24% and Elemental Skill DMG is increased by 36%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 30%. Normal Attack DMG is increased by 28% and Elemental Skill DMG is increased by 42%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 35%. Normal Attack DMG is increased by 32% and Elemental Skill DMG is increased by 48%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 40%. |
|
|
674at Lv 90 | CRIT DMG | CRIT DMG increased by 20%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 16% for 6s. Max 3 stacks. CRIT DMG increased by 25%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 20% for 6s. Max 3 stacks. CRIT DMG increased by 30%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 24% for 6s. Max 3 stacks. CRIT DMG increased by 35%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 28% for 6s. Max 3 stacks. CRIT DMG increased by 40%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 32% for 6s. Max 3 stacks. |
|
|
542at Lv 90 | DEF% | Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 8% and gain a 10% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 8% for every 1,000 DEF the equipping character has, up to a maximum of 25.6%, for 15s. Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 10% and gain a 12.5% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 10% for every 1,000 DEF the equipping character has, up to a maximum of 32%, for 15s. Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 12% and gain a 15% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 12% for every 1,000 DEF the equipping character has, up to a maximum of 38.4%, for 15s. Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 14% and gain a 17.5% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 14% for every 1,000 DEF the equipping character has, up to a maximum of 44.8%, for 15s. Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 16% and gain a 20% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 16% for every 1,000 DEF the equipping character has, up to a maximum of 51.2%, for 15s. |
|
|
674at Lv 90 | CRIT Rate | Within 12s after an Elemental Skill is used, ATK is increased by 24%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 24%, and CRIT DMG will be increased by 40%. Within 12s after an Elemental Skill is used, ATK is increased by 30%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 30%, and CRIT DMG will be increased by 50%. Within 12s after an Elemental Skill is used, ATK is increased by 36%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 36%, and CRIT DMG will be increased by 60%. Within 12s after an Elemental Skill is used, ATK is increased by 42%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 42%, and CRIT DMG will be increased by 70%. Within 12s after an Elemental Skill is used, ATK is increased by 48%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 48%, and CRIT DMG will be increased by 80%. |
|
|
608at Lv 90 | CRIT Rate | CRIT DMG from Elemental Bursts is increased by 16%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 20%. Nearby active party members other than the equipping character have their ATK increased by 16% for 3s.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field. CRIT DMG from Elemental Bursts is increased by 20%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 25%. Nearby active party members other than the equipping character have their ATK increased by 20% for 3s.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field. CRIT DMG from Elemental Bursts is increased by 24%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 30%. Nearby active party members other than the equipping character have their ATK increased by 24% for 3s.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field. CRIT DMG from Elemental Bursts is increased by 28%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 35%. Nearby active party members other than the equipping character have their ATK increased by 28% for 3s.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field. CRIT DMG from Elemental Bursts is increased by 32%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 40%. Nearby active party members other than the equipping character have their ATK increased by 32% for 3s.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field. |
|
|
542at Lv 90 | CRIT DMG | Increases DEF by 20%. DMG inflicted by Lunar-Crystallize reactions increases by 64% for 5s after the equipping character uses an Elemental Skill. Increases DEF by 25%. DMG inflicted by Lunar-Crystallize reactions increases by 80% for 5s after the equipping character uses an Elemental Skill. Increases DEF by 30%. DMG inflicted by Lunar-Crystallize reactions increases by 96% for 5s after the equipping character uses an Elemental Skill. Increases DEF by 35%. DMG inflicted by Lunar-Crystallize reactions increases by 112% for 5s after the equipping character uses an Elemental Skill. Increases DEF by 40%. DMG inflicted by Lunar-Crystallize reactions increases by 128% for 5s after the equipping character uses an Elemental Skill. |
|
|
674at Lv 90 | Energy Recharge | Increases all DMG by 8%. After using an Elemental Burst, a vacuum blade that does 80% of ATK as DMG to opponents along its path will be created when Normal or Charged Attacks hit. Lasts for 20s or 8 vacuum blades. Increases all DMG by 10%. After using an Elemental Burst, a vacuum blade that does 100% of ATK as DMG to opponents along its path will be created when Normal or Charged Attacks hit. Lasts for 20s or 8 vacuum blades. Increases all DMG by 12%. After using an Elemental Burst, a vacuum blade that does 120% of ATK as DMG to opponents along its path will be created when Normal or Charged Attacks hit. Lasts for 20s or 8 vacuum blades. Increases all DMG by 14%. After using an Elemental Burst, a vacuum blade that does 140% of ATK as DMG to opponents along its path will be created when Normal or Charged Attacks hit. Lasts for 20s or 8 vacuum blades. Increases all DMG by 16%. After using an Elemental Burst, a vacuum blade that does 160% of ATK as DMG to opponents along its path will be created when Normal or Charged Attacks hit. Lasts for 20s or 8 vacuum blades. |
|
|
608at Lv 90 | ATK% | Increases ATK by 20%. On hit, attacks against opponents with less than 30% HP increase all party members' ATK by 40% for 12s. Can only occur once every 30s. Increases ATK by 25%. On hit, attacks against opponents with less than 30% HP increase all party members' ATK by 50% for 12s. Can only occur once every 30s. Increases ATK by 30%. On hit, attacks against opponents with less than 30% HP increase all party members' ATK by 60% for 12s. Can only occur once every 30s. Increases ATK by 35%. On hit, attacks against opponents with less than 30% HP increase all party members' ATK by 70% for 12s. Can only occur once every 30s. Increases ATK by 40%. On hit, attacks against opponents with less than 30% HP increase all party members' ATK by 80% for 12s. Can only occur once every 30s. |
|
|
741at Lv 90 | Physical DMG Bonus | A part of the "Millennial Movement" that wanders amidst the winds. Increases ATK by 16%, and when Normal or Charged Attacks hit opponents, the character gains a Sigil of Whispers. This effect can be triggered once every 0.3s. When you possess 4 Sigils of Whispers, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Banner-Hymn" effect for 12s. "Millennial Movement: Banner-Hymn" increases Normal ATK SPD by 12% and increases ATK by 20%. Once this effect is triggered, you will not gain Sigils of Whispers for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases ATK by 20%, and when Normal or Charged Attacks hit opponents, the character gains a Sigil of Whispers. This effect can be triggered once every 0.3s. When you possess 4 Sigils of Whispers, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Banner-Hymn" effect for 12s. "Millennial Movement: Banner-Hymn" increases Normal ATK SPD by 15% and increases ATK by 25%. Once this effect is triggered, you will not gain Sigils of Whispers for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases ATK by 24%, and when Normal or Charged Attacks hit opponents, the character gains a Sigil of Whispers. This effect can be triggered once every 0.3s. When you possess 4 Sigils of Whispers, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Banner-Hymn" effect for 12s. "Millennial Movement: Banner-Hymn" increases Normal ATK SPD by 18% and increases ATK by 30%. Once this effect is triggered, you will not gain Sigils of Whispers for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases ATK by 28%, and when Normal or Charged Attacks hit opponents, the character gains a Sigil of Whispers. This effect can be triggered once every 0.3s. When you possess 4 Sigils of Whispers, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Banner-Hymn" effect for 12s. "Millennial Movement: Banner-Hymn" increases Normal ATK SPD by 21% and increases ATK by 35%. Once this effect is triggered, you will not gain Sigils of Whispers for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases ATK by 32%, and when Normal or Charged Attacks hit opponents, the character gains a Sigil of Whispers. This effect can be triggered once every 0.3s. When you possess 4 Sigils of Whispers, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Banner-Hymn" effect for 12s. "Millennial Movement: Banner-Hymn" increases Normal ATK SPD by 24% and increases ATK by 40%. Once this effect is triggered, you will not gain Sigils of Whispers for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. |
|
|
608at Lv 90 | ATK% | Increases Shield Strength by 20%. Scoring hits on opponents increases ATK by 4% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 25%. Scoring hits on opponents increases ATK by 5% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 30%. Scoring hits on opponents increases ATK by 6% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 35%. Scoring hits on opponents increases ATK by 7% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 40%. Scoring hits on opponents increases ATK by 8% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. |
|
|
542at Lv 90 | CRIT DMG | DEF is increased by 28%. Normal and Charged Attack DMG is increased by 40% of DEF. DEF is increased by 35%. Normal and Charged Attack DMG is increased by 50% of DEF. DEF is increased by 42%. Normal and Charged Attack DMG is increased by 60% of DEF. DEF is increased by 49%. Normal and Charged Attack DMG is increased by 70% of DEF. DEF is increased by 56%. Normal and Charged Attack DMG is increased by 80% of DEF. |
|
|
608at Lv 90 | CRIT Rate | After the character's Elemental Skill hits an opponent, their ATK will be increased by 20% for 8s. After the character takes DMG, their ATK will be increased by 20% for 8s. The 2 aforementioned effects can be triggered even when the character is not on the field. Additionally, when not protected by a shield, the character's Max HP will be increased by 32%. After the character's Elemental Skill hits an opponent, their ATK will be increased by 25% for 8s. After the character takes DMG, their ATK will be increased by 25% for 8s. The 2 aforementioned effects can be triggered even when the character is not on the field. Additionally, when not protected by a shield, the character's Max HP will be increased by 40%. After the character's Elemental Skill hits an opponent, their ATK will be increased by 30% for 8s. After the character takes DMG, their ATK will be increased by 30% for 8s. The 2 aforementioned effects can be triggered even when the character is not on the field. Additionally, when not protected by a shield, the character's Max HP will be increased by 48%. After the character's Elemental Skill hits an opponent, their ATK will be increased by 35% for 8s. After the character takes DMG, their ATK will be increased by 35% for 8s. The 2 aforementioned effects can be triggered even when the character is not on the field. Additionally, when not protected by a shield, the character's Max HP will be increased by 56%. After the character's Elemental Skill hits an opponent, their ATK will be increased by 40% for 8s. After the character takes DMG, their ATK will be increased by 40% for 8s. The 2 aforementioned effects can be triggered even when the character is not on the field. Additionally, when not protected by a shield, the character's Max HP will be increased by 64%. |
|
|
674at Lv 90 | CRIT Rate | Increases ATK by 20%. When party members obtain Elemental Shards from Crystallize or trigger Lunar-Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 18%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. Up to 1 Seal may be obtained every second through the Lunar-Crystallize reaction. Increases ATK by 25%. When party members obtain Elemental Shards from Crystallize or trigger Lunar-Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 22.5%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. Up to 1 Seal may be obtained every second through the Lunar-Crystallize reaction. Increases ATK by 30%. When party members obtain Elemental Shards from Crystallize or trigger Lunar-Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 27%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. Up to 1 Seal may be obtained every second through the Lunar-Crystallize reaction. Increases ATK by 35%. When party members obtain Elemental Shards from Crystallize or trigger Lunar-Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 31.5%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. Up to 1 Seal may be obtained every second through the Lunar-Crystallize reaction. Increases ATK by 40%. When party members obtain Elemental Shards from Crystallize or trigger Lunar-Crystallize reactions, the equipping character will gain 1 Seal, increasing Elemental Skill DMG by 36%. The Seal lasts for 15s, and the equipper may have up to 2 Seals at once. All of the equipper's Seals will disappear 0.2s after their Elemental Skill deals DMG. Up to 1 Seal may be obtained every second through the Lunar-Crystallize reaction. |
|
|
741at Lv 90 | CRIT Rate | Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 10% for 6s. Max 6 stacks. Each stack is counted independently. Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 12.5% for 6s. Max 6 stacks. Each stack is counted independently. Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 15% for 6s. Max 6 stacks. Each stack is counted independently. Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 17.5% for 6s. Max 6 stacks. Each stack is counted independently. Gain 1 stack of Canopy's Favor after hitting an opponent with an Elemental Skill. This can be triggered once every 0.5s. After a nearby party member triggers a Burning or Burgeon reaction, the equipping character will gain 3 stacks. This effect can be triggered once every 2s and can be triggered even when the triggering party member is off-field. Canopy's Favor: Elemental Skill and Burst DMG is increased by 20% for 6s. Max 6 stacks. Each stack is counted independently. |
|
|
741at Lv 90 | CRIT Rate | Gain the "Scorching Brilliance" effect when using an Elemental Skill or Burst: CRIT DMG increased by 20% and ATK increased by 28% for 6s. This effect can trigger once every 10s.\nWhile a "Scorching Brilliance" instance is active, its duration is increased by 2s after Normal or Charged attacks deal Elemental DMG. This effect can trigger once every second, and the max duration increase is 6s.\nAdditionally, when the equipping character is in the Nightsoul's Blessing state, "Scorching Brilliance" effects are increased by 75%, and its duration will not count down when the equipping character is off-field. Gain the "Scorching Brilliance" effect when using an Elemental Skill or Burst: CRIT DMG increased by 25% and ATK increased by 35% for 6s. This effect can trigger once every 10s.\nWhile a "Scorching Brilliance" instance is active, its duration is increased by 2s after Normal or Charged attacks deal Elemental DMG. This effect can trigger once every second, and the max duration increase is 6s.\nAdditionally, when the equipping character is in the Nightsoul's Blessing state, "Scorching Brilliance" effects are increased by 75%, and its duration will not count down when the equipping character is off-field. Gain the "Scorching Brilliance" effect when using an Elemental Skill or Burst: CRIT DMG increased by 30% and ATK increased by 42% for 6s. This effect can trigger once every 10s.\nWhile a "Scorching Brilliance" instance is active, its duration is increased by 2s after Normal or Charged attacks deal Elemental DMG. This effect can trigger once every second, and the max duration increase is 6s.\nAdditionally, when the equipping character is in the Nightsoul's Blessing state, "Scorching Brilliance" effects are increased by 75%, and its duration will not count down when the equipping character is off-field. Gain the "Scorching Brilliance" effect when using an Elemental Skill or Burst: CRIT DMG increased by 35% and ATK increased by 49% for 6s. This effect can trigger once every 10s.\nWhile a "Scorching Brilliance" instance is active, its duration is increased by 2s after Normal or Charged attacks deal Elemental DMG. This effect can trigger once every second, and the max duration increase is 6s.\nAdditionally, when the equipping character is in the Nightsoul's Blessing state, "Scorching Brilliance" effects are increased by 75%, and its duration will not count down when the equipping character is off-field. Gain the "Scorching Brilliance" effect when using an Elemental Skill or Burst: CRIT DMG increased by 40% and ATK increased by 56% for 6s. This effect can trigger once every 10s.\nWhile a "Scorching Brilliance" instance is active, its duration is increased by 2s after Normal or Charged attacks deal Elemental DMG. This effect can trigger once every second, and the max duration increase is 6s.\nAdditionally, when the equipping character is in the Nightsoul's Blessing state, "Scorching Brilliance" effects are increased by 75%, and its duration will not count down when the equipping character is off-field. |
|
|
608at Lv 90 | CRIT Rate | Increase ATK SPD by 10%. Every time the equipping character's Normal Attack(s) hit opponent(s), when they cast their Elemental Skill, or when they begin their Charged Attack(s), gain 1/2/2 stacks of Four Winds' Hymn respectively: DMG dealt is increased by 7.5% for 4s. Max 4 stacks. This effect can be triggered once every 0.01s.\nAdditionally, when the party has the "Hexerei: Secret Rite" effect, each stack of Four Winds' Hymn also increases the equipping character's CRIT DMG by 7.5%. Increase ATK SPD by 10%. Every time the equipping character's Normal Attack(s) hit opponent(s), when they cast their Elemental Skill, or when they begin their Charged Attack(s), gain 1/2/2 stacks of Four Winds' Hymn respectively: DMG dealt is increased by 9.5% for 4s. Max 4 stacks. This effect can be triggered once every 0.01s.\nAdditionally, when the party has the "Hexerei: Secret Rite" effect, each stack of Four Winds' Hymn also increases the equipping character's CRIT DMG by 9.5%. Increase ATK SPD by 10%. Every time the equipping character's Normal Attack(s) hit opponent(s), when they cast their Elemental Skill, or when they begin their Charged Attack(s), gain 1/2/2 stacks of Four Winds' Hymn respectively: DMG dealt is increased by 11.5% for 4s. Max 4 stacks. This effect can be triggered once every 0.01s.\nAdditionally, when the party has the "Hexerei: Secret Rite" effect, each stack of Four Winds' Hymn also increases the equipping character's CRIT DMG by 11.5%. Increase ATK SPD by 10%. Every time the equipping character's Normal Attack(s) hit opponent(s), when they cast their Elemental Skill, or when they begin their Charged Attack(s), gain 1/2/2 stacks of Four Winds' Hymn respectively: DMG dealt is increased by 13.5% for 4s. Max 4 stacks. This effect can be triggered once every 0.01s.\nAdditionally, when the party has the "Hexerei: Secret Rite" effect, each stack of Four Winds' Hymn also increases the equipping character's CRIT DMG by 13.5%. Increase ATK SPD by 10%. Every time the equipping character's Normal Attack(s) hit opponent(s), when they cast their Elemental Skill, or when they begin their Charged Attack(s), gain 1/2/2 stacks of Four Winds' Hymn respectively: DMG dealt is increased by 15.5% for 4s. Max 4 stacks. This effect can be triggered once every 0.01s.\nAdditionally, when the party has the "Hexerei: Secret Rite" effect, each stack of Four Winds' Hymn also increases the equipping character's CRIT DMG by 15.5%. |
|
|
608at Lv 90 | CRIT DMG | HP increased by 20%. Additionally, provides an ATK Bonus based on 0.8% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1% of Max HP. HP increased by 25%. Additionally, provides an ATK Bonus based on 1% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1.2% of Max HP. HP increased by 30%. Additionally, provides an ATK Bonus based on 1.2% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1.4% of Max HP. HP increased by 35%. Additionally, provides an ATK Bonus based on 1.4% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1.6% of Max HP. HP increased by 40%. Additionally, provides an ATK Bonus based on 1.6% of the wielder's Max HP. When the wielder's HP is less than 50%, this ATK Bonus is increased by an additional 1.8% of Max HP. |
|
|
674at Lv 90 | Energy Recharge | Increases CRIT Rate by 8% and increases Normal ATK SPD by 12%. Additionally, Normal and Charged Attacks hits on opponents have a 50% chance to trigger a vacuum blade that deals 40% of ATK as DMG in a small AoE. This effect can occur no more than once every 2s. Increases CRIT Rate by 10% and increases Normal ATK SPD by 12%. Additionally, Normal and Charged Attacks hits on opponents have a 50% chance to trigger a vacuum blade that deals 55% of ATK as DMG in a small AoE. This effect can occur no more than once every 2s. Increases CRIT Rate by 12% and increases Normal ATK SPD by 12%. Additionally, Normal and Charged Attacks hits on opponents have a 50% chance to trigger a vacuum blade that deals 70% of ATK as DMG in a small AoE. This effect can occur no more than once every 2s. Increases CRIT Rate by 14% and increases Normal ATK SPD by 12%. Additionally, Normal and Charged Attacks hits on opponents have a 50% chance to trigger a vacuum blade that deals 85% of ATK as DMG in a small AoE. This effect can occur no more than once every 2s. Increases CRIT Rate by 16% and increases Normal ATK SPD by 12%. Additionally, Normal and Charged Attacks hits on opponents have a 50% chance to trigger a vacuum blade that deals 100% of ATK as DMG in a small AoE. This effect can occur no more than once every 2s. |
|
|
608at Lv 90 | ATK% | Increases Shield Strength by 20%. Scoring hits on opponents increases ATK by 4% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 25%. Scoring hits on opponents increases ATK by 5% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 30%. Scoring hits on opponents increases ATK by 6% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 35%. Scoring hits on opponents increases ATK by 7% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 40%. Scoring hits on opponents increases ATK by 8% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. |
|
|
674at Lv 90 | CRIT Rate | On hit, increases ATK by 3.2% for 6s. Max 7 stacks. This effect can only occur once every 0.3s. While in possession of the maximum possible stacks, DMG dealt is increased by 12%. On hit, increases ATK by 3.9% for 6s. Max 7 stacks. This effect can only occur once every 0.3s. While in possession of the maximum possible stacks, DMG dealt is increased by 15%. On hit, increases ATK by 4.6% for 6s. Max 7 stacks. This effect can only occur once every 0.3s. While in possession of the maximum possible stacks, DMG dealt is increased by 18%. On hit, increases ATK by 5.3% for 6s. Max 7 stacks. This effect can only occur once every 0.3s. While in possession of the maximum possible stacks, DMG dealt is increased by 21%. On hit, increases ATK by 6% for 6s. Max 7 stacks. This effect can only occur once every 0.3s. While in possession of the maximum possible stacks, DMG dealt is increased by 24%. |
|
|
741at Lv 90 | ATK% | Gain 12% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 3.2% per second. This ATK increase has a maximum of 6 stacks. When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled. Gain 15% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 4% per second. This ATK increase has a maximum of 6 stacks. When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled. Gain 18% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 4.8% per second. This ATK increase has a maximum of 6 stacks. When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled. Gain 21% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 5.6% per second. This ATK increase has a maximum of 6 stacks. When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled. Gain 24% All Elemental DMG Bonus. Obtain Consummation for 20s after using an Elemental Skill, causing ATK to increase by 6.4% per second. This ATK increase has a maximum of 6 stacks. When the character equipped with this weapon is not on the field, Consummation's ATK increase is doubled. |
|
|
608at Lv 90 | Energy Recharge | ATK increased by 28% of Energy Recharge over the base 100%. You can gain a maximum bonus of 80% ATK. Gain 30% Energy Recharge for 12s after using an Elemental Burst. ATK increased by 35% of Energy Recharge over the base 100%. You can gain a maximum bonus of 90% ATK. Gain 35% Energy Recharge for 12s after using an Elemental Burst. ATK increased by 42% of Energy Recharge over the base 100%. You can gain a maximum bonus of 100% ATK. Gain 40% Energy Recharge for 12s after using an Elemental Burst. ATK increased by 49% of Energy Recharge over the base 100%. You can gain a maximum bonus of 110% ATK. Gain 45% Energy Recharge for 12s after using an Elemental Burst. ATK increased by 56% of Energy Recharge over the base 100%. You can gain a maximum bonus of 120% ATK. Gain 50% Energy Recharge for 12s after using an Elemental Burst. |
|
|
542at Lv 90 | CRIT Rate | The equipping character gains 52% of their Elemental Mastery as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 28% of their Elemental Mastery as bonus ATK. Max 3 stacks. The equipping character gains 65% of their Elemental Mastery as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 35% of their Elemental Mastery as bonus ATK. Max 3 stacks. The equipping character gains 78% of their Elemental Mastery as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 42% of their Elemental Mastery as bonus ATK. Max 3 stacks. The equipping character gains 91% of their Elemental Mastery as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 49% of their Elemental Mastery as bonus ATK. Max 3 stacks. The equipping character gains 104% of their Elemental Mastery as bonus ATK. When an Elemental Skill hits opponents, the Dream of the Scarlet Sands effect will be gained for 10s: The equipping character will gain 56% of their Elemental Mastery as bonus ATK. Max 3 stacks. |
|
|
674at Lv 90 | CRIT Rate | Grants a Bond of Life equal to 25% of Max HP when a Charged Attack hits an opponent. This effect can be triggered up to once every 14s. In addition, when the equipping character has a Bond of Life, they gain a 12% DMG Bonus; if the value of the Bond of Life is greater than or equal to 30% of Max HP, then gain an additional 24% DMG Bonus. Grants a Bond of Life equal to 25% of Max HP when a Charged Attack hits an opponent. This effect can be triggered up to once every 14s. In addition, when the equipping character has a Bond of Life, they gain a 16% DMG Bonus; if the value of the Bond of Life is greater than or equal to 30% of Max HP, then gain an additional 32% DMG Bonus. Grants a Bond of Life equal to 25% of Max HP when a Charged Attack hits an opponent. This effect can be triggered up to once every 14s. In addition, when the equipping character has a Bond of Life, they gain a 20% DMG Bonus; if the value of the Bond of Life is greater than or equal to 30% of Max HP, then gain an additional 40% DMG Bonus. Grants a Bond of Life equal to 25% of Max HP when a Charged Attack hits an opponent. This effect can be triggered up to once every 14s. In addition, when the equipping character has a Bond of Life, they gain a 24% DMG Bonus; if the value of the Bond of Life is greater than or equal to 30% of Max HP, then gain an additional 48% DMG Bonus. Grants a Bond of Life equal to 25% of Max HP when a Charged Attack hits an opponent. This effect can be triggered up to once every 14s. In addition, when the equipping character has a Bond of Life, they gain a 28% DMG Bonus; if the value of the Bond of Life is greater than or equal to 30% of Max HP, then gain an additional 56% DMG Bonus. |
|
|
608at Lv 90 | CRIT Rate | ATK increased by 15%. After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 18%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 12 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. ATK increased by 19%. After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 23%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 13 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. ATK increased by 23%. After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 28%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 14 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. ATK increased by 27%. After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 33%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 15 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. ATK increased by 31%. After the equipping character triggers Burning on an opponent or deals Dendro DMG to Burning opponents, the DMG dealt is increased by 38%. This effect lasts for 8s, max 2 stacks. When 2 stacks are reached or when the duration is refreshed at 2 stacks, restore 16 Energy. Energy can be restored this way once every 12s. The 2 aforementioned effects can be triggered even when the character is off-field. |
|
|
608at Lv 90 | CRIT DMG | ATK is increased by 12%. When the equipping character is off-field, ATK is increased by an additional 12%. After initiating healing, the equipping character and the character(s) they have healed will obtain the "Sweet Echoes" effect, increasing their ATK by 32% for 3s. This effect can be triggered even if the equipping character is off-field. ATK is increased by 15%. When the equipping character is off-field, ATK is increased by an additional 15%. After initiating healing, the equipping character and the character(s) they have healed will obtain the "Sweet Echoes" effect, increasing their ATK by 40% for 3s. This effect can be triggered even if the equipping character is off-field. ATK is increased by 18%. When the equipping character is off-field, ATK is increased by an additional 18%. After initiating healing, the equipping character and the character(s) they have healed will obtain the "Sweet Echoes" effect, increasing their ATK by 48% for 3s. This effect can be triggered even if the equipping character is off-field. ATK is increased by 21%. When the equipping character is off-field, ATK is increased by an additional 21%. After initiating healing, the equipping character and the character(s) they have healed will obtain the "Sweet Echoes" effect, increasing their ATK by 56% for 3s. This effect can be triggered even if the equipping character is off-field. ATK is increased by 24%. When the equipping character is off-field, ATK is increased by an additional 24%. After initiating healing, the equipping character and the character(s) they have healed will obtain the "Sweet Echoes" effect, increasing their ATK by 64% for 3s. This effect can be triggered even if the equipping character is off-field. |
|
|
608at Lv 90 | CRIT DMG | After an Elemental Skill or Elemental Burst is used, ATK is increased by 24% for 20s. If the equipping character creates a Shield while this effect is active, they will gain the Electrifying Edict effect for 20s: All nearby party members deal 40% more Lunar-Charged DMG. After an Elemental Skill or Elemental Burst is used, ATK is increased by 30% for 20s. If the equipping character creates a Shield while this effect is active, they will gain the Electrifying Edict effect for 20s: All nearby party members deal 50% more Lunar-Charged DMG. After an Elemental Skill or Elemental Burst is used, ATK is increased by 36% for 20s. If the equipping character creates a Shield while this effect is active, they will gain the Electrifying Edict effect for 20s: All nearby party members deal 60% more Lunar-Charged DMG. After an Elemental Skill or Elemental Burst is used, ATK is increased by 42% for 20s. If the equipping character creates a Shield while this effect is active, they will gain the Electrifying Edict effect for 20s: All nearby party members deal 70% more Lunar-Charged DMG. After an Elemental Skill or Elemental Burst is used, ATK is increased by 48% for 20s. If the equipping character creates a Shield while this effect is active, they will gain the Electrifying Edict effect for 20s: All nearby party members deal 80% more Lunar-Charged DMG. |
|
|
674at Lv 90 | CRIT Rate | For 3.5s after using an Elemental Burst, the equipping character's Lunar-Charged DMG dealt to opponents is increased by 36%. Additionally, after triggering a Lunar-Charged reaction, the equipping character will gain Requiem of Ruin: CRIT DMG is increased by 28% for 6s. They will also regain 12 Elemental Energy. Elemental Energy can be restored this way once every 14s. For 3.5s after using an Elemental Burst, the equipping character's Lunar-Charged DMG dealt to opponents is increased by 48%. Additionally, after triggering a Lunar-Charged reaction, the equipping character will gain Requiem of Ruin: CRIT DMG is increased by 35% for 6s. They will also regain 13 Elemental Energy. Elemental Energy can be restored this way once every 14s. For 3.5s after using an Elemental Burst, the equipping character's Lunar-Charged DMG dealt to opponents is increased by 60%. Additionally, after triggering a Lunar-Charged reaction, the equipping character will gain Requiem of Ruin: CRIT DMG is increased by 42% for 6s. They will also regain 14 Elemental Energy. Elemental Energy can be restored this way once every 14s. For 3.5s after using an Elemental Burst, the equipping character's Lunar-Charged DMG dealt to opponents is increased by 72%. Additionally, after triggering a Lunar-Charged reaction, the equipping character will gain Requiem of Ruin: CRIT DMG is increased by 49% for 6s. They will also regain 15 Elemental Energy. Elemental Energy can be restored this way once every 14s. For 3.5s after using an Elemental Burst, the equipping character's Lunar-Charged DMG dealt to opponents is increased by 84%. Additionally, after triggering a Lunar-Charged reaction, the equipping character will gain Requiem of Ruin: CRIT DMG is increased by 56% for 6s. They will also regain 16 Elemental Energy. Elemental Energy can be restored this way once every 14s. |
|
|
674at Lv 90 | CRIT Rate | After the equipping character uses an Elemental Skill, they gain "Path of Conflict" for 17s, as well as "Unforgivable" and "Irreparable" for 3s each. This effect can trigger once every 18s.\nUnforgivable: Increases the equipping character's Normal Attack and Charged Attack DMG by 40%.\nIrreparable: Increases the equipping character's Elemental Skill and Elemental Burst DMG by 40%.\nWhile Path of Conflict is in effect, when the equipping character hits an opponent with a Normal Attack or Charged Attack, Irreparable's duration will be increased by 1s. When the equipping character hits an opponent with their Elemental Skill or Elemental Burst, Unforgivable's duration will be increased by 1s. Each of the above effects can be triggered once every 0.1s. When Path of Conflict ends or the equipping character leaves the field, both Unforgivable and Irreparable will be removed.\nHexerei: Secret Rite: The above DMG boosts are increased by 75%. After the equipping character uses an Elemental Skill, they gain "Path of Conflict" for 17s, as well as "Unforgivable" and "Irreparable" for 3s each. This effect can trigger once every 18s.\nUnforgivable: Increases the equipping character's Normal Attack and Charged Attack DMG by 50%.\nIrreparable: Increases the equipping character's Elemental Skill and Elemental Burst DMG by 50%.\nWhile Path of Conflict is in effect, when the equipping character hits an opponent with a Normal Attack or Charged Attack, Irreparable's duration will be increased by 1s. When the equipping character hits an opponent with their Elemental Skill or Elemental Burst, Unforgivable's duration will be increased by 1s. Each of the above effects can be triggered once every 0.1s. When Path of Conflict ends or the equipping character leaves the field, both Unforgivable and Irreparable will be removed.\nHexerei: Secret Rite: The above DMG boosts are increased by 75%. After the equipping character uses an Elemental Skill, they gain "Path of Conflict" for 17s, as well as "Unforgivable" and "Irreparable" for 3s each. This effect can trigger once every 18s.\nUnforgivable: Increases the equipping character's Normal Attack and Charged Attack DMG by 60%.\nIrreparable: Increases the equipping character's Elemental Skill and Elemental Burst DMG by 60%.\nWhile Path of Conflict is in effect, when the equipping character hits an opponent with a Normal Attack or Charged Attack, Irreparable's duration will be increased by 1s. When the equipping character hits an opponent with their Elemental Skill or Elemental Burst, Unforgivable's duration will be increased by 1s. Each of the above effects can be triggered once every 0.1s. When Path of Conflict ends or the equipping character leaves the field, both Unforgivable and Irreparable will be removed.\nHexerei: Secret Rite: The above DMG boosts are increased by 75%. After the equipping character uses an Elemental Skill, they gain "Path of Conflict" for 17s, as well as "Unforgivable" and "Irreparable" for 3s each. This effect can trigger once every 18s.\nUnforgivable: Increases the equipping character's Normal Attack and Charged Attack DMG by 70%.\nIrreparable: Increases the equipping character's Elemental Skill and Elemental Burst DMG by 70%.\nWhile Path of Conflict is in effect, when the equipping character hits an opponent with a Normal Attack or Charged Attack, Irreparable's duration will be increased by 1s. When the equipping character hits an opponent with their Elemental Skill or Elemental Burst, Unforgivable's duration will be increased by 1s. Each of the above effects can be triggered once every 0.1s. When Path of Conflict ends or the equipping character leaves the field, both Unforgivable and Irreparable will be removed.\nHexerei: Secret Rite: The above DMG boosts are increased by 75%. After the equipping character uses an Elemental Skill, they gain "Path of Conflict" for 17s, as well as "Unforgivable" and "Irreparable" for 3s each. This effect can trigger once every 18s.\nUnforgivable: Increases the equipping character's Normal Attack and Charged Attack DMG by 80%.\nIrreparable: Increases the equipping character's Elemental Skill and Elemental Burst DMG by 80%.\nWhile Path of Conflict is in effect, when the equipping character hits an opponent with a Normal Attack or Charged Attack, Irreparable's duration will be increased by 1s. When the equipping character hits an opponent with their Elemental Skill or Elemental Burst, Unforgivable's duration will be increased by 1s. Each of the above effects can be triggered once every 0.1s. When Path of Conflict ends or the equipping character leaves the field, both Unforgivable and Irreparable will be removed.\nHexerei: Secret Rite: The above DMG boosts are increased by 75%. |
|
|
674at Lv 90 | ATK% | Increases Elemental DMG Bonus by 12%. Normal Attack hits have a 50% chance to earn the favor of the clouds, which actively seek out nearby opponents to attack for 15s, dealing 160% ATK DMG. Can only occur once every 30s. Increases Elemental DMG Bonus by 15%. Normal Attack hits have a 50% chance to earn the favor of the clouds, which actively seek out nearby opponents to attack for 15s, dealing 200% ATK DMG. Can only occur once every 30s. Increases Elemental DMG Bonus by 18%. Normal Attack hits have a 50% chance to earn the favor of the clouds, which actively seek out nearby opponents to attack for 15s, dealing 240% ATK DMG. Can only occur once every 30s. Increases Elemental DMG Bonus by 21%. Normal Attack hits have a 50% chance to earn the favor of the clouds, which actively seek out nearby opponents to attack for 15s, dealing 280% ATK DMG. Can only occur once every 30s. Increases Elemental DMG Bonus by 24%. Normal Attack hits have a 50% chance to earn the favor of the clouds, which actively seek out nearby opponents to attack for 15s, dealing 320% ATK DMG. Can only occur once every 30s. |
|
|
608at Lv 90 | CRIT Rate | Increases Movement SPD by 10%. When in battle, gain an 8% Elemental DMG Bonus every 4s. Max 4 stacks. Lasts until the character falls or leaves combat. Increases Movement SPD by 10%. When in battle, earn a 10% Elemental DMG Bonus every 4s. Max 4 stacks. Lasts until the character falls or leaves combat. Increases Movement SPD by 10%. When in battle, gain a 12% Elemental DMG Bonus every 4s. Max 4 stacks. Lasts until the character falls or leaves combat. Increases Movement SPD by 10%. When in battle, gain a 14% Elemental DMG Bonus every 4s. Max 4 stacks. Lasts until the character falls or leaves combat. Increases Movement SPD by 10%. When in battle, gain a 16% Elemental DMG Bonus every 4s. Max 4 stacks. Lasts until the character falls or leaves combat. |
|
|
608at Lv 90 | ATK% | Increases Shield Strength by 20%. Scoring hits on opponents increases ATK by 4% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 25%. Scoring hits on opponents increases ATK by 5% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 30%. Scoring hits on opponents increases ATK by 6% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 35%. Scoring hits on opponents increases ATK by 7% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. Increases Shield Strength by 40%. Scoring hits on opponents increases ATK by 8% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%. |
|
|
608at Lv 90 | HP% | For 3s after using an Elemental Burst or creating a shield, the equipping character can gain the Primordial Jade Regalia effect: Restore 4.5 Energy every 2.5s, and gain 0.3% Elemental DMG Bonus for their corresponding Elemental Type for every 1,000 Max HP they possess, up to 12%. Primordial Jade Regalia will still take effect even if the equipping character is not on the field. For 3s after using an Elemental Burst or creating a shield, the equipping character can gain the Primordial Jade Regalia effect: Restore 5 Energy every 2.5s, and gain 0.5% Elemental DMG Bonus for their corresponding Elemental Type for every 1,000 Max HP they possess, up to 20%. Primordial Jade Regalia will still take effect even if the equipping character is not on the field. For 3s after using an Elemental Burst or creating a shield, the equipping character can gain the Primordial Jade Regalia effect: Restore 5.5 Energy every 2.5s, and gain 0.7% Elemental DMG Bonus for their corresponding Elemental Type for every 1,000 Max HP they possess, up to 28%. Primordial Jade Regalia will still take effect even if the equipping character is not on the field. For 3s after using an Elemental Burst or creating a shield, the equipping character can gain the Primordial Jade Regalia effect: Restore 6 Energy every 2.5s, and gain 0.9% Elemental DMG Bonus for their corresponding Elemental Type for every 1,000 Max HP they possess, up to 36%. Primordial Jade Regalia will still take effect even if the equipping character is not on the field. For 3s after using an Elemental Burst or creating a shield, the equipping character can gain the Primordial Jade Regalia effect: Restore 6.5 Energy every 2.5s, and gain 1.1% Elemental DMG Bonus for their corresponding Elemental Type for every 1,000 Max HP they possess, up to 44%. Primordial Jade Regalia will still take effect even if the equipping character is not on the field. |
|
|
608at Lv 90 | HP% | Healing Bonus increased by 10%, Normal Attack DMG is increased by 1% of the Max HP of the character equipping this weapon. For 12s after using an Elemental Burst, Normal Attacks that hit opponents will restore 0.6 Energy. Energy can be restored this way once every 0.1s. Healing Bonus increased by 12.5%, Normal Attack DMG is increased by 1.5% of the Max HP of the character equipping this weapon. For 12s after using an Elemental Burst, Normal Attacks that hit opponents will restore 0.6 Energy. Energy can be restored this way once every 0.1s. Healing Bonus increased by 15%, Normal Attack DMG is increased by 2% of the Max HP of the character equipping this weapon. For 12s after using an Elemental Burst, Normal Attacks that hit opponents will restore 0.6 Energy. Energy can be restored this way once every 0.1s. Healing Bonus increased by 17.5%, Normal Attack DMG is increased by 2.5% of the Max HP of the character equipping this weapon. For 12s after using an Elemental Burst, Normal Attacks that hit opponents will restore 0.6 Energy. Energy can be restored this way once every 0.1s. Healing Bonus increased by 20%, Normal Attack DMG is increased by 3% of the Max HP of the character equipping this weapon. For 12s after using an Elemental Burst, Normal Attacks that hit opponents will restore 0.6 Energy. Energy can be restored this way once every 0.1s. |
|
|
608at Lv 90 | CRIT DMG | Using an Elemental Skill grants the Kagura Dance effect, increasing the wielding character's Elemental Skill DMG by 12% as well as their Stellar-Conduct DMG by 12% for 24s. Max 3 stacks. This character will gain a 12% All Elemental DMG Bonus when they possess 3 stacks. Using an Elemental Skill grants the Kagura Dance effect, increasing the wielding character's Elemental Skill DMG by 15% as well as their Stellar-Conduct DMG by 15% for 24s. Max 3 stacks. This character will gain a 15% All Elemental DMG Bonus when they possess 3 stacks. Using an Elemental Skill grants the Kagura Dance effect, increasing the wielding character's Elemental Skill DMG by 18% as well as their Stellar-Conduct DMG by 18% for 24s. Max 3 stacks. This character will gain a 18% All Elemental DMG Bonus when they possess 3 stacks. Using an Elemental Skill grants the Kagura Dance effect, increasing the wielding character's Elemental Skill DMG by 21% as well as their Stellar-Conduct DMG by 21% for 24s. Max 3 stacks. This character will gain a 21% All Elemental DMG Bonus when they possess 3 stacks. Using an Elemental Skill grants the Kagura Dance effect, increasing the wielding character's Elemental Skill DMG by 24% as well as their Stellar-Conduct DMG by 24% for 24s. Max 3 stacks. This character will gain a 24% All Elemental DMG Bonus when they possess 3 stacks. |
|
|
542at Lv 90 | Elemental Mastery | Party members other than the equipping character will provide the equipping character with buffs based on whether their Elemental Type is the same as the latter or not. If their Elemental Types are the same, increase Elemental Mastery by 32. If not, increase the equipping character's DMG Bonus from their Elemental Type by 10%. Each of the aforementioned effects can have up to 3 stacks. Additionally, all nearby party members other than the equipping character will have their Elemental Mastery increased by 40. Multiple such effects from multiple such weapons can stack. Party members other than the equipping character will provide the equipping character with buffs based on whether their Elemental Type is the same as the latter or not. If their Elemental Types are the same, increase Elemental Mastery by 40. If not, increase the equipping character's DMG Bonus from their Elemental Type by 14%. The aforementioned effects can have 3 stacks. Additionally, all nearby party members other than the equipping character will have their Elemental Mastery increased by 42. Multiple such effects from multiple such weapons can stack. Party members other than the equipping character will provide the equipping character with buffs based on whether their Elemental Type is the same as the latter or not. If their Elemental Types are the same, increase Elemental Mastery by 48. If not, increase the equipping character's DMG Bonus from their Elemental Type by 18%. The aforementioned effects can have 3 stacks. Additionally, all nearby party members other than the equipping character will have their Elemental Mastery increased by 44. Multiple such effects from multiple such weapons can stack. Party members other than the equipping character will provide the equipping character with buffs based on whether their Elemental Type is the same as the latter or not. If their Elemental Types are the same, increase Elemental Mastery by 56. If not, increase the equipping character's DMG Bonus from their Elemental Type by 22%. The aforementioned effects can have 3 stacks. Additionally, all nearby party members other than the equipping character will have their Elemental Mastery increased by 46. Multiple such effects from multiple such weapons can stack. Party members other than the equipping character will provide the equipping character with buffs based on whether their Elemental Type is the same as the latter or not. If their Elemental Types are the same, increase Elemental Mastery by 64. If not, increase the equipping character's DMG Bonus from their Elemental Type by 26%. The aforementioned effects can have 3 stacks. Additionally, all nearby party members other than the equipping character will have their Elemental Mastery increased by 48. Multiple such effects from multiple such weapons can stack. |
|
|
674at Lv 90 | CRIT DMG | Normal Attack SPD is increased by 10%. After the wielder unleashes an Elemental Skill, Normal Attack DMG will increase by 4.8% every second for 14s. After hitting an opponent with a Normal Attack during this duration, Normal Attack DMG will be increased by 9.6%. This increase can be triggered once every 0.3s. The maximum Normal Attack DMG increase per single duration of the overall effect is 48%. The effect will be removed when the wielder leaves the field, and using the Elemental Skill again will reset all DMG buffs. Normal Attack SPD is increased by 12.5%. After the wielder unleashes an Elemental Skill, Normal Attack DMG will increase by 6% every second for 14s. After hitting an opponent with a Normal Attack during this duration, Normal Attack DMG will be increased by 12%. This increase can be triggered once every 0.3s. The maximum Normal Attack DMG increase per single duration of the overall effect is 60%. The effect will be removed when the wielder leaves the field, and using the Elemental Skill again will reset all DMG buffs. Normal Attack SPD is increased by 15%. After the wielder unleashes an Elemental Skill, Normal Attack DMG will increase by 7.2% every second for 14s. After hitting an opponent with a Normal Attack during this duration, Normal Attack DMG will be increased by 14.4%. This increase can be triggered once every 0.3s. The maximum Normal Attack DMG increase per single duration of the overall effect is 72%. The effect will be removed when the wielder leaves the field, and using the Elemental Skill again will reset all DMG buffs. Normal Attack SPD is increased by 17.5%. After the wielder unleashes an Elemental Skill, Normal Attack DMG will increase by 8.4% every second for 14s. After hitting an opponent with a Normal Attack during this duration, Normal Attack DMG will be increased by 16.8%. This increase can be triggered once every 0.3s. The maximum Normal Attack DMG increase per single duration of the overall effect is 84%. The effect will be removed when the wielder leaves the field, and using the Elemental Skill again will reset all DMG buffs. Normal Attack SPD is increased by 20%. After the wielder unleashes an Elemental Skill, Normal Attack DMG will increase by 9.6% every second for 14s. After hitting an opponent with a Normal Attack during this duration, Normal Attack DMG will be increased by 19.2%. This increase can be triggered once every 0.3s. The maximum Normal Attack DMG increase per single duration of the overall effect is 96%. The effect will be removed when the wielder leaves the field, and using the Elemental Skill again will reset all DMG buffs. |
|
|
674at Lv 90 | CRIT Rate | ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG is increased by 16%, Charged Attack DMG is increased by 14%, and Stellar-Conduct DMG is increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%. ATK is increased by 20%. When current HP increases or decreases, Normal Attack DMG is increased by 20%, Charged Attack DMG is increased by 17.5%, and Stellar-Conduct DMG is increased by 17.5% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 10%. ATK is increased by 24%. When current HP increases or decreases, Normal Attack DMG is increased by 24%, Charged Attack DMG is increased by 21%, and Stellar-Conduct DMG is increased by 21% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 12%. ATK is increased by 28%. When current HP increases or decreases, Normal Attack DMG is increased by 28%, Charged Attack DMG is increased by 24.5%, and Stellar-Conduct DMG is increased by 24.5% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 14%. ATK is increased by 32%. When current HP increases or decreases, Normal Attack DMG is increased by 32%, Charged Attack DMG is increased by 28%, and Stellar-Conduct DMG is increased by 28% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 16%. |
|
|
542at Lv 90 | CRIT DMG | HP is increased by 16%. When current HP increases or decreases, Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack's duration refreshes, 8 Energy will be restored. This Energy restoration effect can be triggered once every 12s. HP is increased by 20%. When current HP increases or decreases, Charged Attack DMG will be increased by 18% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack's duration refreshes, 9 Energy will be restored. This Energy restoration effect can be triggered once every 12s. HP is increased by 24%. When current HP increases or decreases, Charged Attack DMG will be increased by 22% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack's duration refreshes, 10 Energy will be restored. This Energy restoration effect can be triggered once every 12s. HP is increased by 28%. When current HP increases or decreases, Charged Attack DMG will be increased by 26% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack's duration refreshes, 11 Energy will be restored. This Energy restoration effect can be triggered once every 12s. HP is increased by 32%. When current HP increases or decreases, Charged Attack DMG will be increased by 30% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack's duration refreshes, 12 Energy will be restored. This Energy restoration effect can be triggered once every 12s. |
|
|
741at Lv 90 | ATK% | After the equipping character hits an opponent with a Plunging Attack, all nearby party members' Plunging Attacks will deal 28% increased DMG for 20s. When nearby party members hit opponents with Plunging Attacks, they will restore 2.5 Energy to the equipping character. Energy can be restored this way every 0.7s. This energy regain effect can be triggered even if the equipping character is not on the field. After the equipping character hits an opponent with a Plunging Attack, all nearby party members' Plunging Attacks will deal 41% increased DMG for 20s. When nearby party members hit opponents with Plunging Attacks, they will restore 2.75 Energy to the equipping character. Energy can be restored this way every 0.7s. This energy regain effect can be triggered even if the equipping character is not on the field. After the equipping character hits an opponent with a Plunging Attack, all nearby party members' Plunging Attacks will deal 54% increased DMG for 20s. When nearby party members hit opponents with Plunging Attacks, they will restore 3 Energy to the equipping character. Energy can be restored this way every 0.7s. This energy regain effect can be triggered even if the equipping character is not on the field. After the equipping character hits an opponent with a Plunging Attack, all nearby party members' Plunging Attacks will deal 67% increased DMG for 20s. When nearby party members hit opponents with Plunging Attacks, they will restore 3.25 Energy to the equipping character. Energy can be restored this way every 0.7s. This energy regain effect can be triggered even if the equipping character is not on the field. After the equipping character hits an opponent with a Plunging Attack, all nearby party members' Plunging Attacks will deal 80% increased DMG for 20s. When nearby party members hit opponents with Plunging Attacks, they will restore 3.5 Energy to the equipping character. Energy can be restored this way every 0.7s. This energy regain effect can be triggered even if the equipping character is not on the field. |
|
|
542at Lv 90 | CRIT DMG | Max HP increased by 20%. Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 12%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. Max HP increased by 25%. Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 15%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. Max HP increased by 30%. Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 18%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. Max HP increased by 35%. Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 21%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. Max HP increased by 40%. Once every 15s, for the 14s after using an Elemental Skill: Gain 4 Scorching Summer stacks. Each stack increases Normal Attack DMG by 24%. For the duration of the effect, once every 1.5s, lose 1 stack after a Normal Attack hits an opponent; once every 1.5s, gain 1 stack after triggering a Vaporize reaction on an opponent. Max 4 Scorching Summer stacks. |
|
|
542at Lv 90 | Elemental Mastery | Increases Elemental Mastery by 100. Gain the "Mirror of Night" effect within 15s after the equipping character creates a shield: The current active party member deals 28% increased DMG to nearby opponents. You can gain the "Mirror of Night" effect once every 14s. Increases Elemental Mastery by 125. Gain the "Mirror of Night" effect within 15s after the equipping character creates a shield: The current active party member deals 35% increased DMG to nearby opponents. You can gain the "Mirror of Night" effect once every 14s. Increases Elemental Mastery by 150. Gain the "Mirror of Night" effect within 15s after the equipping character creates a shield: The current active party member deals 42% increased DMG to nearby opponents. You can gain the "Mirror of Night" effect once every 14s. Increases Elemental Mastery by 175. Gain the "Mirror of Night" effect within 15s after the equipping character creates a shield: The current active party member deals 49% increased DMG to nearby opponents. You can gain the "Mirror of Night" effect once every 14s. Increases Elemental Mastery by 200. Gain the "Mirror of Night" effect within 15s after the equipping character creates a shield: The current active party member deals 56% increased DMG to nearby opponents. You can gain the "Mirror of Night" effect once every 14s. |
|
|
542at Lv 90 | Elemental Mastery | Elemental Mastery increases by 120 for 6s after triggering Swirl. Elemental Mastery increases by 96 for 9s after the wielder's Elemental Skill hits an opponent. Elemental Mastery increases by 32 for 30s after the wielder's Elemental Burst hits an opponent. Elemental Mastery increases by 150 for 6s after triggering Swirl. Elemental Mastery increases by 120 for 9s after the wielder's Elemental Skill hits an opponent. Elemental Mastery increases by 40 for 30s after the wielder's Elemental Burst hits an opponent. Elemental Mastery increases by 180 for 6s after triggering Swirl. Elemental Mastery increases by 144 for 9s after the wielder's Elemental Skill hits an opponent. Elemental Mastery increases by 48 for 30s after the wielder's Elemental Burst hits an opponent. Elemental Mastery increases by 210 for 6s after triggering Swirl. Elemental Mastery increases by 168 for 9s after the wielder's Elemental Skill hits an opponent. Elemental Mastery increases by 56 for 30s after the wielder's Elemental Burst hits an opponent. Elemental Mastery increases by 240 for 6s after triggering Swirl. Elemental Mastery increases by 192 for 9s after the wielder's Elemental Skill hits an opponent. Elemental Mastery increases by 64 for 30s after the wielder's Elemental Burst hits an opponent. |
|
|
674at Lv 90 | CRIT DMG | ATK is increased by 28%. When you use a Plunging Attack, you will gain the "Dawn's First Hue" effect: Plunging Attack CRIT DMG is increased by 28%. When you use an Elemental Skill or Burst, you will gain the "Twilight's Splendor" effect: Plunging Attack CRIT DMG is increased by 40%. The two effects above each last for 15s, and will be canceled 0.1s after the ground impact hits a target. ATK is increased by 35%. When you use a Plunging Attack, you will gain the "Dawn's First Hue" effect: Plunging Attack CRIT DMG is increased by 35%. When you use an Elemental Skill or Burst, you will gain the "Twilight's Splendor" effect: Plunging Attack CRIT DMG is increased by 50%. The two effects above each last for 15s, and will be canceled 0.1s after the ground impact hits a target. ATK is increased by 42%. When you use a Plunging Attack, you will gain the "Dawn's First Hue" effect: Plunging Attack CRIT DMG is increased by 42%. When you use an Elemental Skill or Burst, you will gain the "Twilight's Splendor" effect: Plunging Attack CRIT DMG is increased by 60%. The two effects above each last for 15s, and will be canceled 0.1s after the ground impact hits a target. ATK is increased by 49%. When you use a Plunging Attack, you will gain the "Dawn's First Hue" effect: Plunging Attack CRIT DMG is increased by 49%. When you use an Elemental Skill or Burst, you will gain the "Twilight's Splendor" effect: Plunging Attack CRIT DMG is increased by 70%. The two effects above each last for 15s, and will be canceled 0.1s after the ground impact hits a target. ATK is increased by 56%. When you use a Plunging Attack, you will gain the "Dawn's First Hue" effect: Plunging Attack CRIT DMG is increased by 56%. When you use an Elemental Skill or Burst, you will gain the "Twilight's Splendor" effect: Plunging Attack CRIT DMG is increased by 80%. The two effects above each last for 15s, and will be canceled 0.1s after the ground impact hits a target. |
|
|
542at Lv 90 | Elemental Mastery | When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North: Elemental Mastery is increased by 60 for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse: Elemental Mastery is increased by 60 for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 120%, their Hyperbloom and Burgeon DMG is increased by 80%, and their Lunar-Bloom DMG is increased by 40%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North: Elemental Mastery is increased by 75 for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse: Elemental Mastery is increased by 75 for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 150%, their Hyperbloom and Burgeon DMG is increased by 100%, and their Lunar-Bloom DMG is increased by 50%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North: Elemental Mastery is increased by 90 for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse: Elemental Mastery is increased by 90 for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 180%, their Hyperbloom and Burgeon DMG is increased by 120%, and their Lunar-Bloom DMG is increased by 60%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North: Elemental Mastery is increased by 105 for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse: Elemental Mastery is increased by 105 for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 210%, their Hyperbloom and Burgeon DMG is increased by 140%, and their Lunar-Bloom DMG is increased by 70%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. When the equipping character's Elemental Skill deals Hydro or Dendro DMG, they will gain Prayer of the Far North: Elemental Mastery is increased by 120 for 4.5s. When nearby party members trigger Lunar-Bloom reactions, the equipping character gains New Moon Verse: Elemental Mastery is increased by 120 for 10s. When both Prayer of the Far North and New Moon Verse are in effect, all nearby party members' Bloom DMG is increased by 240%, their Hyperbloom and Burgeon DMG is increased by 160%, and their Lunar-Bloom DMG is increased by 80%. This effect cannot stack. The aforementioned effects can be triggered even if the equipping character is off-field. |
|
|
542at Lv 90 | CRIT DMG | CRIT Rate is increased by 8%. When the equipping character unleashes an Elemental Skill, they gain the Secret of Lies effect: Elemental Mastery is increased by 80 for 12s. When the equipping character deals Lunar-Bloom DMG to an opponent, they gain the Moon of Truth effect: CRIT DMG is increased by 24% for 4s. When both the Secret of Lies and Moon of Truth effects are active at the same time, the results of both effects will be increased by 50%. CRIT Rate is increased by 10%. When the equipping character unleashes an Elemental Skill, they gain the Secret of Lies effect: Elemental Mastery is increased by 100 for 12s. When the equipping character deals Lunar-Bloom DMG to an opponent, they gain the Moon of Truth effect: CRIT DMG is increased by 30% for 4s. When both the Secret of Lies and Moon of Truth effects are active at the same time, the results of both effects will be increased by 50%. CRIT Rate is increased by 12%. When the equipping character unleashes an Elemental Skill, they gain the Secret of Lies effect: Elemental Mastery is increased by 120 for 12s. When the equipping character deals Lunar-Bloom DMG to an opponent, they gain the Moon of Truth effect: CRIT DMG is increased by 36% for 4s. When both the Secret of Lies and Moon of Truth effects are active at the same time, the results of both effects will be increased by 50%. CRIT Rate is increased by 14%. When the equipping character unleashes an Elemental Skill, they gain the Secret of Lies effect: Elemental Mastery is increased by 140 for 12s. When the equipping character deals Lunar-Bloom DMG to an opponent, they gain the Moon of Truth effect: CRIT DMG is increased by 42% for 4s. When both the Secret of Lies and Moon of Truth effects are active at the same time, the results of both effects will be increased by 50%. CRIT Rate is increased by 16%. When the equipping character unleashes an Elemental Skill, they gain the Secret of Lies effect: Elemental Mastery is increased by 160 for 12s. When the equipping character deals Lunar-Bloom DMG to an opponent, they gain the Moon of Truth effect: CRIT DMG is increased by 48% for 4s. When both the Secret of Lies and Moon of Truth effects are active at the same time, the results of both effects will be increased by 50%. |
|
|
542at Lv 90 | CRIT DMG | Max HP increases by 10%. When triggering Lunar reactions or inflicting Lunar Reaction DMG on opponents, the equipping character will recover 14 Energy, and receive the Bountiful Sea's Sacred Wine effect for 12s: Max HP increases by an additional 14%, CRIT DMG from Lunar Reaction DMG increases by 60%. The Energy recovery effect can be triggered at most once every 18s, and can be triggered even when the equipping character is off-field. Max HP increases by 12%. When triggering Lunar reactions or inflicting Lunar Reaction DMG, the equipping character will recover 15 Energy, and receive the Bountiful Sea's Sacred Wine effect for 12s: Max HP increases by an additional 16%, CRIT DMG from Lunar Reaction DMG increases by 80%. The Energy recovery effect can be triggered at most once every 18s, and can be triggered even when the equipping character is off-field. Max HP increases by 14%. When triggering Lunar reactions or inflicting Lunar Reaction DMG, the equipping character will recover 16 Energy, and receive the Bountiful Sea's Sacred Wine effect for 12s: Max HP increases by an additional 18%, CRIT DMG from Lunar Reaction DMG increases by 100%. The Energy recovery effect can be triggered at most once every 18s, and can be triggered even when the equipping character is off-field. Max HP increases by 16%. When triggering Lunar reactions or inflicting Lunar Reaction DMG, the equipping character will recover 17 Energy, and receive the Bountiful Sea's Sacred Wine effect for 12s: Max HP increases by an additional 20%, CRIT DMG from Lunar Reaction DMG increases by 120%. The Energy recovery effect can be triggered at most once every 18s, and can be triggered even when the equipping character is off-field. Max HP increases by 18%. When triggering Lunar reactions or inflicting Lunar Reaction DMG, the equipping character will recover 18 Energy, and receive the Bountiful Sea's Sacred Wine effect for 12s: Max HP increases by an additional 22%, CRIT DMG from Lunar Reaction DMG increases by 140%. The Energy recovery effect can be triggered at most once every 18s, and can be triggered even when the equipping character is off-field. |
|
|
741at Lv 90 | ATK% | ATK is increased by 12%. After the equipping character creates a Shield, they gain "Pathfinder's Light" for 20s: Increases your active party member's DMG by 10% for every 1,000 ATK the equipping character has, up to a maximum of 26%. Additionally, when the equipping character creates a Shield, they will also gain "Guide's Contentment": Restores 14 Elemental Energy to the equipping character. The aforementioned effect can trigger once every 14s, and can also be triggered when any type of chest is opened outside of combat. The equipping character may trigger this effect even when they are an off-field.\nHexerei: Secret Rite: When your own Hexerei character is off-field in the party, they will also gain 50% of the DMG increase from Pathfinder's Light. ATK is increased by 15%. After the equipping character creates a Shield, they gain "Pathfinder's Light" for 20s: Increases your active party member's DMG by 13% for every 1,000 ATK the equipping character has, up to a maximum of 34%. Additionally, when the equipping character creates a Shield, they will also gain "Guide's Contentment": Restores 15 Elemental Energy to the equipping character. The aforementioned effect can trigger once every 14s, and can also be triggered when any type of chest is opened outside of combat. The equipping character may trigger this effect even when they are an off-field.\nHexerei: Secret Rite: When your own Hexerei character is off-field in the party, they will also gain 50% of the DMG increase from Pathfinder's Light. ATK is increased by 18%. After the equipping character creates a Shield, they gain "Pathfinder's Light" for 20s: Increases your active party member's DMG by 16% for every 1,000 ATK the equipping character has, up to a maximum of 42%. Additionally, when the equipping character creates a Shield, they will also gain "Guide's Contentment": Restores 16 Elemental Energy to the equipping character. The aforementioned effect can trigger once every 14s, and can also be triggered when any type of chest is opened outside of combat. The equipping character may trigger this effect even when they are an off-field.\nHexerei: Secret Rite: When your own Hexerei character is off-field in the party, they will also gain 50% of the DMG increase from Pathfinder's Light. ATK is increased by 21%. After the equipping character creates a Shield, they gain "Pathfinder's Light" for 20s: Increases your active party member's DMG by 19% for every 1,000 ATK the equipping character has, up to a maximum of 50%. Additionally, when the equipping character creates a Shield, they will also gain "Guide's Contentment": Restores 17 Elemental Energy to the equipping character. The aforementioned effect can trigger once every 14s, and can also be triggered when any type of chest is opened outside of combat. The equipping character may trigger this effect even when they are an off-field.\nHexerei: Secret Rite: When your own Hexerei character is off-field in the party, they will also gain 50% of the DMG increase from Pathfinder's Light. ATK is increased by 24%. After the equipping character creates a Shield, they gain "Pathfinder's Light" for 20s: Increases your active party member's DMG by 22% for every 1,000 ATK the equipping character has, up to a maximum of 58%. Additionally, when the equipping character creates a Shield, they will also gain "Guide's Contentment": Restores 18 Elemental Energy to the equipping character. The aforementioned effect can trigger once every 14s, and can also be triggered when any type of chest is opened outside of combat. The equipping character may trigger this effect even when they are an off-field.\nHexerei: Secret Rite: When your own Hexerei character is off-field in the party, they will also gain 50% of the DMG increase from Pathfinder's Light. |
|
|
674at Lv 90 | CRIT Rate | Increases CRIT DMG by 20%. Hits have a 60% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 4s. Increases CRIT DMG by 25%. Hits have a 70% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 3.5s. Increases CRIT DMG by 30%. Hits have a 80% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 3s. Increases CRIT DMG by 35%. Hits have a 90% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 2.5s. Increases CRIT DMG by 40%. Hits have a 100% chance to inflict a small AoE attack, dealing 125% Physical ATK DMG. Can only occur once every 2s. |
|
|
608at Lv 90 | ATK% | Increases Normal and Charged Attack DMG by 12%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 8% every 0.1s the arrow is in the air for up to 5 times. Increases Normal and Charged Attack DMG by 15%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 10% every 0.1s the arrow is in the air for up to 5 times. Increases Normal and Charged Attack DMG by 18%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 12% every 0.1s the arrow is in the air for up to 5 times. Increases Normal and Charged Attack DMG by 21%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 14% every 0.1s the arrow is in the air for up to 5 times. Increases Normal and Charged Attack DMG by 24%. After a Normal or Charged Attack is fired, DMG dealt increases by a further 16% every 0.1s the arrow is in the air for up to 5 times. |
|
|
608at Lv 90 | Energy Recharge | A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 60. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 100 and increases ATK by 20%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 75. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 125 and increases ATK by 25%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 90. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 150 and increases ATK by 30%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 105. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 175 and increases ATK by 35%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. A part of the "Millennial Movement" that wanders amidst the winds. Increases Elemental Mastery by 120. When the Elemental Skills or Elemental Bursts of the character wielding this weapon hit opponents, that character gains a Sigil of Remembrance. This effect can be triggered once every 0.2s and can be triggered even if said character is not on the field. When you possess 4 Sigils of Remembrance, all of them will be consumed and all nearby party members will obtain the "Millennial Movement: Farewell Song" effect for 12s. "Millennial Movement: Farewell Song" increases Elemental Mastery by 200 and increases ATK by 40%. Once this effect is triggered, you will not gain Sigils of Remembrance for 20s. Of the many effects of the "Millennial Movement," buffs of the same type will not stack. |
|
|
608at Lv 90 | CRIT Rate | Elemental Skill and Elemental Burst DMG increased by 12%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by 10/20/30/48%. The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others. Elemental Skill and Elemental Burst DMG increased by 15%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by 12.5/25/37.5/60%. The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others. Elemental Skill and Elemental Burst DMG increased by 18%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by 15/30/45/72%. The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others. Elemental Skill and Elemental Burst DMG increased by 21%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by 17.5/35/52.5/84%. The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others. Elemental Skill and Elemental Burst DMG increased by 24%. After a Normal Attack, Charged Attack, Elemental Skill or Elemental Burst hits an opponent, 1 stack of Ashen Nightstar will be gained for 12s. When 1/2/3/4 stacks of Ashen Nightstar are present, ATK is increased by 20/40/60/96%. The stack of Ashen Nightstar created by the Normal Attack, Charged Attack, Elemental Skill or Elemental Burst will be counted independently of the others. |
|
|
542at Lv 90 | CRIT DMG | HP is increased by 16%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 20%. This will take effect whether the character is on-field or not. HP is increased by 20%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 25%. This will take effect whether the character is on-field or not. HP is increased by 24%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 30%. This will take effect whether the character is on-field or not. HP is increased by 28%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 35%. This will take effect whether the character is on-field or not. HP is increased by 32%. When there are opponents nearby, the DMG dealt by the wielder of this weapon is increased by 40%. This will take effect whether the character is on-field or not. |
|
|
608at Lv 90 | CRIT DMG | Increases ATK by 20% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 12/24/40%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Increases ATK by 25% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 15/30/50%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Increases ATK by 30% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 18/36/60%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Increases ATK by 35% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 21/42/70%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. Increases ATK by 40% and grants the might of the Thunder Emblem. At stack levels 1/2/3, the Thunder Emblem increases Normal Attack DMG by 24/48/80%. The character will obtain 1 stack of Thunder Emblem in each of the following scenarios: Normal Attack deals DMG (stack lasts 5s), casting Elemental Skill (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently. |
|
|
542at Lv 90 | CRIT Rate | Gain 12% All Elemental DMG Bonus. Obtain the Tireless Hunt effect after hitting an opponent with a Charged Attack. This effect increases Charged Attack DMG by 160% of Elemental Mastery. This effect will be removed after 12 Charged Attacks or 10s. Only 1 instance of Tireless Hunt can be gained every 12s. Gain 15% All Elemental DMG Bonus. Obtain the Tireless Hunt effect after hitting an opponent with a Charged Attack. This effect increases Charged Attack DMG by 200% of Elemental Mastery. This effect will be removed after 12 Charged Attacks or 10s. Only 1 instance of Tireless Hunt can be gained every 12s. Gain 18% All Elemental DMG Bonus. Obtain the Tireless Hunt effect after hitting an opponent with a Charged Attack. This effect increases Charged Attack DMG by 240% of Elemental Mastery. This effect will be removed after 12 Charged Attacks or 10s. Only 1 instance of Tireless Hunt can be gained every 12s. Gain 21% All Elemental DMG Bonus. Obtain the Tireless Hunt effect after hitting an opponent with a Charged Attack. This effect increases Charged Attack DMG by 280% of Elemental Mastery. This effect will be removed after 12 Charged Attacks or 10s. Only 1 instance of Tireless Hunt can be gained every 12s. Gain 24% All Elemental DMG Bonus. Obtain the Tireless Hunt effect after hitting an opponent with a Charged Attack. This effect increases Charged Attack DMG by 320% of Elemental Mastery. This effect will be removed after 12 Charged Attacks or 10s. Only 1 instance of Tireless Hunt can be gained every 12s. |
|
|
608at Lv 90 | CRIT DMG | DMG dealt by Charged Attacks increased by 16%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 16%/32%/48%. When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 4%/7%/10%. DMG dealt by Charged Attacks increased by 20%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 20%/40%/60%. When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 6%/9%/12%. DMG dealt by Charged Attacks increased by 24%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 24%/48%/72%. When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 8%/11%/14%. DMG dealt by Charged Attacks increased by 28%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 28%/56%/84%. When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 10%/13%/16%. DMG dealt by Charged Attacks increased by 32%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 32%/64%/96%. When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 12%/15%/18%. |
|
|
542at Lv 90 | HP% | The equipping character can gain the Remedy effect. When they possess 1/2/3 Remedy stacks, Max HP will increase by 12%/24%/40%. 1 stack may be gained when the following conditions are met: 1 stack for 25s when using an Elemental Skill; 1 stack for 25s when the value of a Bond of Life value increases; 1 stack for 20s for performing healing. Stacks can still be triggered when the equipping character is not on the field. Each stack's duration is counted independently. In addition, when 3 stacks are active, Elemental Burst CRIT Rate will be increased by 28%. This effect will be canceled 4s after falling under 3 stacks. The equipping character can gain the Remedy effect. When they possess 1/2/3 Remedy stacks, Max HP will increase by 15%/30%/50%. 1 stack may be gained when the following conditions are met: 1 stack for 25s when using an Elemental Skill; 1 stack for 25s when the value of a Bond of Life value increases; 1 stack for 20s for performing healing. Stacks can still be triggered when the equipping character is not on the field. Each stack's duration is counted independently. In addition, when 3 stacks are active, Elemental Burst CRIT Rate will be increased by 35%. This effect will be canceled 4s after falling under 3 stacks. The equipping character can gain the Remedy effect. When they possess 1/2/3 Remedy stacks, Max HP will increase by 18%/36%/60%. 1 stack may be gained when the following conditions are met: 1 stack for 25s when using an Elemental Skill; 1 stack for 25s when the value of a Bond of Life value increases; 1 stack for 20s for performing healing. Stacks can still be triggered when the equipping character is not on the field. Each stack's duration is counted independently. In addition, when 3 stacks are active, Elemental Burst CRIT Rate will be increased by 42%. This effect will be canceled 4s after falling under 3 stacks. The equipping character can gain the Remedy effect. When they possess 1/2/3 Remedy stacks, Max HP will increase by 21%/42%/70%. 1 stack may be gained when the following conditions are met: 1 stack for 25s when using an Elemental Skill; 1 stack for 25s when the value of a Bond of Life value increases; 1 stack for 20s for performing healing. Stacks can still be triggered when the equipping character is not on the field. Each stack's duration is counted independently. In addition, when 3 stacks are active, Elemental Burst CRIT Rate will be increased by 49%. This effect will be canceled 4s after falling under 3 stacks. The equipping character can gain the Remedy effect. When they possess 1/2/3 Remedy stacks, Max HP will increase by 24%/48%/80%. 1 stack may be gained when the following conditions are met: 1 stack for 25s when using an Elemental Skill; 1 stack for 25s when the value of a Bond of Life value increases; 1 stack for 20s for performing healing. Stacks can still be triggered when the equipping character is not on the field. Each stack's duration is counted independently. In addition, when 3 stacks are active, Elemental Burst CRIT Rate will be increased by 56%. This effect will be canceled 4s after falling under 3 stacks. |
|
|
608at Lv 90 | CRIT DMG | For 12s after triggering a Swirl reaction, ATK increases by 24%. In addition, when 1/2 or more characters in the party are of a different Elemental Type from the equipping character, the DMG dealt by the equipping character's Charged Attacks is increased by 20%/48% and Elemental Burst DMG dealt is increased by 10%/24%. For 12s after triggering a Swirl reaction, ATK increases by 30%. In addition, when 1/2 or more characters in the party are of a different Elemental Type from the equipping character, the DMG dealt by the equipping character's Charged Attacks is increased by 25%/60% and Elemental Burst DMG dealt is increased by 12.5%/30%. For 12s after triggering a Swirl reaction, ATK increases by 36%. In addition, when 1/2 or more characters in the party are of a different Elemental Type from the equipping character, the DMG dealt by the equipping character's Charged Attacks is increased by 30%/72% and Elemental Burst DMG dealt is increased by 15%/36%. For 12s after triggering a Swirl reaction, ATK increases by 42%. In addition, when 1/2 or more characters in the party are of a different Elemental Type from the equipping character, the DMG dealt by the equipping character's Charged Attacks is increased by 35%/84% and Elemental Burst DMG dealt is increased by 17.5%/42%. For 12s after triggering a Swirl reaction, ATK increases by 48%. In addition, when 1/2 or more characters in the party are of a different Elemental Type from the equipping character, the DMG dealt by the equipping character's Charged Attacks is increased by 40%/96% and Elemental Burst DMG dealt is increased by 20%/48%. |
|
|
674at Lv 90 | CRIT DMG | The equipping character gains Stirring Dawn Breeze: 3s after leaving combat, Normal Attack, Elemental Skill, and Elemental Burst DMG is increased by 60%. While in combat, this DMG Bonus will decrease by 10% per second until it reaches 0%. When the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for the corresponding DMG type is increased by 10% until it reaches 60%. This effect can be triggered once every 0.1s for each of the attack types mentioned above. This effect can be triggered even if the equipping character is off-field.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, when the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for all these DMG types is increased by 20% instead. The equipping character gains Stirring Dawn Breeze: 3s after leaving combat, Normal Attack, Elemental Skill, and Elemental Burst DMG is increased by 75%. While in combat, this DMG Bonus will decrease by 12.5% per second until it reaches 0%. When the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for the corresponding DMG type is increased by 12.5% until it reaches 75%. This effect can be triggered once every 0.1s for each of the attack types mentioned above. This effect can be triggered even if the equipping character is off-field.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, when the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for all these DMG types is increased by 25% instead. The equipping character gains Stirring Dawn Breeze: 3s after leaving combat, Normal Attack, Elemental Skill, and Elemental Burst DMG is increased by 90%. While in combat, this DMG Bonus will decrease by 15% per second until it reaches 0%. When the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for the corresponding DMG type is increased by 15% until it reaches 90%. This effect can be triggered once every 0.1s for each of the attack types mentioned above. This effect can be triggered even if the equipping character is off-field.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, when the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for all these DMG types is increased by 30% instead. The equipping character gains Stirring Dawn Breeze: 3s after leaving combat, Normal Attack, Elemental Skill, and Elemental Burst DMG is increased by 105%. While in combat, this DMG Bonus will decrease by 17.5% per second until it reaches 0%. When the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for the corresponding DMG type is increased by 17.5% until it reaches 105%. This effect can be triggered once every 0.1s for each of the attack types mentioned above. This effect can be triggered even if the equipping character is off-field.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, when the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for all these DMG types is increased by 35% instead. The equipping character gains Stirring Dawn Breeze: 3s after leaving combat, Normal Attack, Elemental Skill, and Elemental Burst DMG is increased by 120%. While in combat, this DMG Bonus will decrease by 20% per second until it reaches 0%. When the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for the corresponding DMG type is increased by 20% until it reaches 120%. This effect can be triggered once every 0.1s for each of the attack types mentioned above. This effect can be triggered even if the equipping character is off-field.\nAdditionally, when the party possesses Hexerei: Secret Rite effects, when the equipping character's Normal Attacks, Elemental Skills, or Elemental Bursts hit an opponent, the DMG Bonus for all these DMG types is increased by 40% instead. |
|
|
542at Lv 90 | CRIT DMG | Increase DEF by 16%. When the equipping character's Elemental Skill or Lunar-Crystallize attacks hit opponents, gain the Frost Fae's Favor effect for 6s: Geo DMG inflicted by the equipping character increases by 40%, Lunar-Crystallize Reaction DMG increases by 40%. While this effect is active, if there are Moondrifts near the equipping character, all other nearby party members will gain the Frost Fae's Mischief effect: Geo DMG dealt increases by 20% and Lunar-Crystallize Reaction DMG increases by 20%. This effect can be triggered even when the equipping character is off-field. Increase DEF by 20%. When the equipping character's Elemental Skill or Lunar-Crystallize attacks hit opponents, gain the Frost Fae's Favor effect for 6s: Geo DMG inflicted by the equipping character increases by 50%, Lunar-Crystallize Reaction DMG increases by 50%. While this effect is active, if there are Moondrifts near the equipping character, all other nearby party members will gain the Frost Fae's Mischief effect: Geo DMG dealt increases by 25% and Lunar-Crystallize Reaction DMG increases by 25%. This effect can be triggered even when the equipping character is off-field. Increase DEF by 24%. When the equipping character's Elemental Skill or Lunar-Crystallize attacks hit opponents, gain the Frost Fae's Favor effect for 6s: Geo DMG inflicted by the equipping character increases by 60%, Lunar-Crystallize Reaction DMG increases by 60%. While this effect is active, if there are Moondrifts near the equipping character, all other nearby party members will gain the Frost Fae's Mischief effect: Geo DMG dealt increases by 30% and Lunar-Crystallize Reaction DMG increases by 30%. This effect can be triggered even when the equipping character is off-field. Increase DEF by 28%. When the equipping character's Elemental Skill or Lunar-Crystallize attacks hit opponents, gain the Frost Fae's Favor effect for 6s: Geo DMG inflicted by the equipping character increases by 70%, Lunar-Crystallize Reaction DMG increases by 70%. While this effect is active, if there are Moondrifts near the equipping character, all other nearby party members will gain the Frost Fae's Mischief effect: Geo DMG dealt increases by 35% and Lunar-Crystallize Reaction DMG increases by 35%. This effect can be triggered even when the equipping character is off-field. Increase DEF by 32%. When the equipping character's Elemental Skill or Lunar-Crystallize attacks hit opponents, gain the Frost Fae's Favor effect for 6s: Geo DMG inflicted by the equipping character increases by 80%, Lunar-Crystallize Reaction DMG increases by 80%. While this effect is active, if there are Moondrifts near the equipping character, all other nearby party members will gain the Frost Fae's Mischief effect: Geo DMG dealt increases by 40% and Lunar-Crystallize Reaction DMG increases by 40%. This effect can be triggered even when the equipping character is off-field. |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
454at Lv 90 | Energy Recharge | CRIT Hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s. CRIT Hits have a 70% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 10.5s. CRIT Hits have a 80% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 9s. CRIT Hits have a 90% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 7.5s. CRIT Hits have a 100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 6s. |
|
|
510at Lv 90 | ATK% | Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 100% ATK DMG to surrounding opponents. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s. Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 125% ATK DMG to surrounding opponents. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s. Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 150% ATK DMG to surrounding opponents. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s. Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 175% ATK DMG to surrounding opponents. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s. Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 200% ATK DMG to surrounding opponents. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s. |
|
|
454at Lv 90 | Energy Recharge | After damaging an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s. After damaging an opponent with an Elemental Skill, the skill has a 50% chance to end its own CD. Can only occur once every 26s. After damaging an opponent with an Elemental Skill, the skill has a 60% chance to end its own CD. Can only occur once every 22s. After damaging an opponent with an Elemental Skill, the skill has a 70% chance to end its own CD. Can only occur once every 19s. After damaging an opponent with an Elemental Skill, the skill has a 80% chance to end its own CD. Can only occur once every 16s. |
|
|
510at Lv 90 | ATK% | Upon damaging an opponent, increases CRIT Rate by 8%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 10%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 12%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 14%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 16%. Max 5 stacks. A CRIT Hit removes all stacks. |
|
|
510at Lv 90 | ATK% | Increases DMG against opponents affected by Pyro or Electro by 20%. Increases DMG against opponents affected by Pyro or Electro by 24%. Increases DMG against opponents affected by Pyro or Electro by 28%. Increases DMG against opponents affected by Pyro or Electro by 32%. Increases DMG against opponents affected by Pyro or Electro by 36%. |
|
|
565at Lv 90 | Physical DMG Bonus | On hit, Normal or Charged Attacks increase ATK and DEF by 4% for 6s. Max 4 stacks. This effect can only occur once every 0.3s. On hit, Normal or Charged Attacks increase ATK and DEF by 5% for 6s. Max 4 stacks. This effect can only occur once every 0.3s. On hit, Normal or Charged Attacks increase ATK and DEF by 6% for 6s. Max 4 stacks. This effect can only occur once every 0.3s. On hit, Normal or Charged Attacks increase ATK and DEF by 7% for 6s. Max 4 stacks. This effect can only occur once every 0.3s. On hit, Normal or Charged Attacks increase ATK and DEF by 8% for 6s. Max 4 stacks. This effect can only occur once every 0.3s. |
|
|
510at Lv 90 | Elemental Mastery | Dealing Elemental DMG increases all DMG by 6% for 6s. Max 2 stacks. Can occur once every 1s. Dealing Elemental DMG increases all DMG by 7.5% for 6s. Max 2 stacks. Can occur once every 1s. Dealing Elemental DMG increases all DMG by 9% for 6s. Max 2 stacks. Can occur once every 1s. Dealing Elemental DMG increases all DMG by 10.5% for 6s. Max 2 stacks. Can occur once every 1s. Dealing Elemental DMG increases all DMG by 12% for 6s. Max 2 stacks. Can occur once every 1s. |
|
|
565at Lv 90 | CRIT DMG | After defeating an opponent, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an opponent, ATK is increased by 15% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an opponent, ATK is increased by 18% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an opponent, ATK is increased by 21% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an opponent, ATK is increased by 24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. |
|
|
510at Lv 90 | CRIT Rate | Increases DMG dealt by Normal and Charged Attacks by 20%. Additionally, regenerates 60% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s. Increases DMG dealt by Normal and Charged Attacks by 25%. Additionally, regenerates 70% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s. Increases DMG dealt by Normal and Charged Attacks by 30%. Additionally, regenerates 80% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s. Increases DMG dealt by Normal and Charged Attacks by 35%. Additionally, regenerates 90% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s. Increases DMG dealt by Normal and Charged Attacks by 40%. Additionally, regenerates 100% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s. |
|
|
620at Lv 90 | Elemental Mastery | Increases DMG dealt by the character equipping this weapon by 12%. Taking DMG disables this effect for 5s. Increases DMG dealt by the character equipping this weapon by 15%. Taking DMG disables this effect for 5s. Increases DMG dealt by the character equipping this weapon by 18%. Taking DMG disables this effect for 5s. Increases DMG dealt by the character equipping this weapon by 21%. Taking DMG disables this effect for 5s. Increases DMG dealt by the character equipping this weapon by 24%. Taking DMG disables this effect for 5s. |
|
|
440at Lv 90 | ATK% | Effective only on the following platform: \n"PlayStation™Network"\nHitting opponents with Normal and Charged Attacks grants a 50% chance to deal 200% ATK as DMG in a small AoE. This effect can only occur once every 10s. Additionally, if the Traveler equips the Sword of Descension, their ATK is increased by 66. |
|
|
510at Lv 90 | Energy Recharge | Increases Elemental Skill DMG by 16% and Elemental Skill CRIT Rate by 6%. Increases Elemental Skill DMG by 20% and Elemental Skill CRIT Rate by 7.5%. Increases Elemental Skill DMG by 24% and Elemental Skill CRIT Rate by 9%. Increases Elemental Skill DMG by 28% and Elemental Skill CRIT Rate by 10.5%. Increases Elemental Skill DMG by 32% and Elemental Skill CRIT Rate by 12%. |
|
|
454at Lv 90 | ATK% | After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 6 Energy for each seed consumed. After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 7.5 Energy for each seed consumed. After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 9 Energy for each seed consumed. After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 10.5 Energy for each seed consumed. After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 12 Energy for each seed consumed. |
|
|
454at Lv 90 | DEF% | Elemental Skill DMG is increased by 40% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG. Elemental Skill DMG is increased by 50% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG. Elemental Skill DMG is increased by 60% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG. Elemental Skill DMG is increased by 70% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG. Elemental Skill DMG is increased by 80% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG. |
|
|
510at Lv 90 | ATK% | When a Normal, Charged, or Plunging Attack hits an opponent, it will whip up a Hewing Gale, dealing AoE DMG equal to 180% of ATK and increasing ATK by 15% for 8s. This effect can be triggered once every 8s. |
|
|
565at Lv 90 | Energy Recharge | After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 60 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 75 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 90 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 105 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 120 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. |
|
|
510at Lv 90 | Elemental Mastery | The following effect will trigger every 10s: The equipping character will gain 0.036% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 0.045% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 0.054% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 0.063% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 0.072% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. |
|
|
510at Lv 90 | Elemental Mastery | After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 16% more DMG to the opponent affected by Cursed Parasol. After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 20% more DMG to the opponent affected by Cursed Parasol. After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 24% more DMG to the opponent affected by Cursed Parasol. After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 28% more DMG to the opponent affected by Cursed Parasol. After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 32% more DMG to the opponent affected by Cursed Parasol. |
|
|
510at Lv 90 | CRIT Rate | DMG dealt by Elemental Skill and Elemental Burst is increased by 16%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 2%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 2%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s. DMG dealt by Elemental Skill and Elemental Burst is increased by 20%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 2.5%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 2.5%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s. DMG dealt by Elemental Skill and Elemental Burst is increased by 24%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 3%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 3%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s. DMG dealt by Elemental Skill and Elemental Burst is increased by 28%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 3.5%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 3.5%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s. DMG dealt by Elemental Skill and Elemental Burst is increased by 32%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 4%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 4%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s. |
|
|
565at Lv 90 | ATK% | When using an Elemental Skill, ATK will be increased by 12% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 150 ATK will be gained based on 2.4% of the total amount of the Life Bond cleared, lasting for 15s. When using an Elemental Skill, ATK will be increased by 15% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 187.5 ATK will be gained based on 3% of the total amount of the Life Bond cleared, lasting for 15s. When using an Elemental Skill, ATK will be increased by 18% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 225 ATK will be gained based on 3.6% of the total amount of the Life Bond cleared, lasting for 15s. When using an Elemental Skill, ATK will be increased by 21% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 262.5 ATK will be gained based on 4.2% of the total amount of the Life Bond cleared, lasting for 15s. When using an Elemental Skill, ATK will be increased by 24% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 300 ATK will be gained based on 4.8% of the total amount of the Life Bond cleared, lasting for 15s. |
|
|
510at Lv 90 | Energy Recharge | Increases Elemental Skill CRIT Rate by 8%. Additionally, increases Energy Recharge by 16% for 5s after using an Elemental Skill. Increases Elemental Skill CRIT Rate by 10%. Additionally, increases Energy Recharge by 20% for 5s after using an Elemental Skill. Increases Elemental Skill CRIT Rate by 12%. Additionally, increases Energy Recharge by 24% for 5s after using an Elemental Skill. Increases Elemental Skill CRIT Rate by 14%. Additionally, increases Energy Recharge by 28% for 5s after using an Elemental Skill. Increases Elemental Skill CRIT Rate by 16%. Additionally, increases Energy Recharge by 32% for 5s after using an Elemental Skill. |
|
|
510at Lv 90 | HP% | When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 50 Elemental Mastery, and 2s after the effect occurs, 2.5 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 60 Elemental Mastery, and 2s after the effect occurs, 3 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 70 Elemental Mastery, and 2s after the effect occurs, 3.5 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 80 Elemental Mastery, and 2s after the effect occurs, 4 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. |
|
|
510at Lv 90 | ATK% | When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 160% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz. When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 200% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz. When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 240% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz. When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 280% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz. When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 320% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz. |
|
|
565at Lv 90 | ATK% | Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 16% of ATK. This effect expires after triggering 18 times or 7s. Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 20% of ATK. This effect expires after triggering 18 times or 7s. Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 24% of ATK. This effect expires after triggering 18 times or 7s. Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 28% of ATK. This effect expires after triggering 18 times or 7s. Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 32% of ATK. This effect expires after triggering 18 times or 7s. |
|
|
454at Lv 90 | DEF% | Using an Elemental Skill increases DEF by 16% for 15s. Using an Elemental Skill increases DEF by 20% for 15s. Using an Elemental Skill increases DEF by 24% for 15s. Using an Elemental Skill increases DEF by 28% for 15s. Using an Elemental Skill increases DEF by 32% for 15s. |
|
|
565at Lv 90 | ATK% | While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 20%, and Normal and Charged Attack CRIT Rate is increased by 8%. While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 25%, and Normal and Charged Attack CRIT Rate is increased by 10%. While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 30%, and Normal and Charged Attack CRIT Rate is increased by 12%. While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 35%, and Normal and Charged Attack CRIT Rate is increased by 14%. While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 40%, and Normal and Charged Attack CRIT Rate is increased by 16%. |
|
|
454at Lv 90 | Energy Recharge | Upon causing an Elemental Reaction, increases Max HP by 16% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 16%. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Max HP by 20% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 20%. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Max HP by 24% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 24%. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Max HP by 28% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 28%. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Max HP by 32% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 32%. This effect can be triggered even if the equipping character is off-field. |
|
|
565at Lv 90 | ATK% | Increases Elemental Burst DMG by 20%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 16%/28%. Increases Elemental Burst DMG by 25%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 20%/35%. Increases Elemental Burst DMG by 30%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 24%/42%. Increases Elemental Burst DMG by 35%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 28%/49%. Increases Elemental Burst DMG by 40%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 32%/56%. |
|
|
454at Lv 90 | Energy Recharge | CRIT Hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s. CRIT Hits have a 70% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 10.5s. CRIT Hits have a 80% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 9s. CRIT Hits have a 90% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 7.5s. CRIT Hits have a 100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 6s. |
|
|
510at Lv 90 | HP% | Taking DMG generates a shield which absorbs DMG up to 20% of Max HP. This shield lasts for 10s or until broken, and can only be triggered once every 45s. While protected by a shield, the character gains 12% increased DMG. Taking DMG generates a shield which absorbs DMG up to 23% of Max HP. This shield lasts for 10s or until broken, and can only be triggered once every 45s. While protected by a shield, the character gains 15% increased DMG. Taking DMG generates a shield which absorbs DMG up to 26% of Max HP. This shield lasts for 10s or until broken, and can only be triggered once every 45s. While protected by a shield, the character gains 18% increased DMG. Taking DMG generates a shield which absorbs DMG up to 29% of Max HP. This shield lasts for 10s or until broken, and can only be triggered once every 45s. While protected by a shield, the character gains 21% increased DMG. Taking DMG generates a shield which absorbs DMG up to 32% of Max HP. This shield lasts for 10s or until broken, and can only be triggered once every 45s. While protected by a shield, the character gains 24% increased DMG. |
|
|
565at Lv 90 | Energy Recharge | After damaging an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s. After damaging an opponent with an Elemental Skill, the skill has a 50% chance to end its own CD. Can only occur once every 26s. After damaging an opponent with an Elemental Skill, the skill has a 60% chance to end its own CD. Can only occur once every 22s. After damaging an opponent with an Elemental Skill, the skill has a 70% chance to end its own CD. Can only occur once every 19s. After damaging an opponent with an Elemental Skill, the skill has a 80% chance to end its own CD. Can only occur once every 16s. |
|
|
565at Lv 90 | ATK% | Upon damaging an opponent, increases CRIT Rate by 8%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 10%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 12%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 14%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 16%. Max 5 stacks. A CRIT Hit removes all stacks. |
|
|
510at Lv 90 | Elemental Mastery | Increases DMG against opponents affected by Hydro or Electro by 20%. Increases DMG against opponents affected by Hydro or Electro by 24%. Increases DMG against opponents affected by Hydro or Electro by 28%. Increases DMG against opponents affected by Hydro or Electro by 32%. Increases DMG against opponents affected by Hydro or Electro by 36%. |
|
|
565at Lv 90 | ATK% | On hit, Normal or Charged Attacks have a 50% chance to deal an additional 240% ATK DMG to opponents within a small AoE. Can only occur once every 15s. On hit, Normal or Charged Attacks have a 50% chance to deal an additional 300% ATK DMG to opponents within a small AoE. Can only occur once every 15s. On hit, Normal or Charged Attacks have a 50% chance to deal an additional 360% ATK DMG to opponents within a small AoE. Can only occur once every 15s. On hit, Normal or Charged Attacks have a 50% chance to deal an additional 420% ATK DMG to opponents within a small AoE. Can only occur once every 15s. On hit, Normal or Charged Attacks have a 50% chance to deal an additional 480% ATK DMG to opponents within a small AoE. Can only occur once every 15s. |
|
|
510at Lv 90 | DEF% | On hit, Normal or Charged Attacks increase ATK and DEF by 6% for 6s. Max 4 stacks. This effect can only occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK and DEF by 7.5% for 6s. Max 4 stacks. This effect can only occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK and DEF by 9% for 6s. Max 4 stacks. This effect can only occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK and DEF by 10.5% for 6s. Max 4 stacks. This effect can only occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK and DEF by 12% for 6s. Max 4 stacks. This effect can only occur once every 0.5s. |
|
|
510at Lv 90 | CRIT DMG | After defeating an opponent, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an opponent, ATK is increased by 15% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 18% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 21% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. |
|
|
510at Lv 90 | CRIT Rate | Every 4s a character is on the field, they will deal 6% more DMG and take 3% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG. Every 4s a character is on the field, they will deal 7% more DMG and take 2.7% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG. Every 4s a character is on the field, they will deal 8% more DMG and take 2.4% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG. Every 4s a character is on the field, they will deal 9% more DMG and take 2.2% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG. Every 4s a character is on the field, they will deal 10% more DMG and take 2% more DMG. This effect has a maximum of 5 stacks and will not be reset if the character leaves the field, but will be reduced by 1 stack when the character takes DMG. |
|
|
510at Lv 90 | ATK% | For every character in the party who hails from Liyue, the character who equips this weapon gains a 7% ATK increase and a 3% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 8% ATK increase and a 4% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 9% ATK increase and a 5% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 10% ATK increase and a 6% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 11% ATK increase and a 7% CRIT Rate increase. This effect stacks up to 4 times. |
|
|
565at Lv 90 | Physical DMG Bonus | Hitting an opponent with Normal and Charged Attacks has a 60% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 80% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 200% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 70% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 95% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 240% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has an 80% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 110% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 280% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 90% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 125% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 320% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 100% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 140% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 360% of ATK. Can only occur once every 10s. |
|
|
454at Lv 90 | ATK% | Increases Elemental Burst DMG by 12%. When Elemental Burst hits opponents, there is a 100% chance of summoning a huge onrush of tuna that deals 100% ATK as AoE DMG. This effect can occur once every 15s. Increases Elemental Burst DMG by 15%. When Elemental Burst hits opponents, there is a 100% chance of summoning a huge onrush of tuna that deals 125% ATK as AoE DMG. This effect can occur once every 15s. Increases Elemental Burst DMG by 18%. When Elemental Burst hits opponents, there is a 100% chance of summoning a huge onrush of tuna that deals 150% ATK as AoE DMG. This effect can occur once every 15s. Increases Elemental Burst DMG by 21%. When Elemental Burst hits opponents, there is a 100% chance of summoning a huge onrush of tuna that deals 175% ATK as AoE DMG. This effect can occur once every 15s. Increases Elemental Burst DMG by 24%. When Elemental Burst hits opponents, there is a 100% chance of summoning a huge onrush of tuna that deals 200% ATK as AoE DMG. This effect can occur once every 15s. |
|
|
510at Lv 90 | Energy Recharge | Increases Elemental Skill DMG by 6%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 3 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 7.5%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 3.5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 9%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 4 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 10.5%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 4.5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 12%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. |
|
|
510at Lv 90 | Elemental Mastery | The following effect will trigger every 10s: The equipping character will gain 24% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 30% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 36% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 42% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 48% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. |
|
|
510at Lv 90 | ATK% | For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%. A maximum of 40% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.15%. A maximum of 50% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.18%. A maximum of 60% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.21%. A maximum of 70% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.24%. A maximum of 80% increased Elemental Burst DMG can be achieved this way. |
|
|
565at Lv 90 | Energy Recharge | After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 60 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 75 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 90 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 105 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 120 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack. |
|
|
565at Lv 90 | Elemental Mastery | Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 12% and 48 respectively. Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 15% and 60 respectively. Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 18% and 72 respectively. Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 21% and 84 respectively. Within 8s after the character's Elemental Skill hits an opponent or the character triggers an Elemental Reaction, their ATK and Elemental Mastery will be increased by 24% and 96 respectively. |
|
|
565at Lv 90 | CRIT Rate | ATK will be increased by 16% for 15s after being affected by Pyro. This effect can be triggered once every 12s. All Elemental DMG Bonus will be increased by 12% for 15s after being affected by Hydro, Cryo, Electro, or Dendro. This effect can be triggered once every 12s. ATK will be increased by 20% for 15s after being affected by Pyro. This effect can be triggered once every 12s. All Elemental DMG Bonus will be increased by 15% for 15s after being affected by Hydro, Cryo, Electro, or Dendro. This effect can be triggered once every 12s. ATK will be increased by 24% for 15s after being affected by Pyro. This effect can be triggered once every 12s. All Elemental DMG Bonus will be increased by 18% for 15s after being affected by Hydro, Cryo, Electro, or Dendro. This effect can be triggered once every 12s. ATK will be increased by 28% for 15s after being affected by Pyro. This effect can be triggered once every 12s. All Elemental DMG Bonus will be increased by 21% for 15s after being affected by Hydro, Cryo, Electro, or Dendro. This effect can be triggered once every 12s. ATK will be increased by 32% for 15s after being affected by Pyro. This effect can be triggered once every 12s. All Elemental DMG Bonus will be increased by 24% for 15s after being affected by Hydro, Cryo, Electro, or Dendro. This effect can be triggered once every 12s. |
|
|
510at Lv 90 | ATK% | After the wielder is healed, ATK will be increased by 24% for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, ATK will be increased by 30% for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, ATK will be increased by 36% for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, ATK will be increased by 42% for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, ATK will be increased by 48% for 8s. This can be triggered even when the character is not on the field. |
|
|
565at Lv 90 | Energy Recharge | ATK increased by 12%. That's not all! The support from all Melusines you've helped in Merusea Village fills you with strength! Based on the number of them you've helped, your ATK is increased by up to an additional 12%. ATK increased by 15%. That's not all! The support from all Melusines you've helped in Merusea Village fills you with strength! Based on the number of them you've helped, your ATK is increased by up to an additional 15%. ATK increased by 18%. That's not all! The support from all Melusines you've helped in Merusea Village fills you with strength! Based on the number of them you've helped, your ATK is increased by up to an additional 18%. ATK increased by 21%. That's not all! The support from all Melusines you've helped in Merusea Village fills you with strength! Based on the number of them you've helped, your ATK is increased by up to an additional 21%. ATK increased by 24%. That's not all! The support from all Melusines you've helped in Merusea Village fills you with strength! Based on the number of them you've helped, your ATK is increased by up to an additional 24%. |
|
|
454at Lv 90 | HP% | When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 50 Elemental Mastery, and 2s after the effect occurs, 2.5 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 60 Elemental Mastery, and 2s after the effect occurs, 3 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 70 Elemental Mastery, and 2s after the effect occurs, 3.5 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 80 Elemental Mastery, and 2s after the effect occurs, 4 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. |
|
|
565at Lv 90 | ATK% | Increase Plunging Attack CRIT Rate by 16%; After a Plunging Attack hits an opponent, Normal, Charged, and Plunging Attack DMG increased by 16% for 10s. Increase Plunging Attack CRIT Rate by 20%; After a Plunging Attack hits an opponent, Normal, Charged, and Plunging Attack DMG increased by 20% for 10s. Increase Plunging Attack CRIT Rate by 24%; After a Plunging Attack hits an opponent, Normal, Charged, and Plunging Attack DMG increased by 24% for 10s. Increase Plunging Attack CRIT Rate by 28%; After a Plunging Attack hits an opponent, Normal, Charged, and Plunging Attack DMG increased by 28% for 10s. Increase Plunging Attack CRIT Rate by 32%; After a Plunging Attack hits an opponent, Normal, Charged, and Plunging Attack DMG increased by 32% for 10s. |
|
|
565at Lv 90 | ATK% | After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 16% for 8s. This effect can be triggered even when the triggering party member is not on the field. After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 20% for 8s. This effect can be triggered even when the triggering party member is not on the field. After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 24% for 8s. This effect can be triggered even when the triggering party member is not on the field. After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 28% for 8s. This effect can be triggered even when the triggering party member is not on the field. After a party member triggers a Pyro-related reaction, the equipping character's Elemental Skill DMG is increased by 32% for 8s. This effect can be triggered even when the triggering party member is not on the field. |
|
|
510at Lv 90 | Elemental Mastery | When Electro-Charged, Lunar-Charged, Bloom, Lunar-Bloom, Crystallize or Lunar-Crystallize is triggered, restore 12 Elemental Energy and increase Elemental Mastery by 60 for 15 seconds. This effect can be triggered at most once every 15s and can be triggered even when the equipping character is off-field. When Electro-Charged, Lunar-Charged, Bloom, Lunar-Bloom, Crystallize or Lunar-Crystallize is triggered, restore 15 Elemental Energy and increase Elemental Mastery by 75 for 15 seconds. This effect can be triggered at most once every 15s and can be triggered even when the equipping character is off-field. When Electro-Charged, Lunar-Charged, Bloom, Lunar-Bloom, Crystallize or Lunar-Crystallize is triggered, restore 18 Elemental Energy and increase Elemental Mastery by 90 for 15 seconds. This effect can be triggered at most once every 15s and can be triggered even when the equipping character is off-field. When Electro-Charged, Lunar-Charged, Bloom, Lunar-Bloom, Crystallize or Lunar-Crystallize is triggered, restore 21 Elemental Energy and increase Elemental Mastery by 105 for 15 seconds. This effect can be triggered at most once every 15s and can be triggered even when the equipping character is off-field. When Electro-Charged, Lunar-Charged, Bloom, Lunar-Bloom, Crystallize or Lunar-Crystallize is triggered, restore 24 Elemental Energy and increase Elemental Mastery by 120 for 15 seconds. This effect can be triggered at most once every 15s and can be triggered even when the equipping character is off-field. |
|
|
454at Lv 90 | Energy Recharge | Upon causing an Elemental Reaction, increases Elemental Mastery by 60 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 60. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 75 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 75. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 90 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 90. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 105 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 105. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 120 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 120. This effect can be triggered even if the equipping character is off-field. |
|
|
454at Lv 90 | Elemental Mastery | Increases DMG against opponents affected by Hydro or Pyro by 20%. Increases DMG against opponents affected by Hydro or Pyro by 24%. Increases DMG against opponents affected by Hydro or Pyro by 28%. Increases DMG against opponents affected by Hydro or Pyro by 32%. Increases DMG against opponents affected by Hydro or Pyro by 36%. |
|
|
510at Lv 90 | Energy Recharge | After using an Elemental Skill, increases Normal and Charged Attack DMG by 8% for 12s. Max 2 stacks. After using an Elemental Skill, increases Normal and Charged Attack DMG by 10% for 12s. Max 2 stacks. After using an Elemental Skill, increases Normal and Charged Attack DMG by 12% for 12s. Max 2 stacks. After using an Elemental Skill, increases Normal and Charged Attack DMG by 14% for 12s. Max 2 stacks. After using an Elemental Skill, increases Normal and Charged Attack DMG by 16% for 12s. Max 2 stacks. |
|
|
565at Lv 90 | Physical DMG Bonus | After picking up an Elemental Orb/Particle, Normal and Charged Attacks deal additional DMG equal to 20% of ATK for 5s. After picking up an Elemental Orb/Particle, Normal and Charged Attacks deal additional DMG equal to 25% of ATK for 5s. After picking up an Elemental Orb/Particle, Normal and Charged Attacks deal additional DMG equal to 30% of ATK for 5s. After picking up an Elemental Orb/Particle, Normal and Charged Attacks deal additional DMG equal to 35% of ATK for 5s. After picking up an Elemental Orb/Particle, Normal and Charged Attacks deal additional DMG equal to 40% of ATK for 5s. |
|
|
510at Lv 90 | CRIT DMG | After defeating an enemy, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 15% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 18% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 21% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. |
|
|
454at Lv 90 | CRIT Rate | If there are at least 2 opponents nearby, ATK is increased by 16% and DEF is increased by 16%. If there are fewer than 2 opponents nearby, ATK is increased by 24%. If there are at least 2 opponents nearby, ATK is increased by 20% and DEF is increased by 20%. If there are fewer than 2 opponents nearby, ATK is increased by 30%. If there are at least 2 opponents nearby, ATK is increased by 24% and DEF is increased by 24%. If there are fewer than 2 opponents nearby, ATK is increased by 36%. If there are at least 2 opponents nearby, ATK is increased by 28% and DEF is increased by 28%. If there are fewer than 2 opponents nearby, ATK is increased by 42%. If there are at least 2 opponents nearby, ATK is increased by 32% and DEF is increased by 32%. If there are fewer than 2 opponents nearby, ATK is increased by 48%. |
|
|
565at Lv 90 | ATK% | For every character in the party who hails from Liyue, the character who equips this weapon gains a 7% ATK increase and a 3% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 8% ATK increase and a 4% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 9% ATK increase and a 5% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 10% ATK increase and a 6% CRIT Rate increase. This effect stacks up to 4 times. For every character in the party who hails from Liyue, the character who equips this weapon gains a 11% ATK increase and a 7% CRIT Rate increase. This effect stacks up to 4 times. |
|
|
565at Lv 90 | Energy Recharge | CRIT Hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s. CRIT Hits have a 70% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 10.5s. CRIT Hits have a 80% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 9s. CRIT Hits have a 90% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 7.5s. CRIT Hits have a 100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 6s. |
|
|
565at Lv 90 | ATK% | Upon damaging an opponent, increases CRIT Rate by 8%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 10%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 12%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 14%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 16%. Max 5 stacks. A CRIT Hit removes all stacks. |
|
|
454at Lv 90 | Physical DMG Bonus | Hitting an opponent with Normal and Charged Attacks has a 60% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 80% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 200% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 70% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 95% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 240% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has an 80% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 110% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 280% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 90% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 125% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 320% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 100% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 140% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 360% of ATK. Can only occur once every 10s. |
|
|
565at Lv 90 | Elemental Mastery | Increases Elemental Skill DMG by 6%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 3 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 7.5%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 3.5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 9%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 4 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 10.5%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 4.5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. Increases Elemental Skill DMG by 12%. After Elemental Skill hits an opponent, the character loses 3 Energy but regenerates 5 Energy every 2s for the next 6s. This effect can occur once every 10s. Can be triggered even when the character is not on the field. |
|
|
510at Lv 90 | Energy Recharge | Increases Elemental Burst DMG by 16% and Elemental Burst CRIT Rate by 6%. Increases Elemental Burst DMG by 20% and Elemental Burst CRIT Rate by 7.5%. Increases Elemental Burst DMG by 24% and Elemental Burst CRIT Rate by 9%. Increases Elemental Burst DMG by 28% and Elemental Burst CRIT Rate by 10.5%. Increases Elemental Burst DMG by 32% and Elemental Burst CRIT Rate by 12%. |
|
|
620at Lv 90 | ATK% | For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%. A maximum of 40% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.15%. A maximum of 50% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.18%. A maximum of 60% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.21%. A maximum of 70% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.24%. A maximum of 80% increased Elemental Burst DMG can be achieved this way. |
|
|
565at Lv 90 | Elemental Mastery | After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 16% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 20% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 24% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 28% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Revival will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 32% ATK for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. |
|
|
510at Lv 90 | ATK% | Within 10s after an Elemental Reaction is triggered, ATK is increased by 12% and Elemental Mastery is increased by 48. Within 10s after an Elemental Reaction is triggered, ATK is increased by 15% and Elemental Mastery is increased by 60. Within 10s after an Elemental Reaction is triggered, ATK is increased by 18% and Elemental Mastery is increased by 72. Within 10s after an Elemental Reaction is triggered, ATK is increased by 21% and Elemental Mastery is increased by 84. Within 10s after an Elemental Reaction is triggered, ATK is increased by 24% and Elemental Mastery is increased by 96. |
|
|
510at Lv 90 | CRIT Rate | When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 120. When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 150. When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 180. When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 210. When there are at least 3 different Elemental Types in your party, Elemental Mastery will be increased by 240. |
|
|
565at Lv 90 | HP% | When the wielder is healed, restore 8 Energy. This effect can be triggered once every 10s, and can occur even when the character is not on the field. When the wielder is healed, restore 10 Energy. This effect can be triggered once every 10s, and can occur even when the character is not on the field. When the wielder is healed, restore 12 Energy. This effect can be triggered once every 10s, and can occur even when the character is not on the field. When the wielder is healed, restore 14 Energy. This effect can be triggered once every 10s, and can occur even when the character is not on the field. When the wielder is healed, restore 16 Energy. This effect can be triggered once every 10s, and can occur even when the character is not on the field. |
|
|
510at Lv 90 | HP% | When the wielder performs healing, restore 8 Energy. This effect can be triggered once every 10s and can occur even when the character is not on the field. When the wielder performs healing, restore 10 Energy. This effect can be triggered once every 10s and can occur even when the character is not on the field. When the wielder performs healing, restore 12 Energy. This effect can be triggered once every 10s and can occur even when the character is not on the field. When the wielder performs healing, restore 14 Energy. This effect can be triggered once every 10s and can occur even when the character is not on the field. When the wielder performs healing, restore 16 Energy. This effect can be triggered once every 10s and can occur even when the character is not on the field. |
|
|
565at Lv 90 | ATK% | When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 4% ATK and 8.5% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 5% ATK and 10% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 6% ATK and 11.5% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 7% ATK and 13% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. |
|
|
565at Lv 90 | Energy Recharge | Decreases Climbing Stamina Consumption by 15% and increases Elemental Skill DMG by 12%. Also, after other nearby party members use Elemental Skills, the equipping character's Elemental Skill DMG will also increase by 12% for 8s. Decreases Climbing Stamina Consumption by 15% and increases Elemental Skill DMG by 15%. Also, after other nearby party members use Elemental Skills, the equipping character's Elemental Skill DMG will also increase by 15% for 8s. Decreases Climbing Stamina Consumption by 15% and increases Elemental Skill DMG by 18%. Also, after other nearby party members use Elemental Skills, the equipping character's Elemental Skill DMG will also increase by 18% for 8s. Decreases Climbing Stamina Consumption by 15% and increases Elemental Skill DMG by 21%. Also, after other nearby party members use Elemental Skills, the equipping character's Elemental Skill DMG will also increase by 21% for 8s. Decreases Climbing Stamina Consumption by 15% and increases Elemental Skill DMG by 24%. Also, after other nearby party members use Elemental Skills, the equipping character's Elemental Skill DMG will also increase by 24% for 8s. |
|
|
510at Lv 90 | DEF% | Using an Elemental Skill increases DEF by 16% for 15s. Using an Elemental Skill increases DEF by 20% for 15s. Using an Elemental Skill increases DEF by 24% for 15s. Using an Elemental Skill increases DEF by 28% for 15s. Using an Elemental Skill increases DEF by 32% for 15s. |
|
|
565at Lv 90 | Energy Recharge | Increase ATK by 20% and Movement SPD by 10% for 10s when using an Elemental Skill. Increase ATK by 25% and Movement SPD by 10% for 10s when using an Elemental Skill. Increase ATK by 30% and Movement SPD by 10% for 10s when using an Elemental Skill. Increase ATK by 35% and Movement SPD by 10% for 10s when using an Elemental Skill. Increase ATK by 40% and Movement SPD by 10% for 10s when using an Elemental Skill. |
|
|
510at Lv 90 | ATK% | Electro-Charged DMG is increased by 48%, and Lunar-Charged DMG is increased by 12%. Moonsign: Ascendant Gleam: Lunar-Charged DMG is increased by an additional 12%. Electro-Charged DMG is increased by 60%, and Lunar-Charged DMG is increased by 15%. Moonsign: Ascendant Gleam: Lunar-Charged DMG is increased by an additional 15%. Electro-Charged DMG is increased by 72%, and Lunar-Charged DMG is increased by 18%. Moonsign: Ascendant Gleam: Lunar-Charged DMG is increased by an additional 18%. Electro-Charged DMG is increased by 84%, and Lunar-Charged DMG is increased by 21%. Moonsign: Ascendant Gleam: Lunar-Charged DMG is increased by an additional 21%. Electro-Charged DMG is increased by 96%, and Lunar-Charged DMG is increased by 24%. Moonsign: Ascendant Gleam: Lunar-Charged DMG is increased by an additional 24%. |
|
|
620at Lv 90 | CRIT Rate | For 6s after an Elemental Skill hits an opponent, ATK is increased by 8% and Energy Recharge is increased by 6%. Max 3 stacks. This effect can be triggered even when the equipping character is off-field. For 6s after an Elemental Skill hits an opponent, ATK is increased by 10% and Energy Recharge is increased by 7.5%. Max 3 stacks. This effect can be triggered even when the equipping character is off-field. For 6s after an Elemental Skill hits an opponent, ATK is increased by 12% and Energy Recharge is increased by 9%. Max 3 stacks. This effect can be triggered even when the equipping character is off-field. For 6s after an Elemental Skill hits an opponent, ATK is increased by 14% and Energy Recharge is increased by 10.5%. Max 3 stacks. This effect can be triggered even when the equipping character is off-field. For 6s after an Elemental Skill hits an opponent, ATK is increased by 16% and Energy Recharge is increased by 12%. Max 3 stacks. This effect can be triggered even when the equipping character is off-field. |
|
|
510at Lv 90 | Energy Recharge | CRIT Hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s. CRIT Hits have a 70% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 10.5s. CRIT Hits have a 80% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 9s. CRIT Hits have a 90% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 7.5s. CRIT Hits have a 100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 6s. |
|
|
510at Lv 90 | CRIT DMG | When the character takes the field, they will gain a random theme song for 10s. This can only occur once every 30s. Recitative: ATK is increased by 60%. Aria: Increases all Elemental DMG by 48%. Interlude: Elemental Mastery is increased by 240. When the character takes the field, they will gain a random theme song for 10s. This can only occur once every 30s. Recitative: ATK is increased by 75%. Aria: Increases all Elemental DMG by 60%. Interlude: Elemental Mastery is increased by 300. When the character takes the field, they will gain a random theme song for 10s. This can only occur once every 30s. Recitative: ATK is increased by 90%. Aria: Increases all Elemental DMG by 72%. Interlude: Elemental Mastery is increased by 360. When the character takes the field, they will gain a random theme song for 10s. This can only occur once every 30s. Recitative: ATK is increased by 105%. Aria: Increases all Elemental DMG by 84%. Interlude: Elemental Mastery is increased by 420. When the character takes the field, they will gain a random theme song for 10s. This can only occur once every 30s. Recitative: ATK is increased by 120%. Aria: Increases all Elemental DMG by 96%. Interlude: Elemental Mastery is increased by 480. |
|
|
454at Lv 90 | Elemental Mastery | After damaging an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s. After damaging an opponent with an Elemental Skill, the skill has a 50% chance to end its own CD. Can only occur once every 26s. After damaging an opponent with an Elemental Skill, the skill has a 60% chance to end its own CD. Can only occur once every 22s. After damaging an opponent with an Elemental Skill, the skill has a 70% chance to end its own CD. Can only occur once every 19s. After damaging an opponent with an Elemental Skill, the skill has a 80% chance to end its own CD. Can only occur once every 16s. |
|
|
565at Lv 90 | ATK% | Upon damaging an opponent, increases CRIT Rate by 8%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 10%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 12%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 14%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 16%. Max 5 stacks. A CRIT Hit removes all stacks. |
|
|
510at Lv 90 | CRIT Rate | Normal Attack hits increase Elemental Skill and Elemental Burst DMG by 20% for 6s. Likewise, Elemental Skill or Elemental Burst hits increase Normal Attack DMG by 20% for 6s. Normal Attack hits increase Elemental Skill and Elemental Burst DMG by 25% for 6s. Likewise, Elemental Skill or Elemental Burst hits increase Normal Attack DMG by 25% for 6s. Normal Attack hits increase Elemental Skill and Elemental Burst DMG by 30% for 6s. Likewise, Elemental Skill or Elemental Burst hits increase Normal Attack DMG by 30% for 6s. Normal Attack hits increase Elemental Skill and Elemental Burst DMG by 35% for 6s. Likewise, Elemental Skill or Elemental Burst hits increase Normal Attack DMG by 35% for 6s. Normal Attack hits increase Elemental Skill and Elemental Burst DMG by 40% for 6s. Likewise, Elemental Skill or Elemental Burst hits increase Normal Attack DMG by 40% for 6s. |
|
|
510at Lv 90 | HP% | Using an Elemental Burst regenerates 4 Energy every 2s for 6s. All party members will regenerate 4% HP every 2s for this duration. Using an Elemental Burst regenerates 4.5 Energy every 2s for 6s. All party members will regenerate 4.5% HP every 2s for this duration. Using an Elemental Burst regenerates 5 Energy every 2s for 6s. All party members will regenerate 5% HP every 2s for this duration. Using an Elemental Burst regenerates 5.5 Energy every 2s for 6s. All party members will regenerate 5.5% HP every 2s for this duration. Using an Elemental Burst regenerates 6 Energy every 2s for 6s. All party members will regenerate 6% HP every 2s for this duration. |
|
|
565at Lv 90 | Elemental Mastery | Triggering an Elemental reaction grants a 8% Elemental DMG Bonus for 10s. Max 2 stacks. Triggering an Elemental reaction grants a 10% Elemental DMG Bonus for 10s. Max 2 stacks. Triggering an Elemental reaction grants a 12% Elemental DMG Bonus for 10s. Max 2 stacks. Triggering an Elemental reaction grants a 14% Elemental DMG Bonus for 10s. Max 2 stacks. Triggering an Elemental reaction grants a 16% Elemental DMG Bonus for 10s. Max 2 stacks. |
|
|
510at Lv 90 | CRIT DMG | After defeating an enemy, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 15% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 18% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 21% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. |
|
|
454at Lv 90 | ATK% | Normal and Charged Attacks have a 50% chance to fire a Bolt of Perception, dealing 240% ATK as DMG. This bolt can bounce between opponents a maximum of 4 times. This effect can occur once every 12s. Normal and Charged Attacks have a 50% chance to fire a Bolt of Perception, dealing 270% ATK as DMG. This bolt can bounce between opponents a maximum of 4 times. This effect can occur once every 11s. Normal and Charged Attacks have a 50% chance to fire a Bolt of Perception, dealing 300% ATK as DMG. This bolt can bounce between opponents a maximum of 4 times. This effect can occur once every 10s. Normal and Charged Attacks have a 50% chance to fire a Bolt of Perception, dealing 330% ATK as DMG. This bolt can bounce between opponents a maximum of 4 times. This effect can occur once every 9s. Normal and Charged Attacks have a 50% chance to fire a Bolt of Perception, dealing 360% ATK as DMG. This bolt can bounce between opponents a maximum of 4 times. This effect can occur once every 8s. |
|
|
565at Lv 90 | Energy Recharge | Hitting an opponent with a Normal Attack decreases the Stamina consumption of Sprint or Alternate Sprint by 14% for 5s. Additionally, using a Sprint or Alternate Sprint ability increases ATK by 20% for 5s. Hitting an opponent with a Normal Attack decreases the Stamina consumption of Sprint or Alternate Sprint by 16% for 5s. Additionally, using a Sprint or Alternate Sprint ability increases ATK by 25% for 5s. Hitting an opponent with a Normal Attack decreases the Stamina consumption of Sprint or Alternate Sprint by 18% for 5s. Additionally, using a Sprint or Alternate Sprint ability increases ATK by 30% for 5s. Hitting an opponent with a Normal Attack decreases the Stamina consumption of Sprint or Alternate Sprint by 20% for 5s. Additionally, using a Sprint or Alternate Sprint ability increases ATK by 35% for 5s. Hitting an opponent with a Normal Attack decreases the Stamina consumption of Sprint or Alternate Sprint by 22% for 5s. Additionally, using a Sprint or Alternate Sprint ability increases ATK by 40% for 5s. |
|
|
510at Lv 90 | ATK% | Hitting an opponent with Normal and Charged Attacks has a 60% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 80% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 200% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 70% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 95% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 240% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has an 80% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 110% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 280% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 90% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 125% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 320% of ATK. Can only occur once every 10s. Hitting an opponent with Normal and Charged Attacks has a 100% chance of forming and dropping an Everfrost Icicle above them, dealing AoE DMG equal to 140% of ATK. Opponents affected by Cryo are instead dealt DMG equal to 360% of ATK. Can only occur once every 10s. |
|
|
454at Lv 90 | ATK% | Normal Attack hits on opponents increase Charged Attack DMG by 16% for 6s. Charged Attack hits on opponents increase ATK by 8% for 6s. Normal Attack hits on opponents increase Charged Attack DMG by 20% for 6s. Charged Attack hits on opponents increase ATK by 10% for 6s. Normal Attack hits on opponents increase Charged Attack DMG by 24% for 6s. Charged Attack hits on opponents increase ATK by 12% for 6s. Normal Attack hits on opponents increase Charged Attack DMG by 28% for 6s. Charged Attack hits on opponents increase ATK by 14% for 6s. Normal Attack hits on opponents increase Charged Attack DMG by 32% for 6s. Charged Attack hits on opponents increase ATK by 16% for 6s. |
|
|
565at Lv 90 | Energy Recharge | After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 10% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 12.5% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 15% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 17.5% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. After the character equipped with this weapon triggers an Electro elemental reaction, nearby party members of an Elemental Type involved in the elemental reaction receive a 20% Elemental DMG Bonus for their element, lasting 6s. Elemental Bonuses gained in this way cannot be stacked. |
|
|
565at Lv 90 | ATK% | Increases Energy Recharge by 24% for 10s after using an Elemental Skill. Increases Energy Recharge by 30% for 10s after using an Elemental Skill. Increases Energy Recharge by 36% for 10s after using an Elemental Skill. Increases Energy Recharge by 42% for 10s after using an Elemental Skill. Increases Energy Recharge by 48% for 10s after using an Elemental Skill. |
|
|
510at Lv 90 | Elemental Mastery | The following effect will trigger every 10s: The equipping character will gain 24% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 30% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 36% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 42% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. The following effect will trigger every 10s: The equipping character will gain 48% of their Elemental Mastery as bonus ATK for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field. |
|
|
510at Lv 90 | Energy Recharge | Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 24 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 27 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 30 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 33 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. Obtain the "Wax and Wane" effect after an Elemental Reaction is triggered, gaining 36 Elemental Mastery while losing 5% ATK. For every 0.3s, 1 stack of Wax and Wane can be gained. Max 5 stacks. For every 6s that go by without an Elemental Reaction being triggered, 1 stack will be lost. This effect can be triggered even when the character is off-field. |
|
|
454at Lv 90 | CRIT Rate | When not on the field for more than 5s, Max HP will be increased by 32% and Elemental Mastery will be increased by 40. These effects will be canceled after the wielder has been on the field for 10s. When not on the field for more than 5s, Max HP will be increased by 40% and Elemental Mastery will be increased by 50. These effects will be canceled after the wielder has been on the field for 10s. When not on the field for more than 5s, Max HP will be increased by 48% and Elemental Mastery will be increased by 60. These effects will be canceled after the wielder has been on the field for 10s. When not on the field for more than 5s, Max HP will be increased by 56% and Elemental Mastery will be increased by 70. These effects will be canceled after the wielder has been on the field for 10s. When not on the field for more than 5s, Max HP will be increased by 64% and Elemental Mastery will be increased by 80. These effects will be canceled after the wielder has been on the field for 10s. |
|
|
565at Lv 90 | ATK% | When using an Elemental Skill, All Elemental DMG Bonus will be increased by 8% for 15s, and a Bond of Life worth 24% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, every 1,000 HP cleared in the process will provide 2% All Elemental DMG Bonus, up to a maximum of 12%. This effect lasts 15s. When using an Elemental Skill, All Elemental DMG Bonus will be increased by 10% for 15s, and a Bond of Life worth 24% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, every 1,000 HP cleared in the process will provide 2.5% All Elemental DMG Bonus, up to a maximum of 15%. This effect lasts 15s. When using an Elemental Skill, All Elemental DMG Bonus will be increased by 12% for 15s, and a Bond of Life worth 24% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, every 1,000 HP cleared in the process will provide 3% All Elemental DMG Bonus, up to a maximum of 18%. This effect lasts 15s. When using an Elemental Skill, All Elemental DMG Bonus will be increased by 14% for 15s, and a Bond of Life worth 24% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, every 1,000 HP cleared in the process will provide 3.5% All Elemental DMG Bonus, up to a maximum of 21%. This effect lasts 15s. When using an Elemental Skill, All Elemental DMG Bonus will be increased by 16% for 15s, and a Bond of Life worth 24% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, every 1,000 HP cleared in the process will provide 4% All Elemental DMG Bonus, up to a maximum of 24%. This effect lasts 15s. |
|
|
565at Lv 90 | Energy Recharge | Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 8% and Charged Attack DMG will be increased by 6%. Max 3 stacks. This effect can be triggered once every 0.3s. Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 10% and Charged Attack DMG will be increased by 7.5%. Max 3 stacks. This effect can be triggered once every 0.3s. Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 12% and Charged Attack DMG will be increased by 9%. Max 3 stacks. This effect can be triggered once every 0.3s. Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 14% and Charged Attack DMG will be increased by 10.5%. Max 3 stacks. This effect can be triggered once every 0.3s. Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 12%. Max 3 stacks. This effect can be triggered once every 0.3s. |
|
|
510at Lv 90 | HP% | When an attack hits an opponent, deal AoE DMG equal to 40% of Max HP at the target location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 50% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 60% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 70% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 80% of Max HP at the target's location. This effect can be triggered once every 15s. |
|
|
454at Lv 90 | Energy Recharge | Decreases Swimming Stamina consumption by 15%. In addition, for 10s after using an Elemental Skill, Max HP is increased by 20%. For every Hydro Elemental Type character in the party, Max HP is increased by another 12%, and the maximum increase that can be achieved in this way is 24%. Can be triggered once every 15s. Decreases Swimming Stamina consumption by 15%. In addition, for 10s after using an Elemental Skill, Max HP is increased by 25%. For every Hydro Elemental Type character in the party, Max HP is increased by another 15%, and the maximum increase that can be achieved in this way is 30%. Can be triggered once every 15s. Decreases Swimming Stamina consumption by 15%. In addition, for 10s after using an Elemental Skill, Max HP is increased by 30%. For every Hydro Elemental Type character in the party, Max HP is increased by another 18%, and the maximum increase that can be achieved in this way is 36%. Can be triggered once every 15s. Decreases Swimming Stamina consumption by 15%. In addition, for 10s after using an Elemental Skill, Max HP is increased by 35%. For every Hydro Elemental Type character in the party, Max HP is increased by another 21%, and the maximum increase that can be achieved in this way is 42%. Can be triggered once every 15s. Decreases Swimming Stamina consumption by 15%. In addition, for 10s after using an Elemental Skill, Max HP is increased by 40%. For every Hydro Elemental Type character in the party, Max HP is increased by another 24%, and the maximum increase that can be achieved in this way is 48%. Can be triggered once every 15s. |
|
|
510at Lv 90 | HP% | Using an Elemental Skill grants the Jade-Forged Crown effect: Every 1,000 Max HP will increase the Normal Attack DMG dealt by the equipping character by 0.6% for 10s. Normal Attack DMG can be increased this way by a maximum of 16%. Using an Elemental Skill grants the Jade-Forged Crown effect: Every 1,000 Max HP will increase the Normal Attack DMG dealt by the equipping character by 0.7% for 10s. Normal Attack DMG can be increased this way by a maximum of 20%. Using an Elemental Skill grants the Jade-Forged Crown effect: Every 1,000 Max HP will increase the Normal Attack DMG dealt by the equipping character by 0.8% for 10s. Normal Attack DMG can be increased this way by a maximum of 24%. Using an Elemental Skill grants the Jade-Forged Crown effect: Every 1,000 Max HP will increase the Normal Attack DMG dealt by the equipping character by 0.9% for 10s. Normal Attack DMG can be increased this way by a maximum of 28%. Using an Elemental Skill grants the Jade-Forged Crown effect: Every 1,000 Max HP will increase the Normal Attack DMG dealt by the equipping character by 1% for 10s. Normal Attack DMG can be increased this way by a maximum of 32%. |
|
|
510at Lv 90 | Energy Recharge | For 20s after using an Elemental Skill, the equipping character's Elemental Mastery is increased by 100. For 20s after using an Elemental Skill, the equipping character's Elemental Mastery is increased by 125. For 20s after using an Elemental Skill, the equipping character's Elemental Mastery is increased by 150. For 20s after using an Elemental Skill, the equipping character's Elemental Mastery is increased by 175. For 20s after using an Elemental Skill, the equipping character's Elemental Mastery is increased by 200. |
|
|
454at Lv 90 | Elemental Mastery | Bloom DMG is increased by 48%, and Lunar-Bloom DMG is increased by 12%. Moonsign: Ascendant Gleam: Lunar-Bloom DMG is increased by an additional 12%. Bloom DMG is increased by 60%, and Lunar-Bloom DMG is increased by 15%. Moonsign: Ascendant Gleam: Lunar-Bloom DMG is increased by an additional 15%. Bloom DMG is increased by 72%, and Lunar-Bloom DMG is increased by 18%. Moonsign: Ascendant Gleam: Lunar-Bloom DMG is increased by an additional 18%. Bloom DMG is increased by 84%, and Lunar-Bloom DMG is increased by 21%. Moonsign: Ascendant Gleam: Lunar-Bloom DMG is increased by an additional 21%. Bloom DMG is increased by 96%, and Lunar-Bloom DMG is increased by 24%. Moonsign: Ascendant Gleam: Lunar-Bloom DMG is increased by an additional 24%. |
|
|
510at Lv 90 | CRIT DMG | For 10s after a Charged Attack hits an opponent, Elemental Mastery is increased by 72. For 10s after an Elemental Skill hits an opponent, Elemental Mastery is increased by 48. For 10s after a Charged Attack hits an opponent, Elemental Mastery is increased by 90. For 10s after an Elemental Skill hits an opponent, Elemental Mastery is increased by 60. For 10s after a Charged Attack hits an opponent, Elemental Mastery is increased by 108. For 10s after an Elemental Skill hits an opponent, Elemental Mastery is increased by 72. For 10s after a Charged Attack hits an opponent, Elemental Mastery is increased by 126. For 10s after an Elemental Skill hits an opponent, Elemental Mastery is increased by 84. For 10s after a Charged Attack hits an opponent, Elemental Mastery is increased by 144. For 10s after an Elemental Skill hits an opponent, Elemental Mastery is increased by 96. |
|
|
454at Lv 90 | Energy Recharge | CRIT Hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s. CRIT Hits have a 70% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 10.5s. CRIT Hits have a 80% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 9s. CRIT Hits have a 90% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 7.5s. CRIT Hits have a 100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 6s. |
|
|
510at Lv 90 | Elemental Mastery | Increases Elemental Skill and Elemental Burst DMG by 24%. Increases Elemental Skill and Elemental Burst DMG by 30%. Increases Elemental Skill and Elemental Burst DMG by 36%. Increases Elemental Skill and Elemental Burst DMG by 42%. Increases Elemental Skill and Elemental Burst DMG by 48%. |
|
|
565at Lv 90 | Energy Recharge | After damaging an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s. After damaging an opponent with an Elemental Skill, the skill has a 50% chance to end its own CD. Can only occur once every 26s. After damaging an opponent with an Elemental Skill, the skill has a 60% chance to end its own CD. Can only occur once every 22s. After damaging an opponent with an Elemental Skill, the skill has a 70% chance to end its own CD. Can only occur once every 19s. After damaging an opponent with an Elemental Skill, the skill has a 80% chance to end its own CD. Can only occur once every 16s. |
|
|
510at Lv 90 | ATK% | Upon damaging an opponent, increases CRIT Rate by 8%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 10%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 12%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 14%. Max 5 stacks. A CRIT Hit removes all stacks. Upon damaging an opponent, increases CRIT Rate by 16%. Max 5 stacks. A CRIT Hit removes all stacks. |
|
|
510at Lv 90 | ATK% | Increases Normal Attack DMG by 40% but decreases Charged Attack DMG by 10%. Increases Normal Attack DMG by 50% but decreases Charged Attack DMG by 10%. Increases Normal Attack DMG by 60% but decreases Charged Attack DMG by 10%. Increases Normal Attack DMG by 70% but decreases Charged Attack DMG by 10%. Increases Normal Attack DMG by 80% but decreases Charged Attack DMG by 10%. |
|
|
510at Lv 90 | ATK% | Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 36% for 10s. Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 45% for 10s. Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 54% for 10s. Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 63% for 10s. Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 72% for 10s. |
|
|
454at Lv 90 | Physical DMG Bonus | Normal Attack and Charged Attack hits increase ATK by 4% and Normal ATK SPD by 1.2% for 6s. Max 4 stacks. Can only occur once every 0.3s. Normal Attack and Charged Attack hits increase ATK by 5% and Normal ATK SPD by 1.5% for 6s. Max 4 stacks. Can only occur once every 0.3s. Normal Attack and Charged Attack hits increase ATK by 6% and Normal ATK SPD by 1.8% for 6s. Max 4 stacks. Can only occur once every 0.3s. Normal Attack and Charged Attack hits increase ATK by 7% and Normal ATK SPD by 2.1% for 6s. Max 4 stacks. Can only occur once every 0.3s. Normal Attack and Charged Attack hits increase ATK by 8% and Normal ATK SPD by 2.4% for 6s. Max 4 stacks. Can only occur once every 0.3s. |
|
|
565at Lv 90 | CRIT DMG | After defeating an enemy, ATK is increased by 12% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 15% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 18% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 21% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. After defeating an enemy, ATK is increased by 24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others. |
|
|
510at Lv 90 | CRIT Rate | Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 40% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 14s. Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 50% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 13s. Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 60% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 12s. Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 70% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 11s. Upon hit, Normal and Charged Attacks have a 50% chance to generate a Cyclone, which will continuously attract surrounding opponents, dealing 80% of ATK as DMG to these opponents every 0.5s for 4s. This effect can only occur once every 10s. |
|
|
565at Lv 90 | ATK% | While the character equipped with this weapon is in the party but not on the field, their DMG increases by 2% every second up to a max of 20%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 4% per second until it reaches 0%. While the character equipped with this weapon is in the party but not on the field, their DMG increases by 2.5% every second up to a max of 25%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 5% per second until it reaches 0%. While the character equipped with this weapon is in the party but not on the field, their DMG increases by 3% every second up to a max of 30%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 6% per second until it reaches 0%. While the character equipped with this weapon is in the party but not on the field, their DMG increases by 3.5% every second up to a max of 35%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 7% per second until it reaches 0%. While the character equipped with this weapon is in the party but not on the field, their DMG increases by 4% every second up to a max of 40%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 8% per second until it reaches 0%. |
|
|
565at Lv 90 | Energy Recharge | Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 6%/10%/14% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field. Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 7.5%/12.5%/17.5% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field. Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 9%/15%/21% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field. Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 10.5%/17.5%/24.5% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field. Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 12%/20%/28% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field. |
|
|
510at Lv 90 | Physical DMG Bonus | Normal Attack hits on opponents increase Elemental Skill DMG by 20% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 20% for 5s. Normal Attack hits on opponents increase Elemental Skill DMG by 25% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 25% for 5s. Normal Attack hits on opponents increase Elemental Skill DMG by 30% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 30% for 5s. Normal Attack hits on opponents increase Elemental Skill DMG by 35% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 35% for 5s. Normal Attack hits on opponents increase Elemental Skill DMG by 40% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 40% for 5s. |
|
|
510at Lv 90 | Elemental Mastery | After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 16% for 6s. After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 20% for 6s. After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 24% for 6s. After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 28% for 6s. After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 32% for 6s. |
|
|
454at Lv 90 | ATK% | Increases Normal Attack DMG by 16% and Charged Attack DMG by 12%. When the equipping character's Energy reaches 100%, this effect is increased by 100%. Increases Normal Attack DMG by 20% and Charged Attack DMG by 15%. When the equipping character's Energy reaches 100%, this effect is increased by 100%. Increases Normal Attack DMG by 24% and Charged Attack DMG by 18%. When the equipping character's Energy reaches 100%, this effect is increased by 100%. Increases Normal Attack DMG by 28% and Charged Attack DMG by 21%. When the equipping character's Energy reaches 100%, this effect is increased by 100%. Increases Normal Attack DMG by 32% and Charged Attack DMG by 24%. When the equipping character's Energy reaches 100%, this effect is increased by 100%. |
|
|
510at Lv 90 | ATK% | Effective only on the following platform: \n"PlayStation™Network"\nDealing Cryo DMG to opponents increases this character's Normal and Charged Attack DMG by 10% for 6s. This effect can have a maximum of 2 stacks. Additionally, when Aloy equips Predator, ATK is increased by 66. |
|
|
565at Lv 90 | ATK% | For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%. A maximum of 40% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.15%. A maximum of 50% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.18%. A maximum of 60% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.21%. A maximum of 70% increased Elemental Burst DMG can be achieved this way. For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.24%. A maximum of 80% increased Elemental Burst DMG can be achieved this way. |
|
|
454at Lv 90 | ATK% | Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 60 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 100% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s. Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 80 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 120% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s. Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 100 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 140% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s. Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 120 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 160% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s. Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 140 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 180% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s. |
|
|
510at Lv 90 | Energy Recharge | Triggers the Flowrider effect after using an Elemental Skill, dealing 80% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s. Triggers the Flowrider effect after using an Elemental Skill, dealing 100% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s. Triggers the Flowrider effect after using an Elemental Skill, dealing 120% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s. Triggers the Flowrider effect after using an Elemental Skill, dealing 140% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s. Triggers the Flowrider effect after using an Elemental Skill, dealing 160% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s. |
|
|
565at Lv 90 | ATK% | The character's Elemental Mastery will increase by 40 within 6s after Charged Attacks hit opponents. Max 2 stacks. This effect can be triggered once every 0.5s. The character's Elemental Mastery will increase by 50 within 6s after Charged Attacks hit opponents. Max 2 stacks. This effect can be triggered once every 0.5s. The character's Elemental Mastery will increase by 60 within 6s after Charged Attacks hit opponents. Max 2 stacks. This effect can be triggered once every 0.5s. The character's Elemental Mastery will increase by 70 within 6s after Charged Attacks hit opponents. Max 2 stacks. This effect can be triggered once every 0.5s. The character's Elemental Mastery will increase by 80 within 6s after Charged Attacks hit opponents. Max 2 stacks. This effect can be triggered once every 0.5s. |
|
|
565at Lv 90 | CRIT Rate | After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 60% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 28% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s. After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 75% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 35% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s. After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 90% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 42% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s. After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 105% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 49% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s. After a Charged Attack hits an opponent, a Sunfire Arrow will descend upon the opponent hit, dealing 120% ATK as DMG, and applying the Heartsearer effect to the opponent damaged by said Arrow for 10s. Opponents affected by Heartsearer take 56% more Charged Attack DMG from the wielder. A Sunfire Arrow can be triggered once every 10s. |
|
|
510at Lv 90 | ATK% | After the wielder is healed, they will deal 16% more DMG for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, they will deal 20% more DMG for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, they will deal 24% more DMG for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, they will deal 28% more DMG for 8s. This can be triggered even when the character is not on the field. After the wielder is healed, they will deal 32% more DMG for 8s. This can be triggered even when the character is not on the field. |
|
|
510at Lv 90 | Elemental Mastery | After Elemental Energy is decreased, the equipping character's Elemental Mastery will increase by 40 for 18s. Max 2 stacks. After Elemental Energy is decreased, the equipping character's Elemental Mastery will increase by 50 for 18s. Max 2 stacks. After Elemental Energy is decreased, the equipping character's Elemental Mastery will increase by 60 for 18s. Max 2 stacks. After Elemental Energy is decreased, the equipping character's Elemental Mastery will increase by 70 for 18s. Max 2 stacks. After Elemental Energy is decreased, the equipping character's Elemental Mastery will increase by 80 for 18s. Max 2 stacks. |
|
|
565at Lv 90 | ATK% | When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 4% ATK and 8.5% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 5% ATK and 10% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 6% ATK and 11.5% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. When the wielder is healed or heals others, they will gain a Unity's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 7% ATK and 13% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field. |
|
|
510at Lv 90 | ATK% | Decreases Gliding Stamina consumption by 15%. When using Aimed Shots, the DMG dealt by Charged Attacks increases by 6% every 0.5s. This effect can stack up to 6 times and will be removed 10s after leaving Aiming Mode. Decreases Gliding Stamina consumption by 15%. When using Aimed Shots, the DMG dealt by Charged Attacks increases by 7.5% every 0.5s. This effect can stack up to 6 times and will be removed 10s after leaving Aiming Mode. Decreases Gliding Stamina consumption by 15%. When using Aimed Shots, the DMG dealt by Charged Attacks increases by 9% every 0.5s. This effect can stack up to 6 times and will be removed 10s after leaving Aiming Mode. Decreases Gliding Stamina consumption by 15%. When using Aimed Shots, the DMG dealt by Charged Attacks increases by 10.5% every 0.5s. This effect can stack up to 6 times and will be removed 10s after leaving Aiming Mode. Decreases Gliding Stamina consumption by 15%. When using Aimed Shots, the DMG dealt by Charged Attacks increases by 12% every 0.5s. This effect can stack up to 6 times and will be removed 10s after leaving Aiming Mode. |
|
|
565at Lv 90 | ATK% | For every party member from Natlan or who has a different Elemental Type from the equipping character, the equipping character gains 4.8% increased ATK. When there are no less than 3 of the aforementioned characters, the equipping character gains 24 Elemental Mastery. For every party member from Natlan or who has a different Elemental Type from the equipping character, the equipping character gains 6% increased ATK. When there are no less than 3 of the aforementioned characters, the equipping character gains 30 Elemental Mastery. For every party member from Natlan or who has a different Elemental Type from the equipping character, the equipping character gains 7.2% increased ATK. When there are no less than 3 of the aforementioned characters, the equipping character gains 36 Elemental Mastery. For every party member from Natlan or who has a different Elemental Type from the equipping character, the equipping character gains 8.4% increased ATK. When there are no less than 3 of the aforementioned characters, the equipping character gains 42 Elemental Mastery. For every party member from Natlan or who has a different Elemental Type from the equipping character, the equipping character gains 9.6% increased ATK. When there are no less than 3 of the aforementioned characters, the equipping character gains 48 Elemental Mastery. |
|
|
510at Lv 90 | HP% | When an attack hits an opponent, deal AoE DMG equal to 40% of Max HP at the target location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 50% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 60% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 70% of Max HP at the target's location. This effect can be triggered once every 15s. When an attack hits an opponent, deal AoE DMG equal to 80% of Max HP at the target's location. This effect can be triggered once every 15s. |
|
|
454at Lv 90 | Energy Recharge | Upon causing an Elemental Reaction, increases Elemental Mastery by 60 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 60. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 75 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 75. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 90 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 90. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 105 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 105. This effect can be triggered even if the equipping character is off-field. Upon causing an Elemental Reaction, increases Elemental Mastery by 120 for 12s. Moonsign: Ascendant Gleam: Elemental Mastery from this effect is further increased by 120. This effect can be triggered even if the equipping character is off-field. |
|
|
510at Lv 90 | Energy Recharge | ATK is increased by 28% for 8s after the equipping character's attacks hit an opponent while the equipping character is off-field. ATK is increased by 35% for 8s after the equipping character's attacks hit an opponent while the equipping character is off-field. ATK is increased by 42% for 8s after the equipping character's attacks hit an opponent while the equipping character is off-field. ATK is increased by 49% for 8s after the equipping character's attacks hit an opponent while the equipping character is off-field. ATK is increased by 56% for 8s after the equipping character's attacks hit an opponent while the equipping character is off-field. |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
— | — | — |
|
|
401at Lv 90 | ATK% | Increases DMG against opponents affected by Hydro or Cryo by 12%. Increases DMG against opponents affected by Hydro or Cryo by 15%. Increases DMG against opponents affected by Hydro or Cryo by 18%. Increases DMG against opponents affected by Hydro or Cryo by 21%. Increases DMG against opponents affected by Hydro or Cryo by 24%. |
|
|
401at Lv 90 | CRIT DMG | When HP is above 90%, increases CRIT Rate by 14%. When HP is above 90%, increases CRIT Rate by 17.5%. When HP is above 90%, increases CRIT Rate by 21%. When HP is above 90%, increases CRIT Rate by 24.5%. When HP is above 90%, increases CRIT Rate by 28%. |
|
|
448at Lv 90 | DEF% | Each Elemental Orb or Particle collected restores 1% HP. Each Elemental Orb or Particle collected restores 1.25% HP. Each Elemental Orb or Particle collected restores 1.5% HP. Each Elemental Orb or Particle collected restores 1.75% HP. Each Elemental Orb or Particle collected restores 2% HP. |
|
|
401at Lv 90 | Elemental Mastery | Upon causing an Overloaded, Superconduct, Stellar-Conduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 20% for 12s. Upon causing an Overloaded, Superconduct, Stellar-Conduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 25% for 12s. Upon causing an Overloaded, Superconduct, Stellar-Conduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 30% for 12s. Upon causing an Overloaded, Superconduct, Stellar-Conduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 35% for 12s. Upon causing an Overloaded, Superconduct, Stellar-Conduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 40% for 12s. |
|
|
401at Lv 90 | ATK% | On hit, has a 50% chance to deal 240% ATK DMG to a single opponent. Can only occur once every 15s. On hit, has a 50% chance to deal 280% ATK DMG to a single opponent. Can only occur once every 14s. On hit, has a 50% chance to deal 320% ATK DMG to a single opponent. Can only occur once every 13s. On hit, has a 50% chance to deal 360% ATK DMG to a single opponent. Can only occur once every 12s. On hit, has a 50% chance to deal 400% ATK DMG to a single opponent. Can only occur once every 11s. |
|
|
354at Lv 90 | Energy Recharge | Using an Elemental Burst grants a 12% increase in ATK and Movement SPD for 15s. Using an Elemental Burst grants a 15% increase in ATK and Movement SPD for 15s. Using an Elemental Burst grants a 18% increase in ATK and Movement SPD for 15s. Using an Elemental Burst grants a 21% increase in ATK and Movement SPD for 15s. Using an Elemental Burst grants a 24% increase in ATK and Movement SPD for 15s. |
|
|
401at Lv 90 | HP% | When HP falls below 70%, increases Charged Attack DMG by 30% and Charged Attacks become harder to interrupt. When HP falls below 75%, increases Charged Attack DMG by 35% and Charged Attacks become harder to interrupt. When HP falls below 80%, increases Charged Attack DMG by 40% and Charged Attacks become harder to interrupt. When HP falls below 85%, increases Charged Attack DMG by 45% and Charged Attacks become harder to interrupt. When HP falls below 90%, increases Charged Attack DMG by 50% and Charged Attacks become harder to interrupt. |
|
|
354at Lv 90 | Elemental Mastery | Increases DMG dealt against opponents affected by Pyro or Electro by 12%. Increases DMG dealt against opponents affected by Pyro or Electro by 15%. Increases DMG dealt against opponents affected by Pyro or Electro by 18%. Increases DMG dealt against opponents affected by Pyro or Electro by 21%. Increases DMG against opponents affected by Pyro or Electro by 24%. |
|
|
401at Lv 90 | DEF% | Defeating an opponent restores 8% HP. Defeating an opponent restores 10% HP. Defeating an opponent restores 12% HP. Defeating an opponent restores 14% HP. Defeating an opponent restores 16% HP. |
|
|
401at Lv 90 | ATK% | After using an Elemental Skill, on hit, Normal and Charged Attacks deal additional DMG equal to 60% of ATK in a small AoE. Effect lasts 15s. DMG can only occur once every 3s. After using an Elemental Skill, on hit, Normal and Charged Attacks deal additional DMG equal to 75% of ATK in a small AoE. Effect lasts 15s. DMG can only occur once every 3s. After using an Elemental Skill, on hit, Normal and Charged Attacks deal additional DMG equal to 90% of ATK in a small AoE. Effect lasts 15s. DMG can only occur once every 3s. After using an Elemental Skill, on hit, Normal and Charged Attacks deal additional DMG equal to 105% of ATK in a small AoE. Effect lasts 15s. DMG can only occur once every 3s. After using an Elemental Skill, on hit, Normal and Charged Attacks deal additional DMG equal to 120% of ATK in a small AoE. Effect lasts 15s. DMG can only occur once every 3s. |
|
|
401at Lv 90 | Physical DMG Bonus | On hit, Normal or Charged Attacks increase ATK by 6% for 6s. Max 4 stacks. Can occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK by 7% for 6s. Max 4 stacks. Can occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK by 8% for 6s. Max 4 stacks. Can occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK by 9% for 6s. Max 4 stacks. Can occur once every 0.5s. On hit, Normal or Charged Attacks increase ATK by 10% for 6s. Max 4 stacks. Can occur once every 0.5s. |
|
|
401at Lv 90 | CRIT Rate | Increases Normal Attack DMG by 24%. Increases Normal Attack DMG by 30%. Increases Normal Attack DMG by 36%. Increases Normal Attack DMG by 42%. Increases Normal Attack DMG by 48%. |
|
|
448at Lv 90 | ATK% | Normal Attacks deal an additional 160% ATK as DMG. Can only occur once every 10s. Normal Attacks deal an additional 200% ATK as DMG. This effect can only occur once every 10s. Normal Attacks deal an additional 240% ATK as DMG. This effect can only occur once every 10s. Normal Attacks deal an additional 280% ATK as DMG. This effect can only occur once every 10s. Normal Attacks deal an additional 320% ATK as DMG. This effect can only occur once every 10s. |
|
|
354at Lv 90 | HP% | Increases DMG against slimes by 40%. Increases DMG against slimes by 50%. Increases DMG against slimes by 60%. Increases DMG against slimes by 70%. Increases DMG against slimes by 80%. |
|
|
354at Lv 90 | Elemental Mastery | Increases DMG against opponents affected by Hydro or Electro by 12%. Increases DMG against opponents affected by Hydro or Electro by 15%. Increases DMG against opponents affected by Hydro or Electro by 18%. Increases DMG against opponents affected by Hydro or Electro by 21%. Increases DMG against opponents affected by Hydro or Electro by 24%. |
|
|
401at Lv 90 | HP% | When switching characters, the new character taking the field has their ATK increased by 24% for 10s. This effect can only occur once every 20s. When switching characters, the new character taking the field has their ATK increased by 30% for 10s. This effect can only occur once every 20s. When switching characters, the new character taking the field has their ATK increased by 36% for 10s. This effect can only occur once every 20s. When switching characters, the new character taking the field has their ATK increased by 42% for 10s. This effect can only occur once every 20s. When switching characters, the new character taking the field has their ATK increased by 48% for 10s. This effect can only occur once every 20s. |
|
|
401at Lv 90 | Energy Recharge | Picking up an Elemental Energy Orb/Particle recovers 1% HP. Each Elemental Orb or Particle collected restores 1.25% HP. Each Elemental Orb or Particle collected restores 1.5% HP. Each Elemental Orb or Particle collected restores 1.75% HP. Each Elemental Orb or Particle collected restores 2% HP. |
|
|
448at Lv 90 | Elemental Mastery | Upon causing a Vaporize, Electro-Charged, Frozen, Bloom, Lunar-Charged, Lunar-Bloom, or a Hydro-infused Swirl reaction, ATK is increased by 20% for 12s. Upon causing a Vaporize, Electro-Charged, Frozen, Bloom, Lunar-Charged, Lunar-Bloom, or a Hydro-infused Swirl reaction, ATK is increased by 25% for 12s. Upon causing a Vaporize, Electro-Charged, Frozen, Bloom, Lunar-Charged, Lunar-Bloom, or a Hydro-infused Swirl reaction, ATK is increased by 30% for 12s. Upon causing a Vaporize, Electro-Charged, Frozen, Bloom, Lunar-Charged, Lunar-Bloom, or a Hydro-infused Swirl reaction, ATK is increased by 35% for 12s. Upon causing a Vaporize, Electro-Charged, Frozen, Bloom, Lunar-Charged, Lunar-Bloom, or a Hydro-infused Swirl reaction, ATK is increased by 40% for 12s. |
|
|
448at Lv 90 | CRIT Rate | Defeating an opponent increases Movement SPD and ATK by 12% for 15s. Defeating an opponent increases Movement SPD and ATK by 14% for 15s. Defeating an opponent increases Movement SPD and ATK by 16% for 15s. Defeating an opponent increases Movement SPD and ATK by 18% for 15s. Defeating an opponent increases Movement SPD and ATK by 20% for 15s. |
|
|
448at Lv 90 | Elemental Mastery | Increases DMG against opponents affected by Hydro or Pyro by 12%. Increases DMG against opponents affected by Hydro or Pyro by 15%. Increases DMG against opponents affected by Hydro or Pyro by 18%. Increases DMG against opponents affected by Hydro or Pyro by 21%. Increases DMG against opponents affected by Hydro or Pyro by 24%. |
|
|
401at Lv 90 | CRIT DMG | Increases DMG against weak spots by 24%. Increases DMG against weak spots by 30%. Increases DMG against weak spots by 36%. Increases DMG against weak spots by 42%. Increases DMG against weak spots by 48%. |
|
|
354at Lv 90 | HP% | Defeating an opponent restores 8% HP. Defeating an opponent restores 10% HP. Defeating an opponent restores 12% HP. Defeating an opponent restores 14% HP. Defeating an opponent restores 16% HP. |
|
|
354at Lv 90 | CRIT Rate | If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%. Otherwise, decreases DMG by 10%. If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 42%. Otherwise, decreases DMG by 10%. If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 48%. Otherwise, decreases DMG by 10%. If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 54%. Otherwise, decreases DMG by 10%. If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 60%. Otherwise, decreases DMG by 10%. |
|
|
448at Lv 90 | CRIT DMG | Charged Attack hits on weak points deal an additional 100% ATK DMG as CRIT DMG. Can only occur once every 10s. Charged Attack hits on weak points deal an additional 125% ATK DMG as CRIT DMG. Can only occur once every 10s. Charged Attack hits on weak points deal an additional 150% ATK DMG as CRIT DMG. Can only occur once every 10s. Charged Attack hits on weak points deal an additional 175% ATK DMG as CRIT DMG. Can only occur once every 10s. Charged Attack hits on weak points deal an additional 200% ATK DMG as CRIT DMG. Can only occur once every 10s. |
|
|
243at Lv 70 | — | — |
|
|
243at Lv 70 | — | — |
|
|
243at Lv 70 | — | — |
|
|
243at Lv 70 | — | — |
|
|
243at Lv 70 | — | — |
|
|
185at Lv 70 | — | — |
|
|
185at Lv 70 | — | — |
|
|
185at Lv 70 | — | — |
|
|
185at Lv 70 | — | — |
|
|
185at Lv 70 | — | — |
Effects and their numbers at each refinement come from the developer's own data, in all six languages. Base ATK is our own arithmetic on the developer's growth curve — no wiki number is copied here.
5 weapon types (Sword/Claymore/Polearm/Bow/Catalyst) & how to pick by character
Genshin Impact splits weapons into exactly 5 types based on what a character physically holds: Sword (fast, balanced hits), Claymore (slow but heavy, good at breaking shields), Polearm (long reach, flexible combos), Bow (ranged, with an aim-shot that deals its own damage) and Catalyst (ranged magic attacks, for characters whose kit leans on ranged Elemental Skills). Every character is permanently locked to exactly 1 of these 5 types from release and can never switch weapon type, unlike Artifacts, which can be swapped freely.
So the first step when picking a weapon is always to filter by the character's locked weapon type, then compare Base ATK, the fixed Secondary Stat that comes with it, and the passive between weapons of that same type — a weapon whose passive actually fits the role (DPS/Support/energy recharge) is always worth more than a higher-rarity weapon whose passive doesn't.
Base ATK by rarity & total Mora to max level
Base ATK is a weapon's single most important stat, scaling with both level and rarity. Even at the same level 20, the gap between low- and high-rarity weapons is already clear — for example, the 3-star Claymore Debate Club sits at 87 Base ATK while the 5-star Claymore Wolf's Gravestone reaches 160 Base ATK at that same level (aggregated figures — worth double-checking against the specific weapon page since sources can differ slightly).
| Weapon | Rarity | Base ATK (level 20) |
|---|---|---|
| Debate Club | 3★ (Claymore) | 87 |
| Wolf's Gravestone | 5★ (Claymore) | 160 |
Leveling and ascending a weapon both cost Mora, and the total to bring one weapon all the way to level 90 also scales with rarity: a 5-star weapon costs roughly 1,132,000 Mora in total (907,000 for regular leveling + 225,000 for ascension), while a 4-star weapon costs roughly 755,000 Mora (currently confirmed by only one source, not yet cross-checked against a second). Note this is entirely separate from the Mora needed to level a CHARACTER to 90 — two distinct Mora costs that are easy to mix up when planning farming.
Refinement Rank R1-R5: how the passive scales & Mora cost
Every 2★-5★ weapon has its own passive, and that passive can be strengthened across 5 tiers called Refinement Rank R1 → R5: R1 is the default when you first obtain the weapon, and each additional duplicate of the same weapon (from Wish, crafting, or points exchange) raises it by one rank, up to R5. At each rank, the passive's numbers (extra DMG%, energy recharge%, activation threshold, etc.) increase by a fixed amount set by the game — always read the passive text at each rank before deciding to invest in refining.
Refining a 5-star weapon costs Mora that scales up with each rank: from around 500 Mora at R2 up to around 16,000 Mora at R5 (not counting the cost of obtaining the duplicate weapon itself, usually through Wishing or farming Events/Chests). Because the cost rises sharply at higher ranks, refining is only really worth it when the passive meaningfully affects a main DPS's damage or rotation — F2P weapons used on off-field characters are usually fine stopping at R1-R2.
F2P/craftable weapons worth using vs signature weapons
Weapons in Genshin Impact come from 4 main sources, each suited to a different type of player: the weapon Wish Banner (Epitome Invocation/Wanderlust Invocation, gacha, with a chance of pulling the exact weapon you want), crafting at the Forge/Blacksmith — requiring a blueprint (Weapon Ascension/Prototype) plus farmable materials, no gacha needed, Event/Quest rewards — usually 100% free for every player who completes the content, and Treasure Chest drops in the open world.
F2P/craftable weapons (either craftable or free from events) are always worth weighing alongside 5-star gacha weapons, since many craftable 4-star weapons have a broad passive that works well across many characters of the same type without needing any gacha pulls; meanwhile signature weapons — usually a 5-star weapon released on the same banner as a specific character — are always designed with a passive that fits that exact character's kit perfectly (their "Recommended Users"), making them noticeably stronger for that one character, but requiring extra gacha pulls beyond the character banner itself.
F2P players should generally prioritize finishing off craftable/event weapons first, and only chase signature weapons once they have gacha resources to spare.
Newly added weapons every patch & why this page stays fresh
Genshin Impact keeps adding new weapons with every major update, usually alongside a new character banner or new event content, and the game currently has roughly 244-246 weapons in total as of around patch 6.6-6.7 / Luna VIII (the aggregated count still shifts slightly between snapshots since new weapons keep being added every patch, and there's no single fixed "final" count agreed across sources). Since this number keeps changing, the most reliable approach is to rely on a live, time-stamped counter rather than a static figure that quickly goes stale.
The gamevika weapons page always labels the current game version (currently Ver 6.7 / Luna VIII) alongside the exact update timestamp, so players can be confident the data they're looking at isn't outdated — the same approach major aggregator sites use, stamping a public update date at the top of the page every time a new patch lands.
Reading weapon strength by ROLE: what Main DPS, Sub DPS, and Support each need
The question "which weapon is the strongest" has almost no absolute answer in Genshin Impact, because a weapon's strength depends on the role the character wielding it plays. The same weapon can be a top pick for one role yet nearly useless for another. So before ranking anything, always ask: is this character a Main DPS (carries most of the damage), a Sub DPS (hits off-field then swaps out), or a Support (buffs/heals/shields)?
Main DPS wants the highest Base ATK possible, a crit Secondary Stat (CRIT Rate or CRIT DMG), and a passive that boosts its own damage (ATK%, DMG%, stacking effects from landing hits). Sub DPS / off-field prioritizes Energy Recharge to fire skills on rotation, or Elemental Mastery if the character relies on elemental reactions. Support depends on which stat the character scales with (HP%, Elemental Mastery, Energy Recharge) and favors passives that buff the whole team or generate energy.
Passive examples by role: the Favonius family has a chance to generate Elemental Particles on a CRIT hit — ideal for a support that needs to battery the team; the Sacrificial family has a chance to reset the Elemental Skill cooldown — great for an off-field character that needs to re-cast often. This is why a craftable 4★ sometimes fits the role better than an off-role 5★.
| Role | Secondary Stat to look for | Passive type that fits |
|---|---|---|
| Main DPS | CRIT Rate / CRIT DMG / ATK% | Boosts own damage, stacks from hitting |
| Sub DPS (off-field) | Energy Recharge / Elemental Mastery | Buffs while off-field, aids reactions |
| Support / Healer / Shield | Energy Recharge / HP% / Elemental Mastery | Team buffs, Elemental Particles, skill CD reset |
A weapon's Secondary Stat: the common types & how to match them to a role
Beyond Base ATK, most weapons (3★ and up) come with exactly one fixed Secondary Stat you can't change, and that stat grows as the weapon levels up. It's usually why two weapons with the same Base ATK still differ clearly once equipped — the Secondary Stat is what decides whether the weapon actually fits the role.
The common weapon Secondary Stats are: CRIT Rate, CRIT DMG, ATK%, Elemental Mastery, Energy Recharge, HP%, DEF% and Physical DMG Bonus. A very common misconception: a weapon never carries an "Elemental DMG Bonus" substat (Pyro/Hydro/Electro DMG...) — that elemental damage bonus only comes from the Artifact goblet, not from a weapon.
| Secondary Stat | Best paired with |
|---|---|
| CRIT Rate / CRIT DMG | Main DPS needing reliable crits |
| ATK% | Characters that scale on Attack |
| Energy Recharge | Sub DPS / support firing skills on rotation |
| Elemental Mastery | Characters built around elemental reactions |
| HP% / DEF% | Characters that scale on HP/DEF (some healers, shields) |
| Physical DMG Bonus | Physical DPS not relying on elements |
When comparing two weapons of the same type, read the Secondary Stat before the passive: an off-role stat (say DEF% on a crit Main DPS) wastes most of the weapon's value no matter how high the Base ATK is.
Leveling & ascending weapons: use Enhancement Ore, not character EXP books
A very common beginner mix-up: weapons and characters use completely different EXP sources. Characters level up with EXP books (Hero's Wit and its lower tiers), while weapons level up with Enhancement Ore (Enhancement Ore, Fine Enhancement Ore, Mystic Enhancement Ore) or by "consuming" spare weapons you don't use. Don't pour character EXP books into a weapon — the game won't let you, and vice versa.
Alongside leveling, weapons also need ascension to break past level caps and continue toward the max level of 90. Each ascension costs Mora plus three material groups: (1) a weapon ascension material from a Domain (available on a weekly day rotation), (2) an elite enemy drop, and (3) a common enemy drop.
Because the Domain material only opens on certain fixed days of the week, check the domain schedule and farm on the right day so you don't stall. Enhancement Ore is far easier to get — buy it from shops, craft it, or pick it up in the open world — so leveling is rarely the bottleneck; the real bottleneck is the day-gated ascension material.
Weapon tier list (5★ & 4★) by all 5 types: SS / S / A
As noted above, there is no single "absolute strongest" weapon — the table below ranks by how strong and flexible a weapon is when used on-role, split by the 5 types and 3 tiers: SS (top), S (very strong), A (strong, with several F2P options). The ranking signal comes from the BiS weapons that meta characters actually run, plus current 6.7 / Luna VIII meta knowledge. Almost every patch adds a new 5★ signature weapon that is nearly always top-tier for its own banner character — so treat this as a snapshot, not a fixed chart.
Sword
| Tier | Weapon | Best for / why |
|---|---|---|
| SS | Primordial Jade Cutter (5★) | HP + CRIT, fits most crit DPS and HP-scaling characters |
| SS | Mistsplitter Reforged (5★) | CRIT DMG + stacking elemental DMG, on-field elemental DPS |
| SS | Absolution (5★) | Arlecchino signature, on-field Pyro DPS |
| S | Freedom-Sworn (5★) | team-wide buff + EM, all-round support |
| S | Splendor of Tranquil Waters (5★) | HP-scaling, high-HP DPS/sub |
| S | Haran Geppaku Futsu (5★) | normal-attack DPS (Kamisato) |
| A | Aquila Favonia (5★) | ATK + healing, durable stat stick |
| A | The Black Sword (4★) | CRIT + normal/charged, F2P DPS |
| A | Sacrificial Sword (4★) | resets skill CD, off-field support |
Claymore
| Tier | Weapon | Best for / why |
|---|---|---|
| SS | Wolf's Gravestone (5★) | ATK + team ATK buff |
| SS | Redhorn Stonethresher (5★) | DEF-scaling + CRIT DMG (Itto, Noelle) |
| SS | A Thousand Blazing Suns (5★) | Mavuika signature, Pyro DPS |
| S | Verdict (5★) | Navia signature, Elemental Skill DMG |
| S | Beacon of the Reed Sea (5★) | ATK + HP, on-field DPS |
| S | The Unforged (5★) | ATK, excels with a shield up |
| A | Skyward Pride (5★) | ER + ATK, all-purpose |
| A | Serpent Spine (4★) | CRIT + stacking, F2P DPS (Battle Pass) |
| A | Sacrificial Greatsword (4★) | resets skill CD, support |
Polearm
| Tier | Weapon | Best for / why |
|---|---|---|
| SS | Staff of Homa (5★) | HP + CRIT DMG, best for Hu Tao and HP DPS |
| SS | Staff of the Scarlet Sands (5★) | EM-scaling, reaction DPS (Cyno) |
| SS | Engulfing Lightning (5★) | converts ER to ATK, burst DPS (Raiden) |
| S | Primordial Jade Winged-Spear (5★) | ATK + stacking CRIT, on-field DPS |
| S | Calamity Queller (5★) | ramping ATK, DPS/support |
| S | Lumidouce Elegy (5★) | EM-scaling, reaction DPS (Emilie) |
| A | Skyward Spine (5★) | ER + CRIT Rate, all-purpose |
| A | The Catch (4★) | ER + CRIT DMG for burst, legendary F2P (Xiangling) |
| A | Favonius Lance (4★) | batteries team energy, support |
Catalyst
| Tier | Weapon | Best for / why |
|---|---|---|
| SS | Lost Prayer to the Sacred Winds (5★) | CRIT Rate + stacking, on-field DPS |
| SS | A Thousand Floating Dreams (5★) | EM, Dendro support/DPS (Nahida) |
| SS | Tome of the Eternal Flow (5★) | HP + CRIT, HP DPS (Neuvillette) |
| S | Kagura's Verity (5★) | stacking Elemental Skill DMG (Yae Miko, Klee) |
| S | Skyward Atlas (5★) | ATK + elemental DMG, all-purpose DPS |
| S | Everlasting Moonglow (5★) | HP + normal-attack buff, healer/DPS (Kokomi) |
| A | The Widsith (4★) | random ATK/EM/elemental DMG buff, F2P burst DPS |
| A | Solar Pearl (4★) | CRIT + normal/skill, DPS |
| A | Sacrificial Fragments (4★) | resets skill CD, support |
Bow
| Tier | Weapon | Best for / why |
|---|---|---|
| SS | Aqua Simulacra (5★) | HP + CRIT DMG, close-range DPS (Yelan) |
| SS | Thundering Pulse (5★) | ATK + CRIT DMG, normal-attack DPS (Yoimiya) |
| SS | The First Great Magic (5★) | ATK + CRIT, normal-attack DPS (Lyney) |
| S | Polar Star (5★) | CRIT + stacking, aimed/charged DPS (Ganyu) |
| S | Elegy for the End (5★) | EM + team buff, off-field support |
| S | Hunter's Path (5★) | CRIT + EM, charged-shot DPS (Tighnari) |
| A | Skyward Harp (5★) | CRIT Rate + ATK, all-purpose |
| A | The Stringless (4★) | EM + Skill/Burst DMG, F2P reaction DPS |
| A | Favonius Warbow (4★) | batteries team energy, support |
F2P craftable/Battle Pass weapons like Serpent Spine, The Catch, The Widsith and The Stringless are on this list because, used on-role, they beat many off-role 5★ weapons — F2P players should finish these before spending gacha on a signature weapon.