Cards, Epiphany, Ego, stress and enemies
Chaos Zero Nightmare battle mechanics
Exploring Chaos

Area Selection
Within the Chaos, you can select a zone connected to the current zone to move to that destination.

Battle Area
A Battle Area where D to B-Grade monsters appear. Clearing it rewards a certain amount of Credits.

Elite Area
A Battle Area where A-Grade monsters appear. Clearing it rewards you with a random piece of Equipment and a low chance to obtain the monster's Card.

Boss Area
A Battle Area where powerful S-Grade monsters appear. Clearing it will reward you with powerful equipment and additional rewards.

Safe Zones
This is a sanctuary established within Chaos. Train to acquire cards or Rest to Recover Health and Stress. If Cognitive Reconstruction has been upgraded in the Zero System, Meditation will also be enabled, allowing cards that have received their Epiphanies to respark into a new Epiphany.

Dellang Shop
When you enter a Safe Zone where Dellang is stationed, you can use the Shop. You can spend the Credits you earn during exploration to purchase equipment, cards, and various other products.

Waypoint Area
This area assists in transmitting data out of the Chaos. After using the Waypoint, your Save Data will be saved, and equipment Supplies can be received.

Credits
A currency used exclusively inside the Chaos. All Credits you own will disappear once the exploration ends.

Equipping Items
Acquired equipment can be equipped on Combatants, or extracted to be converted into Credits.
Cards and Epiphany

Using Cards
Conduct the battle by using the cards in your hand located on the bottom half of the screen. For cards that require you to target a specific enemy, drag and drop them onto the desired target. For cards that do not require a target, swipe upwards to use them.

Shuffling
A Shuffle occurs when there are not enough cards in the Draw Pile. When it occurs, cards in the Graveyard are shuffled and added to the Draw Pile. However, when the shuffle occurs at any point that isn't the end of a turn, the Used Pile will not be included in the shuffle.

Card Synergy
By strategically planning out how to play your cards based on their effects, you can achieve dominance over the battle. It will be to your advantage to think about the combination of the sequence of how you'll play your cards and the Epiphany effects you select.

Combatant Epiphany
Using a card imbued with an Epiphany has a certain chance to spark a Combatant Epiphany. When this occurs, you will acquire 1 of the Combatant's Signature Cards, which will have its Cost reduced to 0 for that turn.

Card Epiphany
Using a card imbued with Epiphany has a certain probability of triggering Card Epiphany. Upon triggering, you can choose from 1 of 3 options to enhance a card with a powerful effect.

Divine Epiphany
When you spark an Epiphany on a card, there is a very low chance that a Divine Epiphany will appear. As a boon granted by the intervention of a transcendent being, much more powerful effects will be bestowed than that of a normal Epiphany.

Fate Revelation
Upon entering a Chaos, the Protos will have the option to choose a Fate to follow. These Fates can provide useful abilities for exploration and serve as a guide through the Chaos.

Combatant Unique Resource
Some Combatants can activate unique special abilities, which are displayed to the right of their portrait.
Ego

Ego Points
Ego Points are the resource needed to use Ego Skills. You can acquire them through various methods, such as using cards, defeating monsters, and Mental Reconstruction.

Combatant Ego Skills
Combatants can consume high-cost Ego Points to use Powerful Ego Skills.

Partner Ego Skills
Partners can consume low-cost Ego Points to use Ego Skills strategically.

Prayer
Prayer can be used by consuming Clockwork of Time. Using Prayer effectively will provide you with much assistance while traversing Chaos.
Stress and Mental Breakdown

Stress
Stress increases when the turn has ended or when taking damage. The greater the damage received, the greater the Stress inflicted.

Stress Management
Combatants can use Shield and Heal to manage Stress. If damage is completely blocked using Shield, Stress does not increase, and using a Heal skill restores a certain amount of Stress.

Mental Breakdown
When Stress reaches a critical point, the Combatant will experience a Mental Breakdown, and your team will lose a significant portion of Max Health. The Combatant experiencing their Breakdown will have their Cards changed to Breakdown Cards and will not be able to use their Ego Skills.

Breakdown Cards
To recover from the Breakdown state, you must use 5 Breakdown Cards. Each consecutive Breakdown will increase the required number of Breakdown Cards need to be used by 1.

Mental Reconstruction
When recovering from Breakdown, Mental Reconstruction is activated, restoring an ally's Stress and Max Health, and greatly decreasing that Combatant's Ego Skill Cost.

Link Crash
When Health is completely depleted, or all Combatants are experiencing a Breakdown, you enter a Link Crash state, and taking further damage in this state will result in a defeat.
Enemies

Anticipated Action
You can see what action a monster will take that turn under their respective Action Counts. Various actions will be displayed here as icons, indicating whether they're about to unleash powerful or consecutive attacks, or if they're about to go on the defensive and Shield themselves.

Action Count
Monsters have a unique Action Count per action, decreasing by 1 each time a Combatant uses a card. When the Action Count reaches 0, the monster takes an Immediate Action.

Monster Attributes
Monsters possess one of the unique attributes: Passion, Void, Instinct, Order, or Justice. If a monster is weak to all Attributes, they will receive Weakness Damage from attacks of any Attribute.

Weakness Attributes
The Weakness attribute of the monster is displayed next to the anticipated action. You can deal higher damage by attacking with cards that match the Weakness attribute.

Tenacity
Certain monsters possess Tenacity. Tenacity Damage is determined by the Cost of the card that is used, but this value can decrease if the card does not match the monster's Weakness Attribute or if the card is not a Targeting Card (eg. multi-target, random, etc.). However, Tenacity Damage that is applied through a card's effect will not be influenced by any increase or decrease effects caused by another card's effect, Weakness Attribute, or Targeting type.

Ravage
When Tenacity is completely reduced, enemies become Ravaged. The Stress of the Combatant who ravaged the enemy will slightly decrease, and you will gain 1 Action Point. The monster's Action Count will be increased by 1, and the ravaged Tenacity will recover at the start of the next turn.

Monster (Rare Type)
Some monsters have rare species with special effects. They are more dangerous than regular monsters, and defeating them will yield special rewards.

Special Specimen
Special monsters differ in appearance from regular monsters and attack with patterns. Defeating them grants higher-grade rewards than those from regular monsters.

Monster (Invasion)
Upon defeating all monsters, there's a low chance that a powerful monster will invade. You can escape using the [Fear] card, or defeat it to obtain Special Equipment.

Special Battle
In Chaos, there are Special Battles that deviate from the usual rules. Unique victory conditions will be given for each battle, such as Escape, Survive, Defeat, etc. within the given time.
Unidentified Areas

Unidentified Area
In Unidentified Areas, you will encounter unknown events of various situations. Within a Chaos, you can meet various factions and depending on your choices, cooperate or oppose them.

Rare Unidentified Area
In Rare Unidentified Areas, more unusual unknown events occur. Though the chance of occurrence is low, you can obtain special choices and more valuable rewards.

Divine Delegate
Encountering a Divine Delegate is a special unknown event that can occur during Chaos Explorations. Your choices here can either become a great Blessing or can be the beginning of a Trial.

Choices
In unknown events, you are given several choices. Once you select one, the other choices become unavailable.

Option Information
In some unknown events, you can select the [Information Option] to check the situation first. After checking the information, you may select other options.

Dice Roll
Some choices are determined by dice rolls. Depending on whether the roll meets or exceeds the target number, your success or failure will lead to different outcomes.

Dice Effects
In some Unidentified Areas, Bonus values may be added to a dice roll depending on a Combatant's unique Dice Effects. If there are Combatants on your team with these effects, the bonus values will be added to the rolled results, increasing your chance of success.

Interaction
In some unknown events, you can investigate the situation or gather information from the surrounding area. The outcome of later choices may change depending on the results of the investigation.

Attack
In some unknown events, you will have the option to [Attack]. Once chosen, other options become unavailable, and you enter combat.
Save Data
Save Data

Save Data
Save Data is a device function that records all combat experiences within Chaos from the moment a Combatant infiltrates via the Transmitter until they return to the Nightmare.

Usage of Save Data
Equipping saved Save Data allows you to expand Agents' combat capabilities in diverse ways across Simulation Battles and Combat Missions.

Save Data Size
The total value of combat records stored in Save Data is displayed as size (unit: TB).

Unrecognizable Memory
Fate acquired during Chaos progression is not saved to Save Data.

Vivid Memory
Vivid Memory is a record element in which 100% of the data present at the point of Chaos departure is saved. This includes equipped gear and acquired Signature Cards and Epiphanies.

Faint Memory
Faint Memory is a record element in which data present at the point of Chaos exfiltration is saved at random. This includes things like acquired Common Cards and Epiphanies, Divine Epiphanies, and Card Removals or Duplications.
Save Data Storage Limit

Save Data Storage Limit
Within a Chaos, Faint Memory can be recorded up to the Save Data storage limit. Exploring higher-risk Chaos grant more intense experiences, increasing the storage limit for Faint Memories.

Chaos Difficulty and Storage Limit
At or above certain thresholds of Chaos, the Save Data Storage Limit increases based on the challenged difficulty. It also increases based on the option types and value of Codex configurations.

Nightmare Mode and Storage Limit
In Nightmare Mode, the obtainable Save Data Storage Limit increases by 10 points.

Minimum Storage Limit and Increment
A Save Data's minimum storage limit is 100 points. At or above a certain threshold of difficulty, the storage limit increases by 10-point increments.
Save Rules for Faint Memories

Faint Memory Value and Records
All Faint Memories are recorded one by one in Save Data with equal probability. Recording continues until the value of the obtained Faint Memories reaches the storage limit. Faint Memories are calculated in different point values depending on their type.

Calculation Rules for Faint Memories
Faint Memories calculate additional elements based on the default Save Data, which consists of 8 cards in total: the Combatant's uniquely obtainable starting cards and Epiphany cards.

Save Rules by Card Type
Starting Cards, Epiphany Cards, and the Epiphanies applied to each card are not calculated as points. Neutral Cards are calculated as 20 points regardless of having received an Epiphany or not. Monster Cards are calculated as 20, 50, and 80 points for Normal, Rare, and Legendary respectively, regardless of having received an Epiphany or not.

Divine Epiphany
Divine Epiphanies count for 20 points. This includes Divine Epiphanies applied to both Starting and Epiphany Cards.

Card Duplication
For Card Duplication, up to 2 Duplicated Cards will not count toward the calculation, but every Duplicate after that will count for 40 points. When a Duplicated Card is Converted into another card or Removed, it will no longer be calculated as a Duplicate. In one drive of Save Data, there can only be up to 3 Duplicates.

Card Removal
Removal of cards other than Starting Cards are not tallied into points. Removed Starting Cards count for 20 points. In instances such as Card Conversion, cards that have been changed into other cards will be calculated as Removed, while Removing any Duplicated Cards will not count for points. In one drive of Save Data, Removal can be done up to 5 times, and when Removals exceed this threshold, the system will prioritize saving the earliest Removal records.

Forbidden Card
Forbidden Cards are worth 20 points and are saved before other Memories.

Equipment Refinement
Effects added through Refinement are not calculated as points. Effects added through God's Hammer are calculated at 10 points. Refinement and God's Hammer effects are saved before other Memories.

Persona Cards
Persona Cards are calculated at 20 points, and will be saved before all other memories. Each Combatant will be able to acquire 1 Persona Card, and each Persona Card can be inscribed with Engraving effects. Engraving effects on equipment will not count toward points.

Desire Cards
Desire Cards are counted as 0 points, and they're neither included in the removal count when removed nor counted toward points. One Desire Card can be obtained per Combatant, and you can upgrade Desire Cards and obtain Synergies through Inheritance.

Editing Data
You can make adjustments to Save Data by using Cores. Editing Save Data can be done as long as you are within the 180-point Faint Memory threshold, and you cannot exceed the maximum Duplication and Removal counts.
Attributes
Every combatant has one of five attributes, and so does every monster. A card that matches the attribute a monster is weak to deals more damage and more Tenacity Damage.
PassionCombatants: Diana, Heidemarie, Lucas, Maribell, Mei Lin, Owen, Selena, Tenebria, Veronica
OrderCombatants: Amir, Anika, Hugo, Luke, Nine, Tiphera, Yuki
JusticeCombatants: Beryl, Haru, Magna, Mika, Rita
InstinctCombatants: Arabella, Cassius, Hilde, Khalipe, Narja, Nia, Olga, Orlea, Sereniel
VoidCombatants: Adelheid, Chizuru, Fei, Kayron, Rei, Renoa, Rin, Tressa
Classes
Class sets a combatant's stat spread and decides partner passives: a partner's passive only works on a combatant of its own class.
StrikerPlays as: Combatants who enhance their own combat abilities and directly draw their own attack cards.
VanguardPlays as: Combatants who withstand enemy attacks with shields or inflict defense-based damage.
RangerPlays as: Combatants who provide draw support and subdue enemies through various means of extra attacks.
HunterPlays as: Combatants who pressure enemies with multiple ways of creating numerous attack cards.
PsionicPlays as: Combatants who apply various status effects and attack their enemies through unconventional but unique mechanics.
ControllerPlays as: Combatants who bolster damage values or generate resources, and provide various effects that support the party.
Keywords
Every keyword printed on a combatant or partner card, A to Z. X is the number the card gives.
- Action CountEffect: The number of card uses remaining until the monster acts When a card is used, decrease by 1 When it reaches 0, the monster takes action
- ActivateEffect: Using or proccing a card
- AfterglowEffect: +X to Tenacity Damage of Attack Cards, and +X% Damage Amount against enemies in a Ravage state and enemies without Tenacity On effect activation, decrease Afterglow by 1
- AgonyEffect: At the end of the turn, X Fixed DoT × Agony count On effect activation, decrease Agony stacks by half (max 20 stacks)
- All PilesEffect: All piles except for the exhaust pile
- Ammo TransferEffect: Increase Damage Amount of the assigned Combatant's next Extra Attack by 40% On effect activation, remove Ammo Transfer
- APEffect: The resource consumed when cards are used
- Ballista CardEffect: Ballista, Piercing Ballista, Enhanced Ballista, Giant Ballista, Shelling Ballista, Micro Ballista These are types of Ballista.
- Basic CardEffect: Cards with only Damage, Shield, or Heal functions among Combatant's Starting Cards
- BindEffect: When Bind cards of a given unit are in the same Pile or in hand, stack into 1 card If Bind is 3 or higher, change into Shadow of the Moon+ When a Bind card is activated, reset stacks Max 5 stacks
- BlessingEffect: When Shield in possession is lower than 30% of max Health, if this card moves from hand to Graveyard, 60% Fixed Shield
- Brand of AgonyEffect: When Agony inflicted by this unit is activated, move X Rift of Severance to hand and decrease Cost by X until activated When Rift of Severance is moved to hand, decrease Brand of Agony by 1 (max X stacks)
- Brand of FractureEffect: When Fracture inflicted by this unit is activated, move X Dispersed Desire to hand and decrease Cost by X until activated When Dispersed Desire is moved to hand, decrease Brand of Fracture by 1 (max X stacks)
- BulletEffect: Cards with the Bullet keyword
- Caustic RemarksEffect: Increase Damage Amount taken from the assigned Combatant by X%, and if the target owned a Shield, increase by an additional X% On effect activation, decrease Caustic Remarks by 1
- CelestialEffect: When a 2-Cost or higher card is used, proc this card
- Chronal AscensionEffect: When Rita's Basic or Signature Cards are activated, use Chronal Ascension as Cost Unable to gain Chronicle for Costs used through Chronal Ascension At the end of the turn, remove Chronal Ascension
- ChronicleEffect: At the start of the turn, decrease all Chronicle Gain Chronal Ascension for each decreased (max X) When Chronal Ascension is owned, unable to gain Chronicle
- Commence the HuntEffect: When a Targeting Attack Card is activated, X Extra Attack on the target, then decrease Commence the Hunt by 1 +X% base Damage Amount to Extra Attacks for each Commence the Hunt (max X stacks)
- Coordinated AttackEffect: Damage that applies Extra Attack Damage Amount
- CounterattackEffect: When taking Damage, X Defense-Based Damage to the attacker If an attack is completely blocked by Shield, X Defense-Based Damage to the attacker When the effect is activated, decrease Counterattack by 1 (Max 10)
- CreationEffect: Three types of cards summoned by Orlea If a card of the same creature★ is in hand, it evolves and merges Evolution can reach up to 3 stages
- CrystallizationEffect: At the end of the turn, gain X Fixed Shield for each Crystallization
- Cursed ShacklesEffect: When an Attack Card other than a Bind card is activated by allies on a target in a Cursed Shackles state, gain X Will-O'-Wisp for each Hit Count When applied to a different target, remove Cursed Shackles
- Damage ReductionEffect: Decrease Damage Taken by 100-X% When the effect is activated, decrease Damage Reduction by 1
- Dark Mist StanceEffect: Enable the Dark Mist Stance effect for Rin's cards When an Attack Card of another Combatant is activated, remove Dark Mist Stance
- DecibelEffect: On Shuffle, X% Extra Attack by allies to a random enemy, and on activation, remove Decibel Heal X% × Decibel count, and +X% Damage Amount × Decibel count to Extra Attacks (max X stacks)
- Defense-Based DamageEffect: Damage applied as 210% of Defense and 30% of Attack
- DescentEffect: When Descent stacks to 8 or more, create 1 Heavensfall in hand When Heavensfall is created, decrease Descent by 8 (activates max X times per turn)
- Die-hard FanEffect: +X% Damage Amount to Extra Attacks of the assigned Combatant At the end of the turn, decrease Die-hard Fan by 1
- DiscardEffect: Discard this card from hand to Discard Pile
- Discard PileEffect: The pile where Discarded Cards move to (max 200)
- DMG-Based RecoveryEffect: Fixed Recovery based on the Damage coefficient Cannot exceed 20% of Max HP
- DMG-Based ShieldEffect: Gain Fixed Shield based on the Damage coefficient Cannot exceed 20% of Max HP
- DrawEffect: Move a card from Draw Pile to hand
- Draw PileEffect: The pile from which cards are drawn
- Effulgent LightEffect: When Effulgent Light stacks to 3, change Effulgent Compression into Effulgent Release On effect activation, remove Effulgent Light
- Ego SkillEffect: Refers to the combatant's Awakening Skill and the Partner's Skill.
- ElasticityEffect: On ally Extra Attack, Heal 50% for each Elasticity On activation, remove Elasticity (max X stack(s))
- EmberEffect: When hitting or putting a target in a Ravage state, deal +X% Damage for each stack of Ember the target has (up to 5 stacks). Upon activation, an Ember is removed.
- EphemeralEffect: If this card is in hand at the end of the turn, Exhaust it
- ExhaustEffect: When this card is activated, move to Exhaust Pile
- Extra AttackEffect: Damage affected by Critical Chance and Extra Damage
- Fierce WindsEffect: +X% Damage Amount to the assigned Combatant's Attack Cards At the end of the turn, decrease Fierce Winds by 1
- Fixed DamageEffect: A damage that ignores persistent effects
- Fixed ShieldEffect: A shield that ignores persistent effects
- Flame ArtsEffect: When Flame Arts reaches 3 stacks, X Extra Damage to the enemy that was attacked last On effect activation, decrease Flame Arts by 3
- FortitudeEffect: -X% Damage Amount for each Fortitude
- FractureEffect: At the end of the turn, X DoT for each Fracture On effect activation, decrease Fracture stacks by half (max X stacks)
- Fracture AmplificationEffect: When Fracture inflicted by allies is activated, X Fracture to the target, and if there is only one enemy, 2 Fracture Increase Damage Amount of Fracture inflicted by Arabella by 20% When applied to a different target, remove Fracture Amplification (cannot stack)
- GraveyardEffect: Cards that were activated this turn or the Discard Pile
- Hand LockEffect: For X turn(s), cannot move or Draw cards to hand (except for Turn Draw)
- Handgun BulletEffect: Magnum Shot, Silver Shot, Uranium Shot, Tracer Shot These are standardized bullets.
- HasteEffect: This card does not reduce the enemy's Action Count
- Heart BulletEffect: Heart Breaker, Heart Shaker
- Honed EdgeEffect: Increase Defense-Based Damage Amount of Attack Cards by X% for 1 turn (max X stack(s))
- Honed Edge+Effect: Increase Defense-Based Damage Amount of Attack Cards of allies by X% for 1 turn (max X stack(s))
- Illusory ErosionEffect: Increase Damage Amount taken from the assigned Combatant's 2-Cost or higher Attack Cards by X% At the end of the turn, decrease Illusory Erosion by 1
- ImpairEffect: Decrease Shield Gain Amount by 100-X% When the effect is activated, decrease Impair by 1
- InhibitEffect: Cannot be influenced by AP gain or loss effects (except for what is given through cards and continuous effects of this unit, at the start of the turn or on Ravage) add 1 Hit to Shadow of the Moon and Shadow of the Moon+
- InspirationEffect: When you create a card except Status or Curse cards, 50% chance to create 1 additional card
- Instinct WeaknessEffect: Apply Weakness Attack to Instinct Cards When another Attribute Weakness is applied, remove Instinct Weakness
- IonizationEffect: +X% Damage Amount taken for each Ionization, and +X% additional Damage Amount taken from Hilde for each Ionization (max X stack(s))
- Launcher BulletEffect: Armor-Piercing Rounds, Explosive Shot, Dispersing Shot, Flame Shot, Cold Shot These are Launcher Bullets.
- LeadEffect: At the start of the turn, has a X chance to decrease Cost of the card with this effect by 1 When a different card is used, the effect is removed
- Leaving the Rest to You!Effect: When attacked, apply 1 Ammo Transfer to the assigned Combatant On effect activation, decrease Leaving the Rest to You! by 1
- LinkedEffect: When this card is used, Discard all other Linked cards in hand When used or when Discarded through this effect, remove Linked
- MarkEffect: When an Attack Card is activated, inflict X Extra Attack, inflict Tenacity Damage equal to 0 Cost, and decrease Mark by 1
- MetallizationEffect: When Shield is gained through an ability, X Defense-Based Damage to a random enemy, X Shield, and decrease Metallization by 1
- MoraleEffect: +X% Damage Amount for each Morale
- OverclockEffect: +X% Critical Chance for 1 turn
- Paralytic PoisonEffect: When attacked by a card of the assigned Combatant, X Fracture At the end of the turn, decrease Paralytic Poison by 1
- Passion WeaknessEffect: Apply Weakness Attack to Passion Cards When another Attribute Weakness is applied, remove Passion Weakness
- Performance BuzzEffect: At the end of the turn, X Damage × Performance Buzz count to random enemies At the end of the turn, remove Performance Buzz (max X stacks)
- Piercing DamageEffect: Damage that ignores Shield
- PredationEffect: If in a Voracity state, +X% Damage Amount dealt by Attack Cards When the effect is activated, decrease by 1
- ProcEffect: Activating a card through an effect
- Quest CardEffect: Triple 0, Triple 1, Straight, Full House Obtainable upon completing Cassius Quests
- QuietusEffect: When this card is Discarded, proc this card This card cannot be moved from the Activated Pile for this turn
- RapacityEffect: Also treat Damage dealt by this card as DoT When Fracture or Agony is applied through an ability, increase Rapacity by 1 When Reckoning is activated, reset Rapacity stack count Max X stacks
- RecoverEffect: Increase current HP
- ReloadEffect: Increase Damage Amount of Ballista cards by X% At the end of the turn, remove Reload (max X stacks)
- ResolveEffect: +X% Shield Gain for each Resolve stack
- ResonanceEffect: On card Discard, X Extra Attack, then decrease Resonance by 1
- RetainEffect: This card is not discarded at the end of the turn
- Retain CounterattackEffect: When the Counterattack effect is activated, retain Counterattack At the end of the turn, decrease by 1
- Retain Dark Mist StanceEffect: For 1 turn, when an Attack Card of a different Combatant is activated, retain Dark Mist Stance
- RetrieveEffect: If this card moves to the Graveyard, return it to hand Upon activation, remove Retrieve
- ScorchedEffect: When Action Count is decreased, the amount decreased × X DoT (max X stack(s)) On effect activation, decrease by 1, and at the end of the turn, remove effect
- Sensory DeprivationEffect: Increase Damage Amount taken from the assigned Combatant's DoT effects by X% At the end of the turn, decrease Sensory Deprivation by 1
- ShatteringEffect: When a DoT effect of the target is activated, inflict Fixed Damage equal to X% of Damage Amount taken (this Damage cannot inflict a Critical Hit) At the end of the turn, decrease Shattering by 1
- ShieldEffect: Decrease Damage Amount taken until the next turn
- Shield RetentionEffect: At the start of the turn, Retain 50% of Shield. Each time this effect is activated, decrease Retain Shield by 1.
- ShockwaveEffect: For X turn(s), increase Tenacity Damage taken of the target by 2x, and if in a Ravage state, +X% Damage Amount taken
- Silver VeilEffect: When Silver Veil reaches 3 stacks, X Defense-Based Damage to all enemies On activation, remove Silver Veil
- TenacityEffect: An attribute the monster has When attacking with the same attribute card, trigger Weakness Attack
- Tenacity DamageEffect: Damage dealt to a monster's Tenacity
- Turn DrawEffect: At the start of the turn, automatically Draw 5
- UnactivatableEffect: This card cannot be activated
- UseEffect: Using a card manually
- VoracityEffect: When Hitting with an Attack Card, X% Fixed Heal If Health is 50% or higher, +X% Damage Amount dealt by Attack Cards When the effect is activated, decrease by 1 (max X stacks)
- VulnerableEffect: Damage taken increased by X% Upon activation, decrease Vulnerable by 1
- WaveEffect: If Wave is 2, gain 1 Action Points and reduce Wave by 2
- WeakenEffect: Decrease Damage Amount by 100-X% When the effect is activated, decrease Weaken by 1
- Weakness AttackEffect: If attacking a monster's Weakness Attribute, increase Damage Amount Further decrease Tenacity
- Will-O’-WispEffect: When 5 Will-O-Wisp are gained, create 1 Shadow of the Moon When the effect is activated, decrease Will-O-Wisp by 5
- XEffect: Consume all remaining Action Points and activate effects equal to that number
- Zero InEffect: At the end of the turn, X% Extra Attack to the enemy with the highest HP for each Zero In, and on effect activation, remove Zero In (max X stack(s))



