Ascension, potential, limit breaks, Memory Fragments and partners

Chaos Zero Nightmare progression

A combatant grows through levels and 5 ascensions, the potential tree and limit breaks, then Memory Fragments and a partner on top. Each system's costs follow its explanation below. Potential costs depend on the combatant and are listed on each combatant's page.

Combatants

  • Combatants

    Combatants are agents that enter Chaos and participate in battle.

  • Promotions

    When Agents reach a certain level, they can be promoted to the next phase. After promotion, the Agent's maximum level and base stats will increase. How high you can promote your Agents will be dependent on your Captain Grade.

  • Classes

    Agents will be divided into one of the following unique classes: Striker, Vanguard, Ranger, Hunter, Psionic, and Controller. Agents will each have different stats depending on their class.

  • Affinity

    Each Agent can receive bonus effects based on their Affinity with the Captain. As their Captain, take your Agents out on Excursions, provide Psychotherapy, send them Gifts, and much more, to increase their Affinity.

  • Combatant Training Rewards

    Combatant promotion stages increase the maximum level. Upon reaching the required level, combatant training rewards can be claimed.

  • Unconscious Awakening

    A Combatant's Unconscious Awakening can be trained through playing Sortie. Each level of Unconscious Awakening increases a Combatant's max level threshold by 1. The starting Combatant will receive 100% of the progress relative to the Sortie score, while Combatants who joined mid-way will receive progress relative to the point at which they joined the team. Only Combatants that you own will be able to train their Unconscious Awakening.

Ascension

The same for every combatant: Units, and the Manuals of their class.

  • 1Units: 30,000Manuals: Common Manual ×8Stats: Attack +16, Defense +6, HP +4
  • 2Units: 70,000Manuals: Advanced Manual ×15Stats: Attack +16, Defense +6, HP +4
  • 3Units: 150,000Manuals: Advanced Manual ×32Stats: Attack +16, Defense +6, HP +4
  • 4Units: 250,000Manuals: Premium Manual ×16Stats: Attack +16, Defense +6, HP +4
  • 5Units: 500,000Manuals: Premium Manual ×36Stats: Attack +16, Defense +6, HP +4

Limit breaks

Copies of the combatant's Memory Code.

  • 5★ combatantBreaks: 6Memory Codes in all: 6
  • 4★ combatantBreaks: 6Memory Codes in all: 6

Cards and Potential

  • Cards

    Combatants each hold cards with their own unique characteristics. Starting Cards are the cards that Combatants begin with when entering the stage, and Epiphany Cards are cards that can be acquired during stage progression by sparking Epiphanies or through certain events in Unidentified Areas.

  • Potential

    By using certain materials and Units, you can activate a Combatant's Potential. Increasing Potential will increase their stats and can even unlock a new Epiphany effect.

  • Card Motion Restoration

    You can activate Card Animations by using Prism Modules, which can be acquired through Rescue or in the Shop.

Memory Fragments

  • Memory Fragments

    Memory Fragments are shards holding experiences from within the Chaos. They grant Agents with Attribute Bonuses, and when equipped as a set, additional effects will be activated. You can acquire Memory Fragments from Simulations and Crafting.

  • Memory Fragment Crafting

    You can craft Memory Fragment parts of your choosing by using specific items. If you do not indicate a specific part, the craft will be random. Use the Dimensional Alignment Material to select the main stat that you desire for your craft.

  • Memory Fragment Dismantling

    You can dismantle Memory Fragments that you do not plan to use. Upon dismantling, you can acquire enhancement material for Memory Fragments. Dismantling Legendary grade Memory Fragments can grant you Memory Fragment crafting material.

  • Material Merging/Dismantling

    If you've run out of materials, you can acquire the materials you need by dismantling higher-grade materials or merging lower-grade materials. Both merging and dismantling will require the respective materials and Units.

Memory Fragment main stats

By slot and rarity, before enhancement.

  • 1Stat: AttackCommon: +6Uncommon: +8Rare: +10Legendary: +12
  • 2Stat: DefenseCommon: +6Uncommon: +8Rare: +10Legendary: +12
  • 3Stat: HealthCommon: +10Uncommon: +13Rare: +17Legendary: +20
  • 4Stat: Attack %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 4Stat: Health %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 4Stat: Critical ChanceCommon: +1%Uncommon: +1.5%Rare: +3%Legendary: +4.5%
  • 4Stat: Critical DamageCommon: +1.5%Uncommon: +2.3%Rare: +4.5%Legendary: +6.8%
  • 5Stat: Attack %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 5Stat: Health %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 5Stat: Passion DamageCommon: +0.7%Uncommon: +1.7%Rare: +3.3%Legendary: +5%
  • 5Stat: Order DamageCommon: +0.7%Uncommon: +1.7%Rare: +3.3%Legendary: +5%
  • 5Stat: Justice DamageCommon: +0.7%Uncommon: +1.7%Rare: +3.3%Legendary: +5%
  • 5Stat: Void DamageCommon: +0.7%Uncommon: +1.7%Rare: +3.3%Legendary: +5%
  • 5Stat: Instinct DamageCommon: +0.7%Uncommon: +1.7%Rare: +3.3%Legendary: +5%
  • 6Stat: Attack %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 6Stat: Defense %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 6Stat: Health %Common: 1%Uncommon: 2.5%Rare: 5%Legendary: 7.5%
  • 6Stat: Ego RecoveryCommon: +2Uncommon: +4Rare: +8Legendary: +10

Memory Fragment substats

The range one substat rolls in, by rarity.

  • AttackCommon: +2 to +5Uncommon: +3 to +6Rare: +4 to +7Legendary: +5 to +8
  • DefenseCommon: +1 to +2Uncommon: +2 to +3Rare: +2 to +4Legendary: +3 to +5
  • HealthCommon: +4 to +6Uncommon: +6 to +8Rare: +8 to +10Legendary: +10 to +12
  • Attack %Common: 0.1% to 0.3%Uncommon: 0.2% to 0.5%Rare: 0.5% to 0.8%Legendary: 0.8% to 1.3%
  • Defense %Common: 0.1% to 0.3%Uncommon: 0.2% to 0.5%Rare: 0.5% to 0.8%Legendary: 0.8% to 1.3%
  • Health %Common: 0.1% to 0.3%Uncommon: 0.2% to 0.5%Rare: 0.5% to 0.8%Legendary: 0.8% to 1.3%
  • Critical ChanceCommon: +0.3% to +0.4%Uncommon: +0.3% to +0.7%Rare: +0.7% to +1.5%Legendary: +1.2% to +2%
  • Critical DamageCommon: +0.6% to +0.8%Uncommon: +0.7% to +1.4%Rare: +1.3% to +2.9%Legendary: +2.4% to +4%
  • Ego RecoveryCommon: +1Uncommon: +1 to +2Rare: +2 to +3Legendary: +2 to +5
  • Extra Attack DamageCommon: +0.3% to +0.6%Uncommon: +0.5% to +1.5%Rare: +1.5% to +2.5%Legendary: +2.7% to +3.4%
  • Damage over TimeCommon: +0.3% to +0.6%Uncommon: +0.5% to +1.5%Rare: +1.5% to +2.5%Legendary: +2.7% to +3.4%

Partners

  • Partners

    Partners are Agents that are assigned to your Combatants to provide assistance.

  • Partner Passives

    When a Partner and the Agent they are assigned to have matching Classes, a Partner Passive will be activated, granting additional effects.

  • Partner Growth

    Alongside Combatants, Partners can also be leveled up and promoted to become stronger. Granting Ego Manifestation to your Partners will enhance their additional effects.

  • Partner Dismantling

    You can acquire Partner experience materials by dismantling Partners.

Partner ascension

Units, and the Certificates of the partner's class.

  • 1Units: 12,000Certificates: Common Certificate ×6
  • 2Units: 28,000Certificates: Advanced Certificate ×12
  • 3Units: 60,000Certificates: Advanced Certificate ×28
  • 4Units: 100,000Certificates: Premium Certificate ×14
  • 5Units: 200,000Certificates: Premium Certificate ×28

Save Data

  • Save Data Decorating

    Save Data registered to your Favorites can be customized with aesthetics. Try creating your own decorated Save Data with the various backgrounds and stickers available.

  • Save Data Dismantling

    Unused Save Data can be dismantled into Units.

  • Corrupted Save Data

    When a Combatant suffers from Deep Trauma, you will obtain Corrupted Data. If you help the Combatant recover through Counseling, the Corrupted Data will be restored to its normal format and will become available to use. If you choose to Delete their memories, the Corrupted Data will be erased.

  • Corrupted Data

    You may only acquire and own a maximum of 100 Corrupted Data. If you acquire a new Corrupted Data when you're already in possession of 100 others, Data Extraction will fail and you will be unable to acquire the new Save Data.

  • Build Preset

    1. Build Preset

      The Build Preset function allows the Captain to plan Data ahead of time before infiltrating a Chaos. Based on how the Data is preconstructed, recommendations for cards will be made during battles, and this preconstructed Data can be shared between other Protos.

    2. Edit Cards

      As you personalize your Data, you can add/remove/duplicate cards, and even apply Epiphanies. When editing Data, you will not be able to exceed the maximum Faint Memory threshold or the maximum duplication and removal limits.

    3. Copy Deck Code

      There will also be an option to copy the code of the Build Preset's Data info. This copied Data info can be shared among other Protos.

    4. Load Deck Code

      You can copy the code of other Protos' Data info, load it onto your own Build Preset, and apply it.

    5. Load Data

      You can also grab the Data from other Protos who have made it onto the Great Rift's Merit Rankings.

    6. Enable Build Presets

      Before entering any content that rewards you with the Save Data that you've built up during that run upon completion, you can enable any Build Preset Data that you've preconstructed.

    7. Recommended Cards

      Combatants who have Build Presets enabled will receive card editing recommendations based on their Build Presets during the Chaos infiltration.

    8. Recommended Cards

      Even while editing Data, if Build Presets have been enabled, you can receive card editing recommendations based on the Build Preset Data.

  • Backup Protocol

    The Environment Variables: Backup Protocol will open. By consuming Chaos Orbs, you can restore effects previously implemented through Environment Variables, allowing you to use their former functionality once again. Consumed Chaos Orbs can be recouped by resetting, but the Chaos Orbs recouped in this manner will not count toward the Chaos Matrix's gain rate.