Magi Gear
Not Dealing Damage?
Enemies in the β Worldline have elemental weaknesses, reducing damage from the non-elemental portion to 1% (1 Hit: max 100).
Fit Magi Gear to your weapon to convert part of your attack into elemental damage.
Poison, Burn, and Curse do not affect β Worldline enemies. Corrosion does.
Check Gear G and Quality
Low-G or low-Quality Gear limits your Equipment's performance.
Get Strong Gear from Bosses
Get higher-G, higher-Quality Gear from boss drops and fit it to your Equipment.
G and Quality use the lower value between Equipment and Gear. Reforging Gear only raises its element value.
Magi Gear
Magi Gear is Equipment fitted to weapons and wear.
This extension imbues your current Equipment with elemental power.
Change it from the fitting slot to the right of the Equipment icon.
Weapon Element Value = Attack Portion
“Fire 30%” on weapon Gear converts 30% of the attack to Fire.
Against enemies with an elemental weakness, the non-elemental portion is reduced to 1% (maximum 100 damage).
Only the portion matching the weakness deals 1.5× damage.
These elemental modifiers do not apply to enemies without an elemental weakness.
This depends on the enemy's elemental weakness in every Worldline and mode.
Extra attacks such as Stomp and Skyward use the element of Gear fitted to the weapon. Shield Bash uses the element of Gear fitted to the sub-weapon.
Attacking with a Fire 30% Weapon
Example: An attack dealing 1000 damage before elemental modifiers against an enemy with a weakness.
The Fire portion is 300. The non-elemental 700 becomes 7.
Enemy weak to Water: 300 + 7 = 307 damage.
Enemy weak to Fire: 300 × 1.5 + 7 = 457 damage.
Against an enemy with no elemental weakness, deal 1000 damage with no elemental modifier.
Block Elemental Attacks with Wear
Attacks from enemies with an attack element deal 2× damage if your wear has no Gear. Poison, Burn, and Reflect are excluded.
Any Gear prevents the 2× multiplier, even if its element differs.
If its element matches the enemy's attack element, reduce damage further by the element value, up to 50%.
Example: Enemy with Fire attacks + Fire 30% wear → 1000 damage becomes 700.
These elemental modifiers do not apply to enemies without an attack element.
Extensions in Fitting Slots
Freely fit or remove Gear using the slot to the right of the Equipment icon.
All tags must match, including one-handed or two-handed and attack type.
Power, modifiers, and inherent effects come from the original Equipment.
Gear G and Quality Cap Performance
G and Quality are each calculated using the lower value between Equipment and Gear.
Equipment G36 + Gear G35 → G35. Quality 150% + Gear 100% → 100%.
This also affects ATK, DEF, random modifiers, and inherent or Fusion Skill activation rates.
This applies even against enemies without elements. Removing the Gear restores the original performance.
⚙ Random Skills
Magi Gear drops in β Worldlines.
Drops are rolled in this order: Gear → Epic → Rare. You receive 1 item.
Gear strictly inferior to what you own becomes 1 Part points. This can be disabled.
Each of 1 slots has a 10% chance to gain a Skill.
One-handed, sub, and wear Gear roll 1 slots; two-handed Gear rolls 2 separately.
If two-handed Gear gains 2 Skills, their types cannot repeat.
Shown with ⚙ below the fitted Equipment's Fusion Skills.
Gear with Skills is excluded from Auto-Salvage.
Gear Has Omens Too
Omens also make Gear drop more consistently.
Effects from packs, Pets, and Figures also apply.
Omen Power uses the higher value of Epic or Legendary.
Embarking for a Non-Elemental Stage
If performance would decrease, review the changes before Embarking.
Choose whether to remove all Gear before Embarking or leave it fitted.
Removing Gear also removes its random Skills.
Gear Salvage
Salvage Gear to gain 1 Magi Gear Part points.
Applies when G, Quality, and element value are no higher than owned Gear of the same category and element.
When you obtain better Gear, inferior Gear you own is also Auto-Salvaged. This can be disabled.
Equipped Gear and Gear with Skills are not Auto-Salvaged.
The final 1 Gear of each category and element is kept.
Gear Reforge
Raise element values from Inventory or Crafting.
After 1 successes, one-handed and sub Gear gain +1%, while two-handed Gear gains +0.5%.
Wear Gear gains +1%. Its current element value is retained.
Reforge 1 time at once, up to 10 times based on the Parts you own.
Stops when Parts run out, weapons reach 100%, or wear reaches 50%.
Cost and success rate are determined separately at 1-attempt intervals.
Higher element values require more Parts and have lower success rates.
Failure still consumes Parts, but the element value does not decrease.
G, Quality, element type, and random Skills are retained.
Gear Power Builds Every Second
Many random Skills add stacks to you each second.
Base stack gain is unaffected by G or Quality. Stacks normally last until the end of the Floor without being consumed. Magi Runes can increase, retain, or consume certain stacks.
Equipped Gear with the same Skill combines its per-second gain.
Enemies with Barrier Engines refill Shield each second based on Physical DEF + Magic DEF.
Lower their defenses or destroy the Shield first with Break Gear.
Convert Regular Runes
Unlock by clearing “Faran Power Lake.”
Convert a regular Rune into a Magi Rune.
Go to Inventory → Crafting → Runes.
Crafting Rules
Costs 1 Magi Gear Parts.
Values are rerolled from the minimum, capped by the original Rune's strength.
Effect 1 always remains. Effect 2 remains at 50%, and effect 3 at 25%. The number of effects cannot increase.
It cannot be changed back into the original Rune.
17 New Effects
Boosts attacks that exploit Elemental Weakness, Gear stack accumulation, Elemental Rounds, and more.
Some effects consume stacks from Gear Skills.
Equip it in the same slots as regular Runes.
Review the Captain's Explanation
Selene and Séverin explain the system in detail.
The explanation is also available under Records → Story.
Open the dialogue explanation from “View Details.”
Comments & Improvement Suggestions
Comments are also reviewed regularly. Feature requests will be considered separately.
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