Rules vocabulary

Mechanics glossary

The bracketed words in item text are rules, not flavor. Open a definition, understand its timing and payoff, then see the items that use it.

18entries
Core mechanic

Embarkation

[Embarkation]: Trigger when entering a new stage.

Core mechanic

Destination

[Destination]: Trigger when battle ends.

Core mechanic

Hemorrhage

Physical Weapons hit cause enemies to accumulate Hemorrhage Buildup. [Hemorrhage]: Deals 300% Physical Damage.

Transmutation
Core mechanic

Freeze

Frost Weapons hit cause enemies to accumulate Freeze Buildup. [Freeze]: Deals 150% Frost Damage and Freezes enemies for 2 seconds.

Transmutation
Core mechanic

Disruption

Lightning Weapons hit cause enemies to accumulate Disruption Buildup. [Disruption]: When deals damage, addtionally deals Lightning Damage equal to 10%-40% of the damage dealt, lasting 5 seconds.

Transmutation
Core mechanic

Corrosion

Acid Weapons hit cause enemies to accumulate Corrosion Buildup. [Corrosion]: Deals 100% Acid Damage and reduces the enemy's 30% of All Resistances for 5 seconds.

Transmutation
Core mechanic

Ignition

Fire Weapons hit cause enemies to accumulate Ignition Buildup. [Ignition]: Deals 150% AoE Fire Damage

Transmutation
Core mechanic

Overload

[Overload]: While [Overload] is active, all [Overload] effects are applied.

Core mechanic

Shatter

[Shatter]: The effect triggered when this item is dismantled.

Core mechanic

Ember

[Ember]: Each stack of [Ember] increases your Final Damage by +1%.

Core mechanic

Growth

[Growth]: Each stack of [Growth] increases your max Health by +1.

Core mechanic

Armor

[Armor]: When taking damage, armor is consumed first.

Core mechanic

Resonance Level

[Resonance Level]: Each point of Resonance Level enhances weapon mastery effects.

Core mechanic

First Shot

[First Shot]: The first bullet in the magazine.

Core mechanic

Final Shot

[Final Shot]: The last bullet in the magazine.

Rules reading guide

Use the mechanics glossary as a rules map

Bracketed terms in item text are shared rules, not flavor. The glossary gives the common timing or result, while the weapon, relic, part, or Tarot tooltip supplies the amount, extra condition, or direct trigger that applies to that item.

Read the common definition first and the item text second. This order prevents a specific item's bonus from being mistaken for the universal rule and makes it easier to connect different records that use the same event.

Separate stage timing from combat timing

Embarkation triggers when entering a new stage, while Destination triggers when battle ends. First Shot and Final Shot refer to positions inside the current magazine. These timings are not interchangeable: a build must create the named event before any relic or Tarot that rewards it can pay off.

  • Count how often the event occurs in your actual route or magazine cycle.
  • Effects that trigger another event can connect two otherwise separate groups of items.

Follow the five elemental Transmutations

Physical weapons build Hemorrhage, Frost builds Freeze, Lightning builds Disruption, Acid builds Corrosion, and Fire builds Ignition. Transmutation is the umbrella for those five outcomes, but their definitions have different damage, control, or resistance effects. Buildup is progress toward the outcome, not the outcome itself.

  • Match relic and part triggers to the exact elemental outcome.
  • If an item triggers a Transmutation directly, its tooltip still needs to be read with the shared definition.

Do not substitute familiar game terms

Smite means a variable-damage bullet rolled its maximum value; it is not another name for Critical Hit. Adaptive Chance changes with current Weapon Balance rather than promising one fixed chance. Shatter is tied to dismantling, and Overload only applies the effects that explicitly name Overload while the state is active.

  • Use the game's exact term when searching across the database.
  • Avoid adding an unstated number or interaction to a short common definition.