Mizuki & Caerula Arbor features | |||
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Light | Dice | Cognitive Symbol | Memory Mapping |
Cognitive Shaping | Ecosequence | Caerula Recorder | – |
Unique to Mizuki & Caerula Arbor, Cognitive Symbols are various effects that can influence the player's performance and divided into Enlightenments, Rejections, and Calls of We Many.
Upon entering a new floor except at the start of a run, the player will roll a die which determines whether they would receive an Enlightenment, Rejection, or neither. This die roll's result can be swayed by Light, as shown in the table below.
Light | Side | |||||||||||
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
100 | S | S | S | S | S | F | F | F | F | F | F | F |
50 ~ 99 | T | T | T | S | S | S | S | S | S | S | S | S |
1 ~ 49 | T | T | T | T | T | S | S | S | S | S | S | S |
0 | C | C | C | C | C | T | T | T | T | T | T | T |
Result | ||||||||||||
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Enlightenments[]
Enlightenments are powerful buffs similar to Plays in Phantom & Crimson Solitaire; the key difference is that multiple Enlightenments can be active at the same time and they will be retained across floors, making Enlightenments much more useful than Plays and can significantly reduce the run's difficulty.
Enlightenment | Information |
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![]() Ursus' Warcry
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For 30 seconds after the start of battle, all enemies have -30% ATK and Movement Speed "The peal of winter's thunder is the victory cry of Ursus.
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![]() Yan's Vicissitudes
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The Operator on the battlefield with the highest HP will restore an additional 2 SP per second "Time is like a loom, weaving Yan's majestic mountains and rivers."
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![]() Columbia's Inspiration
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Gain an additional 70 Command EXP at the end of the next battle (One-time only) |
![]() Sami's Tenacity
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The Operator on the battlefield with the lowest HP percentage restores 50 HP per second "As long as nature continues to breathe, Sami's bloodline will not run dry."
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![]() Victoria's Honor
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All friendly melee units have +35% Physical and Arts Dodge |
![]() Leithanien's Elegance
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All friendly ranged units have +300 DEF and +30 RES "Without art or emotion in our hearts, what difference is there between us and metal crabs?"
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![]() Sargon's Generosity
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When obtained, randomly obtain 2 Collectibles "The riches of the golden city fell to wind and sand, and thus Sargon came to glitter brightly."
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Additional information | |
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Rejections[]
Rejections are debuffs that cripples Operators in the player's lineup to the point of making them almost useless in combat, which may be afflicted in the die roll upon entering a new floor when the player's Light falls below 100 with increasing frequency at lower Light (see above) or from the effect Caerula Animus and
Failed Specimen regardless of Light, and can only be suppressed by temporarily sending them away through Emergency Dispatch or obtaining
Dario's Lantern,
Paraffin and Balsam (costs 30 Light), and
Tulip's Secret Formula.
Operators being afflicted by a Rejection are marked by their name and rarity turning purple, and a purple mist below their icon.
Only one type of Rejection will ever be afflicted on Operators throughout a run, chosen at random.
Rejection | Information |
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![]() Hemopoietic Inhibition
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Operators with this Rejection will continuously lose HP whenever their HP is not full Accelerated blood cell apoptosis, inhibited bone marrow hematopoiesis
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![]() Concentration Disorder
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Operators with this Rejection will automatically activate their skill Impairment of sensory functions, loss of coordination, loss of control over stress mechanisms
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![]() Neurodegeneration
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Operators with this Rejection will be Frozen for 15 seconds after deployment Atrophy of neurons in the brain, delayed reactions, dissociated consciousness
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![]() Metastatic Aberration
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Operators with this Rejection have -50% Max HP, ATK, DEF, Deployment Cost, and Redeployment Time External cells observed in circulatory system, ectopic electrical signaling, whole-body tissue spasms
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Additional information | |
Hemopoetic Inhibiton deals 150 True damage every second which cannot reduce the afflicted Operator's HP to below 1. |
- Hemopoetic Inhibition can be mostly offset if the player have strong Medics who can keep the affected Operator's HP in check.
- Concentration Disorder will be rendered irrelevant if the affected Operator's skill is automatically triggered or passive, so if the Operator in question has an automatic or passive skill, simply have them use it.
- Neurodegeneration can be a death sentence for "helidrop" and damage-dealing/core Operators, and in Operations where enemies dealing increased damage to Frozen targets are prominent (most notably Leviathan's Followers). Using Therapist Medics can help them get out of the Freeze sooner (or remove it outright if one uses Lumen).
- Metastatic Aberration is the most debilitating, as being at half-strength (but easier to (re)deploy in return) means that the Operator is basically powerless and had to be kept in reserve until the Rejection can be suppressed. This is particularly dangerous if the Operator in question is their core!
Calls of We Many[]
Calls of We Many are functionally identical to Hallucinations in Crimson Solitaire, but none of them are exclusively detrimental; all Calls provide a positive effect and a negative effect simultaneously, making them more manageable than Hallucinations (although Calls can still put the player in a difficult position regardless).
Calls of We Many will never be heard upon entering a new floor until after the player had completed a run, and the odds of hearing one starts out small but increases at lower Light. Sometimes the player can even hear two Calls at once.
Call | Information |
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![]() Echoes: Exploration
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This floor has 2 additional nodes, but twice as much Light will be lost Every trench we fill in
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![]() Echoes: Predation
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On this floor, all your units and non-Boss units gain +50 ASPD, and your units receive -70% healing effectiveness In predation we proliferate
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![]() Echoes: Assimilation
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On this floor, you will obtain 3 Originium Ingots every time you enter a non-combat node, but will lose all Originium Ingots gained on this floor after exiting We, the Anima
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![]() Echoes: Death and Rebirth
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Battles on this floor drop +100% Originium Ingots; upon entering a combat node, you will immediately lose 1 Life Point (Cannot drop below 1 from this effect) We, the Vicissitudes
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![]() Echoes: Proliferation
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Battles on this floor have a 30% chance to drop a Recruitment Voucher; all enemy units have +15 RES Creed beyond our death
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![]() Echoes: One Among Many
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Battles on this floor grant +50% Command EXP; all enemy units have +50% DEF Arise among the Colony
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![]() Echoes: Overgrowth
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After the end of each battle on this floor, gain 1 Max Life Point; however, Life Point and Shield losses are doubled Embrace... More...
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![]() Echoes: Adaptation
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The first Wish Fulfilled node you enter on this floor will grant 1 random collectible, but you will no longer be able to identify node types beyond the nodes directly ahead of you Assimilate... More...
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Additional information | |
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- As with Bewildered in Crimson Solitaire, Echoes: Exploration can be both a blessing and a curse: while one can obtain more resources than normally in the floor, leaking in any operation is twice as punishing, hence one may consider avoiding Operations, especially Emergency Operations, to reduce the chance of messing up.
- Echoes: Predation renders all sources of healing on friendly units impotent which makes taking damage punishing, moreso with faster-attacking enemies. Instead, try to use many helidrops, preferably Specialists or Guards, to make use of the Call's ASPD buff to deal with enemies quickly.
- As with Obsessed in Crimson Solitaire, Echoes: Assimilation allows one to obtain more Originium Ingots, but will be wasted if they aren't spent at all by the time they entered the last node's floor, which can be very punishing if one has Collectibles dependant on the amount of Ingots (e.g.
Chivalric Commandments - New Edition). Hence, one may prioritize spending as many Ingots as possible on Rogue Traders or Downtime Recreations to avoid wasting them.
- Echoes: Death and Rebirth is a double-edged sword: on one hand, the player can obtain much more Ingots from operations, while on the other hand, entering it will cost Life Points which may be troublesome if one doesn't have any Objective Shields, since if the lost LP aren't recovered, one may have to face operations without any sort of error! Therefore, if one wasn't confident enough, avoid Operations at all costs to preserve LP for others.
- Echoes: Proliferation allows the player to obtain more Rec. Vouchers than before, which is a plus especially if the player have Operators that deal high Physical damage to work around the enemies' buffed RES.
- Echoes: One Among Many allows the player to increase their Command Level faster, which is a plus especially if the player have Operators that deal high Arts damage to work around the enemies' buffed DEF.
- Echoes: Overgrowth allows the player to increase their Life Point cap, which is great if not because of the fact that LP losses from leaking are doubled, which can be problematic on Dreadful Foes. Hence, one need consider if the Operations ahead can be cleared flawlessly; otherwise, avoid them altogether.
- As with Blind in Crimson Solitaire, Echoes: Adaptation can be easily countered by picking nodes with the most branches and does not matter at all in the 6th floor because its four nodes are fixed. The player is guaranteed to receive its benefit in the 2nd, 4th, and secret floors, as the former two's last node and the latter's first is Wish Fulfilled.