ABCDEF
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Outfit Effect Table
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TagsEffect NameCostPositive EffectNegative effectProc On
3
Dice Manipulation Outfit Effects
4
[CR]
[DICE]
[AA]
Block Dice Power Up8NIncrease the Block Dice Power by N Cannot be negative.Always Active
5
[CR]
[DICE]
[AA]
Evade Dice Power Up8NIncrease the Evade Dice Power by N Cannot be negative.Always Active
6
[CR]
[DICE]
[AA]
Block Dice Max Up4NIncrease the Block Dice Max By N Cannot be negative.Always Active
7
[CR]
[DICE]
[AA]
Evade Dice Max Up4NIncrease the Evade Dice Max By N Cannot be negative.Always Active
8
[CR]
[DICE]
[AA]
Enemy Power Down8NDecrease the target’s Dice Power by N Increase the target’s Dice Power by NOn Clash
9
[HB]
[DICE]
[AA]
Défensive6NWhen you are the target of an Attack from your Marked target, increase the Blo and Evd Dice Power by N. (Max 2)Cannot be negative.On [Condition]
10
[HB]
[DICE]
[AA]
Sturdy
Coloratura
6NOn Resonance, Increase the Blo Dice Power by N (Max 2)On Resonance, Reduce the Blo Dice Power by N (Max 2)On [Condition]
11
[HB]
[DICE]
[AA]
Flowing Coloratura6NOn Resonance, Increase the Evd Dice Power by N (Max 2)On Resonance, Reduce the Evd Dice Power by N (Max 2)On [Condition]
12
13
Outfit Resistance Effects
14
[CR]
[HP, ST]
[AA]
Damage Resistance4NReduce HP Damage and ST Damage taken from Attack by N (Max 3)Increases HP Damage and ST Damage taken from Attack by N (Max 3)Always Active
15
[HB]
[HP, ST]
[AA]
Wall of Brambles4NReduce HP Damage and ST Damage taken from an Attack that activates Thorns Burst by N for every 5 Thorns.Cannot be negative.Always Active
16
[HB]
[UQ]
[AA]
Staggered Defense8When staggered, Increase your resistance to x1.5Cannot be negative.Always Active
17
[HBE]
[UQ]
[AA}
Staggered Defense (Variant) 8NWhen staggered, decrease your resistance interval by N
[2x -> 1.5 -> ...]
When staggered, increased your resistance interval by N
[2x -> 2.5 -> ...]
Always Active
18
[CR]
[HP]
[AA]
Vital Protections2NReduce damage taken from Critical Hits & Devastating Hits by 2NIncreases damage taken from Critical Hits & Devastating Hits by 2NAlways Active
19
[CR]
[HP]
[AA]
Impact Guard2NReduce HP Damage taken from Force Damage to Xd(8-N). Decrease the number of dice rolled for Falling Damage by +1 per 2 points of this effect (Round down)
(Max 4)
Increase HP Damage taken from Force Damage to Xd(8+N). Increase the number of dice rolled for Falling Damage by +1 per 2 points of this effect (Round up)
(Max 4)
Always Active
20
[CR]
[ES]
[AA]
Burn Resistance2NReduce HP Damage taken from Burn by NIncreases HP Damage taken from Burn by NAlways Active
21
[CR]
[ES]
[AA]
Frostbite Resistance2NReduce ST Damage taken from Frostbite by NIncreases ST Damage taken from Frostbite by NAlways Active
22
[HB]
[ES]
[AA]
Frenzy Resistance2NReduce SP damage taken from Frenzy by NIncreases SP damage taken from Frenzy by NAlways Active
23
[CR]
[ES]
[AA]
Bleed Resistance3NReduce HP damage taken from Bleed by NIncreases HP damage taken from Bleed by NAlways Active
24
[HB]
[ES]
[AA]
Shock Resistance3NReduce ST damage taken from Shock by NIncreases ST damage taken from Shock by NAlways Active
25
[HB]
[ES]
[AA]
Terror Resistance3NReduce SP damage taken from Terror by NIncreases SP damage taken from Terror by NAlways Active
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[CR]
[ES]
[AA]
Rupture Resistance2NReduce HP Damage taken from Rupture by NIncreases HP Damage taken from Rupture by NAlways Active
27
[CRE]
[ES]
[AA]
Rupture Resistance (Variant)3NReduce HP damage taken from Rupture by N2Increases HP damage taken from Rupture by N2Always Active
28
[CR]
[ES]
[AA]
Tremor Resistance2NReduce ST Damage taken from Tremor by NIncreases ST Damage taken from Tremor by NAlways Active
29
[CR]
[ES]
[AA]
Sinking Resistance2NReduce SP Damage taken from Sinking by NIncreases SP Damage taken from Sinking by NAlways Active
30
[ES]
[ES]
[AA]
Thorns Resistance2NReduce HP damage taken from Thorns by NIncreases HP damage taken from Thorns by NAlways Active
31
[HB]
[ES]
[AA]
Safety Suit2NIf N or less Poison would be applied to you, ignore it.Cannot be negative.Always Active
32
[CR]
[HP]
[AA]
Padded Clothing2NWhen Combat begins, gain 3N Temporary HPWhen Combat begins, take 3N HP Damage
(If you would be brought to 0 HP by this effect, you are brought to 1 HP.)
Always Active
33
[CRE]
[HP]
[AA]
Padded Clothing (Variant)NWhen Combat begins, gain 3N Temporary HPWhen Combat begins, take 3N HP Damage
(If you would be brought to 0 HP by this effect, you are brought to 1 HP.)
Always Active
34
[CR]
[ST]
[AA]
Shock Absorbant2NWhen Combat begins, gain 3N Temporary STWhen Combat begins, take 3N ST DamageAlways Active
35
[CR]
[SP]
[AA]
Fashionable Threads3NWhen Combat begins, gain 2N Temporary SPCannot be negative.Always Active
36
[CRE]
[SP]
[AA]
Fashionable Threads
(Variant)
3NWhen Combat begins, gain 3N Temporary SPCannot be negative.Always Active
37
[CR]
[UQ]
[AA]
Insulated Fabric3NWhen taking the Reduce Status Action, clear 2N more status.When taking the Reduce Status Action, clear 2N less status.Always Active
38
[CR]
[MOVE]
[AA]
Slippery Material4NIf stopped by an Opportunity Attack, you retain up to N SQRs of movement.Cannot be negative.Always Active
39
[CRE]
[MOVE]
[AA]
Slippery Material (Varian)2NIf stopped by an Opportunity Attack, you retain up to N SQRs of movement.Cannot be negative.Always Active
40
[CR]
[MOVE]
[AA]
Heavy Material4NWhen taking forced movement, move N less spaces.When taking forced movement, move N extra spaces.Always Active
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Outfit Reaction Effects
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[CR]
[REACT]
[AA]
Additional Reaction8Give the character one extra ReactionCannot be negative.Always Active
44
[CR]
[REACT]
[AA]
Additional Block6Give the character one extra Block ReactionCannot be negative.Always Active
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[HB]
[REACT]
[AA]
Additional Counter6Give the character one extra Counter ReactionCannot be negative.Always Active
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Outfit Status Effects
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[CR]
[HP]
[EOR]
Inflict Burn2NInflict N BurnGain N BurnOn Clash [Result]
49
[CR]
[ST]
[EOR]
Inflict Frostbite3NInflict N FrostbiteGain N FrostbiteOn Clash [Result]
50
[HB]
[SP]
[EOR]
Inflict Frenzy4NInflict N FrenzyGain N FrenzyOn Clash [Result]
51
[CR]
[HP]
[OC]
Inflict Bleed2NInflict N BleedGain N BleedOn Clash [Result]
52
[HB]
[ST]
[OC]
Inflict Shock3NInflict N ShockGain N ShockOn Clash [Result]
53
[HB]
[SP]
[OC]
Inflict Terror4NInflict N TerrorGain N TerrorOn Clash [Result]
54
[HB]
[HP]
[OC]
Inflict PoisonNInflict N PoisonGain N PoisonOn Clash [Result]
55
[CR]
[HP]
[OC]
Inflict RuptureNInflict N Rupture next RoundGain N Rupture next RoundOn Clash [Result]
56
[CR]
[ST]
[OC]
Inflict Tremor2NInflict N Tremor next RoundGain N Tremor next RoundOn Clash [Result]
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[CR]
[SP]
[OC]
Inflict Sinking2NInflict N Sinking next RoundGain N Sinking next RoundOn Clash [Result]
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[HB]
[HP]
[OC]
Gain ThornsNGain N Thorns next RoundGive N Thorns next RoundOn Clash [Result]
59
[CR]
[HP]
[OC]
Gain Poise2NGain N PoiseGive N PoiseOn Clash [Result]
60
[CR]
[HP]
[OC]
Inflict Ruin2NInflict N RuinGain N RuinOn Clash [Result]
61
[CR]
[DICE]
[OC]
Inflict Paralysis4NInflict N Paralysis next RoundGain N Paralysis next RoundOn Either Clash [Result]
62
[HB]
[DICE]
[OC]
Gain Fortune4NGain N Fortune next RoundGive N Fortune next RoundOn Either Clash [Result]
63
[HB]
[DICE]
[OC]
Grant Fortune4NApply N Fortune to an ally next round (self of no target)Cannot be negative.On Either Clash [Result]
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[HB]
[UQ]
[OC]
Gain Aggro2NGain N Stacks of AggroCannot be negative.On Clash [Result]
65
[HB]
[HP]
[OC]
Inflict Impair4NInflict N Impair next RoundGain N Impair next RoundOn Either Clash [Result]
66
[HB]
[ST]
[OC]
Inflict Stagger Impair4NInflict N Stagger Impair next RoundGain N Stagger Impair next RoundOn Either Clash [Result]
67
[CR]
[HP]
[OC]
Inflict Fragile4NInflict N Fragile next RoundGain N Fragile next RoundOn Either Clash [Result]
68
[CR]
[ST]
[OC]
Inflict Stagger Fragile4NInflict N Stagger Fragile next RoundGain N Stagger Fragile next RoundOn Either Clash [Result]
69
[CR]
[HP]
[OC]
Inflict [Type] Fragile4NApply N [Type] Fragile to the target next round. The Type of the Fragile is chosen between: [Blunt, Slash, Pierce] on use.Cannot be negative.On Either Clash [Result]
70
[CR]
[HP]
[OC]
Inflict Smoke2NInflict N SmokeGain N SmokeOn Clash [Result]
71
[HB]
[ES]
[OC]
Impaling Aegis2NOn Thorns Burst, Apply N Rupture to the Target next Round for every 5 stacks of Thorns.Cannot be negative.Always Active
72
[HB]
[ES]
[OC]
Prickle4NOn Thorns Burst, Apply N Bleed to the Target for every 5 stacks of Thorns.Cannot be negative.Always Active
73
[CR]
[MOVE]
[AA]
Boosters2NWhen Combat begins, gain N Haste.Cannot be negative.On [Condition]
74
[HB]
[HP]
[OC]
Paramedic2NWhen an ally is hit, gain 2 Healing Efficiency max N times per roundCannot be negative.Always Active
75
[HB]
[HP]
[OC]
Guardian4When intercepting an attack with protect action gain 2 Healing EfficiencyCannot be negative.On Clash [Result]
76
77
-Fighting Styles-
[A outfit can only have one.]
[You can get 12 Style per round with a Fighting Styles. The max is separate for each Fighting Styles.]
78
[HB]
[ES]
[AA]
Sentinel4[On Block Clash Win] gain 4 Style for every 3 ST DMG done.Cannot be negative.Always Active
79
[HB]
[ES]
[AA]
Flow State4[On Evade Clash Win] gain 4 Style for every 5 ST regenerated.Cannot be negative.Always Active
80
[HB]
[ES]
[AA]
Paragon4When using a Reduce Status action, gain 2 Style for every 3 status reduced.Cannot be negative.Always Active
81
[HB]
[ES]
[AA]
Tracking4At round end, for every 3 SQR away from the nearest character/enemy, gain 4 StyleCannot be negative.Always Active
82
Aggro Support Effects
83
[CR]
[DICE]
[AA]
Mocking Defense6NIncrease Defensive Dice Power by N if the target has Taunted [Character] (Max 3)Cannot be negative.Always Active
84
[HB]
[ES]
[OC]
Infuriating2NApply N Stacks of Taunted [Character].Cannot be negative.On Clash Win
85
[HB]
[ES]
[OC]
Defensive Formation2NYou have N SQR of Additional Movement when redirecting attacks with Aggro.Cannot be negative.On Clash Win
86
87
Bloodfeast Support Effects
88
[HB]
[DICE]
[AA]
Coagulated Defense4NIncrease the Blo/Evd (chosen on effect acquisition) Dice Power by 1 for every 20 Consumed Bloodfeast, up to N.Cannot be negative.On [Condition]
89
[HB]
[ES]
[AA]
Coagulated Thorns2NFor every 10 Consumed Bloodfeast, your minimum Thorns stacks increases by 1, up to a max of N.Cannot be negative.On [Condition]
90
91
Outfit Rhythm Effects
92
[HB]
[ES]
[AA]
Protective Melody4NOn Rhythm Resonance, when using a block, reduce the HP and ST damage taken by N the Character's current Rhythm Movement
(1st = 1, 2nd = 2, ... Final = 5)
Cannot be negative.On [Condition]
93
[HB]
[HP, ST]
[OC]
Cacophonous Symphony2On Rhythm Resonance with a block or evade this outfit applies additional stacks of one harmful status effect that deals direct HP or ST damage, equal to the Movement.
(1st = 1, 2nd = 2, … Final = 5)
(must use a status that deals direct HP or ST damage)
(Choose Movement and Status on effect acquisition)
Cannot be negative.On Clash [Result]
with [Condition]
94
[HB]
[SP]
[OC]
Echoing Sound3On Rhythm Resonance with a block or evade this outfit applies additional stacks of one harmful status effect that deals direct SP damage, equal to the Movement.
(1st = 1, 2nd = 2, … Final = 5)
(must use a status that deals direct SP damage)
(Choose Movement and Status on effect acquisition)
Cannot be negative.On Clash [Result]
with [Condition]
95
[HB]
[ES]
[AA]
Amoroso2NOn Rhythm Resonance, allies within N SQRs of the Character gain 1 Protection next turn.Cannot be negative.On [Condition]
96
[HB]
[ES]
[AA]
Animato2NOn Rhythm Resonance, allies within N SQRs of the Character gain 1 Stagger Protection next turn.Cannot be negative.On [Condition]
97
[HB]
[ES]
[AA]
Appassionato2NOn Rhythm Resonance, allies within N SQRs of the Character gain 1 [type] Protection next turn
(type chosen on effect acquisition)
Cannot be negative.On [Condition]
98
[HB]
[UQ]
[AA]
Soundproof Cloth4NAfter donning this outfit, the Character cannot gain Rhythm the next N times it is applied, Rhythm gained before Donning this outfit can only be removed by reaching Round End after the Final Movement.
Cannot be negative.
Always Active
99
100
Additional Outfit Effects
101
[CR]
[UQ]
[AA]
Comfy Clothes2NGain +N to your Initiative RollLose N to your Initiative RollAlways Active
102
[CR]
[MOVE]
[AA]
Light Material3NIncrease your Dash movement by N.Decrease your Dash movement by N.Always Active
103
[CRE]
[MOVE]
[AA]
Light Material (Variant)2NIncrease your Dash movement by N.Decrease your Dash movement by N.Always Active
104
[HB]
[MOVE]
[AA]
Life Saver4NGain N SQRs of base movement when at 5+ Healing Efficiency on the Character.Cannot be negative.Always Active
105
[HB]
[MOVE]
[AA]
Desmond's Blessing
6When grappling an ally you can move 1 SQRs for every 4 Healing Efficiency on the Character without provoking an Opportunity Attack.Cannot be negative.Always Active
106
107
Charge Outfit Effects
108
[CR]
[ES]
[OU]
Gain ChargeNApply N Charge to the character (Max 6), If this reaction is Recycled, the gain is halved.Cannot be negative.On Use
109
[CR]
[ES]
[AA]
Shielded Attire4NIncrease Temp.HP earned through Charge Barrier to 3+NCannot be negative.Always Active
110
[CR]
[DICE]
[OU]
Power Engine4You can choose to increase the outfit's Dice Power by 1, consuming 8 Charge per reaction made this way. If you spend 1 Overcharge instead, this effect is doubled.Cannot be negative.On Use
111
[CR]
[ES]
[OC]
Barrier Ionization2You can choose to consume 3 Charge to apply 1 Charge Barrier to the character. If you spend 1 Overcharge instead, this effect is tripled.Cannot be negative.On Clash [Result]
112
[CR]
[ES]
[OC]
Galvanic Pulse4You can choose to consume 10 Charge to inflict 1 Feeble or Disarm, chosen on use.If you spend 1 Overcharge instead, apply both.Cannot be negative.On Clash [Result]
113
[CR]
[ES]
[AA]
Kinetic InductorNWhen hit by an Attack, gain N Charge
(Max 6)
When hit by an Attack, consume N Charge (Max 6). If the character doesn’t have Charge, deal 2N After Resistance HP Damage to the character for every missing Charge.Always Active
114
[CR]
[MOVE]
[OC]
Charged Boost2NYou can choose to consume up to 3N Charge to gain an additional N SQRs of movement during your next turn. If you spend N Overcharge instead, this movement will not provoke Opportunity Attacks.Cannot be negative.On Clash [Result]
115
[CR]
[UQ]
[AA]
Charged Hull4When hit by an Attack, you may consume 1 Overcharge to reduce incoming HP/ST damage by 3 each, before Resistances.Cannot be negative.Always Active
116