The Simulation Room is a location and gameplay mechanic in Goddess of Victory: Nikke.
Lore[]
A virtual environment simulator sequestered in the Ark. It's common for Nikke squads and commanders to be sent here before a mission to make sure their skills are up to the task. Newly-created Nikke may also be put here to learn the ropes of combat before undergoing a live-fire exercise.
The AI Einkk is the primary overseer of simulations, but the Elysion CEO Ingrid will also work here from time to time.
Gameplay[]
This is the primary method of acquiring the materials needed to upgrade a Nikke's Skills and Burst, aside from microtransactions.
The Simulation Room sports 5 different levels, with more levels being unlocked as the player progresses in the campaign. Each level is split into 3 sectors (A, B, C), each one with increasing recommended power levels, but also increasing rewards to match. Successfully clearing a block will retroactively clear all blocks in levels below the one just cleared, giving out the rewards of those lower levels and streamlining material farming. Simulation Room rewards and progress reset every day.
The Simulation Room itself plays as a sort of roguelite progression. Each "step" in a block will contains various encounters and decisions that must be made, eventually culminating in a final boss at the end of the block. Nikke HP status is carried over between battles, meaning if a Nikke is defeated, they cannot be revived unless an event is triggered that can revive Nikkes or the player exits the simulation.
Encounter Types[]
Battles[]
| R | SR | SSR | Epic |
|---|---|---|---|
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Fight against a group of Raptures to earn a special buff that carries through the rest of the run. The battle window will denote what kind of buff is earned on victory, either by Category (Attack, Survival, Technical) or by Chain Type (Triangle, Circle, Square, Diamond).
Basic Battle[]
Denoted by a grey border, these are battles with a power level at or below that of the block's recommendation. These can be automatically skipped if the team's power level is significantly higher than the recommended level.
Hard Battle[]
Denoted by a red border, these battles feature stronger enemies and are NOT skippable, regardless of any power disparity in the player's favor. There is no empirical correlation that undertaking harder levels means better buffs, so they're mostly there to make the run last longer, particularly upon reaching Sector C of a stage where a majority of the battles are hard battles.
Boss battles are also considered hard battles, and thus unskippable. The difference is that boss battles guarantee the choice of one of three Epic-level buffs (except the Sector C boss, as clearing that boss will also clear the entire stage)
Random[]
The player does not know what the event will be or its rewards/consequences until they go in.
ICU / Recovery Room[]
The player is given a choice between healing a percentage of all active Nikkes' HP or reviving a certain number of KO'ed Nikkes with a certain percentage of HP. The exact scope of the healing varies from instance to instance.
Buff Enhancement[]
The player's buffs can be altered, either in Shape (affects Buff Chain) or Rarity (affects buff scaling). This can either apply to one or all of the buffs the payer has. Note that the player can never gain or lose buffs from this event, meaning this event is pointless if no buffs are active.
Quick Simulation[]
Implemented with the Wisdom Spring update, Quick Simulation allows the player to choose 3 buffs from a randomized selection and skip all the way to the boss battle. Quick Simulation can only be used in Sector 5-C
Quick End[]
Toggle implemented with the Goddess Fall update. If there are rewards available to be claimed, then Quick Simulation will skip the buff selection and boss battle to instantly provide that sector's rewards.
Buffs[]
Buffs are special status boosts applied to eligible units during a run of Simulation Room. Some buffs are always active, some run on a percentage trigger chance, and some rely on fulfilling certain conditions. Buffs can either be universal, or can affect specific Nikkes based on a category (Class, Weapon, Manufacturer). While any buff can come in any icon type, some can be split based on their category. Players can have up to eight Simulation Room buffs active at a time.
As of the Reborn Evil update, the UI for buff selection now shows if the player's chosen squad contains Nikkes who will receive the benefits of the chosen buff, and how much it will raise that squad's Combat Power.
Buff Chain[]
The Buff Chain mechanic increases the overall scaling of buffs based on matching sets of buff icons. Buff Chain goes up to level 5. Buff Chain can and will fall if buffs are altered or erased.
As of the Reborn Evil update, the Buff Chain requirements have been reduced to streamline farming.
| Level | Requirements |
|---|---|
| 1 | Baseline level. The default if no other Buff Chain conditions are fulfilled |
| 2 | At least |
| 3 | |
| 4 | At least |
| 5 |
Attack Buffs[]
| Icon | Name | Effect |
|---|---|---|
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High-Quality Powder | Applicable Nikkes gain X% ATK |
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Homing Guider | Applicable Nikkes gain X% Crit Rate |
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Impact Inducer | Applicable Nikkes gain X% Crit DMG |
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Auto-Focus Oculus | Applicable Nikkes gain X% ATK when HP<20% |
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Focus Scope | Nikkes with standard-type weapons gain X% accuracy |
Survival Buffs[]
| Icon | Name | Effect |
|---|---|---|
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Compact Beam Barrier | Applicable Nikkes gain X% DEF |
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Alva Particle Chaff | Applicable Nikkes inflict X% ATK debuff to enemies hit by their attacks |
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Drain Converter | Applicable Nikkes heal HP based on X% of damage dealt by their attacks |
| Restart Supporter | Applicable Nikkes heal HP based on X% of damage dealt by their attacks when HP<20% | |
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Heal Spray Bullet | Applicable Nikkes have a 10% chance to heal X% HP when their magazine is emptied |
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Sub-Generator | Applicable Nikkes gain X% increase to their maximum and current HP |
Strategic Buffs[]
| Icon | Name | Effect |
|---|---|---|
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Chain Ammo | Applicable Nikkes have X% chance to restore X% ammo every time their magazine is emptied. |
| Quick Reload Sequence | Applicable Nikkes reload weapons X% faster when HP<20% | |
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Hidden Powder | Nikkes with charge-type weapons deal X% ATK as additional damage when firing Full Charge shots |
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Quick Charger | Nikkes with charge-type weapons gain X% charging speed |
Epic Buffs[]
Epic buffs have a random chance of appearing in every buff selection, and are guaranteed when defeating a boss of a Sector. Epic Buffs cannot be carried over via Buff Legacy.
| Icon | Name | Effect |
|---|---|---|
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One-off Magnetic Field | Nikkes have a 10% chance to block 1-5 instances of damage every time they are attacked |
| Recovery Model | Nikkes that survive a battle will recover 3.86-6.95% HP | |
| Reflection Bullet | Nikkes that empty their magazine have a 1% chance to inflict 750-1350% damage to a random foe. | |
| Over Magazine | Nikke ammo capacity increased by 35.35-63.63% | |
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Quick Magazine | Nikke weapons reload 35.35-63.63% faster |
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Reactive Protector | Enemies that damage Nikkes suffer 37.5-67.5% of damage dealt as backlash |
Buff Legacy[]
Players who clear at least one Sector of a stage can choose to save one buff from their lineup should they abort the run. All non-Epic buffs are eligible to be saved. Buff Legacy will also trigger when Sector C is cleared.
While Buff Legacy originally reset daily, as of the Lion Heart update, it will only reset once every two weeks, at 5:00 every other Tuesday (UTC+9)
Overclock Mode[]
A limited-time high-difficulty version of Simulation Room, unlocked after clearing Sector 5-C. While gameplay is largely the same as standard Sim Room 5-C, and Buff Legacy is carried over, players have a choice of difficulty modifiers that can strengthen foes, weaken allies, or impose other restrictions to add challenge. Every modifier increases Core Ratio by a certain amount. Clearing an Overclock Run will award additional skill materials based on Core Ratio level. Overclock rewards will refresh every two weeks after Buff Legacy is reset. Overclock-specific rewards are NOT subject to Full Burst Day bonuses.
Clearing an Overclock Run will also retroactively clear Sector 5-C Normal and all other stages below it.
Modifiers[]
Each modifier is codified from Level 1 to Level 5, with higher level modifiers imposing greater challenges. While multiple modifiers can be selected from the same Core Level (column), they cannot be selected from the same category (row) or if the effects are mutually-exclusive. Modifiers will regularly be altered or swapped out between seasons of Overclock.
Example: Taking Rush Hour I, which cuts the time limit by 10%, locks out the option of taking Rush Hour II or III. If a player takes the Vacation Order I modifier, they cannot take Stopwatch Burst I.
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III/IV | Enemy ATK increased by 15/20/25/30% | 1/2/3/4 | |
| Enemy Armor Up I/II/III/IV | Enemy DEF increased by 10/30/50/70% | 1/2/3/4 | |
| Enemy Vitals Up I/II/III/IV | Enemy HP increased by 20/25/30/35% | 1/2/3/4 | |
| Memory Loss | Stat bonuses from Bond are disabled | 2 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 2/3/4 | |
| Vacation Order I/Stopwatch: Burst I | Use of Burst I SMG Nikkes is prohibited. Said Nikkes are also excluded from random event effects
OR All Burst I Nikkes have a fixed Burst cooldown of 40 seconds. Effects that reduce cooldown will not apply |
2/3 | |
| Vacation Order II/Stopwatch: Burst II | Use of Burst II AR Nikkes is prohibited. Said Nikkes are also excluded from random event effects
OR All Burst II Nikkes have a fixed Burst cooldown of 40 seconds. Effects that reduce cooldown will not apply |
2/3 | |
| Code Fix I/II | All enemies will only be Iron element (D.M.T.R.). At level II, the target enemy in every battle is immune to all damage that is not their elemental weakness | 1/4 | |
| Hug Me I/II | Every 20 seconds, Iron element Remnants will spawn and perform self-destruct attacks. At level II, these spawns will be immune to all damage that is not their elemental weakness. | 2/3 | |
| Twinkle Twinkle I/II | Every 20 seconds, an Iron element Elite Twintail will spawn and heal all enemies. At level II, this spawn will be immune to all damage that is not their elemental weakness. | 2/3 | |
| Whale Hunting | A Water element (P.S.I.D.) Mother Whale will appear above the battlefield and ready a cancellable attack. All Nikkes will suffer massive damage if the attack is not cancelled | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
| Eyes on You | Distributed damage effects of Nikke skills (Ex: Dorothy's Burst) disabled. Damage from such effects will only damage a single enemy | 2 | |
| No Follow-ups | Additional damage effects of Nikke skills (ex: Maiden's Burst) disabled. In case the conditions for such an effect are met, the enemy will not take damage from the follow-up | 3 | |
| Speed Violation Tag | Effects that increase or decrease Charge Speed for Nikkes will be disabled. | 4 | |
| Solo Debut | Nikkes of the same squad CANNOT be deployed together. | 4 | |
| Aftereffects I/II | After any battle, Nikkes deployed in battle take damage equivalent to 20/34% of their of Max HP. This is calculated based on MHP at the start of battle, and is not affected by MHP buffs. Nikkes can be KO'ed from Aftereffect damage. | 2/4 | |
| Code Fix I/II | All Raptures spawn as Water (P.S.I.D.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Recruiting Dealer I/II | 3 seconds into battle and every 40 seconds after, a Water element Bulwark, Waller, and Lentigo will appear. Bulwark generates a shield, Waller will buff Rapture DEF, and Lentigo will debuff Nikke ATK. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| Stun Gun I/II | 10 seconds into battle and every 20 seconds after, 5 Water element Oculus will appear, stunning Nikkes with their attacks. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| Whale Hunting | A Water element (P.S.I.D.) Mother Whale will appear above the battlefield and ready a cancellable attack. All Nikkes will suffer massive damage if the attack is not cancelled. This attack will bypass cover. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
| Firepower Maniac/Hidden Ace/Tank Essentials | Battles cannot be started unless the squad includes at least 2 Attacker/Supporter/Defender Nikkes. | 2/3/4 | |
| Spray and Pray/All-Rounder/Shatter/Melee Expert/Explosive Art/Ranged Expert | Battles cannot be started unless the squad includes at least 2 SMG/AR/MG/SG/RL/SR Nikkes. This option is by default set to Spray and Pray, but new options will unlock once Overclock rewards reset | 4 | |
| Core Anomaly I/II | Applies the Core Anomaly debuff to all Nikkes at the start of battle, reducing their HP by 2/5% per second. This debuff can be removed by appropriate skill/Burst effects. | 2/4 | |
| Code Fix I/II | All Raptures spawn as Electric (Z.E.U.S.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Airy Embrace I/II | 20 seconds into battle and every 20 seconds after, 5 Electric element Glitters will appear and explode. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| CBR I/II | 10 seconds into battle and every 20 seconds after, 1 Electric element Bronchus will appear and continually apply cover-piercing damage to all Nikkes. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| Unwanted guests from the dimensional breach | A series of destructible missiles will be launched from subspace portals at all Nikkes periodically during battle. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
| Corporate Allocation System I/II/III | Battles cannot be started unless the squad meets the following criteria;
|
2/3/4 | |
| Spray and Pray/All-Rounder/Shatter/Melee Expert/Explosive Art/Ranged Expert | Battles cannot be started unless the squad includes at least 2 SMG/AR/MG/SG/RL/SR Nikkes. This option is by default set to Spray and Pray, but rotates once Overclock rewards reset | 4 | |
| Mental Cultivation I/II | Enemies are immune to Taunt effects. Attract effects of Nikke skills will be voided. At level 2, all Shield effects of Nikke skills will be voided | 2/4 | |
| Code Fix I/II | All Raptures spawn as Water (P.S.I.D.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Hippocampus Dream I/II | 15 seconds into battle and every 15seconds after, 5 Water element Bullwhips will appear and attack. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| Auto Umbrella I/II | 10 seconds into battle and every 30 seconds after, 1 Water element Shield will appear and block attacks until a specific part is destroyed. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| Berserk Energy | A Cancel Ring will appear in the air during battle as energy gathers. If this attack is not cancelled in time, a high-power cover-piercing attack will be launched at all Nikkes. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
| Shooting Distance Compliance I/II/III | Nikke ATK will be increased or decreased based on the following rules based on level;
RL Nikkes are not subject to these rules. |
2/3/4 | |
| Close-Range Expert/Ranged Expert/Explosiuve Art | Battles cannot be started unless the squad includes at least 2 SG/SR/RL Nikkes. This option rotates once Overclock rewards reset | 4 | |
| Sandbag I/II | ATK increases from Nikke skills will be reduced by 25/50%. This does not apply to buffs from non-skill effects, including Sim Room buffs, equipment, etc. | 2/4 | |
| Code Fix I/II | All Raptures spawn as Electric (Z.E.U.S.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Volleyball I/II | 5 seconds into battle and every 30 seconds after, 2 Electric element Volleyballs will appear and attack, with rapid movement, projectile fire, and even self-destruct attacks. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| Block Break I/II | 20 seconds into battle and every 30 seconds after, 3 Electric element Arkanoids will appear and fire destructible projectiles. At level 2, these enemies will be immune to all damage that is not their elemental weakness | 2/3 | |
| Whale Hunting | A Water element (P.S.I.D.) Mother Whale will appear above the battlefield and ready a cancellable attack. All Nikkes will suffer massive damage if the attack is not cancelled. This attack will bypass cover. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
|
|
2/3/4 | |
| Shatter/Close-Range Expert/Ranged Expert | Battles cannot be started unless the squad includes at least 2 MG/SG/SR Nikkes. This option rotates once Overclock rewards reset | 4 | |
| Core Enhancement I/II |
|
2/4 | |
| Code Fix I/II | All Raptures spawn as Water (P.S.I.D.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Peekaboo I/II | 10 seconds into battle and every 20 seconds after, 1 Water element Peekaboo will appear and attack, stopping after a certain number of hits. Peekaboo has low base HP, but takes little damage from all attacks. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| Sentry I/II | 20 seconds into battle and every 20 seconds after, 1 Water element Sentry will appear and stun a Nikke via suppression beam. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| White Ice Dragon | A Water element (P.S.I.D.) White Ice Dragon will appear above the battlefield and ready a cancellable attack. All Nikkes will suffer massive damage if the attack is not cancelled. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |
| Icon | Name | Description | Core Level |
|---|---|---|---|
| Prepare for Simulation | Nikkes at or above level 400 will be automatically locked to level 400. Cannot be deactivated. | 1 | |
| Enemy Weapon Up I/II/III | Enemy ATK increased by 15/20/25% | 1/2/3 | |
| Enemy Armor Up I/II/III | Enemy DEF increased by 10/30/50% | 1/2/3 | |
| Enemy Vitals Up I/II/III | Enemy HP increased by 20/25/30% | 1/2/3 | |
| No Recycling | Stat bonuses from Recycling Room are disabled | 2 | |
| Aggressive Tactics | Normal Battles removed from encounter pool. Reduced chance of non-combat encounters | 5 | |
| Rush Hour I/II/III | Time limit for battles reduced by 10/20/30% | 1/2/3 | |
|
|
2/3/4 | |
| Ranged Expert/All-Rounder/Shatter | Battles cannot be started unless the squad includes at least 2 SR/AR/MG Nikkes. This option rotates once Overclock rewards reset | 4 | |
| Core Enhancement I/II |
|
2/4 | |
| Code Fix I/II | All Raptures spawn as Wind (A.N.M.I.) element. At level 2, enemies will be immune to all damage that is not their elemental weakness | 1/4 | |
| Jellyfish I/II | 20 seconds into battle and every 20 seconds after, 1 Wind element Jellyfish will appear and debuff the reload speed of Nikkes. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| CBR I/II | 10 seconds into battle and every 20 seconds after, 1 Wind element Bronchus will appear and continuously deal terrain-piercing damage to all Nikkes. At level 2, this enemy will be immune to all damage that is not its elemental weakness | 2/3 | |
| Unwanted guests from the dimensional breach | A series of destructible missiles will be launched from subspace portals at all Nikkes periodically during battle. | 3 | |
| Relevant Personnel Only | Instead of healing or buff alteration, the choice before the boss stage will ONLY consist of Hard battles. Increased chance of high-level buffs upon clearing that Hard battle. | 5 |




































