
CHAPTER 03 / BOSS GUIDE
Everything There of an Inquisitor and Proceeding Inquisitor (Canto III)
Deal attack damage to every enemy to reduce , lowering Power and . However, a strong first hit against the imitation lets it return that skill's Power. Hit enemies readying the first with a fast Sinner's weak skill, and keep them out of multi-target attacks.
- HP
- 302 (main body) / 211 (Part)
- Level
- 26
- Speed
- 1〜4
- Defense Lv.
- 30
- Deployment limit
- 5 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Deal attack damage to every enemy from the opening to lower . Each instance of at least 1 attack damage reduces by 1, lowering Power and .
- “” is an ordinary and cannot be Offset. Make a fast Sinner's weak skill the first hit, and check that multi-target does not also hit that enemy.
- An enemy that takes no attack damage heals 5% HP and gains 1 at Turn End. Avoid leaving enemies untouched, but do not force a strong hit into a when no safe weak skill is available.
GUIDEKeys to the fight
Turn numbers indicate a typical sequence. HP loss and Stagger can change the order, so also check the names of the skills the enemy is using.
Find a response based on how you lost
- A strong attack got my Sinner killed by the
- The imitation copies the Power, Power, and count of the first attack received. It also activates if hit as an additional target of a multi-target attack. Land a fast Sinner's weak skill first, or exclude that enemy from the multi-target attack.
- The enemy healed and grew stronger despite having
- Reducing and preventing healing requires at least 1 attack damage. Status damage alone does not satisfy the condition.
- Weak hits are not reducing
- If or resistances reduce attack damage to 0, does not activate. Choose a skill that can deal at least 1 damage. Against a , also avoid using excessive Power.
Opening / 4 and 2 Instincts
Check Counters and lower Instincts across the enemy team
- The 2 Everything There of an Inquisitor units start with 4 ; the 2 Proceeding Inquisitors start with 2. More means more and .
- Deal at least 1 attack damage to each enemy to reduce . With ×0.5 Slash and ×0.75 Pierce resistance, Blunt is the better physical option. Wrath and Envy are also effective.
- First identify enemies readying s. Before hitting everyone with a multi-target attack, check actual targets to avoid triggering a high-Power imitation .
Turns with “Imperfect Imitation”
Land a weak skill first
- Among Sinners attacking that enemy, give the fastest one a weak skill. Its Power, Power, and count are copied, so do not make a strong many- skill or the first hit.
- The keeps the enemy's Sin affinity, attack type, and level. Even if your attack is Blunt or another affinity, the response remains Lust and Slash. Also account for its 10 SP damage On Use.
- Ordinary s cannot be Offset with defense. If no safe weak skill is available, avoid a reckless attack even if that allows HP healing and gain. ing it with the first attack can prevent the , but and resistances make this reliable only when the attack can certainly reach the Threshold.
After lowering Instincts / preventing recovery
Stop no-hit healing and “Adjust Shell”
- Enemies that took no attack damage heal 5% HP and gain 1 at Turn End. In particular, leaving an enemy at 3 untouched lets it return to 4 and become aggressive.
- “” heals 10% max HP and grants 1 on hit. Win the with a strong skill and also deal attack damage. Status damage alone cannot prevent the healing condition.
- Even after lowering , blindly hitting a with a strong attack is dangerous. Check every enemy's and readied skills, then and defeat weakened enemies.
NOTESUnique effects and cautions
Easy-to-miss details
- A strong first hit is copied. Hitting it with a multi-target also triggers the .
- Ordinary s cannot be Offset with defense. Do not apply the procedure used to Offset .
- Reducing requires at least 1 attack damage. , , or other status damage alone is insufficient.
- Attacks continue after Part destruction. Do not assume breaking a Part stops every action.
- Do not apply the Refraction Railway version's fixed slot count to this Sacristy encounter.
Everything There of an Inquisitor starts with 4 ; Proceeding Inquisitor starts with 2. At Turn Start, gain and equal to the value. Taking at least 1 attack damage reduces it by 1; a turn with no attack damage adds 1 at Turn End.
This works opposite to the beast type whose increases when attacked. Land attacks across the team to reduce their bonuses.
Copies the Power, Power, and count of the attack received. Uses Lust, Slash, and the enemy's own level without copying the original skill's On Use or On Hit effects. An ordinary that cannot be Offset.
Land a fast Sinner's weak skill first. Being hit as an additional target of a multi-target attack also triggers the , so check targets.
PARTYRecommended teams and preparation
What to prepare first
- Deploy 5 Sinners against Lv. 26 enemies. Initial bonuses are active, so use current predictions to prepare skills that beat “”.
- Distinguish skills that can deal at least 1 damage from weak skills intended to trigger the first. Blunt, Wrath, and Envy are effective.
- Check targets before using multi-target . Do not hit every enemy with a high-Power skill unconditionally.
Fast, weak first attacks
Keep the copied skill's Power low.
Attack damage against every enemy
Reduce and , and prevent healing from taking no attack damage.
Strong Clashes against Adjust Shell
Prevent healing and renewed before the hit lands.
One ally can fill several roles. First choose a main fighter who can win Clashes, then assign responsibilities for dangerous attacks and special mechanics.
STATUSBasic stats
Stats for 3-22. Deployment limit: 5 Sinners. A 4-enemy battle in the Sacristy on Floor 2 of the Canto III dungeon. There are 2 Lv. 26 Everything There of an Inquisitor units (302 main-body HP, 211 , 30) and 2 Proceeding Inquisitors (242 main-body HP, 170 , 28). These differ from the Floor 1 Lv. 24 and Floor 3 Lv. 29 versions and fixed-slot Refraction Railway versions.
Everything There of an InquisitorPart: Body

- HP
- 302 (main body) / 211 (Part)
- Level
- 26
- Speed
- 1〜4
- Defense Lv.
- 30
- Stagger Thresholds
- 50%(106)
Physical resistances
Slash
- ×0.5
Pierce
- ×0.75
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.5
- Lust
- ×0.75
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×0.75
- Envy
- ×2.0
- 2 enemies. Start with 4 and gain and equal to .
- Normally has 2 actions. s change with . Continues acting and remains targetable after Part destruction.
Proceeding InquisitorPart: Body
- HP
- 242 (main body) / 170 (Part)
- Level
- 26
- Speed
- 1〜4
- Defense Lv.
- 28
- Stagger Thresholds
- 50%(85)
Physical resistances
Slash
- ×0.5
Pierce
- ×0.75
Blunt
- ×1.0
Sin Nullification
- Wrath
- ×1.5
- Lust
- ×0.75
- Sloth
- ×1.0
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×0.75
- Envy
- ×2.0
- 2 enemies. Start with 2 ; has 1 action below 4 and 2 actions at 4 or more.
- Continues acting and remains targetable after Part destruction. Keep its starting and distinct from the other type.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
The 4 shared skills are listed by user, giving 8 entries. “”'s Power, Power, and count depend on the attack it receives, so fixed values are not shown. It copies those numbers but retains Lust, Slash, and the enemy's own level; it does not copy On Hit or On Use effects.
Everything There of an Inquisitor
Eerie Eyes
- Displayed Power
- 2〜4
- Base Power
- 4
- Coin Power
- -1
- No. of Coins
- 2
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Deal 5 SP damage to the target.
ⅡOn Hit Deal 5 SP damage to the target.
How to respond
Each of the 2 s deals 5 SP damage on hit. Even low displayed Power is strengthened by from ; hits also damage your SP. Win es while reducing .
Imperfect Imitation
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- Unknown
- No. of Coins
- Variable
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
Imitate the attack received.
On Use Deal 10 SP damage to the target.
How to respond
An ordinary that copies the received skill's Power, Power, and count. Land a fast Sinner's weak skill first. Multi-target also triggers it, so do not lead with a strong skill. It cannot be Offset with defense.
Adjust Shell
- Displayed Power
- 3〜13
- Base Power
- 3
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Heal 10% of max HP. Gain 1 .
How to respond
On Hit heals 10% max HP and grants 1 . Account for in the prediction and use a strong to stop healing and renewed bonuses.
Bone Blast
- Displayed Power
- 4〜8
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 2
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Heal 10% of max HP.
ⅡOn Hit Inflict 10 next turn.
How to respond
1 heals 10% max HP on hit; 2 inflicts 10 next turn. Used by aggressive enemies with at least 4 , so do not increase damage taken by matching it with a weak skill.
Proceeding Inquisitor
Eerie Eyes
- Displayed Power
- 2〜4
- Base Power
- 4
- Coin Power
- -1
- No. of Coins
- 2
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Deal 5 SP damage to the target.
ⅡOn Hit Deal 5 SP damage to the target.
How to respond
Each of the 2 s deals 5 SP damage on hit. Even low displayed Power is strengthened by from ; hits also damage your SP. Win es while reducing .
Imperfect Imitation
- Displayed Power
- Unconfirmed
- Base Power
- Unconfirmed
- Coin Power
- Unknown
- No. of Coins
- Variable
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
Imitate the attack received.
On Use Deal 10 SP damage to the target.
How to respond
An ordinary that copies the received skill's Power, Power, and count. Land a fast Sinner's weak skill first. Multi-target also triggers it, so do not lead with a strong skill. It cannot be Offset with defense.
Adjust Shell
- Displayed Power
- 3〜13
- Base Power
- 3
- Coin Power
- +10
- No. of Coins
- 1
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Heal 10% of max HP. Gain 1 .
How to respond
On Hit heals 10% max HP and grants 1 . Account for in the prediction and use a strong to stop healing and renewed bonuses.
Bone Blast
- Displayed Power
- 4〜8
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 2
- AttackLevel
- 21Enemy Lv. -5
- Attack Weight
- 1
ⅠOn Hit Heal 10% of max HP.
ⅡOn Hit Inflict 10 next turn.
How to respond
1 heals 10% max HP on hit; 2 inflicts 10 next turn. Used by aggressive enemies with at least 4 , so do not increase damage taken by matching it with a weak skill.
PASSIVESPassives
Everything There of an Inquisitor
Pulsating Arms
Condition: Turn Start
Gain and equal to .
Impact on the fight
Lowering weakens both offense and defense. Check next turn's predictions as well.
Damaged Arms
Condition: Take at least 1 damage from an attack
Lose 1 .
Impact on the fight
Neither 0 damage nor status damage reduces it. Weaken all enemies with skills that deal at least 1 attack damage.
Regenerating Shell
Condition: Take no attack damage for 1 turn
At Turn End, heal 5% HP and gain 1 .
Impact on the fight
Avoid leaving enemies untouched unnecessarily, but do not force a strong skill into a dangerous just to prevent recovery.
Frantic Eyes
Condition: Determined by
Use aggressive skills at 4 or more and defensive skills below 4.
Impact on the fight
Deal attack damage so an enemy at 3 does not recover to 4.
Proceeding Inquisitor
Pulsating Arms
Condition: Turn Start
Gain and equal to .
Impact on the fight
Lowering weakens both offense and defense. Check next turn's predictions as well.
Damaged Arms
Condition: Take at least 1 damage from an attack
Lose 1 .
Impact on the fight
Neither 0 damage nor status damage reduces it. Weaken all enemies with skills that deal at least 1 attack damage.
Regenerating Shell
Condition: Take no attack damage for 1 turn
At Turn End, heal 5% HP and gain 1 .
Impact on the fight
Avoid leaving enemies untouched unnecessarily, but do not force a strong skill into a dangerous just to prevent recovery.
Frantic Eyes
Condition: Determined by
Use aggressive skills at 4 or more and defensive skills below 4.
Impact on the fight
Deal attack damage so an enemy at 3 does not recover to 4.