English translation in progress. Untranslated passages remain in Japanese.

The Warden and the Chaplain (Canto X, Route C)

CHAPTER 10 / BOSS GUIDE

The Warden and the Chaplain (Canto X, Route C)

10-04 · Sisyphus Department Store C: FATE LOSTStory guide

A long battle progressing from the Warden to the Chaplain. Destroy the candles first, then assign major clashes according to each turn's and . Against the Chaplain, avoid selecting Attack s pierced by nails. Let Meursault handle the final while keeping other survivors alive.

HP
Maximum 3,660 / starts at 1,830
Level
90
Speed
2~2
Defense Lv.
80
Deployment limit
12 Sinners

Information last checked:

ContentsTotal: 6 entries
  1. 01Keys to the fight
  2. 02Unique effects and cautions
  3. 03Recommended teams and preparation
  4. 04Basic stats
  5. 05Skills and how to respond
  6. 06Passives

3 things to understand first

  1. In Phase 1, destroy all candles with fast Sinners. Assign a Sinner with at least 2 to clash with the Warden.
  2. Win the major area clash with , then “” or “” with .
  3. Choose skills manually against the Chaplain. Have Meursault take at the end and keep other allies alive.

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

Everyone's fell to 1 early on
Each surviving candle applies 2 to everyone next turn. Use fast Sinners to destroy all candles before clashing with the Warden. A main target at 1 greatly strengthens him; do not simply choose your slowest Sinner.
The major clash requires far too much Power
gives the Phase 2 and 3 major area skills −5 Final Power and −5 Power. Change the recipient first. You can also make Voice B's Sloth skill act after the normal skills to consume all Count, but this does not work if Count is replenished at the next Turn Start.
I won against “” or “” but still died
Both retain a after losing the clash and deal fixed damage equal to 200% max HP. Winning with grants a temporary Shield equal to 250% max HP to absorb it. An ordinary Sinner winning through high Power alone is insufficient.
Selecting a skill caused damage and nails
In Phase 3, equipping an Attack pierced by a nail on the panel incurs a penalty. Avoid Win Rate and Damage auto-selection; choose an unpierced skill, or change it to defense or before equipping it. Changing an equipped skill back to its original attack triggers the penalty again.
I removed half his HP but he fully healed
The first time the Chaplain falls below 50% HP, he fully heals and removes negative effects. After reducing him to half again, the battle continues without another heal. Treat dramatic turn-display changes as an effect rather than normal turn progression.
I cannot avoid the final lethal skill
After gaining a Shield at 33% HP or less, he uses . with Meursault and use 's 1 HP protection. It requires at least one other ally alive, so do not leave Meursault alone.

Before entering the special FATE LOST battle

Prepare Customer Lv. 65, SP, and resources

  • Shop toward Customer Lv. 65 and Diamond rank on Route C. Identity levels in this dungeon follow Customer Level; experience levels gained outside it do not carry in.
  • Bring Meursault, HP and SP recovery, and high-Power . resources are halved on entry, but candle destruction in Phase 1 and phase transitions replenish them. If needed, gather SP and resources in the earlier 1F dungeon battle with Le Khaki.
  • In the preceding Warden encounter, attack glowing candles, then lure his attack into them to stun him. Retreat when in danger and break candles to heal. Reducing him to 1,830 HP starts the dungeon battle.
  • At the start of the dungeon battle, Sinners' SP recovers up to 30. Do not mistake this for an effect that lowers higher SP.

Phase 1: the first three turns

Destroy every candle and clash at 2 Speed or higher

  • Two candles appear initially, with more summoned on later turns, up to four at once. Each has 59 HP and all resistances at ×2; split fast Sinners' attacks to kill them first. Candles targeted secondarily by area skills take 50% less damage, so check for survivors.
  • Surviving candles strengthen the Warden's skills and apply to everyone next turn at Turn End. Destroy all of them every turn before focusing damage on him.
  • Assign a Sinner with at least 2 who acts after candle cleanup to clash with the Warden. A main target at 1 can trigger all-s, +2 Final Power, and +100% damage.
  • On turn 3, use a high-Power skill against “”. That turn, Sinner hits inflict Power Down on the Warden, so landing other attacks first helps. Phase 2 begins at 1 HP or less, or at the end of turn 3.

Phase 2: Voice A → Voice B

Check Stillness, Thumping Pulse, and nails before major attacks

  • The Warden fully restores HP and SP and removes negative effects. carry over. The normal cycle then repeats Voice A → Voice B → Divinity A → Divinity B.
  • At Turn Start, identify Sinners with and . Handle normal attacks in Voice A; the holder can increase damage by assigning the Defense slot as their main target.
  • Assign Voice B's Sloth skill “” to a Sinner with few nails. Give relatively weak Pride skills to those with many nails, and heal SP lost to .
  • If possible, make “” act after the other normal skills. It consumes all Count gained by the Gloom and Pride skills, helping prevent the next major skill's Power buff. However, automatic Count replenishment next turn can prevent this weakening.

Phase 2: Divinity A → Divinity B

Use Stillness for the major “Judgment” clash and Thumping Pulse for execution

  • Divinity A brings “” It is clashable regardless of ; assign a high-Power skill from the holder for −5 Final Power and −5 Power on the enemy.
  • Winning reduces damage by 75% and prevents from this skill's damage, but remaining s still activate nail effects. Other Sinners with can equip defense to halve the nail's fixed damage and prevent death or from that effect. The major skill itself does not activate Defense s.
  • Next turn, assign “” to the holder. It cannot be redirected normally, but that holder can clash regardless of . gives the enemy −15 Power; win to gain the temporary Shield.
  • “” has one that deals fixed damage equal to 200% max HP On Hit. The 250% max HP Shield from a clash win is needed; an ordinary recipient merely winning is insufficient.
  • Other Gloom and Pride skills also become Unbreakable during Divinity. Account for nails remaining into the next cycle, and prepare high-Power for whoever receives . The turn may end at 50% body HP or less; at 1 HP or less, Phase 3 begins.

Phase 3: transition to the Chaplain

Avoid panel nails and keep the same two roles

  • HP and SP fully recover and negative effects are removed; carries over. The Chaplain keeps the same plan: for the major area clash, for the following Gluttony skill.
  • Every turn, check Attack s pierced by nails on the panel. Do not equip them or use Win Rate or Damage auto-selection. Change a skill to defense or before equipping it to avoid the selection penalty. Beware of changing it back to the original attack while still equipped.
  • Phase 3 nails are called . Console, Breakpoint, and Exception have different effects. Stacked Console causes self-damage when landing attacks; check nails on Sinners too.
  • Win against “” with . Alongside its Power reduction, all targets gain a temporary Shield and winning gives 90% reduction. Do not reuse Phase 2's 75% value.
  • Win the following “” with . The remains after winning, but the temporary Shield equal to 250% max HP absorbs the 200% fixed damage.
  • If both are below 10, replenish 5 Count at Turn Start. Just after transition, emptying during Voice B may not prevent the next major skill's buff.

Chaplain below 50% HP for the first time, then half again

Push through the first full heal and keep attacking after the effects

  • The first time the Chaplain falls below 50% HP, he fully heals and removes negative effects. This is not a failed transition; repeat the and plan to damage him again.
  • Do not count the dramatic turn-display change as ordinary turn progression. Buffs and debuffs do not suddenly stack by the displayed number of turns.
  • When reduced to half again, the battle continues without a full heal after the effect. Keep damaging him rather than waiting for a special buff.

Chaplain at 33% HP or less

Take Shift + Delete with Meursault and push through the Shield

  • The Chaplain consumes to gain a non-decaying Shield equal to (25 + consumed Stack)% max HP. permanently decreases by the consumed amount.
  • joins the Voice A actions. It prioritizes Sinners other than Meursault, but clash with Meursault for −20 enemy Power. Check this recipient separately from the and assignments.
  • All three s remain after winning. They deal fixed damage equal to 50% current HP twice and 200% max HP, so use Meursault, whose preserves 1 HP. Keep at least one other ally alive.
  • Winning halves the Chaplain's current Shield and gives him 10 this turn and next turn. Focus remaining damage. Continue assigning to the major area skill and to “” until the end.

NOTESUnique effects and cautions

Easy-to-miss details

  • In Phase 1, do not assign a 1- Sinner to the Warden. Destroy all candles first and use a recipient with at least 2 .
  • and change recipients each turn. Do not fix them to the previous turn's Sinners.
  • A clash win alone is insufficient for “” or “”. You need the temporary Shield from winning with .
  • Phase 3 penalizes equipping nailed Attack s and using Win Rate or Damage auto-selection. Choose manually.
  • The Chaplain fully heals the first time he falls below 50% HP. After halving HP a second time, combat continues without another full heal.
  • Take with Meursault and keep other allies alive. is not unconditional immortality.

A random Sinner gains it each turn. Phase 1: Final Power +1 and damage +15%. Phases 2 and 3: +2 and +25%. Phase 3 also inflicts 1 On Hit, up to 9.

Handles major area skills in Phases 2 and 3. Being the main target gives the enemy −5 Final Power and −5 Power.

A random Sinner gains it each turn. Power +1 / +2 / +3 in Phases 1 / 2 / 3; damage taken −25% / −25% / −50%. Winning against Phase 2 “” or Phase 3 “” grants a temporary Shield equal to 250% max HP, removed after the attack. Phase 3 also inflicts 1 On Hit, up to 9.

Can clash with the corresponding Gluttony skill regardless of even when it cannot be redirected normally. Having is not enough: you must win.

Granted to Meursault. While at least one other ally is alive, HP cannot fall below 1; damage that would him removes the threshold instead. Strengthens across phases. In Phase 3, +3, Final Power +3, damage +30%; winning a clash against the Chaplain heals 8 SP and grants 5 total resources of affinities with low reserves. Cannot retreat.

Handles at the end. Another ally must remain alive during the fight; do not treat Meursault as immortal when alone.

Starts at 2 in Phase 1. At Turn Start, gain Power Down and equal to Stack ×4. At Turn End, heal SP and lose 1 Stack.

Do not apply his opening weakness to the Power of later Warden or Chaplain phases.

Special . Gain 1 Potency per cumulative 10 Count consumed. Count does not naturally decrease in this battle. In Phase 3, replenish 5 Count at Turn Start if both are below 10; maximum Count rises to 25 / 30 at 5 or more / 10 or more Potency.

Distinguish Potency from Count. Emptying Count last turn does not prevent the major attack's buff if it is automatically replenished.

Maximum 100. Increases with Count gained or consumed, and by 10 at Turn End. At 100, changes to next turn.

Voice B's Defense raises it to 100. Identify the next holder and prepare for the major attack.

Increases Offense and s based on Stack and makes all skill s Unbreakable, excluding s. At 0, returns to next turn.

Expect hits after clash wins; use and for major-skill mitigation and Shields.

Collective term for Phase 2 nails: , , , and . Changes to the last applied type and combines Stack, but Hammernails do not revert to ordinary Nails.

More nails on the recipient strengthen the enemy. Assign Voice B's Sloth skill to a Sinner with few nails.

When activated by the major area skill, deals fixed damage equal to Stack ×5% max HP, minimum 10. Equipping defense at Combat Start halves it and prevents death or from this effect.

If other Sinners besides the clash recipient have these nails, equip defense to reduce nail damage. The Defense does not need to activate.

s the holder at Turn Start. prevents from this effect; expires at that turn's end.

with “” using next turn's holder.

When activated by the major area skill, gain equal to Stack. Maximum 9.

Check SP after the major skill and restore clashes for the next cycle.

When activated by the major area skill, raise the holder's Threshold by Stack ×2. Maximum 9.

Keep enough HP and distinguish protection from the skill's damage from separate nail effects.

Collective term for the Chaplain's “~” effects: , , and . Changes to the last applied type and combines Stack, but Exception and Breakpoint do not revert to Console.

More nails on the Sinner increase enemy Power and damage. Manage these separately from nails on the skill panel.

Maximum 9. If at 9 at Combat Start, each attack hit on the Chaplain deals fixed self-damage equal to 2% max HP that cannot the holder. When activated by the major area skill, gain equal to Stack and raise the Threshold by Stack ×2.

Avoid panel skills pierced by nails to prevent unnecessary extra buildup.

When activated by the major area skill, deals fixed damage equal to Stack ×10% max HP, minimum 10. Equipping defense at Combat Start halves it and prevents death or from this effect. Maximum 9.

For Sinners other than the clash recipient, also consider equipping defense to reduce nail damage.

At Turn Start, take fixed damage equal to 50% current HP and become ed. prevents that and halves the damage. Expires at Turn End after activation.

Assign “” to the holder. Healing alone does not remove the condition.

Maximum 25. Damage dealt increases and damage taken decreases by Stack%. Gained from the Chaplain's Potency above 10. First reaching 33% HP or less consumes it all for a non-decaying Shield equal to (25 + Stack)% max HP and permanent loss equal to Stack.

After the Shield appears, assign Meursault to and exploit its clash-win Shield halving and .

Special s that can destroy s. They survive their own clash loss and attack with the remaining s after receiving attacks.

“” and do not stop after a clash win. Receive them with 's Shield or Meursault's .

PARTYRecommended teams and preparation

What to prepare first

  • Aim for Customer Lv. 65. Identities below III are raised to III, but is unchanged. Bridge the gap to enemy Lv. 90 through high-Power skills and / conditions.
  • Prepare HP and SP recovery for a long fight and high-Power . Most enemy attacks are Blunt; check Blunt resistance too.
  • Use Meursault for resources from the opening and protect the other Sinners. Enter with SP and resources prepared; save candle resources for later major attacks too.

Meursault

handles and lethal damage, including the final . Requires other allies to remain alive.

Fast candle cleanup

Destroy every candle before the Warden acts. Split main targets instead of relying only on area damage.

High-Power E.G.O across the party

and are random; do not rely on only one Sinner to handle major clashes.

HP and SP recovery and attack debuffs

Restore clashes weakened by and nails and keep key Sinners alive through the long battle.

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 10-04. Deployment limit: 12 Sinners. A special Route C battle. The body is Lv. 90 in every phase, with 3,660 max HP and base 80. Phase 1 starts at 1,830 HP and 30 SP; transition to Phase 2 fully heals it. At 1 HP in Phase 2, it becomes the Chaplain and fully heals again. Phase 2 positions are unconfirmed. Candles are Lv. 1 with 59 HP and 1. Each body slot has 2 slot weight. Aim for Customer Lv. 65, separately from Identity levels outside the dungeon.

The Warden (Phase 1)Part: Body

The Warden (Phase 1) appearance
HP
Maximum 3,660 / starts at 1,830
Level
90
Speed
2~2
Defense Lv.
80
Stagger Thresholds
None

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×1.0
Pride
×1.2
Envy
×1.0
  • Starts at 30 SP with 2 .
  • 2 slot weight per slot. Phase 2 begins at 1 HP or less, or at the end of turn 3.

Candle of RetributionPart: Body

Candle of Retribution appearance
HP
59
Level
1
Speed
1~1
Defense Lv.
1
Stagger Thresholds
None

Physical resistances

SlashSlash
×2.0
PiercePierce
×2.0
BluntBlunt
×2.0

Sin Nullification

Wrath
×2.0
Lust
×2.0
Sloth
×2.0
Gluttony
×2.0
Gloom
×2.0
Pride
×2.0
Envy
×2.0
  • Phase 1 summon. Surviving candles apply to everyone next turn.
  • Takes 50% less damage as an area skill's secondary target. Destruction grants +1 resource of every affinity.

The Warden (Phase 2)Part: Body

The Warden (Phase 2) appearance
HP
3660
Level
90
Speed
2~2
Defense Lv.
80
Stagger Thresholds
Created at transition; positions unconfirmed

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×1.0
Pride
×1.2
Envy
×1.0
  • At transition, fully restores HP and SP and removes negative effects. carries over.
  • 2 slot weight per slot. +20 on Divinity's major area turn. Becomes the Chaplain at 1 HP or less.

The Chaplain (Phase 3)Part: Body

The Chaplain (Phase 3) appearance
HP
3660
Level
90
Speed
2~2
Defense Lv.
80
Stagger Thresholds
None

Physical resistances

SlashSlash
×0.9
PiercePierce
×0.9
BluntBlunt
×0.9

Sin Nullification

Wrath
×1.0
Lust
×1.2
Sloth
×1.2
Gluttony
×1.2
Gloom
×1.0
Pride
×1.2
Envy
×1.0
  • Fully heals at transition; carry over.
  • 2 slot weight per slot. +20 on Divinity's major area turn.
  • First falling below 50% HP fully heals and clears negative effects. First reaching 33% HP or less grants a non-decaying Shield.

SKILLSSkills and how to respond

Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.

s sharing a name have different values and effects across phases. Displayed Power for Phase 1 “” and Phase 2 “” is unconfirmed. Unbreakable conversion from is conditional and is not added to fixed icons. s are shown through labels and effects. The Chaplain's collective nail notation “~” is shown alongside .

The Warden (Phase 1)

01

Thou hast sinned...

PrideBluntBlunt
Displayed Power
3〜9
Base Power
3
Coin Power
+3
No. of Coins
2
AttackLevel
91Enemy Lv. +1
Attack Weight
1

On Use

- Final Power +1 per Candle of Retribution on the field (max 4)

- At 10 or more Count, Power +1

On Use Gain 3 Count

On Clash Lose This skill's damage cannot targets

ⅠOn Hit Inflict 2

ⅡOn Hit Inflict 2

How to respond

Surviving candles increase Power. Destroy them with fast Sinners, then clash with a recipient at 2 or higher.

The Warden (Phase 2)

01

Thou hast sinned...

PrideBluntBlunt
Displayed Power
2〜6
Base Power
2
Coin Power
+2
No. of Coins
2
AttackLevel
90Enemy Lv. +0
Attack Weight
1

On Use Gain 2 Count

On Use Gain 1 and 2 Count

On Clash Lose This skill's damage cannot targets

ⅠOn Hit Inflict 2

ⅡOn Hit Inflict 2

How to respond

Phase 2 normal skill. Builds and ; do not reuse only the opening displayed Power to judge later major attacks.

The Chaplain (Phase 3)

01

*sigh* Can you just... get rewound already?

PrideBluntBlunt
Displayed Power
3〜7
Base Power
3
Coin Power
+2
No. of Coins
2
AttackLevel
92Enemy Lv. +2
Attack Weight
1

At 5 or more (~) on the target, this skill's first becomes Unbreakable

At 9 (~) on the target, Final Power +2

On Use Gain 3 Count

On Use Gain 2 and 1 Count

ⅠOn Hit Inflict 2

ⅡOn Hit Inflict 2

How to respond

At 5 or more , the first becomes Unbreakable. Panel nails and Sinners' nails are separate; check both before selecting skills.

PASSIVESPassives

The Warden (Phase 1)

Enemy passives

... Impossible!

Condition: Stage Start and every turn

At Stage Start, Meursault gains .

At Turn Start, grant and to random Sinners.

“The symbols of stillness and change... should signify God's divinity...!”

Impact on the fight

Check Meursault's and the / recipients before assigning clashes.

Enemy passives

Vicarius Dei

Condition: Stage Start and turn 3

Fixed applies. If ked at Turn End, SP becomes 30.

At Stage Start:

- Begin at 50% HP.

- Gain 2 .

Use a powerful skill on turn 3.

- During that turn, each Sinner hit inflicts 1 Power Down on this unit, once per Sinner.

Change phases at 1 HP or less, or at the end of turn 3.

Vicar of the Obsidian God, condemning those who stray from the path.

Impact on the fight

You do not need to defeat the first form outright. Clear candles and survive turn 3.

Enemy passives

Hallowed Candles of Retribution

Condition: Candle summons and main target

At Turn Start, summon 2 Candles of Retribution.

- Increase the number summoned by 1 each turn.

- At most 4 candles can exist on the field.

Whenever a candle is destroyed, the Warden gains 1 .

On Use:

- If the main target has 1 , all s become Unbreakable, Final Power +2, and damage +100%.

- If no candles remain, Power −1.

Candles descending upon sinners who defy the department store's fate.

Impact on the fight

Destroy every candle first. Do not let a 1- Sinner receive the body's attacks.

Enemy passives

Tears shall soak the cloth

Condition: Taking damage and Sinner hits

Instead of losing SP from , take that amount as Gloom damage.

When hit by a Sinner, inflict 1 Count on that Sinner, up to twice per Sinner per turn.

Impact on the fight

cannot directly lower the enemy's SP. Track Count accumulating on Sinners and provide SP recovery.

Enemy passives

Perfect Conservation

Condition: Cumulative consumption

Gain 1 Potency for every cumulative 10 Count consumed during battle.

At Turn Start, if Potency is 3 and Count is below 10, gain 5 Count.

does not lose its usual 1 Count at Turn End.

Within the Sisyphe System, this preservation is perfectly conserved.

Impact on the fight

Count does not naturally decrease. Phase 1 automatic Count gain has not been confirmed to activate; do not treat it as guaranteed replenishment.

Candle of Retribution

Enemy passives

Chastening Bonds

Condition: Turn End with surviving candles

At Turn End, inflict 2 on all Sinners next turn.

- Does not apply if a phase transition occurs.

Be bound, sinner.

Impact on the fight

Even one survivor gives everyone 2 next turn. Prioritize destroying them all.

Enemy passives

Sin Aflame

Condition: Area skill secondary target and on death

If assigned as a Sinner skill's secondary target, take 50% less damage from that skill.

On death:

- Gain +1 resource of every affinity.

- Heal the last Sinner to attack this unit for 5 SP.

· Heal 10 instead if that Sinner has .

· If the recipient cannot be identified, apply the effect to the Sinner with the lowest SP instead.

Impact on the fight

Secondary targeting reduces damage taken by 50%. Split main targets to destroy them and collect +1 resource of every affinity.

The Warden (Phase 2)

Enemy passives

... Impossible!

Condition: Phase 2, each turn

At Turn Start, grant and to random Sinners.

“The representations of stillness and change... should signify God's divinity...!”

Impact on the fight

Redirect the major skill's main target to that turn's or holder.

Enemy passives

Implements of Confession

Condition: Nail application and body at 50% HP or less

When the Warden applies through skill effects:

- , , , and are collectively called .

- When applying Nails or Hammernails, change to the last applied effect and combine Stack.

- Hammernails do not change into ordinary Nails.

On hitting a Sinner, damage +3% per on them (max 27%, checked per target).

At Turn Start, if the Warden is at 50% HP or less, all skills apply 1 additional .

Impact on the fight

Nails change to the last type and combine Stack. More nails on a Sinner increase enemy Power and damage.

Enemy passives

As Ordained by the Rule of Conservation

Condition: First turn of Phase 2

Fixed applies; if ked at Turn End, SP becomes 30.

At the first Turn Start after appearing:

- SP becomes 45.

- Gain 0 and 1 Warden of the Sisyphe Penalty.

- Retain the preceding phase's .

Impact on the fight

carries over from Phase 1. Restored enemy HP does not mean resets to 0.

Enemy passives

Dies Irae

Condition: Voice / Divinity changes and HP milestones

If this unit has at Turn Start, change patterns and use “”

- Minimum and maximum +20 that turn.

- If the Warden loses a clash in this pattern, change patterns again next turn and use “”.

Whenever Divinity / changes, heal 45 SP and gain 1 Warden of the Sisyphe Penalty.

At 50% HP or less, end the turn, except for certain skills, and remove if ed.

At 1 HP or less, change phases.

Those who do not atone through punishment... shall perish on the day of judgment.

Impact on the fight

Win the major area clash with , then execution with next turn. Expect the turn to end at 50% HP too.

Enemy passives

Tears shall soak the cloth, cloth shall close about the throat...

Condition: and cap

Instead of losing SP from , take that amount as Gloom damage.

When hit by a Sinner, inflict 1 Count on that Sinner, up to twice per Sinner per turn.

Potency is capped at 20; heal SP equal to any excess Potency gained.

Impact on the fight

alone cannot lower enemy SP, and excess heals it. Manage SP through clashes.

Enemy passives

Perfect Conservation

Condition: 3 Potency and below 10 Count

Gain 1 Potency for every cumulative 10 Count consumed during battle.

At Turn Start, if Potency is 3 and Count is below 10, gain 5 Count.

does not lose its usual 1 Count at Turn End.

Within the Sisyphe System, this preservation is perfectly conserved.

Impact on the fight

Check 's automatic replenishment condition. Even if Voice B's “” acts last, replenishment can strengthen the next major skill.

The Chaplain (Phase 3)

Enemy passives

Goddammit. How did you manage to find a glitch like that?

Condition: Certain skill selections and below 50% HP

At Turn Start, grant and to random Sinners.

If the Manager takes certain actions, the Chaplain deals damage proportional to max HP to a random Sinner and inflicts .

Below 50% HP, the Chaplain interferes with the system, fully restores HP and SP, and removes all negative effects.

“I know the system isn't always perfect, but I didn't expect a bug this severe. Tch. Do I have to call maintenance?”

Impact on the fight

Avoid nailed Attack s and Win Rate / Damage auto-selection. The first halving fully heals him; the second continues without recovery.

Enemy passives

Sisyphe System Maintenance Tool

Condition: application and HP at 50% or less

When the Chaplain applies (~) through skill effects:

- , , and are collectively called (~).

- Apply the last nail type and combine Stack.

- Exception and Breakpoint do not change into Console.

On hitting a Sinner, damage +5% per on them (max 45%, checked per target).

At Turn Start, if the Chaplain is at 50% HP or less, all skills apply 1 additional .

“The manual says... in cases like this, everything needs readjusting. It's all prescribed already. Just look at what's in this manual... oh, you can't see it from there.”

Impact on the fight

Console can change to Breakpoint or Exception. Do not automatically assign major clashes to Sinners with many nails.

Enemy passives

"As Ordained by the Rule of Conservation"

Condition: Phase 3 and long clashes

At 10 or more clash exchanges, the skill gains Power equal to exchanges made.

, , , , and are capped at 50 Potency and 15 Count.

Damage taken from , , , , and −50%.

Fixed applies; SP cannot fall below 0.

At the first Turn Start after appearing:

- SP becomes 45.

- Gain 0 and 1 Chaplain of the Sisyphe Penalty.

- Retain the preceding phase's .

Impact on the fight

SP cannot fall below 0, and long clashes strengthen him. or count alone does not guarantee victory.

Enemy passives

"Dies Irae"

Condition: During Divinity and Voice / Divinity changes

If this unit has at Turn Start, change patterns and use “”

- Minimum and maximum +20 that turn.

- If the Chaplain loses a clash in this pattern, change patterns again next turn and use “”.

Whenever Divinity / changes, heal 45 SP and gain 1 Chaplain of the Sisyphe Penalty.

If punishment didn't teach you remorse, judgment will. A lethal dose of it.

Impact on the fight

handles the system's major skill; handles “”. The roles correspond even though skill names differ from Phase 2.

Enemy passives

Tears shall soak the cloth, cloth shall close about the throat... now I can't even remember what's next.

Condition: Burst with no

Instead of losing SP from , take that amount as Gloom damage.

When hit by a Sinner, inflict 1 Count on that Sinner, up to twice per Sinner per turn.

Potency is capped at 20; heal SP equal to excess Potency gained.

On triggering Burst on a Sinner with no , deal Sloth damage equal to half their Potency instead of raising a threshold (excludes ed targets; checked per target).

“Perhaps you really ought to start praying?”

Impact on the fight

Burst deals Sloth damage even without . Heal Sinners who have lost their thresholds too.

Enemy passives

Perfect Conservation

Condition: Cumulative consumption and Potency below 10

Gain 1 Potency per cumulative 10 Count consumed during battle.

At Turn Start, if both are below 10, gain 5 Count.

does not lose its usual 1 Count at Turn End.

At 5 or more / 10 or more Potency, maximum Count +5 / +10.

Within the Sisyphe System, this preservation is perfectly conserved.

Impact on the fight

If both are below 10, replenish 5 Count at Turn Start. On early cycles, Voice B consumption alone may not weaken the next major skill.

Enemy passives

All right. Time to clock out.

Condition: Potency above 10 and first reaching 33% HP or less

At Turn End, if Potency exceeds 10, consume the excess and gain that much .

- After all is consumed by this passive, stop activating this effect.

The first time HP reaches 33% or less, change patterns.

- Consume all to gain a non-decaying Shield equal to (25 + consumed Stack)% max HP.

- Permanently lower by the consumed amount.

“Whatever you think, N Corp. absolutely needs the Sisyphe System. If it collapses... we'll have to return to an age of barbarism.”

“So, as the manual prescribes, you won't be leaving this department store. No exceptions.”

Impact on the fight

After the non-decaying Shield appears, assign Meursault to . Win to halve the current Shield and exploit for damage.

Updates may change enemy stats, effects, or behavior. Also check the information shown during battle.

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