GLOSSARY / Sapling of Light
Sapling of Light
Related names and search terms: PIGRITIA, SUPERBIA, MOROSITAS, IRA, LUXURIA, Dante Abilities
At a Glance
5 abilities unlocked through story progress that let Dante intervene in battle. Check unlocked abilities and remaining uses.
GUIDEHow It Works
The Sapling of Light unlocks through story progress from 6-44 onward, with more abilities and uses unlocked later. Check the menu for what is currently available.
Normally usable once per day after clearing 6-44, and twice per day after 8-30. Each individual ability is limited to once per day. Uses refresh at the daily reset.
A use is consumed when you win the battle. Losses, retries, and withdrawals normally return it, but exceeding 100 turns consumes the use without counting as a victory.
Some challenge content, including Refraction Railway, has its own per-run limits instead of the ordinary daily allowance. Follow the content's specific rules.
NOTESCommon Misunderstandings
- The ordinary daily allowance is shared across Sapling abilities, and each ability can be used only once per day. Content such as Refraction Railway has separate per-run limits; check the current ability menu and battle counter.
- The use becomes final on victory, rather than immediately when the button is pressed.
ABILITIESAbilities
PIGRITIA (6-44)
Halves all enemies' Speed for the turn in which it is used.
Rounds Speed down. For example, Speed 5 becomes 2.
The smaller Speed gap makes interception easier. It does not directly weaken Skill Power or Coins.
- Affects all enemies. It does not directly guarantee a Clash Win or increased damage.
PIGRITIA: an enemy at Speed 5
- Before use: Speed 5
- Speed for the activation turn → 2
Halve the value, then round down.
SUPERBIA (Chapter 7)
Sets the resource cost of 1 E.G.O use to 0.
Sin resources become unnecessary, but the SP cost remains. Both ordinary use and Overclock have a resource cost of 0.
Normal Corrosion checks still apply. Lacking resources for Stable Overclock does not make the Overclock unstable or cause indiscriminate targeting.
SUPERBIA's effect count is consumed when the E.G.O proceeds to Combat Start.
- It does not remove Corrosion risk from low SP.
SUPERBIA: an opening E.G.O
- Insufficient Sin resources
- Use E.G.O at 0 resource cost
- SP is still consumed
Resource consumption becomes 0; other costs do not become free.
MOROSITAS (8-30)
Averages base Offense and Defense Levels across combatants for 3 turns after use.
Uses the average base Offense and Defense Levels of characters on the field, rounded down. Allied NPCs are excluded.
While active, Sinners also gain +3 Offense Level and +6 Defense Level. These are added separately from base levels.
Skill-level differences and external level modifiers that do not change base values apply after averaging.
- Later enemy Offense Level Up and similar effects can still leave a level difference.
MOROSITAS: averaging base levels
- Average the field's base levels
- Sinners gain another +3 Offense and +6 Defense
- Apply external modifiers afterward
Distinguish averaged base values from subsequent level modifiers.
IRA (9-50)
Strengthens 1 Sinner who can act for the current turn.
Offensive bonuses include +100% attack damage, +1 positive Coin Power, and +1 negative-Coin Final Power. These offensive bonuses apply only to Base Skills, not E.G.O.
For that turn, HP cannot fall below 10 and the Sinner cannot be Staggered. Crossed Stagger Thresholds are removed, making later Stagger less likely too.
HP can fall to 10 while active, but not below it. This survival effect does not persist after the ability ends.
- Cannot select a Sinner unable to act, such as one who is Staggered.
- Do not assume the attack damage bonus also boosts E.G.O damage or its special effects.
IRA: E.G.O is excluded
- Apply IRA to a Sinner
- Base Skill damage increases
- E.G.O does not receive the +100% damage bonus
The survival and Stagger-prevention effects apply to that same Sinner.
LUXURIA (Chapter 10)
Fixes 1 Sinner's Coin results to Heads or Tails for the current turn.
The selected face is applied to that Sinner's Coins.
Removing Coin-roll randomness does not guarantee Clash victory or maximum damage.
- Like IRA, requires a Sinner who can act.
LUXURIA: fixed Coin faces
- Choose 1 Sinner and Heads or Tails
- Their Coins show that face this turn
- Check that the chosen face suits the skills
Fixed Coin results do not guarantee a Clash Win.
EXAMPLEWorked Example
Choosing an ability and managing uses
- Check unlocked abilities and remaining uses before battle
- Check whether the limit is daily or per challenge run
- Use the ability when needed
- Check whether victory consumes it or a loss returns it
Consumption rules vary by content. Challenge-specific rules take precedence.
RELATEDRelated Terms
Speed
Battle BasicsA value affecting action order and the ability to intercept attacks in Focused Encounters.
Focused Encounter
Battle BasicsA battle format where you target enemy skills or parts and choose between Clashes and unopposed attacks.
E.G.O
E.G.OA special skill equipped to a Sinner and used in battle when its requirements are met. It is separate from an Identity's ordinary skills.
Sin Resources
Types and ResistancesResources stored by Sin affinity, used for E.G.O and passive requirements.
Sanity
Battle BasicsA value that affects Heads chance and other mechanics. It is separate from HP.
Offense Level
Special RulesA skill's offensive level, used in Clash and damage modifiers.
Defense Level
Special RulesA level used to calculate damage taken and defense skills.
Skill
Battle BasicsAn action an Identity uses in battle. Guard and Evade are skills too.
Coin
Battle BasicsA skill's Coins change its Power according to Heads or Tails. Their number also affects how many attacks it makes.
Clash
Battle BasicsA contest of Power between skills. With ordinary attack skills, the winner gets to attack.