Property:Weapon Additional Info

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F
N
T
G
* Fixed Augment: [[File:UIItemAffixAbility.png|link=|Affix]] '"`UNIQ--item-21--QINU`"'   +
D
* Fixed Augment: [[File:UIItemAffixAbility.png|link=|Affix]] '"`UNIQ--item-6--QINU`"'   +
R
* Fixed Augment: [[File:UIItemAffixAbility.png|link=|Affix]] '"`UNIQ--item-5--QINU`"'   +
F
* Fixed Augment: [[File:UIItemAffixAbility.png|link=|Affix]] '"`UNIQ--item-5--QINU`"'   +
D
* Full Immunity To Knockback With Weapon Potential Tenacious Spirit.   +
C
* Has a blue glow and a rainbow glow around it when out.   +
D
* Has a light blue glow and rainbow glow around it when out.   +
T
* Has a light white ish blue glow and rainbow glow around it when out.   +
F
* Has a rainbow glow around it when out.   +
H
* Has a rainbow glow around it when out.   +
* Has a white ish blue glow and a rainbow glow around it when out.   +
L
* Has a yellow glow and a rainbow glow around it when out.   +
R
* Opens up when shooting *Was the few weapons to get nerfed from JP and was 200% but now 82% and skill can't be used on Scion Classes.   +
I
* Originally appeared in ''Phantasy Star Portable 2''.   +
G
* The Potential Freezing Crystal Needs Weaponoid Boosters To Upgrade.   +
R
* This weapon is permanently untradeable. * This weapon has its Lv. 1 Potential unlocked when obtained. * This weapon is based on the guns wielded by the main character in the SEGA video game Burning Rangers. * This weapon is considered an OT weapon meaning it can only be enhanced to +10 cannot unlock its potential due to being part of a weapon system that isn't present in Global.   +
* This weapon seems to be a modified version of the JP weapon Red Rod / 赤のロッド.   +
D
* This weapon seems to be a modified version of the JP weapon Demonic Fork-NT / デモニックフォーク-NT.   +
S
* This weapon seems to be a modified version of the JP weapon Sigma Bustad / ジグマバスタッド.   +
* This weapon seems to be a modified version of the JP weapon Sigma Branch / ジグマブランチ.   +
T
* This weapon seems to be a modified version of the JP weapon Barrel Rappy Cannon / タルラッピーキャノン.   +
L
* This weapon seems to be a modified version of the JP weapon Lambda Salvador / ラムダサルバドール.   +
R
* This weapon seems to be a modified version of the JP weapon Red Talis / 赤のタリス.   +
P
* This weapon seems to be a modified version of the JP weapon Red Bullet Bow / 赤のバレットボウ.   +
R
* This weapon seems to be a modified version of the JP weapon Red Machine Gun / 赤のマシンガン.   +
M
* This weapon seems to be a slightly modified version of the JP weapon Mars Regalus / マルスレガルス.   +
U
* This weapon seems to be a slightly modified version of the JP weapon Umblla Stick / アンブラステッキ.   +
A
* This weapon's JP counterpart is Agni Bazooka-NT / アグニバズーカ-NT.   +
* This weapon's JP counterpart is Allure Venera / アリュールヴィネーラ.   +
* This weapon's JP counterpart is Alta Barrel / アルタバレル   +
* This weapon's JP counterpart is Alta Feina / アルタフェイナ   +
* This weapon's JP counterpart is Altacray / アルタクレイ   +
* This weapon's JP counterpart is Alumisuist / アルミスイスト.   +
* This weapon's JP counterpart is Alva Arkray-NT / アルバアルクレイ-NT.   +
* This weapon's JP counterpart is Alva Bow-NT / アルバボウ-NT.   +
* This weapon's JP counterpart is Alva Diffuse-NT / アルバディフューズ-NT.   +
* This weapon's JP counterpart is Alva Fallounce-NT / アルバフォールオンス-NT.   +
* This weapon's JP counterpart is Alva Launcher-NT / アルバランチャー-NT.   +
* This weapon's JP counterpart is Alva Obside-NT / アルバオブサイド-NT.   +
* This weapon's JP counterpart is Alva Pisastian-NT / アルバピサスティアン-NT.   +
* This weapon's JP counterpart is Alva Quadrapt-NT / アルバクワドラプト-NT.   +
* This weapon's JP counterpart is Alva Raflame-NT / アルバラフレイム-NT.   +
* This weapon's JP counterpart is Alva Rod-NT \ アルバロッド-NT.   +
* This weapon's JP counterpart is Alva Striker-NT / アルバストライカー-NT.   +
* This weapon's JP counterpart is Alva T. Machinegun-NT / アルバTマシンガン-NT.   +
* This weapon's JP counterpart is Alva Talis-NT / アルバタリス-NT.   +
* This weapon's JP counterpart is Alva Twin Gatling-NT / アルバTガトリング-NT.   +
* This weapon's JP counterpart is Alva Twin Vulcan-NT / アルバTバルカン-NT.   +
* This weapon's JP counterpart is Arch Revolucio / アーチレボルシオ.   +
* This weapon's JP counterpart is Aresvis-NT / アレスヴィス-NT.   +
* This weapon's JP counterpart is Ark Flan / アークフラン. * Based on the Weaponoid "Ark Flan" from ''Phantasy Star Online 2es''.   +
* This weapon's JP counterpart is Arkray-NT / アルクレイ-NT.   +
* This weapon's JP counterpart is Astral Riser-NT / アストラルライザー-NT. * Featured as Silva's weapon in ''Phantasy Star Online 2: The Animation''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Aura Dellwogg / アウラデルウォッグ.   +
* This weapon's JP counterpart is Aura Diazuth / アウラディアズス.   +
* This weapon's JP counterpart is Aura Estour / アウラエストゥール.   +
* This weapon's JP counterpart is Aura Megawoga / アウラメガウォーガ.   +
* This weapon's JP counterpart is Aura Regalus / アウラレガルス.   +
* This weapon's JP counterpart is Aura Verhaar / アウラヴェルハール.   +
* This weapon's JP counterpart is Aura Vulzzarg / アウラヴォルザーグ.   +
* This weapon's JP counterpart is Aura Zanshou / アウラザンショウ.   +
B
* This weapon's JP counterpart is Bardiche-NT / バルディッシュ-NT. * Based on the Weaponoid "Bardiche" from ''Phantasy Star Online 2es''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Basilis Agus / バジリスアグス.   +
* This weapon's JP counterpart is Basilis Amado / バジリスアマド.   +
* This weapon's JP counterpart is Basilis Cadint / バジリスカディント.   +
* This weapon's JP counterpart is Basilis Dysonia / バジリスディソニア.   +
* This weapon's JP counterpart is Basilis Enad / バジリスエナド.   +
* This weapon's JP counterpart is Basilis Equilion / バジリスイクジリオン.   +
* This weapon's JP counterpart is Basilis Fend / バジリスジフェンド.   +
* This weapon's JP counterpart is Basilis Ganak / バジリスガナク.   +
* This weapon's JP counterpart is Basilis Heres / バジリスヘレース.   +
* This weapon's JP counterpart is Basilis Mediant / バジリスメディント.   +
* This weapon's JP counterpart is Basilis Medister / バジリスメディスタ.   +
* This weapon's JP counterpart is Basilis Progener / バジリスプログナ.   +
* This weapon's JP counterpart is Basilis Reode / バジリスリオード.   +
* This weapon's JP counterpart is Basilis Ridist / バジリスリディスト.   +
* This weapon's JP counterpart is Basilis Romaribus / バジリスロマリブス.   +
* This weapon's JP counterpart is Basilis Seatess / バジリスシーテス.   +
* This weapon's JP counterpart is Bigglow-NT / ビッグロウ-NT.   +
* This weapon's JP counterpart is Blade Revolucio / ブレードレボルシオ.   +
* This weapon's JP counterpart is Blue Crane Ver2 / ブルクレインVer2.   +
* This weapon's JP counterpart is Bluesy Requiem-NT / ブルージレクイエム-NT. * Based on the Weaponoid "Bluesy Requiem" from ''Phantasy Star Online 2es''.   +
* This weapon's JP counterpart is Bran Mirrors-NT / ブランミラーズ-NT.   +
* This weapon's JP counterpart is Brauluft-NT / ブラウルフト-NT.   +
P
* This weapon's JP counterpart is Bullet Bow-NT / バレットボウ-NT.   +
B
* This weapon's JP counterpart is Bullet Revolucio / バレットレボルシオ.   +
C
* This weapon's JP counterpart is Caduceus-NT / カジューシース-NT.   +
* This weapon's JP counterpart is Cannon Revolucio / キャノンレボルシオ.   +
* This weapon's JP counterpart is Card Revolucio / カードレボルシオ.   +
* This weapon's JP counterpart is Ceres Fasonte / セレファソンテ. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Austelph / セレオステルフ. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Aphaserus / セレアフセロス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Phonopus / セレフォノプス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Zeostega / セレシオステガ. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Fouls / セレファウルス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Cicopus / セレシオコプス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Agrator / セレアグラトル. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Spiradon / セレスピラドン. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Necrus / セレネクオルス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Dictheus / セレディクテウス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Raeir / セレラウィール. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Hadolophus / セレハドロフス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Ivatos / セレイヴァトス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Genonics / セレジノニクス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Dasaro / セレダーサウロ. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Ignatos / セレイグナトス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Ceres Chronis / セレクルオニス. * This weapon's Potential has the following effects: ** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%). *** The damage bonus stacks multiplicatively on top of the original damage boost. *** When the damage bonus is maxed, a barrier forms that grants Super Armor. This barrier persists until 8 seconds pass after the last hit that connects with an enemy.   +
* This weapon's JP counterpart is Clarita Visas-NT / クラーリタ・ヴィサス-NT. * Featured as Emilia Percival's weapon in ''Phantasy Star Portable 2''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Cleasis Anhks / クリシスアンクス.   +
* This weapon's JP counterpart is Cleasis Battadia / クリシスバタディア.   +
* This weapon's JP counterpart is Cleasis Bazera / クリシスバゼラ.   +
* This weapon's JP counterpart is Cleasis Buechse / クリシスビュクゼ.   +
* This weapon's JP counterpart is Cleasis Calvin / クリシスカルバン.   +
* This weapon's JP counterpart is Cleasis Dinares / クリシスディナレス.   +
* This weapon's JP counterpart is Cleasis Gender / クリシスジェンダー.   +
* This weapon's JP counterpart is Cleasis Hander / クリシスハンダー.   +
* This weapon's JP counterpart is Cleasis Janbiya / クリシスジャンビア.   +
* This weapon's JP counterpart is Cleasis Karinza / クリシスカリンザ.   +
* This weapon's JP counterpart is Cleasis Kijal / クリシスキジャル.   +
* This weapon's JP counterpart is Cleasis Medina / クリシスマディーナ.   +
* This weapon's JP counterpart is Cleasis Phossele / クリシスフォセレ.   +
* This weapon's JP counterpart is Cleasis Rangia / クリシスランジア.   +
* This weapon's JP counterpart is Cleasis Sadi / クリシスサディ.   +
* This weapon's JP counterpart is Cleasis Serbs / クリシスセルベス.   +
* This weapon's JP counterpart is Cleasis Tradir / クリシストラディル.   +
D
* This weapon's JP counterpart is Dalz Varley / ダルスバーレイ.   +
* This weapon's JP counterpart is Diffuse-NT / ディフューズ-NT.   +
* This weapon's JP counterpart is Dio Garland-NT / ディオガーランド-NT.   +
* This weapon's JP counterpart is Dio Radiegle-NT / ディオラディエグル-NT.   +
* This weapon's JP counterpart is Dio Ridultiv-NT / ディオリドゥルティブ-NT   +
* This weapon's JP counterpart is Dio Tigrebow-NT / ディオティグリボウ-NT.   +
* This weapon's JP counterpart is Dio Visburn-NT / ディオヴィスバーン-NT.   +
* This weapon's JP counterpart is Divine Amaterasu-NT / 神杖アマテラス-NT.   +
* This weapon's JP counterpart is Dream Master-NT / ドリームマスター-NT.   +
E
* This weapon's JP counterpart is Eagle Flint-NT / イーグルフリント-NT.   +
* This weapon's JP counterpart is Edge Revolucio / エッジレボルシオ.   +
I
* This weapon's JP counterpart is Evleda Anhks / イヴリダアンクス.   +
F
* This weapon's JP counterpart is Falco Flint-NT / ファルコフリント-NT.   +
* This weapon's JP counterpart is Fallounce-NT \ フォールオンス-NT.   +
* This weapon's JP counterpart is Final-Impact-NT / ファイナルインパクト-NT   +
* This weapon's JP counterpart is Form Greaves / フォームグリーブ. * This weapon's Potential causes the weapon to fire shockwaves that pierce targets when swung with a normal attack. As the Potential Level rises, the power of the shockwaves increases. * Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3. ** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3). ** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.''' *** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy. *** Shockwaves receive the effects of any applicable Ranged damage modifiers, including Gunner's Point Blank Boost, Ranger's Advanced Precision HIt, and the Ranged portion of Hunter's Fury Stance. *** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot. *** Shockwave damage does not vary based on distance to target. *** Shockwaves can receive Stationary Fire bonus. ** Shockwaves change appearance based on Potential Level. ** Shockwaves receive the effects of Perfect Fury Bonus. ** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks. ** Shockwaves recover 2 PP per hit by default. ** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls. *** However it will change elevation up to 45°.   +
* This weapon's JP counterpart is Form Scythe / フォームサイス. * This weapon's Potential causes the weapon to fire shockwaves that pierce targets when swung with a normal attack. As the Potential Level rises, the power of the shockwaves increases. * Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3. ** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3). ** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.''' *** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy. *** Shockwaves receive the effects of any applicable Ranged damage modifiers, including Gunner's Point Blank Boost, Ranger's Advanced Precision HIt, and the Ranged portion of Hunter's Fury Stance. *** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot. *** Shockwave damage does not vary based on distance to target. *** Shockwaves can receive Stationary Fire bonus. ** Shockwaves change appearance based on Potential Level. ** Shockwaves receive the effects of Perfect Fury Bonus. ** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks. ** Shockwaves recover 2 PP per hit by default. ** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls. *** However it will change elevation up to 45°. ** Does not trigger Tech Explosions on hit. ** Unaffected by Wand Lovers, but affected by Wand Reactor.   +
* This weapon's JP counterpart is Form Zapper / フォームザッパー. * This weapon's Potential causes the weapon to fire shockwaves that pierce targets when swung with a normal attack. As the Potential Level rises, the power of the shockwaves increases. * Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3. ** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3). ** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.''' *** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy. *** Shockwaves receive the effects of any applicable Ranged damage modifiers, including Gunner's Point Blank Boost, Ranger's Advanced Precision HIt, and the Ranged portion of Hunter's Fury Stance. *** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot. *** Shockwave damage does not vary based on distance to target. *** Shockwaves can receive Stationary Fire bonus. ** Shockwaves change appearance based on Potential Level. ** Shockwaves receive the effects of Perfect Fury Bonus. ** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks. ** Shockwaves recover 2 PP per hit by default. ** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls. *** However it will change elevation up to 45°.   +
G
* This weapon's JP counterpart is Gadianna-NT / ガディアンナ-NT.   +
* This weapon's JP counterpart is Gal Wind / ガルウィンド.   +
* This weapon's JP counterpart is Gandiva / ガーンデーヴァ. * This weapon is considered an OT weapon meaning it can only be enhanced to +10 cannot unlock its potential due to being part of a weapon system that isn't present in Global.   +
* This weapon's JP counterpart is Garland-NT / ガーランド-NT.   +
* This weapon's JP counterpart is Gix Ernoe / ギクスエルノ.   +
* This weapon's JP counterpart is Gix Jeud / ギクスジェウド.   +
* This weapon's JP counterpart is Gix Kafir / ギクスカフィール.   +
* This weapon's JP counterpart is Gix Shadoke / ギクスシャドーク.   +
* This weapon's JP counterpart is Gix Verata / ギクスヴェラータ.   +
* This weapon's JP counterpart is Gix Viset / ギクスヴィセート.   +
D
* This weapon's JP counterpart is God Hand-NT / ゴッドハンド-NT. * Featured as Kid's weapon in ''Phantasy Star Online 2: The Animation''. * Originally appeared in ''Phantasy Star Online''. * Compatible with Photon Color.   +
F
* This weapon's JP counterpart is Goodbye Fire Ver2 / グッバイファイアVer2.<br> * Shoots white smoke with fire extinguisher sounds and has a rainbow glow around it when out.   +
G
* This weapon's JP counterpart is Gravilios-NT / グラヴィリオス-NT. * Based on the Weaponoid "Gravilios" from ''Phantasy Star Online 2es''. * Compatible with Photon Color.   +
H
* This weapon's JP counterpart is H&S25 Justice-NT / H&S25 ジャスティス-NT.   +
* This weapon's JP counterpart is H10 Missouri T-NT / H10ミズーリT-NT * Based on the Weaponoid "H10 Missouri T" from ''Phantasy Star Online 2es''. * Originally appeared in ''Phantasy Star Universe'' and derived from the "H10 Missouri" from ''Phantasy Star Zero''.   +
* This weapon's JP counterpart is Hanmateri-NT / ハンマテリ-NT. * Originally appeared in ''Phantasy Star Universe''.   +
* This weapon's JP counterpart is Hard Recurve-NT / ハードリカーブ-NT.   +
* This weapon's JP counterpart is Haze Processor Ver2 / ヘイズプロセッサVer2.   +
* This weapon's JP counterpart is Hitogata / ヒトガタ.   +
* This weapon's JP counterpart is Homura no Yomimusubi / ホムラノヨミムスビ.   +
I
* This weapon's JP counterpart is Imperial Pick-NT / インペリアルピック-NT. * Originally appeared in ''Phantasy Star Online''. * Featured as Master Nezumi's weapon in ''Phantasy Star Online 2: The Animation''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Inferno Bazooka-NT / インフェルノバズーカ-NT.   +
* This weapon's JP counterpart is Invade Arm / インヴェイドアルム.   +
* This weapon's JP counterpart is Invade Axe / インヴェイドアックス.   +
* This weapon's JP counterpart is Invade Bogen / インヴェイドボーゲン.   +
* This weapon's JP counterpart is Invade Buster / インヴェイドバスター.   +
* This weapon's JP counterpart is Invade Calibur / インヴェイドカリバー.   +
* This weapon's JP counterpart is Invade Cannon / インヴェイドキャノン.   +
* This weapon's JP counterpart is Invade Edge / インヴェイドエッジ.   +
* This weapon's JP counterpart is Invade Fencer / インヴェイドフェンサー.   +
* This weapon's JP counterpart is Invade Fist / インヴェイドフィスト.   +
* This weapon's JP counterpart is Invade Galland / インヴェイドガラン.   +
* This weapon's JP counterpart is Invade Rain / インヴェイドレイン.   +
* This weapon's JP counterpart is Invade Savior / インヴェイドセイヴァー.   +
* This weapon's JP counterpart is Invade Shooter / インヴェイドシューター.   +
* This weapon's JP counterpart is Invade Slider / インヴェイドスライダー.   +
* This weapon's JP counterpart is Invade Sorcerer / インヴェイドソーサラー.   +
* This weapon's JP counterpart is Invade Spear / インヴェイドスピアー.   +
J
* This weapon's JP counterpart is Jutus Harmonie / ジュティスアルモニー.   +
K
* This weapon's JP counterpart is Keimostross / ケイモストロス.   +
L
* This weapon's JP counterpart is Lambda Adrastea / ラムダアドラステア.   +
* This weapon's JP counterpart is Lambda Bigglow Ver2 / ラムダビッグロウVer2.   +
* This weapon's JP counterpart is Lambda Hard Quartz / ラムダハードクォーツ.   +
* This weapon's JP counterpart is Lambda Sarcueid / ラムダサークウェイド.   +
* This weapon's JP counterpart is Lambda Turbulas / ラムダタービュラス.   +
* This weapon's JP counterpart is Lambda Sarcueid Ver2/ ラムダサークウェイドVer2. * Has a blue glow and a rainbow glow around it when out.   +
* This weapon's JP counterpart is Lance Revolucio / ランスレボルシオ.   +
* This weapon's JP counterpart is Launcher-NT / ランチャー-NT.   +
* This weapon's JP counterpart is Lavis Blade-NT / ラヴィス=ブレイド-NT. * Based on the Weaponoid "Lavis Blade" from ''Phantasy Star Online 2es''. * Originally appeared in ''Phantasy Star Online''.   +
* This weapon's JP counterpart is Longbow-NT / ロングボウ-NT. * Originally appeared in ''Phantasy Star Universe''.   +
M
* This weapon's JP counterpart is Maisen-NT / マイセン-NT.   +
* This weapon's JP counterpart is Mars Diazuth / マルスディアズス.   +
* This weapon's JP counterpart is Mars Estour / マルスエストゥール.   +
* This weapon's JP counterpart is Meteor Cudgel-NT / 流星棍-NT. * Featured as Orga Cats' weapon in ''Phantasy Star Online 2: The Animation''. * Originally appeared in ''Phantasy Star Online''.   +
* This weapon's JP counterpart is Millioblight-NT / ミリオブライト-NT. * Featured as Koa's weapon in ''Phantasy Star Online 2: The Animation''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Missouri M13-NT / ミズーリM13-NT.   +
* This weapon's JP counterpart is Monarchadis / モナクハディス.   +
N
* This weapon's JP counterpart is Monkey King Bar / ニョイボウ. <br> Used for Zig's [[Zig_Client_Orders|Putting in the Work - Augmentalist]] client order.   +
* This weapon's JP counterpart is Nemesis Bar-NT / ネメシスバール-NT. * This weapon's Potential has the following effects: ** If 20 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-38--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-39--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-40--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-42--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects or Alter Ego does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. Damage reduction effect does not extend to Pets.   +
* This weapon's JP counterpart is Nemesis Dual-NT / ネメシスデュアル-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Bullet-NT / ネメシスバレット-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Chain-NT / ネメシスチェイン-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Lance-NT / ネメシスランス-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Slash-NT / ネメシススラッシュ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Calibur-NT / ネメシスキャリバー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Feather-NT / ネメシスフェザー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Shoes-NT / ネメシスシューズ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Cannon-NT / ネネメシスキャノン-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Sage-NT / ネメシスセイジ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Fist-NT / ネメシスフィスト-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Shooter-NT / ネメシスシューター-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Dagger-NT / ネメシスダガー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Kuuga-NT / ネメシスクーガ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Saber-NT / ネメシスセイバー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-52--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-53--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-54--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-55--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-56--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-57--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Symbol-NT / ネメシスシンボル-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-33--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-34--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nemesis Cross-NT / ネメシスクロス-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.   +
* This weapon's JP counterpart is Nox Chario / ノクスシャリオ.   +
* This weapon's JP counterpart is Nox Crahd-NT / ノクスクラード-NT.   +
* This weapon's JP counterpart is Nox Krieg-NT / ノクスクリーグ-NT.   +
* This weapon's JP counterpart is Nox Lexio-NT / ノクスレクシオ-NT.   +
* This weapon's JP counterpart is Nox Lipher-NT / ノクスリフェル-NT.   +
O
* This weapon's JP counterpart is Obside-NT / オブサイド-NT.   +
P
* This weapon's JP counterpart is Pandora Extreme-NT / パンドラエクストリーム-NT.   +
* This weapon's JP counterpart is Pisastian-NT / ピサスティアン-NT.   +
* This weapon's JP counterpart is Premicheros-NT / プルミケロース-NT.   +
* This weapon's JP counterpart is Profound Floraxion / 深遠刀フロラシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Execuxion / 深遠弾エヘクシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Ambixion / 深遠銃アンビシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Obsessxion / 深遠刃オブセシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Salvaxion / 深遠杖サルバシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Aspiraxion / 深遠棍アスピラシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Bendixion / 深遠脚ベンディシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Creaxion / 深遠翔クレアシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Intenxion / 深遠刻インテンシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Adoraxion / 深遠槍アドラシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Vacillaxion / 深遠砲バシラシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Canxion / 深遠奏カンシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Obligaxion / 深遠弓オブリガシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Oraxion / 深遠符オラシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Asserxion / 深遠拳アサーシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Profound Resurrecxion / 深遠斬レスレクシオン.<br> * This weapon's Potential has the following additional effect: ** Increase the transformation time of Dark Blast by 10 seconds.   +
* This weapon's JP counterpart is Psycho Wand / サイコウォンド.   +
C
* This weapon's JP counterpart is Qliphad Pick / クリファドピック.   +
Q
* This weapon's JP counterpart is Quadrapt-NT / クワドラプト-NT.   +
* This weapon's JP counterpart is Queen Vera / クイーンヴィエラ. *Originally appeared in ''Phantasy Star Portable 2'' * This weapon is considered an OT weapon meaning it can only be enhanced to +10 cannot unlock its potential due to being part of a weapon system that isn't present in Global.   +
R
* This weapon's JP counterpart is Rabbit Wand-NT / ラビットウォンド-NT.   +
* This weapon's JP counterpart is Radiegle-NT / ラディエグル-NT.   +
* This weapon's JP counterpart is Raflame-NT / ラフレイム-NT.   +
* This weapon's JP counterpart is Rappy Fan Fan / ラッピーファンファン.   +
* This weapon's JP counterpart is Ray Bow / レイボウ.   +
* This weapon's JP counterpart is Ray Launcher / レイランチャー.   +
* This weapon's JP counterpart is Ray Rifle / レイライフル.   +
* This weapon's JP counterpart is Ray Rod / レイロッド.   +
* This weapon's JP counterpart is Ray Talis / レイタリス.   +
* This weapon's JP counterpart is Ray Twin Machinegun / レイTマシンガン.   +
* This weapon's JP counterpart is Red Launcher / 赤のランチャー.   +
* This weapon's JP counterpart is Red Processor-NT / レッドプロセッサ-NT.   +
* This weapon's JP counterpart is Resta Golem Nacelle / レスタゴレムナセル.   +
* This weapon's JP counterpart is Resta Golem Natura / レスタゴレムナチュラ.   +
* This weapon's JP counterpart is Ridultiv-NT / リドゥルティブ-NT.   +
* This weapon's JP counterpart is Rikauteri-NT / リカウテリ-NT. * Based on the Weaponoid "Rikauteri" from ''Phantasy Star Online 2es''. * Originally appeared in ''Phantasy Star Universe''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Rosa Crane-NT / ローザクレイン-NT.   +
* This weapon's JP counterpart is Rulyra-NT / ルーライラ-NT.   +
S
* This weapon's JP counterpart is SSPN Launcher-NT / SSPNランチャー-NT   +
* This weapon's JP counterpart is Saika Revolucio / サイカレボルシオ.   +
* This weapon's JP counterpart is Saint Kilda-NT / セントキルダ-NT.   +
* This weapon's JP counterpart is Schvelle Anhks / シュベルアンクス.   +
* This weapon's JP counterpart is Schvelle Battadia / シュベルバタディア.   +
* This weapon's JP counterpart is Schvelle Bazera / シュベルバゼラ.   +
* This weapon's JP counterpart is Schvelle Buechse / シュベルビュクゼ.   +
* This weapon's JP counterpart is Schvelle Calvin / シュベルカルバン.   +
* This weapon's JP counterpart is Schvelle Dinares / シュベルディナレス.   +
* This weapon's JP counterpart is Schvelle Gender / シュベルジェンダー.   +
* This weapon's JP counterpart is Schvelle Haddat / シュベルハダート.   +
* This weapon's JP counterpart is Schvelle Hander / シュベルハンダー.   +
* This weapon's JP counterpart is Schvelle Janbiya / シュベルジャンビア.   +
* This weapon's JP counterpart is Schvelle Karinza / シュベルカリンザ.   +
* This weapon's JP counterpart is Schvelle Kijal / シュベルキジャル.   +
* This weapon's JP counterpart is Schvelle Medina / シュベルマディーナ.   +
* This weapon's JP counterpart is Schvelle Phossele / シュベルフォセレ.   +
* This weapon's JP counterpart is Schvelle Rangia / シュベルランジア.   +
* This weapon's JP counterpart is Schvelle Sadi / シュベルサディ.   +
* This weapon's JP counterpart is Schvelle Serbs / シュベルセルベス.   +
* This weapon's JP counterpart is Schvelle Tradir / シュベルトラディル.   +
* This weapon's JP counterpart is Secfalse / セクフォルス.   +
* This weapon's JP counterpart is Shaft Revolucio / シャフトレボルシオ.   +
* This weapon's JP counterpart is Shooting Drive-NT / シューティングドライブ-NT. * Based on the Weaponoid "Shooting Drive" from ''Phantasy Star Online 2es''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Shot Legacy-NT / ショットレガシー-NT.   +
* This weapon's JP counterpart is Shot Revolucio / ショットレボルシオ.   +
* This weapon's JP counterpart is Sigma Phase / ジグマフェイズ.   +
* This weapon's JP counterpart is Sigma Thiale / ジグマティエール.   +
* This weapon's JP counterpart is Sigma Farse / ジグマファーシー. * Originally appeared in ''Phantasy Star Online 2es''.   +
G
* This weapon's JP counterpart is Slash Revolucio / スラッシュレボルシオ.   +
R
* This weapon's JP counterpart is Slave Saber-NT / スレイヴセイバー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Bullet-NT / スレイヴバレット-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Kuuga-NT / スレイヴクーガ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Chain-NT / スレイヴチェイン-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Dual-NT / スレイヴデュアル-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-434--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-435--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-436--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-437--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-438--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-439--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Cross-NT / スレイヴクロス-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Calibur-NT / スレイヴキャリバー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-38--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-39--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-40--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-42--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Fist-NT / スレイヴフィスト-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-54--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-55--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-56--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-57--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-58--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-59--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Shooter-NT / スレイヴシューター-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-104--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-105--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-106--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-107--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-108--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-109--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Bar-NT / スレイヴバール-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-4--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects or Alter Ego does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Cannon-NT / スレイヴキャノン-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-33--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-34--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Feather-NT / スレイヴフェザー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-260--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-261--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-262--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-263--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-264--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-265--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Lance-NT / スレイヴランス-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-42--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-43--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-44--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-45--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-46--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Dagger-NT / スレイヴダガー-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Shoes-NT / スレイヴシューズ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Slash-NT / スレイヴスラッシュ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-415--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-416--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-417--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-418--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-419--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-420--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Symbol-NT / スレイヴシンボル-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
* This weapon's JP counterpart is Slave Sage-NT / スレイヴセイジ-NT. * This weapon's Potential has the following effects: ** If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"'). ** The barrier produced by this Potential has the following properties: *** Barrier is dispelled upon taking damage (damage from status effects does not count). *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.   +
S
* This weapon's JP counterpart is Solid Recurve-NT / ソリッドリカーブ-NT.   +
* This weapon's JP counterpart is Southern Cross-NT / サザンクロス-NT.   +
* This weapon's JP counterpart is Spear Revolucio / スピアレボルシオ.   +
* This weapon's JP counterpart is Spike Revolucio / スパイクレボルシオ.   +
* This weapon's JP counterpart is Spruecoll / スプルコル. * This weapon was originally part of a Earth Weapon Series based around instruments. * This weapon appears in the camo ''* Concert Master'' * It was also a weapon present in the ''Kasegeo Stone Exchange'' in JP. * This weapon is considered an OT weapon meaning it can only be enhanced to +10 cannot unlock its potential due to being part of a weapon system that isn't present in Global.   +
* This weapon's JP counterpart is Stelk Isera / ステルクイセーラ.   +
* This weapon's JP counterpart is Stelk Shooteyr / ステルクシュタヤー   +
* This weapon's JP counterpart is Stelk Yato / ステルクヤート.   +
* This weapon's JP counterpart is Storm Revolucio / ストームレボルシオ.   +
* This weapon's JP counterpart is Strauss Ver2 / シュトラウスVer2.<br> * Rainbow glow around it when out.   +
* This weapon's JP counterpart is Strike Broom-NT / ストライクブルーム-NT.   +
* This weapon's JP counterpart is Striker-NT / ストライカー-NT.   +
* This weapon's JP counterpart is Susano Hiki-NT / スサノヒキ-NT.   +
H
* This weapon's JP counterpart is Takt-NT / タクト-NT. * Featured as Aika's weapon in ''Phantasy Star Online 2: The Animation''. * Compatible with Photon Color.   +
T
* This weapon's JP counterpart is Talis-NT / タリス-NT.   +
* This weapon's JP counterpart is Thrust Revolucio / スラストレボルシオ.   +
L
* This weapon's JP counterpart is Thunder Bite Tagamikouga / 雷咬タガミコウガ.   +
* This weapon's JP counterpart is Thunder Crack Tagamikouga / 雷閃タガミコウガ.   +
* This weapon's JP counterpart is Thunder Gun Tagamikouga / 雷銃タガミコウガ.   +
T
* This weapon's JP counterpart is Tigrebow-NT / ティグリボウ-NT.   +
* This weapon's JP counterpart is Titan Blazer / タイタンブレイザー.   +
* This weapon's JP counterpart is Titan Smasher / タイタンスマッシャー.   +
* This weapon's JP counterpart is Titan Stinger / タイタンスティンガー.   +
* This weapon's JP counterpart is Twin Gatling-NT / ツインガトリング-NT.   +
* This weapon's JP counterpart is Twin Kamui / ニレンカムイ. * Based on the Weaponoid "Twin Kamui" from ''Phantasy Star Online 2es''. * Originally appeared in ''Phantasy Star Online''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Twin Machinegun-NT / ツインマシンガン-NT.   +
* This weapon's JP counterpart is Twin Vulcan-NT / ツインバルカン-NT.   +
V
* This weapon's JP counterpart is Vasetail-NT / ヴェイズテイル-NT.   +
* This weapon's JP counterpart is Visburn-NT / ヴィスバーン-NT.   +
* This weapon's JP counterpart is Vita Arkray-NT / ヴィタアルクレイ-NT.   +
* This weapon's JP counterpart is Vita Bow-NT / ヴィタボウ-NT.   +
* This weapon's JP counterpart is Vita Diffuse-NT / ヴィタディフューズ-NT.   +
* This weapon's JP counterpart is Vita Fallounce-NT / ヴィタフォールオンス-NT.   +
* This weapon's JP counterpart is Vita Launcher-NT / ヴィタランチャー-NT.   +
* This weapon's JP counterpart is Vita Obside-NT / ヴィタオブサイド-NT.   +
* This weapon's JP counterpart is Vita Pisastian-NT / ヴィタピサスティアン-NT.   +
* This weapon's JP counterpart is Vita Quadrapt-NT / ヴィタクワドラプト-NT.   +
* This weapon's JP counterpart is Vita Raflame-NT / ヴィタラフレイム-NT.   +
* This weapon's JP counterpart is Vita Rod-NT \ ヴィタロッド-NT.   +
* This weapon's JP counterpart is Vita Striker-NT / ヴィタストライカー-NT.   +
* This weapon's JP counterpart is Vita T. Machinegun-NT / ヴィタTマシンガン-NT.   +
* This weapon's JP counterpart is Vita Talis-NT / ヴィタタリス-NT.   +
* This weapon's JP counterpart is Vita Twin Gatling-NT / ヴィタTガトリング-NT.   +
* This weapon's JP counterpart is Vita Twin Vulcan-NT / ヴィタTバルカン-NT.   +
* This weapon's JP counterpart is Volt Hauser-NT / ヴォルトハウザー-NT.   +
W
* This weapon's JP counterpart is Weddle Park-NT / ウェドルパーク-NT. * Featured as Musashi's weapon in ''Phantasy Star Online 2: The Animation''. * Compatible with Photon Color.   +
Y
* This weapon's JP counterpart is Yamigarasu-NT / ヤミガラス-NT. * Based on the Weaponoid "Yamigarasu" from ''Phantasy Star Online 2es''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Yasha-NT / ヤシャ-NT. * Based on the Weaponoid "Yasha" from ''Phantasy Star Online 2es''. * Originally appeared in ''Phantasy Star Online''. * Compatible with Photon Color.   +
* This weapon's JP counterpart is Yasminkov 7000V-NT / ヤスミノコフ7000V-NT. * Based on a Franchi SPAS-12 Semi-Automatic Shotgun. * Originally appeared in ''Phantasy Star Online''. * Has a Weaponoid version "Yasminkov 7000V" in ''Phantasy Star Online 2es''.   +
* This weapon's JP counterpart is Yasminkov 3000R-NT / ヤスミノコフ3000R-NT. *Based on a P-08, BYF-41, 1941, 9×19mm caliber Parabellum Luger Mauser pistol.   +
* This weapon's JP counterpart is Yasminkov 9000M-NT / ヤスミノコフ9000M-NT. *Based off the JDSF's Minebea PM-9 9mm Machine Pistol.<br> *Originally from ''Phantasy Star Online'' as a Mechgun.   +
Z
* This weapon's JP counterpart is Zeinesis Arrow / ゼイネシスアロウ.   +
* This weapon's JP counterpart is Zeinesis Baselard / ゼイネシスバゼラッド.   +
* This weapon's JP counterpart is Zeinesis Breackle / ゼイネシスブレイクル.   +
* This weapon's JP counterpart is Zeinesis Cannon / ゼイネシスキャノン.   +
* This weapon's JP counterpart is Zeinesis Clutch / ゼイネシスクラッチ.   +
* This weapon's JP counterpart is Zeinesis Fidell / ゼイネシスフィデル.   +
* This weapon's JP counterpart is Zeinesis Gear / ゼイネシスギア.   +
* This weapon's JP counterpart is Zeinesis Gunscissor / ゼイネシスガンシザー.   +
* This weapon's JP counterpart is Zeinesis Lance / ゼイネシスランス.   +
* This weapon's JP counterpart is Zeinesis Laser / ゼイネシスレーザー.   +
* This weapon's JP counterpart is Zeinesis Pick / ゼイネシスピック.   +
* This weapon's JP counterpart is Zeinesis Saber / ゼイネシスサーベル.   +
* This weapon's JP counterpart is Zeinesis Scepter / ゼイネシスセプター.   +
* This weapon's JP counterpart is Zeinesis Sheath / ゼイネシスシース.   +
* This weapon's JP counterpart is Zeinesis Valdis / ゼイネシスバルディス.   +
* This weapon's JP counterpart is Zeinesis Vapen / ゼイネシスヴァーペン.   +
* This weapon's JP counterpart is Zeinesis Vulcan / ゼイネシスバルカン.   +
B
*Glows red and has red mist when attacking. *Has both MEL and TEC stats and can be used with Force and Techter.   +
*The Weapon Shoots Itself As Kunai And Will Stick On Surfaces.   +
O
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-33--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-34--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-36--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-38--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-39--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-40--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-27--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-29--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-30--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-31--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-32--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-33--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-34--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-36--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-38--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-39--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-36--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-38--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-39--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-40--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-42--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-43--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-44--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-45--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-46--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-47--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-48--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-49--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-50--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-25--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
All of this weapon's Potentials have the following additional effect: * Increase Natural PP Recovery by 10%. The first and fourth Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"' / [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', has the following effect: * Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character. **Helix: Increase damage by 4%. **Ajax: Increase Active PP Recovery by 40%. **Cetus: Increase Natural PP Recovery by 30%. **Julius: Decrease damage taken by 12%. **Troy: Reduce PP consumption by 15%. *The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped. *Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice. The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect: * If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons '''if the weapon being switched to has a Potential that is the same type as this Potential''' ([[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"'). * The barrier produced by this Potential has the following properties: ** Barrier is dispelled upon taking damage (damage from status effects does not count). ** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  
M
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
C
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
M
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
Although not mentioned ingame, there is a damage bonus attached to the Potential.  +
P
Base On Phantasm Battleship Yamato.  +
T
Base On Phantasm Battleship Yamato.  +
P
Base On Phantasm Battleship Yamato.  +
D
Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.  +
Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.  +
Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.  +
A
Based off the weapon Omega Appregina uses.  +
Z
Based off the weapon Quna uses, but fashioned in the style of Jet Boots.  +
M
Based off the weapon that [[Grave Exegul]] uses in its fights.<br> The potential provides the following effects: * 10% damage boost even when the effect is not activated. When activated, the additional 11% damage boost will also be applied, totaling to +22.1%. * About Activation Conditions ** The ''certain range'' noted in the description can be anywhere within lock on distance. ** If the condition is met, an aura will appear around the player. ** The Normal Attack to activate the effect does not have to hit the enemy, and it may be a Sidestep Strike. * About Changing Weapons ** The number of seconds elapsed before activation continues even when changing weapons or no enemy is within range. ** The effect after activating disappears when changing weapons, and will require the 40 second to elapse again. * During the effect, a trailing emitting light effect is added, and the light disappears as the effect wears off. * The amount of PP recovered during the effect is 6 PP per second at Lv 3.  +
Based off the weapon that [[Grave Exegul]] uses in its fights.<br> The potential provides the following effects: * 10% damage boost even when the effect is not activated. When activated, the additional 11% damage boost will also be applied, totaling to +22.1%. * About Activation Conditions ** The ''certain range'' noted in the description can be anywhere within lock on distance. ** If the condition is met, an aura will appear around the player. ** The Normal Attack to activate the effect does not have to hit the enemy, and it may be a Sidestep Strike. * About Changing Weapons ** The number of seconds elapsed before activation continues even when changing weapons or no enemy is within range. ** The effect after activating disappears when changing weapons, and will require the 40 second to elapse again. * During the effect, a trailing emitting light effect is added, and the light disappears as the effect wears off. * The amount of PP recovered during the effect is 6 PP per second at Lv 3.  +
H
For Hero Talis, even when the Talis is thrown out from a PA or Weapon Action, no follow-up attacks can occur, only the damage bonus will be effective.<br><br> Originally appeared in ''Phantasy Star Nova'', a Japanese exclusive game in the series that has similar gameplay to ''PSO2''<br> Not a Talis but a basic weapon for the game's weapon type "Halo".<br> Halo is a Technique weapon that can generate scaffoldings in the air, created to act as a counteroffensive to Gigantes, the giant enemies in the Planet Mahkia.  +
S
Increase damage by 10%. Gain an additional 3% damage bonus when this Potential's effect is activated. Upon casting any PA/Technique while at maximum PP, your PP becomes 0. When this occurs, the following effects are triggered: *Natural and Active PP Recovery become 0. *Regenerate 6 PP every 0.5 seconds. This recovery occurs regardless of whether or not Natural PP Recovery would normally be active. *Reduce the PP cost of all PAs and Techniques to 1. PAs/Techniques with a continuous drain effect consume 0 PP after initial activation. *Once activated, the effect of this Potential enters a 120s cooldown. A dark aura effect appears around the player when the Potential is fully recharged. The effect of this weapon's second Potential shares its effects with its original Potential with the following changes: *Increase damage by 24%. Gain an additional 3% damage bonus when this Potential's effect is activated. *This weapon's appearance changes when its effect is active.  +
Increase damage by 10%. Gain an additional 3% damage bonus when this Potential's effect is activated. Upon casting any PA/Technique while at maximum PP, your PP becomes 0. When this occurs, the following effects are triggered: *Natural and Active PP Recovery become 0. *Regenerate 6 PP every 0.5 seconds. This recovery occurs regardless of whether or not Natural PP Recovery would normally be active. *Reduce the PP cost of all PAs and Techniques to 1. PAs/Techniques with a continuous drain effect consume 0 PP after initial activation. *Once activated, the effect of this Potential enters a 120s cooldown. A dark aura effect appears around the player when the Potential is fully recharged. The effect of this weapon's second Potential shares its effects with its original Potential with the following changes: *Increase damage by 24%. Gain an additional 3% damage bonus when this Potential's effect is activated. *This weapon's appearance changes when its effect is active.  +
G
Its Japanese counterpart is [https://pso2.arks-visiphone.com/wiki/Gix_Jinraod Gix Jinraod/ギクスジンラオド]  +
S
Originally appeared in ''PHANTASY STAR ONLINE''.<br> Defeating 23,000 enemies with this weapon equipped will allow you to obtain the Title ''Cutter of Copious Crimes'' that rewards the Weapon Camo [[File:UICamo.png|link=|Weapon Camo]][[File:13Star.png|link=|13]] * Tsumikiri, an unsealed version of the original weapon, akin to the gimmick that this weapon had in ''PHANTASY STAR ONLINE''.  +
R
Originally appeared in ''Phantasy Star Portable 2 Infinity''.  +
A
Originally appeared in ''Phantasy Star Portable 2 Infinity''.  +
W
Originally appeared in ''Phantasy Star Portable 2''.  +
O
Originally appeared in ''Phantasy Star Portable 2''.  +
F
The AOE field does not stay in effect when the weapon is switched out.  +
V
The Dual Stylets and Alba Dual Stylets never made it to Global servers.  +
A
The Potential has the following properties: * Upon receiving damage that would incapacitate your Pet, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. ** This will not work from [[Marron]] and [[Melon]]'s Self Destruction damage. [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
L
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
A
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
L
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
A
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-5--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-6--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-8--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority) [[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.  +
L
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-21--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-22--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-23--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-41--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-42--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-43--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-44--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-10--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
The Potential has the following properties: * Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds. * Only activates once per Quest. * Does not activate on 1 HP. * Shares the same conditions with [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-15--QINU`"', [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', and [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', meaning that only one can be activated regardless of equipping multiple weapons of the listed Potentials. * The order of effects that prevent a single incapacitation are as follows: ** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)  +
V
The potential provides the following effects: * At Lv 3, damage is increased up to 16%, starting from the minimum 10%. ** Any method of damage taken to the player will reduce the damage bonus by 3% each time. ** The damage bonus reduction will not go below 10%. ** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum. * The damage bonus will not be reset even when switching to another weapon. ** Getting hit while this weapon is not equipped will not reduce the damage bonus. ** Likewise the accumulation will not increase while equipped with a different weapon. ** However, switching to another weapon of the same potential will share the same effects. *** Also shares with the same effects with the Puras Series weapons. * Only at maximum damage bonus, the additional effects of +40% Damage Reduction, +60% Natural PP Recovery, +20 PP Recovery every 10 seconds, and Super Armor are bestowed.  +
J
The potential provides the following effects: * At Lv 3, damage is increased up to 16%, starting from the minimum 10%. ** Any method of damage taken to the player will reduce the damage bonus by 3% each time. ** The damage bonus reduction will not go below 10%. ** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum. * The damage bonus will not be reset even when switching to another weapon. ** Getting hit while this weapon is not equipped will not reduce the damage bonus. ** Likewise the accumulation will not increase while equipped with a different weapon. ** However, switching to another weapon of the same potential will share the same effects. *** Also shares with the same effects with the Puras Series weapons. * Only at maximum damage bonus, the additional effects of +40% Damage Reduction, +60% Natural PP Recovery, +20 PP Recovery every 10 seconds, and Super Armor are bestowed.  +
C
The potential provides the following effects: * At Lv 3, damage is increased up to 16%, starting from the minimum 10%. ** Any method of damage taken to the player will reduce the damage bonus by 3% each time. ** The damage bonus reduction will not go below 10%. ** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum. * The damage bonus will not be reset even when switching to another weapon. ** Getting hit while this weapon is not equipped will not reduce the damage bonus. ** Likewise the accumulation will not increase while equipped with a different weapon. ** However, switching to another weapon of the same potential will share the same effects. *** Also shares with the same effects with the Puras Series weapons. * Only at maximum damage bonus, the additional effects of +40% Damage Reduction, +60% Natural PP Recovery, +20 PP Recovery every 10 seconds, and Super Armor are bestowed.  +