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A list of all pages that have property "Weapon Additional Info" with value " * The Potential Freezing Crystal Needs Weaponoid Boosters To Upgrade. ". Since there have been only a few results, also nearby values are displayed.

Showing below up to 481 results starting with #1.

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List of results

    • Gift Sack  + ( * The Potential Freezing Crystal Needs Weaponoid Boosters To Upgrade. )
    • Rescue Guns-C  + ( * This weapon is permanently untradeable.</br>* This weapon is permanently untradeable.</br></br>* This weapon has its Lv. 1 Potential unlocked when obtained.</br>* This weapon is based on the guns wielded by the main character in the SEGA video game Burning Rangers.</br>* 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.</br>weapon system that isn't present in Global. )
    • Red Rod  + ( * This weapon seems to be a modified version of the JP weapon Red Rod / 赤のロッド. )
    • Demonic Fork  + ( * 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. )
    • Sigma Bastad  + ( * This weapon seems to be a modified version of the JP weapon Sigma Bustad / ジグマバスタッド. )
    • Sigma Branch  + ( * This weapon seems to be a modified version of the JP weapon Sigma Branch / ジグマブランチ. )
    • Tal Rappy Cannon  + ( * 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. )
    • Lambda Salvador  + ( * This weapon seems to be a modified version of the JP weapon Lambda Salvador / ラムダサルバドール. )
    • Red Talis  + ( * This weapon seems to be a modified version of the JP weapon Red Talis / 赤のタリス. )
    • Photon Bow: Red  + ( * This weapon seems to be a modified version of the JP weapon Red Bullet Bow / 赤のバレットボウ. )
    • Red Machine Guns  + ( * This weapon seems to be a modified version of the JP weapon Red Machine Gun / 赤のマシンガン. )
    • Mars Legars  + ( * This weapon seems to be a slightly modified version of the JP weapon Mars Regalus / マルスレガルス. )
    • Umbra Cane  + ( * This weapon seems to be a slightly modified version of the JP weapon Umblla Stick / アンブラステッキ. )
    • Agne Bazooka  + ( * This weapon's JP counterpart is Agni Bazooka-NT / アグニバズーカ-NT. )
    • Allure Venera  + ( * This weapon's JP counterpart is Allure Venera / アリュールヴィネーラ. )
    • Alta Barrel  + ( * This weapon's JP counterpart is Alta Barrel / アルタバレル )
    • Alta Feina  + ( * This weapon's JP counterpart is Alta Feina / アルタフェイナ )
    • Alta Clay  + ( * This weapon's JP counterpart is Altacray / アルタクレイ )
    • Almesist  + ( * This weapon's JP counterpart is Alumisuist / アルミスイスト. )
    • Alba Arkray  + ( * This weapon's JP counterpart is Alva Arkray-NT / アルバアルクレイ-NT. )
    • Alba Bow  + ( * This weapon's JP counterpart is Alva Bow-NT / アルバボウ-NT. )
    • Alba Diffuse  + ( * This weapon's JP counterpart is Alva Diffuse-NT / アルバディフューズ-NT. )
    • Alba Fallounce  + ( * This weapon's JP counterpart is Alva Fallounce-NT / アルバフォールオンス-NT. )
    • Alba Launcher  + ( * This weapon's JP counterpart is Alva Launcher-NT / アルバランチャー-NT. )
    • Alba Obside  + ( * This weapon's JP counterpart is Alva Obside-NT / アルバオブサイド-NT. )
    • Alba Pisastian  + ( * This weapon's JP counterpart is Alva Pisastian-NT / アルバピサスティアン-NT. )
    • Alba Quadrapt  + ( * This weapon's JP counterpart is Alva Quadrapt-NT / アルバクワドラプト-NT. )
    • Alba Raflame  + ( * This weapon's JP counterpart is Alva Raflame-NT / アルバラフレイム-NT. )
    • Alba Rod  + ( * This weapon's JP counterpart is Alva Rod-NT \ アルバロッド-NT. )
    • Alba Striker  + ( * This weapon's JP counterpart is Alva Striker-NT / アルバストライカー-NT. )
    • Alba Twin Machine Guns  + ( * This weapon's JP counterpart is Alva T. Machinegun-NT / アルバTマシンガン-NT. )
    • Alba Talis  + ( * This weapon's JP counterpart is Alva Talis-NT / アルバタリス-NT. )
    • Alba Twin Gatlings  + ( * This weapon's JP counterpart is Alva Twin Gatling-NT / アルバTガトリング-NT. )
    • Alba Twin Vulcans  + ( * This weapon's JP counterpart is Alva Twin Vulcan-NT / アルバTバルカン-NT. )
    • Arch Revolsio  + ( * This weapon's JP counterpart is Arch Revolucio / アーチレボルシオ. )
    • Aresvis  + ( * This weapon's JP counterpart is Aresvis-NT / アレスヴィス-NT. )
    • Arks Fran  + ( * 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''. )
    • Arkray  + ( * This weapon's JP counterpart is Arkray-NT / アルクレイ-NT. )
    • Astral Riser  + ( * 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. )
    • Aura Delacque  + ( * This weapon's JP counterpart is Aura Dellwogg / アウラデルウォッグ. )
    • Aura Diazuth  + ( * This weapon's JP counterpart is Aura Diazuth / アウラディアズス. )
    • Aura Estur  + ( * This weapon's JP counterpart is Aura Estour / アウラエストゥール. )
    • Aura Megawoga  + ( * This weapon's JP counterpart is Aura Megawoga / アウラメガウォーガ. )
    • Aura Legars  + ( * This weapon's JP counterpart is Aura Regalus / アウラレガルス. )
    • Aura Verharl  + ( * This weapon's JP counterpart is Aura Verhaar / アウラヴェルハール. )
    • Aura Volzarg  + ( * This weapon's JP counterpart is Aura Vulzzarg / アウラヴォルザーグ. )
    • Aura Zanshou  + ( * This weapon's JP counterpart is Aura Zanshou / アウラザンショウ. )
    • Bardiche  + ( * 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. )
    • Basilisk Agus  + ( * This weapon's JP counterpart is Basilis Agus / バジリスアグス. )
    • Basilisk Amado  + ( * This weapon's JP counterpart is Basilis Amado / バジリスアマド. )
    • Basilisk Cadent  + ( * This weapon's JP counterpart is Basilis Cadint / バジリスカディント. )
    • Basilisk Dissonia  + ( * This weapon's JP counterpart is Basilis Dysonia / バジリスディソニア. )
    • Basilisk Enad  + ( * This weapon's JP counterpart is Basilis Enad / バジリスエナド. )
    • Basilisk Ixillion  + ( * This weapon's JP counterpart is Basilis Equilion / バジリスイクジリオン. )
    • Basilisk Defender  + ( * This weapon's JP counterpart is Basilis Fend / バジリスジフェンド. )
    • Basilisk Ganak  + ( * This weapon's JP counterpart is Basilis Ganak / バジリスガナク. )
    • Basilisk Hereus  + ( * This weapon's JP counterpart is Basilis Heres / バジリスヘレース. )
    • Basilisk Medent  + ( * This weapon's JP counterpart is Basilis Mediant / バジリスメディント. )
    • Basilisk Medista  + ( * This weapon's JP counterpart is Basilis Medister / バジリスメディスタ. )
    • Basilisk Progna  + ( * This weapon's JP counterpart is Basilis Progener / バジリスプログナ. )
    • Basilisk Leode  + ( * This weapon's JP counterpart is Basilis Reode / バジリスリオード. )
    • Basilisk Ridist  + ( * This weapon's JP counterpart is Basilis Ridist / バジリスリディスト. )
    • Basilisk Romaribs  + ( * This weapon's JP counterpart is Basilis Romaribus / バジリスロマリブス. )
    • Basilisk Cetus  + ( * This weapon's JP counterpart is Basilis Seatess / バジリスシーテス. )
    • Bigglow  + ( * This weapon's JP counterpart is Bigglow-NT / ビッグロウ-NT. )
    • Blade Revolsio  + ( * This weapon's JP counterpart is Blade Revolucio / ブレードレボルシオ. )
    • Blue Crane v2  + ( * This weapon's JP counterpart is Blue Crane Ver2 / ブルクレインVer2. )
    • Bluesy Requiem  + ( * 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''. )
    • Blanc Mirrors  + ( * This weapon's JP counterpart is Bran Mirrors-NT / ブランミラーズ-NT. )
    • Blau Luft  + ( * This weapon's JP counterpart is Brauluft-NT / ブラウルフト-NT. )
    • Photon Bow  + ( * This weapon's JP counterpart is Bullet Bow-NT / バレットボウ-NT. )
    • Bullet Revolsio  + ( * This weapon's JP counterpart is Bullet Revolucio / バレットレボルシオ. )
    • Caduceus  + ( * This weapon's JP counterpart is Caduceus-NT / カジューシース-NT. )
    • Cannon Revolsio  + ( * This weapon's JP counterpart is Cannon Revolucio / キャノンレボルシオ. )
    • Card Revolsio  + ( * This weapon's JP counterpart is Card Revolucio / カードレボルシオ. )
    • Ceres Fasonte  + ( * This weapon's JP counterpart is Ceres F</br>* This weapon's JP counterpart is Ceres Fasonte / セレファソンテ.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Austelph  + ( * This weapon's JP counterpart is Ceres A</br>* This weapon's JP counterpart is Ceres Austelph / セレオステルフ.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Aphaceros  + ( * This weapon's JP counterpart is Ceres A</br>* This weapon's JP counterpart is Ceres Aphaserus / セレアフセロス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Phonops  + ( * This weapon's JP counterpart is Ceres P</br>* This weapon's JP counterpart is Ceres Phonopus / セレフォノプス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Zeostiga  + ( * This weapon's JP counterpart is Ceres Z</br>* This weapon's JP counterpart is Ceres Zeostega / セレシオステガ.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Fouls  + ( * This weapon's JP counterpart is Ceres F</br>* This weapon's JP counterpart is Ceres Fouls / セレファウルス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Sycophus  + ( * This weapon's JP counterpart is Ceres C</br>* This weapon's JP counterpart is Ceres Cicopus / セレシオコプス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Aggrator  + ( * This weapon's JP counterpart is Ceres A</br>* This weapon's JP counterpart is Ceres Agrator / セレアグラトル.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Spiradon  + ( * This weapon's JP counterpart is Ceres S</br>* This weapon's JP counterpart is Ceres Spiradon / セレスピラドン.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Necrus  + ( * This weapon's JP counterpart is Ceres N</br>* This weapon's JP counterpart is Ceres Necrus / セレネクオルス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Dictheus  + ( * This weapon's JP counterpart is Ceres D</br>* This weapon's JP counterpart is Ceres Dictheus / セレディクテウス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Lavere  + ( * This weapon's JP counterpart is Ceres R</br>* This weapon's JP counterpart is Ceres Raeir / セレラウィール.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Fadrophs  + ( * This weapon's JP counterpart is Ceres H</br>* This weapon's JP counterpart is Ceres Hadolophus / セレハドロフス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Ivatos  + ( * This weapon's JP counterpart is Ceres I</br>* This weapon's JP counterpart is Ceres Ivatos / セレイヴァトス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Genonix  + ( * This weapon's JP counterpart is Ceres G</br>* This weapon's JP counterpart is Ceres Genonics / セレジノニクス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Dasauro  + ( * This weapon's JP counterpart is Ceres D</br>* This weapon's JP counterpart is Ceres Dasaro / セレダーサウロ.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Ignatos  + ( * This weapon's JP counterpart is Ceres I</br>* This weapon's JP counterpart is Ceres Ignatos / セレイグナトス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Ceres Kronis  + ( * This weapon's JP counterpart is Ceres C</br>* This weapon's JP counterpart is Ceres Chronis / セレクルオニス.</br>* This weapon's Potential has the following effects:</br>** Gain a damage bonus that increases every three hits (1% / 2% / 3% / 4% / 5%).</br>*** The damage bonus stacks multiplicatively on top of the original damage boost.</br>*** 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.</br>r the last hit that connects with an enemy. )
    • Clarita Visus  + ( * 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. )
    • Cleasis Anhks  + ( * This weapon's JP counterpart is Cleasis Anhks / クリシスアンクス. )
    • Cleasis Battadia  + ( * This weapon's JP counterpart is Cleasis Battadia / クリシスバタディア. )
    • Cleasis Bazera  + ( * This weapon's JP counterpart is Cleasis Bazera / クリシスバゼラ. )
    • Cleasis Bukse  + ( * This weapon's JP counterpart is Cleasis Buechse / クリシスビュクゼ. )
    • Cleasis Calvin  + ( * This weapon's JP counterpart is Cleasis Calvin / クリシスカルバン. )
    • Cleasis Dinares  + ( * This weapon's JP counterpart is Cleasis Dinares / クリシスディナレス. )
    • Cleasis Gender  + ( * This weapon's JP counterpart is Cleasis Gender / クリシスジェンダー. )
    • Cleasis Hander  + ( * This weapon's JP counterpart is Cleasis Hander / クリシスハンダー. )
    • Cleasis Janbia  + ( * This weapon's JP counterpart is Cleasis Janbiya / クリシスジャンビア. )
    • Cleasis Carenza  + ( * This weapon's JP counterpart is Cleasis Karinza / クリシスカリンザ. )
    • Cleasis Kijal  + ( * This weapon's JP counterpart is Cleasis Kijal / クリシスキジャル. )
    • Cleasis Madina  + ( * This weapon's JP counterpart is Cleasis Medina / クリシスマディーナ. )
    • Cleasis Fossile  + ( * This weapon's JP counterpart is Cleasis Phossele / クリシスフォセレ. )
    • Cleasis Rangea  + ( * This weapon's JP counterpart is Cleasis Rangia / クリシスランジア. )
    • Cleasis Sadi  + ( * This weapon's JP counterpart is Cleasis Sadi / クリシスサディ. )
    • Cleasis Cerberus  + ( * This weapon's JP counterpart is Cleasis Serbs / クリシスセルベス. )
    • Cleasis Tradil  + ( * This weapon's JP counterpart is Cleasis Tradir / クリシストラディル. )
    • Dalz Varley  + ( * This weapon's JP counterpart is Dalz Varley / ダルスバーレイ. )
    • Diffuse  + ( * This weapon's JP counterpart is Diffuse-NT / ディフューズ-NT. )
    • Deo Garland  + ( * This weapon's JP counterpart is Dio Garland-NT / ディオガーランド-NT. )
    • Deo Radiegle  + ( * This weapon's JP counterpart is Dio Radiegle-NT / ディオラディエグル-NT. )
    • Deo Ridoltiv  + ( * This weapon's JP counterpart is Dio Ridultiv-NT / ディオリドゥルティブ-NT )
    • Deo Tigrebow  + ( * This weapon's JP counterpart is Dio Tigrebow-NT / ディオティグリボウ-NT. )
    • Deo Visburn  + ( * This weapon's JP counterpart is Dio Visburn-NT / ディオヴィスバーン-NT. )
    • Divine Staff Amaterasu  + ( * This weapon's JP counterpart is Divine Amaterasu-NT / 神杖アマテラス-NT. )
    • Dream Master  + ( * This weapon's JP counterpart is Dream Master-NT / ドリームマスター-NT. )
    • Eagle Flint  + ( * This weapon's JP counterpart is Eagle Flint-NT / イーグルフリント-NT. )
    • Edge Revolsio  + ( * This weapon's JP counterpart is Edge Revolucio / エッジレボルシオ. )
    • Ivlida Anhks  + ( * This weapon's JP counterpart is Evleda Anhks / イヴリダアンクス. )
    • Falco Flint  + ( * This weapon's JP counterpart is Falco Flint-NT / ファルコフリント-NT. )
    • Fallounce  + ( * This weapon's JP counterpart is Fallounce-NT \ フォールオンス-NT. )
    • Final Impact  + ( * This weapon's JP counterpart is Final-Impact-NT / ファイナルインパクト-NT )
    • Form Greaves  + ( * This weapon's JP counterpart is Form Gr</br>* This weapon's JP counterpart is Form Greaves / フォームグリーブ.</br>* 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.</br>* Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3.</br>** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3).</br>** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.'''</br>*** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy.</br>*** 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.</br>*** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot.</br>*** Shockwave damage does not vary based on distance to target.</br>*** Shockwaves can receive Stationary Fire bonus.</br>** Shockwaves change appearance based on Potential Level.</br>** Shockwaves receive the effects of Perfect Fury Bonus.</br>** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks.</br>** Shockwaves recover 2 PP per hit by default.</br>** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls.</br>*** However it will change elevation up to 45°.</br>However it will change elevation up to 45°. )
    • Form Scythe  + ( * This weapon's JP counterpart is Form Sc</br>* This weapon's JP counterpart is Form Scythe / フォームサイス.</br>* 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.</br>* Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3.</br>** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3).</br>** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.'''</br>*** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy.</br>*** 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.</br>*** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot.</br>*** Shockwave damage does not vary based on distance to target.</br>*** Shockwaves can receive Stationary Fire bonus.</br>** Shockwaves change appearance based on Potential Level.</br>** Shockwaves receive the effects of Perfect Fury Bonus.</br>** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks.</br>** Shockwaves recover 2 PP per hit by default.</br>** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls.</br>*** However it will change elevation up to 45°.</br>** Does not trigger Tech Explosions on hit.</br>** Unaffected by Wand Lovers, but affected by Wand Reactor.</br> Wand Lovers, but affected by Wand Reactor. )
    • Form Zapper  + ( * This weapon's JP counterpart is Form Za</br>* This weapon's JP counterpart is Form Zapper / フォームザッパー.</br>* 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.</br>* Shockwave Power is 100% / 120% / 150% on Level 1, 150% / 180% / 225% on Level 2 and 200% / 240% / 300% on level 3.</br>** Sidestep Strike uses the shockwave power of the first Swing (200% on Level 3).</br>** '''This is counted as a Ranged attack that uses [[File:UIStatMEL.png|link=|MEL]] MEL Pwr as the determinant stat.'''</br>*** During damage calculation the game uses the [[File:UIStatSDEF.png|link=|MEL Def]] MEL Def Stat of the enemy.</br>*** 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.</br>*** Shockwaves do not receive headshot bonus, but will still receive the effects of Advanced Precision Hit if it strikes a headshot.</br>*** Shockwave damage does not vary based on distance to target.</br>*** Shockwaves can receive Stationary Fire bonus.</br>** Shockwaves change appearance based on Potential Level.</br>** Shockwaves receive the effects of Perfect Fury Bonus.</br>** Shockwaves do not receive the effects of Enhanced Attack, as they are not counted as normal attacks.</br>** Shockwaves recover 2 PP per hit by default.</br>** Targets locked-on enemies, but does not home in and vanishes when it strikes environmental objects, such as floors and walls.</br>*** However it will change elevation up to 45°.</br>However it will change elevation up to 45°. )
    • Guardianna  + ( * This weapon's JP counterpart is Gadianna-NT / ガディアンナ-NT. )
    • Gal Wind  + ( * This weapon's JP counterpart is Gal Wind / ガルウィンド. )
    • Garndiva-C  + ( * 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. )
    • Garland  + ( * This weapon's JP counterpart is Garland-NT / ガーランド-NT. )
    • Gix Elno  + ( * This weapon's JP counterpart is Gix Ernoe / ギクスエルノ. )
    • Gix Jewd  + ( * This weapon's JP counterpart is Gix Jeud / ギクスジェウド. )
    • Gix Cafuil  + ( * This weapon's JP counterpart is Gix Kafir / ギクスカフィール. )
    • Gix Shadok  + ( * This weapon's JP counterpart is Gix Shadoke / ギクスシャドーク. )
    • Gix Verata  + ( * This weapon's JP counterpart is Gix Verata / ギクスヴェラータ. )
    • Gix Visette  + ( * This weapon's JP counterpart is Gix Viset / ギクスヴィセート. )
    • Divine Fists  + ( * 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. )
    • Farewell Inferno v2  + ( * 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. )
    • Gravilios  + ( * 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&S 25 Justice  + ( * This weapon's JP counterpart is H&S25 Justice-NT / H&S25 ジャスティス-NT. )
    • H10 Missouri Twin  + ( * This weapon's JP counterpart is H10 Mis</br>* This weapon's JP counterpart is H10 Missouri T-NT / H10ミズーリT-NT</br>* Based on the Weaponoid "H10 Missouri T" from ''Phantasy Star Online 2es''.</br>* Originally appeared in ''Phantasy Star Universe'' and derived from the "H10 Missouri" from ''Phantasy Star Zero''.</br>"H10 Missouri" from ''Phantasy Star Zero''. )
    • Hanmateri  + ( * This weapon's JP counterpart is Hanmateri-NT / ハンマテリ-NT. * Originally appeared in ''Phantasy Star Universe''. )
    • Hard Recurve  + ( * This weapon's JP counterpart is Hard Recurve-NT / ハードリカーブ-NT. )
    • Haze Processor v2  + ( * This weapon's JP counterpart is Haze Processor Ver2 / ヘイズプロセッサVer2. )
    • Hitogata  + ( * This weapon's JP counterpart is Hitogata / ヒトガタ. )
    • Homura no Yomimusubi  + ( * This weapon's JP counterpart is Homura no Yomimusubi / ホムラノヨミムスビ. )
    • Imperial Pick  + ( * 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. )
    • Inferno Bazooka  + ( * This weapon's JP counterpart is Inferno Bazooka-NT / インフェルノバズーカ-NT. )
    • Invade Arm  + ( * This weapon's JP counterpart is Invade Arm / インヴェイドアルム. )
    • Invade Axe  + ( * This weapon's JP counterpart is Invade Axe / インヴェイドアックス. )
    • Invade Bogen  + ( * This weapon's JP counterpart is Invade Bogen / インヴェイドボーゲン. )
    • Invade Buster  + ( * This weapon's JP counterpart is Invade Buster / インヴェイドバスター. )
    • Invade Calibur  + ( * This weapon's JP counterpart is Invade Calibur / インヴェイドカリバー. )
    • Invade Cannon  + ( * This weapon's JP counterpart is Invade Cannon / インヴェイドキャノン. )
    • Invade Edge  + ( * This weapon's JP counterpart is Invade Edge / インヴェイドエッジ. )
    • Invade Fencers  + ( * This weapon's JP counterpart is Invade Fencer / インヴェイドフェンサー. )
    • Invade Fists  + ( * This weapon's JP counterpart is Invade Fist / インヴェイドフィスト. )
    • Invade Galland  + ( * This weapon's JP counterpart is Invade Galland / インヴェイドガラン. )
    • Invade Rain  + ( * This weapon's JP counterpart is Invade Rain / インヴェイドレイン. )
    • Invade Sabers  + ( * This weapon's JP counterpart is Invade Savior / インヴェイドセイヴァー. )
    • Invade Shooter  + ( * This weapon's JP counterpart is Invade Shooter / インヴェイドシューター. )
    • Invade Sliders  + ( * This weapon's JP counterpart is Invade Slider / インヴェイドスライダー. )
    • Invade Sorcerer's Rod  + ( * This weapon's JP counterpart is Invade Sorcerer / インヴェイドソーサラー. )
    • Invade Spear  + ( * This weapon's JP counterpart is Invade Spear / インヴェイドスピアー. )
    • Jutus Harmony  + ( * This weapon's JP counterpart is Jutus Harmonie / ジュティスアルモニー. )
    • Keimostross  + ( * This weapon's JP counterpart is Keimostross / ケイモストロス. )
    • Lambda Adrastea  + ( * This weapon's JP counterpart is Lambda Adrastea / ラムダアドラステア. )
    • Lambda Bigglow v2  + ( * This weapon's JP counterpart is Lambda Bigglow Ver2 / ラムダビッグロウVer2. )
    • Lambda Hard Quartz  + ( * This weapon's JP counterpart is Lambda Hard Quartz / ラムダハードクォーツ. )
    • Lambda Sarcueid  + ( * This weapon's JP counterpart is Lambda Sarcueid / ラムダサークウェイド. )
    • Lambda Turbulas  + ( * This weapon's JP counterpart is Lambda Turbulas / ラムダタービュラス. )
    • Lambda Sarcueid v2  + ( * 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. )
    • Lance Revolsio  + ( * This weapon's JP counterpart is Lance Revolucio / ランスレボルシオ. )
    • Launcher  + ( * This weapon's JP counterpart is Launcher-NT / ランチャー-NT. )
    • Lavis Blades  + ( * 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''. )
    • Longbow  + ( * This weapon's JP counterpart is Longbow-NT / ロングボウ-NT. * Originally appeared in ''Phantasy Star Universe''. )
    • Maisen  + ( * This weapon's JP counterpart is Maisen-NT / マイセン-NT. )
    • Mars Diazuth  + ( * This weapon's JP counterpart is Mars Diazuth / マルスディアズス. )
    • Mars Estur  + ( * This weapon's JP counterpart is Mars Estour / マルスエストゥール. )
    • Meteor Cudgel  + ( * 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''. )
    • Milio Bright  + ( * 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. )
    • Missouri M13  + ( * This weapon's JP counterpart is Missouri M13-NT / ミズーリM13-NT. )
    • Monak Hadis  + ( * This weapon's JP counterpart is Monarchadis / モナクハディス. )
    • Nyoibo  + ( * 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. )
    • Nemesis Barl  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Bar-NT / ネメシスバール-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects or Alter Ego does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases. Damage reduction effect does not extend to Pets.</br>e reduction effect does not extend to Pets. )
    • Nemesis Dual  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Dual-NT / ネメシスデュアル-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Bullet  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Bullet-NT / ネメシスバレット-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Chain  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Chain-NT / ネメシスチェイン-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Lance  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Lance-NT / ネメシスランス-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Gunblade  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Slash-NT / ネメシススラッシュ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Calibur  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Calibur-NT / ネメシスキャリバー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Feather  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Feather-NT / ネメシスフェザー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Shoes  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Shoes-NT / ネメシスシューズ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Cannon  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Cannon-NT / ネネメシスキャノン-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Sage  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Sage-NT / ネメシスセイジ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Fists  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Fist-NT / ネメシスフィスト-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Shooter  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Shooter-NT / ネメシスシューター-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Daggers  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Dagger-NT / ネメシスダガー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Cougar  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Kuuga-NT / ネメシスクーガ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Saber  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Saber-NT / ネメシスセイバー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Symbol  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Symbol-NT / ネメシスシンボル-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nemesis Cross  + ( * This weapon's JP counterpart is Nemesis</br>* This weapon's JP counterpart is Nemesis Cross-NT / ネメシスクロス-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>d damage taken from the next hit decreases. )
    • Nox Chario  + ( * This weapon's JP counterpart is Nox Chario / ノクスシャリオ. )
    • Nox Crahd  + ( * This weapon's JP counterpart is Nox Crahd-NT / ノクスクラード-NT. )
    • Nox Krieg  + ( * This weapon's JP counterpart is Nox Krieg-NT / ノクスクリーグ-NT. )
    • Nox Lexio  + ( * This weapon's JP counterpart is Nox Lexio-NT / ノクスレクシオ-NT. )
    • Nox Lipher  + ( * This weapon's JP counterpart is Nox Lipher-NT / ノクスリフェル-NT. )
    • Obside  + ( * This weapon's JP counterpart is Obside-NT / オブサイド-NT. )
    • Pandora Extreme  + ( * This weapon's JP counterpart is Pandora Extreme-NT / パンドラエクストリーム-NT. )
    • Pisastian  + ( * This weapon's JP counterpart is Pisastian-NT / ピサスティアン-NT. )
    • Plumi Keros  + ( * This weapon's JP counterpart is Premicheros-NT / プルミケロース-NT. )
    • Profound Katana Floraxion  + ( * 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. )
    • Profound Bullet Ejecuxion  + ( * 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. )
    • Profound Rifle Ambixion  + ( * 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. )
    • Profound Blades Obsaxion  + ( * 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. )
    • Profound Rod Salvaxion  + ( * 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. )
    • Profound Cane Aspiraxion  + ( * 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. )
    • Profound Boot Benedixion  + ( * 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. )
    • Profound Soaring Creaxion  + ( * 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. )
    • Profound Sabre Intexion  + ( * 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. )
    • Profound Partisan Adoraxion  + ( * 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. )
    • Profound Launcher Vacilaxion  + ( * 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. )
    • Profound Note Canxion  + ( * 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. )
    • Profound Bow Obligaxion  + ( * 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. )
    • Profound Talis Oraxion  + ( * 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. )
    • Profound Fist Assaxion  + ( * 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. )
    • Profound Cutter Resurrexion  + ( * 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. )
    • Psycho Wand  + ( * This weapon's JP counterpart is Psycho Wand / サイコウォンド. )
    • Clifard Pick  + ( * This weapon's JP counterpart is Qliphad Pick / クリファドピック. )
    • Quadrapt  + ( * This weapon's JP counterpart is Quadrapt-NT / クワドラプト-NT. )
    • Queen Viella-C  + ( * This weapon's JP counterpart is Queen V</br>* This weapon's JP counterpart is Queen Vera / クイーンヴィエラ.</br>*Originally appeared in ''Phantasy Star Portable 2''</br>* 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.</br>weapon system that isn't present in Global. )
    • Rabbit Wand  + ( * This weapon's JP counterpart is Rabbit Wand-NT / ラビットウォンド-NT. )
    • Radiegle  + ( * This weapon's JP counterpart is Radiegle-NT / ラディエグル-NT. )
    • Raflame  + ( * This weapon's JP counterpart is Raflame-NT / ラフレイム-NT. )
    • Rappy Fan Fan  + ( * This weapon's JP counterpart is Rappy Fan Fan / ラッピーファンファン. )
    • Ray Bow  + ( * This weapon's JP counterpart is Ray Bow / レイボウ. )
    • Ray Launcher  + ( * This weapon's JP counterpart is Ray Launcher / レイランチャー. )
    • Ray Rifle  + ( * This weapon's JP counterpart is Ray Rifle / レイライフル. )
    • Ray Rod  + ( * This weapon's JP counterpart is Ray Rod / レイロッド. )
    • Ray Talis  + ( * This weapon's JP counterpart is Ray Talis / レイタリス. )
    • Ray Twin Machine Guns  + ( * This weapon's JP counterpart is Ray Twin Machinegun / レイTマシンガン. )
    • Red Launcher  + ( * This weapon's JP counterpart is Red Launcher / 赤のランチャー. )
    • Red Processor  + ( * This weapon's JP counterpart is Red Processor-NT / レッドプロセッサ-NT. )
    • Resta Golem Nacelle  + ( * This weapon's JP counterpart is Resta Golem Nacelle / レスタゴレムナセル. )
    • Resta Golem Natura  + ( * This weapon's JP counterpart is Resta Golem Natura / レスタゴレムナチュラ. )
    • Ridoltiv  + ( * This weapon's JP counterpart is Ridultiv-NT / リドゥルティブ-NT. )
    • Rikauteri  + ( * 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. )
    • Rosa Crane  + ( * This weapon's JP counterpart is Rosa Crane-NT / ローザクレイン-NT. )
    • Rulyra  + ( * This weapon's JP counterpart is Rulyra-NT / ルーライラ-NT. )
    • SSPN Launcher  + ( * This weapon's JP counterpart is SSPN Launcher-NT / SSPNランチャー-NT )
    • Saika Revolsio  + ( * This weapon's JP counterpart is Saika Revolucio / サイカレボルシオ. )
    • Saint Kilda  + ( * This weapon's JP counterpart is Saint Kilda-NT / セントキルダ-NT. )
    • Schvelle Anhks  + ( * This weapon's JP counterpart is Schvelle Anhks / シュベルアンクス. )
    • Schvelle Battadia  + ( * This weapon's JP counterpart is Schvelle Battadia / シュベルバタディア. )
    • Schvelle Bazera  + ( * This weapon's JP counterpart is Schvelle Bazera / シュベルバゼラ. )
    • Schvelle Bukse  + ( * This weapon's JP counterpart is Schvelle Buechse / シュベルビュクゼ. )
    • Schvelle Calvin  + ( * This weapon's JP counterpart is Schvelle Calvin / シュベルカルバン. )
    • Schvelle Dinares  + ( * This weapon's JP counterpart is Schvelle Dinares / シュベルディナレス. )
    • Schvelle Gender  + ( * This weapon's JP counterpart is Schvelle Gender / シュベルジェンダー. )
    • Schvelle Haddat  + ( * This weapon's JP counterpart is Schvelle Haddat / シュベルハダート. )
    • Schvelle Hander  + ( * This weapon's JP counterpart is Schvelle Hander / シュベルハンダー. )
    • Schvelle Janbia  + ( * This weapon's JP counterpart is Schvelle Janbiya / シュベルジャンビア. )
    • Schvelle Carenza  + ( * This weapon's JP counterpart is Schvelle Karinza / シュベルカリンザ. )
    • Schvelle Kijal  + ( * This weapon's JP counterpart is Schvelle Kijal / シュベルキジャル. )
    • Schvelle Madina  + ( * This weapon's JP counterpart is Schvelle Medina / シュベルマディーナ. )
    • Schvelle Fossile  + ( * This weapon's JP counterpart is Schvelle Phossele / シュベルフォセレ. )
    • Schvelle Rangea  + ( * This weapon's JP counterpart is Schvelle Rangia / シュベルランジア. )
    • Schvelle Sadi  + ( * This weapon's JP counterpart is Schvelle Sadi / シュベルサディ. )
    • Schvelle Cerberus  + ( * This weapon's JP counterpart is Schvelle Serbs / シュベルセルベス. )
    • Schvelle Tradil  + ( * This weapon's JP counterpart is Schvelle Tradir / シュベルトラディル. )
    • Sekfors  + ( * This weapon's JP counterpart is Secfalse / セクフォルス. )
    • Shaft Revolsio  + ( * This weapon's JP counterpart is Shaft Revolucio / シャフトレボルシオ. )
    • Shooting Drive  + ( * 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. )
    • Shot Legacy  + ( * This weapon's JP counterpart is Shot Legacy-NT / ショットレガシー-NT. )
    • Shot Revolsio  + ( * This weapon's JP counterpart is Shot Revolucio / ショットレボルシオ. )
    • Sigma Phase  + ( * This weapon's JP counterpart is Sigma Phase / ジグマフェイズ. )
    • Sigma Theaile  + ( * This weapon's JP counterpart is Sigma Thiale / ジグマティエール. )
    • Sigma Farcy  + ( * This weapon's JP counterpart is Sigma Farse / ジグマファーシー. * Originally appeared in ''Phantasy Star Online 2es''. )
    • Gunblade Revolsio  + ( * This weapon's JP counterpart is Slash Revolucio / スラッシュレボルシオ. )
    • Raven Saber  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Saber-NT / スレイヴセイバー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Bullet  + ( * This weapon's JP counterpart is Slave B</br>* This weapon's JP counterpart is Slave Bullet-NT / スレイヴバレット-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Cougar  + ( * This weapon's JP counterpart is Slave K</br>* This weapon's JP counterpart is Slave Kuuga-NT / スレイヴクーガ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Chain  + ( * This weapon's JP counterpart is Slave C</br>* This weapon's JP counterpart is Slave Chain-NT / スレイヴチェイン-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Dual  + ( * This weapon's JP counterpart is Slave D</br>* This weapon's JP counterpart is Slave Dual-NT / スレイヴデュアル-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Cross  + ( * This weapon's JP counterpart is Slave C</br>* This weapon's JP counterpart is Slave Cross-NT / スレイヴクロス-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Calibur  + ( * This weapon's JP counterpart is Slave C</br>* This weapon's JP counterpart is Slave Calibur-NT / スレイヴキャリバー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Fists  + ( * This weapon's JP counterpart is Slave F</br>* This weapon's JP counterpart is Slave Fist-NT / スレイヴフィスト-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Shooter  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Shooter-NT / スレイヴシューター-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Barl  + ( * This weapon's JP counterpart is Slave B</br>* This weapon's JP counterpart is Slave Bar-NT / スレイヴバール-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects or Alter Ego does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Cannon  + ( * This weapon's JP counterpart is Slave C</br>* This weapon's JP counterpart is Slave Cannon-NT / スレイヴキャノン-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Feather  + ( * This weapon's JP counterpart is Slave F</br>* This weapon's JP counterpart is Slave Feather-NT / スレイヴフェザー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Lance  + ( * This weapon's JP counterpart is Slave L</br>* This weapon's JP counterpart is Slave Lance-NT / スレイヴランス-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Daggers  + ( * This weapon's JP counterpart is Slave D</br>* This weapon's JP counterpart is Slave Dagger-NT / スレイヴダガー-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Shoes  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Shoes-NT / スレイヴシューズ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Gunblade  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Slash-NT / スレイヴスラッシュ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Symbol  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Symbol-NT / スレイヴシンボル-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Raven Sage  + ( * This weapon's JP counterpart is Slave S</br>* This weapon's JP counterpart is Slave Sage-NT / スレイヴセイジ-NT.</br>* This weapon's Potential has the following effects:</br>** 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`"').</br>** The barrier produced by this Potential has the following properties:</br>*** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>back and flinching from the next hit taken. )
    • Solid Recurve  + ( * This weapon's JP counterpart is Solid Recurve-NT / ソリッドリカーブ-NT. )
    • Southern Cross  + ( * This weapon's JP counterpart is Southern Cross-NT / サザンクロス-NT. )
    • Spear Revolsio  + ( * This weapon's JP counterpart is Spear Revolucio / スピアレボルシオ. )
    • Spike Revolsio  + ( * This weapon's JP counterpart is Spike Revolucio / スパイクレボルシオ. )
    • Sprue Col-C  + ( * This weapon's JP counterpart is Sprueco</br>* This weapon's JP counterpart is Spruecoll / スプルコル.</br>* This weapon was originally part of a Earth Weapon Series based around instruments.</br>* This weapon appears in the camo ''* Concert Master''</br>* It was also a weapon present in the ''Kasegeo Stone Exchange'' in JP.</br>* 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.</br>weapon system that isn't present in Global. )
    • Stelk Isela  + ( * This weapon's JP counterpart is Stelk Isera / ステルクイセーラ. )
    • Stelk Steyr  + ( * This weapon's JP counterpart is Stelk Shooteyr / ステルクシュタヤー )
    • Stelk Jatho  + ( * This weapon's JP counterpart is Stelk Yato / ステルクヤート. )
    • Storm Revolsio  + ( * This weapon's JP counterpart is Storm Revolucio / ストームレボルシオ. )
    • Strauss v2  + ( * This weapon's JP counterpart is Strauss Ver2 / シュトラウスVer2.<br> * Rainbow glow around it when out. )
    • Strike Broom  + ( * This weapon's JP counterpart is Strike Broom-NT / ストライクブルーム-NT. )
    • Striker  + ( * This weapon's JP counterpart is Striker-NT / ストライカー-NT. )
    • Susano Hiki  + ( * This weapon's JP counterpart is Susano Hiki-NT / スサノヒキ-NT. )
    • Harmonizer  + ( * 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. )
    • Talis  + ( * This weapon's JP counterpart is Talis-NT / タリス-NT. )
    • Thrust Revolsio  + ( * This weapon's JP counterpart is Thrust Revolucio / スラストレボルシオ. )
    • Lightning Bite Tagami Kouga  + ( * This weapon's JP counterpart is Thunder Bite Tagamikouga / 雷咬タガミコウガ. )
    • Lightning Flash Tagami Kouga  + ( * This weapon's JP counterpart is Thunder Crack Tagamikouga / 雷閃タガミコウガ. )
    • Lightning Guns Tagami Kouga  + ( * This weapon's JP counterpart is Thunder Gun Tagamikouga / 雷銃タガミコウガ. )
    • Tigrebow  + ( * This weapon's JP counterpart is Tigrebow-NT / ティグリボウ-NT. )
    • Titan Blazer  + ( * This weapon's JP counterpart is Titan Blazer / タイタンブレイザー. )
    • Titan Smasher  + ( * This weapon's JP counterpart is Titan Smasher / タイタンスマッシャー. )
    • Titan Stinger  + ( * This weapon's JP counterpart is Titan Stinger / タイタンスティンガー. )
    • Twin Gatlings  + ( * This weapon's JP counterpart is Twin Gatling-NT / ツインガトリング-NT. )
    • Twin Kamuy  + ( * 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. )
    • Twin Machine Guns  + ( * This weapon's JP counterpart is Twin Machinegun-NT / ツインマシンガン-NT. )
    • Twin Vulcans  + ( * This weapon's JP counterpart is Twin Vulcan-NT / ツインバルカン-NT. )
    • Veiztail  + ( * This weapon's JP counterpart is Vasetail-NT / ヴェイズテイル-NT. )
    • Visburn  + ( * This weapon's JP counterpart is Visburn-NT / ヴィスバーン-NT. )
    • Vita Arkray  + ( * This weapon's JP counterpart is Vita Arkray-NT / ヴィタアルクレイ-NT. )
    • Vita Bow  + ( * This weapon's JP counterpart is Vita Bow-NT / ヴィタボウ-NT. )
    • Vita Diffuse  + ( * This weapon's JP counterpart is Vita Diffuse-NT / ヴィタディフューズ-NT. )
    • Vita Fallounce  + ( * This weapon's JP counterpart is Vita Fallounce-NT / ヴィタフォールオンス-NT. )
    • Vita Launcher  + ( * This weapon's JP counterpart is Vita Launcher-NT / ヴィタランチャー-NT. )
    • Vita Obside  + ( * This weapon's JP counterpart is Vita Obside-NT / ヴィタオブサイド-NT. )
    • Vita Pisastian  + ( * This weapon's JP counterpart is Vita Pisastian-NT / ヴィタピサスティアン-NT. )
    • Vita Quadrapt  + ( * This weapon's JP counterpart is Vita Quadrapt-NT / ヴィタクワドラプト-NT. )
    • Vita Raflame  + ( * This weapon's JP counterpart is Vita Raflame-NT / ヴィタラフレイム-NT. )
    • Vita Rod  + ( * This weapon's JP counterpart is Vita Rod-NT \ ヴィタロッド-NT. )
    • Vita Striker  + ( * This weapon's JP counterpart is Vita Striker-NT / ヴィタストライカー-NT. )
    • Vita Twin Machine Guns  + ( * This weapon's JP counterpart is Vita T. Machinegun-NT / ヴィタTマシンガン-NT. )
    • Vita Talis  + ( * This weapon's JP counterpart is Vita Talis-NT / ヴィタタリス-NT. )
    • Vita Twin Gatlings  + ( * This weapon's JP counterpart is Vita Twin Gatling-NT / ヴィタTガトリング-NT. )
    • Vita Twin Vulcans  + ( * This weapon's JP counterpart is Vita Twin Vulcan-NT / ヴィタTバルカン-NT. )
    • Volt Howzer  + ( * This weapon's JP counterpart is Volt Hauser-NT / ヴォルトハウザー-NT. )
    • Weddle Park  + ( * 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. )
    • Yamigarasu  + ( * 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. )
    • Yasha  + ( * 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. )
    • Yasminokov 7000V  + ( * 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''. )
    • Yasminokov 3000R  + ( * 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. )
    • Yasminokov 9000M  + ( * 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. )
    • Zeinesis Arrow  + ( * This weapon's JP counterpart is Zeinesis Arrow / ゼイネシスアロウ. )
    • Zeinesis Bazeraldt  + ( * This weapon's JP counterpart is Zeinesis Baselard / ゼイネシスバゼラッド. )
    • Zeinesis Breakles  + ( * This weapon's JP counterpart is Zeinesis Breackle / ゼイネシスブレイクル. )
    • Zeinesis Cannon  + ( * This weapon's JP counterpart is Zeinesis Cannon / ゼイネシスキャノン. )
    • Zeinesis Scratch  + ( * This weapon's JP counterpart is Zeinesis Clutch / ゼイネシスクラッチ. )
    • Zeinesis Fidel  + ( * This weapon's JP counterpart is Zeinesis Fidell / ゼイネシスフィデル. )
    • Zeinesis Gear  + ( * This weapon's JP counterpart is Zeinesis Gear / ゼイネシスギア. )
    • Zeinesis Gunscissor  + ( * This weapon's JP counterpart is Zeinesis Gunscissor / ゼイネシスガンシザー. )
    • Zeinesis Lance  + ( * This weapon's JP counterpart is Zeinesis Lance / ゼイネシスランス. )
    • Zeinesis Laser  + ( * This weapon's JP counterpart is Zeinesis Laser / ゼイネシスレーザー. )
    • Zeinesis Pick  + ( * This weapon's JP counterpart is Zeinesis Pick / ゼイネシスピック. )
    • Zeinesis Säbels  + ( * This weapon's JP counterpart is Zeinesis Saber / ゼイネシスサーベル. )
    • Zeinesis Scepter  + ( * This weapon's JP counterpart is Zeinesis Scepter / ゼイネシスセプター. )
    • Zeinesis Sheath  + ( * This weapon's JP counterpart is Zeinesis Sheath / ゼイネシスシース. )
    • Zeinesis Valdis  + ( * This weapon's JP counterpart is Zeinesis Valdis / ゼイネシスバルディス. )
    • Zeinesis Waffen  + ( * This weapon's JP counterpart is Zeinesis Vapen / ゼイネシスヴァーペン. )
    • Zeinesis Vulcan  + ( * This weapon's JP counterpart is Zeinesis Vulcan / ゼイネシスバルカン. )
    • Bloodspear Vlad Bram  + ( *Glows red and has red mist when attacking. *Has both MEL and TEC stats and can be used with Force and Techter. )
    • Bullet Kunai  + ( *The Weapon Shoots Itself As Kunai And Will Stick On Surfaces. )
    • Ophistia Calibur  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Fists  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Rain  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-17--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-24--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Spear  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-28--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-35--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Buster  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-13--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-20--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Sliders  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-9--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-16--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Wing  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-11--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-18--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Sabers  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-26--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-33--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Axe  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-37--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-44--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Cannon  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-12--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-19--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Galland  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Fencers  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Sorcerer  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Arm  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Edge  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Bogen  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Ophistia Shooter  + (All of this weapon's Potentials have the fAll of this weapon's Potentials have the following additional effect:</br>* Increase Natural PP Recovery by 10%.</br>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:</br>* 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.</br>**Helix: Increase damage by 4%.</br>**Ajax: Increase Active PP Recovery by 40%.</br>**Cetus: Increase Natural PP Recovery by 30%.</br>**Julius: Decrease damage taken by 12%.</br>**Troy: Reduce PP consumption by 15%.</br>*The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.</br>*Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.</br>The second Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-7--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.</br>The third Potential of this weapon, [[File:UIItemPotentialAbility.png|link=]] '"`UNIQ--item-14--QINU`"', has the following effect:</br>* 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`"').</br>* The barrier produced by this Potential has the following properties:</br>** Barrier is dispelled upon taking damage (damage from status effects does not count).</br>** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Millionaire Brand  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Brand  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Urumi  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Kuze  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Stinger  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Glaive  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Jamdahal  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Schleim  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Schamschille  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Digantz  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Musket  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Cannon  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Barrage  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Rilate  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Aspio  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Chakram  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Mace  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Croesus Vimana  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Urumi  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Kuze  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Stinger  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Glaive  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Jamdahal  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Schleim  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Schamschille  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Digantz  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Musket  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Cannon  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Barrage  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Rilate  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Aspio  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Chakram  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Mace  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Millionaire Vimana  + (Although not mentioned ingame, there is a damage bonus attached to the Potential.)
    • Phantasm Ship Artillery  + (Base On Phantasm Battleship Yamato.)
    • Three Strike Phantasm Guns  + (Base On Phantasm Battleship Yamato.)
    • Phantasm Lightning Rod  + (Base On Phantasm Battleship Yamato.)
    • Demonia Saber  + (Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.)
    • Demonia Blaster  + (Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.)
    • Demonia Feather  + (Based off of the Hero's promotional weapons they use in the Episode 5 Opening, but slightly modified in visuals.)
    • Apprentice's Grudge Omega  + (Based off the weapon Omega Appregina uses.)
    • Zirenheit  + (Based off the weapon Quna uses, but fashioned in the style of Jet Boots.)
    • Megalith Glaive  + (Based off the weapon that [[Grave Exegul]]Based off the weapon that [[Grave Exegul]] uses in its fights.<br></br>The potential provides the following effects:</br>* 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%.</br>* About Activation Conditions</br>** The ''certain range'' noted in the description can be anywhere within lock on distance.</br>** If the condition is met, an aura will appear around the player.</br>** The Normal Attack to activate the effect does not have to hit the enemy, and it may be a Sidestep Strike.</br>* About Changing Weapons</br>** The number of seconds elapsed before activation continues even when changing weapons or no enemy is within range.</br>** The effect after activating disappears when changing weapons, and will require the 40 second to elapse again.</br>* During the effect, a trailing emitting light effect is added, and the light disappears as the effect wears off.</br>* The amount of PP recovered during the effect is 6 PP per second at Lv 3.ed during the effect is 6 PP per second at Lv 3.)
    • Megalith Rod  + (Based off the weapon that [[Grave Exegul]]Based off the weapon that [[Grave Exegul]] uses in its fights.<br></br>The potential provides the following effects:</br>* 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%.</br>* About Activation Conditions</br>** The ''certain range'' noted in the description can be anywhere within lock on distance.</br>** If the condition is met, an aura will appear around the player.</br>** The Normal Attack to activate the effect does not have to hit the enemy, and it may be a Sidestep Strike.</br>* About Changing Weapons</br>** The number of seconds elapsed before activation continues even when changing weapons or no enemy is within range.</br>** The effect after activating disappears when changing weapons, and will require the 40 second to elapse again.</br>* During the effect, a trailing emitting light effect is added, and the light disappears as the effect wears off.</br>* The amount of PP recovered during the effect is 6 PP per second at Lv 3.ed during the effect is 6 PP per second at Lv 3.)
    • Heilo  + (For Hero Talis, even when the Talis is thrFor 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></br>Originally appeared in ''Phantasy Star Nova'', a Japanese exclusive game in the series that has similar gameplay to ''PSO2''<br></br>Not a Talis but a basic weapon for the game's weapon type "Halo".<br></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.nteroffensive to Gigantes, the giant enemies in the Planet Mahkia.)
    • Shaval Ueber  + (Increase damage by 10%. Gain an additionalIncrease damage by 10%. Gain an additional 3% damage bonus when this Potential's effect is activated.</br>Upon casting any PA/Technique while at maximum PP, your PP becomes 0. When this occurs, the following effects are triggered:</br>*Natural and Active PP Recovery become 0.</br>*Regenerate 6 PP every 0.5 seconds. This recovery occurs regardless of whether or not Natural PP Recovery would normally be active.</br>*Reduce the PP cost of all PAs and Techniques to 1. PAs/Techniques with a continuous drain effect consume 0 PP after initial activation.</br>*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.</br>The effect of this weapon's second Potential shares its effects with its original Potential with the following changes:</br>*Increase damage by 24%. Gain an additional 3% damage bonus when this Potential's effect is activated.</br>*This weapon's appearance changes when its effect is active.earance changes when its effect is active.)
    • Shavalmelm  + (Increase damage by 10%. Gain an additionalIncrease damage by 10%. Gain an additional 3% damage bonus when this Potential's effect is activated.</br>Upon casting any PA/Technique while at maximum PP, your PP becomes 0. When this occurs, the following effects are triggered:</br>*Natural and Active PP Recovery become 0.</br>*Regenerate 6 PP every 0.5 seconds. This recovery occurs regardless of whether or not Natural PP Recovery would normally be active.</br>*Reduce the PP cost of all PAs and Techniques to 1. PAs/Techniques with a continuous drain effect consume 0 PP after initial activation.</br>*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.</br>The effect of this weapon's second Potential shares its effects with its original Potential with the following changes:</br>*Increase damage by 24%. Gain an additional 3% damage bonus when this Potential's effect is activated.</br>*This weapon's appearance changes when its effect is active.earance changes when its effect is active.)
    • Gix Jinraod  + (Its Japanese counterpart is [https://pso2.arks-visiphone.com/wiki/Gix_Jinraod Gix Jinraod/ギクスジンラオド])
    • Sealed Nodachi  + (Originally appeared in ''PHANTASY STAR ONLOriginally appeared in ''PHANTASY STAR ONLINE''.<br></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''.hat this weapon had in ''PHANTASY STAR ONLINE''.)
    • Rengokuto Rensa  + (Originally appeared in ''Phantasy Star Portable 2 Infinity''.)
    • Ark Sarpent  + (Originally appeared in ''Phantasy Star Portable 2 Infinity''.)
    • World of Guardians  + (Originally appeared in ''Phantasy Star Portable 2''.)
    • Obsidian Darkness  + (Originally appeared in ''Phantasy Star Portable 2''.)
    • Fol Golweven  + (The AOE field does not stay in effect when the weapon is switched out.)
    • Vita Dual Stylets  + (The Dual Stylets and Alba Dual Stylets never made it to Global servers.)
    • Atlas Tacht EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate your Pet, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>** This will not work from [[Marron]] and [[Melon]]'s Self Destruction damage.</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.required to change to the Redux Potential.)
    • Atlas Exocet EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Vadi EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Lumiere Harmony  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Lanse  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Cousios  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Sweep  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Saluth  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Fleche  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Crys  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Xyphos  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Stic  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Sphera  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Gettle  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Atlas Victo EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Alz EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Agria EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Lumiere Legant  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Atlas Zems EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Loque EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Volare EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Letra EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Eyth EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Farder EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Slecht EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Weisz EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Vire EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Drache EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Valua EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Atlas Radda EX  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)</br>[[File:UIMaterial.png|link=|Material]][[File:10Star.png|link=|10]] Luminfragment Emel x 240 is required to change to the Redux Potential.x 240 is required to change to the Redux Potential.)
    • Lumiere Claire  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Repcion  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Lamina  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Seeker  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Seetio  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Lumiere Saxion  + (The Potential has the following propertiesThe Potential has the following properties:</br>* Upon receiving damage that would incapacitate you, instead retain 1 HP and recover 10% of maximum HP every 0.5 seconds.</br>* Only activates once per Quest.</br>* Does not activate on 1 HP.</br>* 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.</br>* The order of effects that prevent a single incapacitation are as follows:</br>** (First Priority) '''Hunter's''' Iron Will -> '''Fighter's''' Overload Safeguard -> This Potential -> Hero Will (Last Priority)> This Potential -> Hero Will (Last Priority))
    • Vlade Steel  + (The potential provides the following effecThe potential provides the following effects:</br>* At Lv 3, damage is increased up to 16%, starting from the minimum 10%.</br>** Any method of damage taken to the player will reduce the damage bonus by 3% each time.</br>** The damage bonus reduction will not go below 10%.</br>** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum.</br>* The damage bonus will not be reset even when switching to another weapon.</br>** Getting hit while this weapon is not equipped will not reduce the damage bonus.</br>** Likewise the accumulation will not increase while equipped with a different weapon.</br>** However, switching to another weapon of the same potential will share the same effects.</br>*** Also shares with the same effects with the Puras Series weapons.</br>* 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. 10 seconds, and Super Armor are bestowed.)
    • Jen Steel  + (The potential provides the following effecThe potential provides the following effects:</br>* At Lv 3, damage is increased up to 16%, starting from the minimum 10%.</br>** Any method of damage taken to the player will reduce the damage bonus by 3% each time.</br>** The damage bonus reduction will not go below 10%.</br>** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum.</br>* The damage bonus will not be reset even when switching to another weapon.</br>** Getting hit while this weapon is not equipped will not reduce the damage bonus.</br>** Likewise the accumulation will not increase while equipped with a different weapon.</br>** However, switching to another weapon of the same potential will share the same effects.</br>*** Also shares with the same effects with the Puras Series weapons.</br>* 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. 10 seconds, and Super Armor are bestowed.)
    • Curva Steel  + (The potential provides the following effecThe potential provides the following effects:</br>* At Lv 3, damage is increased up to 16%, starting from the minimum 10%.</br>** Any method of damage taken to the player will reduce the damage bonus by 3% each time.</br>** The damage bonus reduction will not go below 10%.</br>** The accumulation over time is +0.4% per second, maxing out after 15 seconds from the minimum.</br>* The damage bonus will not be reset even when switching to another weapon.</br>** Getting hit while this weapon is not equipped will not reduce the damage bonus.</br>** Likewise the accumulation will not increase while equipped with a different weapon.</br>** However, switching to another weapon of the same potential will share the same effects.</br>*** Also shares with the same effects with the Puras Series weapons.</br>* 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. 10 seconds, and Super Armor are bestowed.)