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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 f … All 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 thr … For Hero Talis, even when the Talis is thrown out from a PA or Weapon Action, no follow-up attacks can occur, only the damage bonus will be effective.<br><br></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 additional … Increase 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 additional … Increase 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 ONL … Originally 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 properties … The 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 effec … The 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 effec … The 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 effec … The 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.)