◤Developer Note: Galactic Disaster Season 4 Balance Adjustments◢ (Edited)

Zero Out All Despair!
Hello, this is the Chaos Zero Nightmare development team.
■ Details
- Compensation details and the adjustment of the max cap of Morale, Fortitude, and Resolve
ㄴ [View More Details]
In this Developer Note, we would like to provide details on the major balance adjustments coming with the Season 4 update.
* The details outlined in this developer note are subject to change at the time of the actual update.
The Season 4 balance adjustments will improve the performance of certain Combatant cards and underutilized gameplay elements. At the same time, elements that have been performing excessively well will be brought to a more appropriate level. These changes are intended to reduce the performance gaps across the overall combat experience and provide a more balanced gameplay experience.
The changes also include adjustments to certain Battle System mechanics and reductions to some of the Seasonal Powers introduced in Season 3. These elements were released without sufficient testing, which led us to make adjustments after release. We sincerely apologize for the confusion this has caused our Protos.
We deeply regret that our inadequate testing has negatively impacted your experience. We also understand how frustrating it can be to see the decks and strategies you spent countless hours crafting affected by these changes.
The following compensation reflects our commitment to continuously improving our service and providing a better experience for our Protos. We will completely overhaul our internal testing procedures and do everything in our power to prevent similar issues from occurring again.
◈ Compensation for Our Protos
- Claim Period: July 29 (Wed) after the maintenance – August 18 (Tue) 23:59 (UTC)
* Delivered to your in-game mailbox, Storage Period: 7 Days
Compensation | Quantity |
Rescue Anchor | 10 |
Core of Annihilation | 3 |
Core of the Reverse | 3 |
Core of Potential | 5 |
Colorless Core | 10 |
Core of Mutation | 15 |
Abyssal Core | 30 |
The following changes are included in this adjustment:
- Combat System Specification Changes
- Core of Mutation Improvements
- Combatant Ego Manifestation and Card Buffs
- Damage Increase Cap for Orlea’s Softie Card
- Equipment Effect Adjustments
- Season 3 Seasonal Power Adjustments (Persona Engraving / Cards)
[Battle System Specification Changes]
We have confirmed that the number of buff stacks and cards has exceeded the limits originally intended by the development team, resulting in significant gameplay inflation. Based on our review, we determined that certain builds and playstyles have become powerful enough to undermine the intended strategic gameplay experience. To address this issue, we will introduce limits on certain persistent effects and the number of cards that can be held in the discard pile.
- The max stacks of Morale, Fortitude, and Resolve will be limited to 15.
When an effect is gained beyond the maximum number of stacks, effects with the shortest remaining duration will be removed first.
For example, if Morale lasting for 1 turn and permanent Morale are both active when the maximum number of stacks is exceeded, the Morale lasting for 1 turn will be removed first.
- The Discard Pile will be limited to a maximum of 200 cards.
When additional cards are moved to the Discard Pile after this limit has been reached, the oldest cards in the Discard Pile will be moved to the Exhaust Pile first. Effects that activate when a card is Exhausted, such as Incinerate, will not activate when this occurs.
[Core of Mutation Improvements]
Core of Mutation was designed as a new progression feature that allows Protos to further enhance the Save Data strategies. However, we have found that its limited availability and the significant difference in strength between effect levels have created considerable pressure for many Protos. To address these issues, we will implement the following three improvements.
First, a Memorial feature will be added when using a Core of Mutation on an effect that has already been applied. When an additional Core of Mutation is used, you will be able to keep the existing effect or apply the new one. This will prevent your progression level from decreasing after using a Core of Mutation.

Second, the number of obtainable Core of Mutation will be increased. They can be purchased up to 10 times at a reduced price. Afterward, they may be purchased an unlimited number of times at the original price.
Third, we will reduce the performance gap between lower-level and higher-level effects while making special effects more appealing alongside general-purpose options such as Enhanced Attack. Through these changes, we aim to reduce the tendency to favor only high-level effects and specific options, encouraging a wider variety of meaningful choices.
Effects that are not listed below remain unchanged.
- Value Adjustments
Effect Name | Before | After |
Enhanced Attack Lv.1 | Increase Attack by 2% | Increase Attack by 8% |
Enhanced Attack Lv.2 | Increase Attack by 4% | Increase Attack by 10% |
Enhanced Attack Lv.3 | Increase Attack by 6% | Increase Attack by 12% |
Enhanced Attack Lv.4 | Increase Attack by 8% | Increase Attack by 14% |
Enhanced Defense Lv.1 | Increase Defense by2% | Increase Defense by 8% |
Enhanced Defense Lv.2 | Increase Defense by 4% | Increase Defense by 10% |
Enhanced Defense Lv.3 | Increase Defense by 6% | Increase Defense by 12% |
Enhanced Defense Lv.4 | Increase Defense by8% | Increase Defense by 14% |
Enhanced Card Damage Amount Lv.1 | Increase Damage Amount of cards of this unit by5% | Increase Damage Amount of cards of this unit by 8% |
Enhanced Card Damage Amount Lv.2 | Increase Damage Amount of cards of this unit by 6% | Increase Damage Amount of cards of this unit by 9% |
Enhanced Card Damage Amount Lv.3 | Increase Damage Amount of cards of this unit by 7% | Increase Damage Amount of cards of this unit by 10% |
Enhanced Card Damage Amount Lv.4 | Increase Damage Amount of cards of this unit by 8% | Increase Damage Amount of cards of this unit by 11% |
Enhanced Card Damage Amount Lv.5 | Increase Damage Amount of cards of this unit by 9% | Increase Damage Amount of cards of this unit by 12% |
Enhanced Card Damage Amount Lv.6 | Increase Damage Amount of cards of this unit by 10% | Increase Damage Amount of cards of this unit by 13% |
Enhanced Card Shield Gain Amount Lv.1 | Increase Shield Gain Amount of cards of this unit by 5% | Increase Shield Gain Amount of cards of this unit by 8% |
Enhanced Card Shield Gain Amount Lv.2 | Increase Shield Gain Amount of cards of this unit by6% | Increase Shield Gain Amount of cards of this unit by 9% |
Enhanced Card Shield Gain Amount Lv.3 | Increase Shield Gain Amount of cards of this unit by 7% | Increase Shield Gain Amount of cards of this unit by 10% |
Enhanced Card Shield Gain Amount Lv.4 | Increase Shield Gain Amount of cards of this unit by 8% | Increase Shield Gain Amount of cards of this unit by 11% |
Enhanced Card Shield Gain Amount Lv.5 | Increase Shield Gain Amount of cards of this unit by 9% | Increase Shield Gain Amount of cards of this unit by 12% |
Enhanced Card Shield Gain Amount Lv.6 | Increase Shield Gain Amount of cards of this unit by 10% | Increase Shield Gain Amount of cards of this unit by 13% |
Enhanced Card Heal Amount Lv.1 | Increase Heal Amount of cards of this unit by 5% | Increase Heal Amount of cards of this unit by 8% |
Enhanced Card Heal Amount Lv.2 | Increase Heal Amount of cards of this unit by 6% | Increase Heal Amount of cards of this unit by 9% |
Enhanced Card Heal Amount Lv.3 | Increase Heal Amount of cards of this unit by 7% | Increase Heal Amount of cards of this unit by 10% |
Enhanced Card Heal Amount Lv.4 | Increase Heal Amount of cards of this unit by 8% | Increase Heal Amount of cards of this unit by 11% |
Enhanced Card Heal Amount Lv.5 | Increase Heal Amount of cards of this unit by 9% | Increase Heal Amount of cards of this unit by 12% |
Enhanced Card Heal Amount Lv.6 | Increase Heal Amount of cards of this unit by 10% | Increase Heal Amount of cards of this unit by 13% |
Exhaust: Enhanced Damage Amount Lv.1 | When a card of this unit is Exhausted through an ability, +10% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) | When a card of this unit is Exhausted through an ability, +12% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) |
Exhaust: Enhanced Damage Amount Lv.2 | When a card of this unit is Exhausted through an ability, +12% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) | When a card of this unit is Exhausted through an ability, +15% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) |
Exhaust: Enhanced Damage Amount Lv.3 | When a card of this unit is Exhausted through an ability, +14% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) | When a card of this unit is Exhausted through an ability, +18% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) |
Exhaust: Enhanced Damage Amount Lv.4 | When a card of this unit is Exhausted through an ability, +16% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) | When a card of this unit is Exhausted through an ability,+21% Damage Amount to Attack Cards of this unit for 1 turn (3 times per turn) |
Extra Attack: 1-Turn Morale Lv.1 | On Extra Attack, 1 Morale for 1 turn (1 time per turn) | On Extra Attack, 1 Morale for 1 turn (2 times per turn) |
Extra Attack: 1-Turn Morale Lv.2 | On Extra Attack, 1 Morale for 1 turn (2 times per turn) | On Extra Attack, 1 Morale for 1 turn (3 times per turn) |
Manual Use: Fixed Damage Lv.1 | When a card is used manually, 50% Fixed Damage to a random enemy (1 time per turn) | When a card is used manually, 120% Fixed Damage to a random enemy (1 time per turn) |
Manual Use: Fixed Damage Lv.2 | When a card is used manually, 75% Fixed Damage to a random enemy (1 time per turn) | When a card is used manually, 180% Fixed Damage to a random enemy (1 time per turn) |
Manual Use: Fixed Damage Lv.3 | When a card is used manually, 150% Fixed Damage to a random enemy (1 time per turn) | When a card is used manually, 240% Fixed Damage to a random enemy (1 time per turn) |
Enhanced Haste Card Damage Amount Lv.1 | +10% Damage Amount to Haste cards of this unit | +30% Damage Amount to Haste cards of this unit |
Enhanced Haste Card Damage Amount Lv.2 | +15% Damage Amount to Haste cards of this unit | +37% Damage Amount to Haste cards of this unit |
Enhanced Haste Card Damage Amount Lv.3 | +20% Damage Amount to Haste cards of this unit | +45% Damage Amount to Haste cards of this unit |
Enhanced Haste Card Damage Amount Lv.4 | +25% Damage Amount to Haste cards of this unit | +52% Damage Amount to Haste cards of this unit |
Enhanced Haste Card Damage Amount Lv.5 | +50% Damage Amount to Haste cards of this unit | +60% Damage Amount to Haste cards of this unit |
Enhanced Exhaust Card Damage Amount Lv.1 | Increase Damage Amount of Exhaust cards of this unit by 3% | Increase Damage Amount of Exhaust cards of this unit by 15% |
Enhanced Exhaust Card Damage Amount Lv.2 | Increase Damage Amount of Exhaust cards of this unit by6% | Increase Damage Amount of Exhaust cards of this unit by 20% |
Enhanced Exhaust Card Damage Amount Lv.3 | Increase Damage Amount of Exhaust cards of this unit by 9% | Increase Damage Amount of Exhaust cards of this unit by 25% |
Enhanced Exhaust Card Damage Amount Lv.4 | Increase Damage Amount of Exhaust cards of this unit by 20% | Increase Damage Amount of Exhaust cards of this unit by 30% |
Enhanced Created Card Damage Amount Lv.1 | Increase Damage Amount of cards created by this unit by 5% | Increase Damage Amount of cards created by this unit by 15% |
Enhanced Created Card Damage Amount Lv.2 | Increase Damage Amount of cards created by this unit by 6% | Increase Damage Amount of cards created by this unit by 18% |
Enhanced Created Card Damage Amount Lv.3 | Increase Damage Amount of cards created by this unit by7% | Increase Damage Amount of cards created by this unit by 21% |
Enhanced Created Card Damage Amount Lv.4 | Increase Damage Amount of cards created by this unit by 8% | Increase Damage Amount of cards created by this unit by 24% |
Enhanced Created Card Damage Amount Lv.5 | Increase Damage Amount of cards created by this unit by 9% | Increase Damage Amount of cards created by this unit by 27% |
Enhanced Created Card Damage Amount Lv.6 | Increase Damage Amount of cards created by this unit by 20% | Increase Damage Amount of cards created by this unit by 30% |
Discard: Extra Attack Lv.1 | When 3 cards of this unit are Discarded through an ability in 1 turn, 100% Extra Attack to a random enemy (1 time per turn) | When 3 cards of this unit are Discarded through an ability over 1 turn, 150% Extra Attack to a random enemy (1 time per turn) |
Discard: Extra Attack Lv.2 | When 3 cards of this unit are Discarded through an ability in 1 turn, 150% Extra Attack to a random enemy (1 time per turn) | When 3 cards of this unit are Discarded through an ability over 1 turn, 225% Extra Attack to a random enemy (1 time per turn) |
Discard: Extra Attack Lv.3 | When 3 cards of this unit are Discarded through an ability in 1 turn, 200% Extra Attack to a random enemy (1 time per turn) | When 3 cards of this unit are Discarded through an ability over 1 turn, 300% Extra Attack to a random enemy (1 time per turn) |
Exhaust: Fixed Damage Lv.1 | When 5 cards of this unit are Exhausted, 80% Fixed Damage to a random enemy (1 time per turn) | When 5 cards of this unit are Exhausted, 150% Fixed Damage to a random enemy (1 time per turn) |
Exhaust: Fixed Damage Lv.2 | When 5 cards of this unit are Exhausted, 120% Fixed Damage to a random enemy (1 time per turn) | When 5 cards of this unit are Exhausted, 225% Fixed Damage to a random enemy (1 time per turn) |
Exhaust: Fixed Damage Lv.3 | When 5 cards of this unit are Exhausted, 200% Fixed Damage to a random enemy (1 time per turn) | When 5 cards of this unit are Exhausted, 300% Fixed Damage to a random enemy (1 time per turn) |
Retain: Enhanced Damage Amount Lv.1 | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 5% (max 3 stacks) | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 10% (max 3 stacks) |
Retain: Enhanced Damage Amount Lv.2 | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by6% (max 3 stacks) | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 12% (max 3 stacks) |
Retain: Enhanced Damage Amount Lv.3 | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 7% (max 3 stacks) | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 15% (max 3 stacks) |
Retain: Enhanced Damage Amount Lv.4 | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 8% (max 3 stacks) | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 18% (max 3 stacks) |
Retain: Enhanced Damage Amount Lv.5 | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 15% (max 3 stacks) | When a card of this unit is Retained, increase Damage Amount of the next Attack Card of this unit activated by 20% (max 3 stacks) |
5 AP: Enhanced Card Lv. 1 | When 5 or more AP is used in 1 turn, +10% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) | When 5 or more AP is used over 1 turn, +30% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) |
5 AP: Enhanced Card Lv. 2 | When 5 or more AP is used in 1 turn, +15% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) | When 5 or more AP is used over 1 turn, +40% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) |
5 AP: Enhanced Card Lv. 3 | When 5 or more AP is used in 1 turn, +20% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) | When 5 or more AP is used over 1 turn, +50% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) |
5 AP: Enhanced Card Lv. 4 | When 5 or more AP is used in 1 turn, +50% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) | When 5 or more AP is used over 1 turn, +60% Damage, Shield Gain, and Heal Amounts to this unit for 1 turn (1 time per turn) |
Manual Use: Celestial Activation | When a 1-Cost card is used manually, 30% chance to activate 1 random Celestial card of this unit in hand | When a 1-Cost card is used manually, 50% chance to activate 1 random Celestial card of this unit in hand |
30-Deck: Enhanced Attack Card Damage Amount Lv.1 | At the start of battle, when 30 or more cards are in the deck, increase Damage Amount of Attack Cards of this unit by6% | At the start of battle, when deck card count is 30 or more, increase Damage Amount of Attack Cards of this unit by 15% |
30-Deck: Enhanced Attack Card Damage Amount Lv.2 | At the start of battle, when 30 or more cards are in the deck, increase Damage Amount of Attack Cards of this unit by8% | At the start of battle, when deck card count is 30 or more, increase Damage Amount of Attack Cards of this unit by 19% |
30-Deck: Enhanced Attack Card Damage Amount Lv.3 | At the start of battle, when 30 or more cards are in the deck, increase Damage Amount of Attack Cards of this unit by 10% | At the start of battle, when deck card count is 30 or more, increase Damage Amount of Attack Cards of this unit by 23% |
30-Deck: Enhanced Attack Card Damage Amount Lv.4 | At the start of battle, when 30 or more cards are in the deck, increase Damage Amount of Attack Cards of this unit by 12% | At the start of battle, when deck card count is 30 or more, increase Damage Amount of Attack Cards of this unit by 27% |
30-Deck: Enhanced Attack Card Damage Amount Lv.5 | At the start of battle, when 30 or more cards are in the deck, increase Damage Amount of Attack Cards of this unit by 20% | At the start of battle, when deck card count is 30 or more, increase Damage Amount of Attack Cards of this unit by 30% |
Draw: Enhanced Damage Amount Lv.1 | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 5%for 1 turn (1 time per turn) | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 15% for 1 turn (1 time per turn) |
Draw: Enhanced Damage Amount Lv.2 | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 10%for 1 turn (1 time per turn) | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 23% for 1 turn (1 time per turn) |
Draw: Enhanced Damage Amount Lv.3 | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 20% for 1 turn (1 time per turn) | When a card of this unit is Drawn through an ability, increase Damage Amount of Attack Cards of this unit until activated by 30% for 1 turn (1 time per turn) |
Vulnerable: Enhanced Critical Chance Lv.1 | When an Attack Card of this unit is used against an enemy in a Vulnerable state, +5%Critical Chance | When an Attack Card of this unit is used against an enemy in a Vulnerable state, +8% Critical Chance |
Vulnerable: Enhanced Critical Chance Lv.2 | When an Attack Card of this unit is used against an enemy in a Vulnerable state, +10% Critical Chance | When an Attack Card of this unit is used against an enemy in a Vulnerable state, +15% Critical Chance |
Shield: Fixed Shield Gain Lv.1 | When a Shield is gained through an ability,50% Fixed Shield (1 time per turn) | When a Shield is gained through an ability, 75% Fixed Shield (1 time per turn) |
Shield: Fixed Shield Gain Lv.2 | When a Shield is gained through an ability, 70% Fixed Shield (1 time per turn) | When a Shield is gained through an ability, 100% Fixed Shield (1 time per turn) |
Shield: Fixed Shield Gain Lv.3 | When a Shield is gained through an ability, 100% Fixed Shield (1 time per turn) | When a Shield is gained through an ability, 125% Fixed Shield (1 time per turn) |
Hand: Enhanced Damage Amount Lv.1 | At the start of the turn, increase Damage Amount of next activated Attack Card of this unit by 4%for each card in hand | At the start of the turn, increase Damage Amount of next activated Attack Card of this unit by 5% for each card in hand |
Hand: Enhanced Damage Amount Lv.2 | At the start of the turn, increase Damage Amount of next activated Attack Card of this unit by 6% for each card in hand | At the start of the turn, increase Damage Amount of next activated Attack Card of this unit by 8% for each card in hand |
Destroy: Enhanced Damage Amount Lv.1 | Increase Damage Amount of Attack Cards of this unit by10% against Ravaged targets | Increase Damage Amount of Attack Cards of this unit by 20% against Ravaged targets |
Destroy: Enhanced Damage Amount Lv.2 | Increase Damage Amount of Attack Cards of this unit by 15% against Ravaged targets | Increase Damage Amount of Attack Cards of this unit by 30% against Ravaged targets |
Destroy: Enhanced Damage Amount Lv.3 | Increase Damage Amount of Attack Cards of this unit by 30% against Ravaged targets | Increase Damage Amount of Attack Cards of this unit by 40% against Ravaged targets |
Shuffle: Enhanced Damage Amount Lv.1 | On Shuffle, increase Damage Amount of this unit by 10% for 1 turn (1 time per turn) | On Shuffle, increase Damage Amount of this unit by 15% for 1 turn (1 time per turn) |
Shuffle: Enhanced Damage Amount Lv.2 | On Shuffle, increase Damage Amount of this unit by15% for 1 turn (1 time per turn) | On Shuffle, increase Damage Amount of this unit by 23% for 1 turn (1 time per turn) |
- Previous Effect Removed
ㄴWith the enhancement of the Extra Attack: 1-Turn Morale Lv.2 effect, the following effect has been removed.
Effect Name | Effect |
Extra Attack: 1-Turn Morale Lv.3 | On Extra Attack, 1 Morale for 1 turn (3 times per turn) |
[Combatant Ego Manifestation and Card Buffs]
▶Narja
Narja has consistently performed well as a healer and support Combatant. However, the usability of Narja’s Ego Manifestation effects has fallen short of expectations, so we are making the following improvements.
Adjustment Target | Before | After |
Ego Manifestation Stage 2 | When Voracity decreases, 25% chance to gain 1 Voracity. | When Voracity is decreased, 40% chance to gain 1 Voracity. |
Ego Manifestation Stage 4 | +30% Damage Amount to Predation. | +40% Damage Amount to Predation. |
Ego Manifestation Stage 6 | At the end of the turn, inflict 50% Defense-Based Damage to random enemies and Heal 1% Health for each Predation decreased this turn. | At the start of the turn, gain 4 Voracity and 2 Predation. At the end of the turn, inflict 50% Defense-Based Damage to random enemies and Heal 1% Health for each Predation decreased this turn. |
These changes strengthen Narja’s Ego Manifestation damage support while improving the consistency of generating Voracity and Predation, allowing Narja to contribute more reliably in battle.
▶Nine
Nine has demonstrated consistent performance against powerful single enemies. However, some Ego Manifestation effects have been too restrictive in practice, so we are improving their usability and overall damage contribution.
Adjustment Target | Before | After |
Ego Manifestation | When Nine’s cards are Exhausted, gain 1 Improvisation equal to the Cost of that card. | When Nine’s cards are Exhausted, gain 1 Improvisation equal to the Cost of that card. |
Ego Manifestation | When Hew cards are activated, inflict 15% of the Damage dealt to the target as Fixed Damage. | When Hew cards are activated, inflict 25% of the Damage dealt to the target as Fixed Damage. |
Improvisation will now last until the end of battle instead of 1 turn, significantly improving its usability. The damage of Ego Manifestation Stage 6 will also be increased.
▶Renoa
Several of Renoa’s Unique Cards have underperformed in terms of damage contribution. Their base Damage Amount will therefore be increased across the board.
Adjustment Target | Before | After |
Instant Judgment | Cost 1, 180% Damage, If Dirge Bullet is in hand, discard 1 card and +100% Damage Amount | Cost 1, 220% Damage, If Dirge Bullet is in hand, discard 1 card and +100% Damage Amount |
Instant Judgment | Cost 1, 270% Damage, If Dirge Bullet is in hand, discard 1 card and +150% Damage Amount | Cost 1, 330% Damage, If Dirge Bullet is in hand, discard 1 card and +150% Damage Amount |
Instant Judgment | Cost 1, 220% Damage, If Dirge Bullet is in Draw Pile, discard 1 card and +120% Damage Amount | Cost 1, 270% Damage, If Dirge Bullet is in Draw Pile, discard 1 card and +120% Damage Amount |
Instant Judgment | Cost 1,220% Damage, If Dirge Bullet is in Graveyard, Exhaust 1 card and add 1 Hit | Cost 1, 270% Damage, If Dirge Bullet is in Graveyard, Exhaust 1 card and add 1 Hit |
Ballad of Pitch Black | Cost 1, 50% Damage × 3, +20% Damage Amount for each Dirge Bullet in hand | Cost 1, 60% Damage × 3, +20% Damage Amount for each Dirge Bullet in hand |
Ballad of Pitch Black | Cost 1, 75% Damage × 3, +30% Damage Amount for each Dirge Bullet in hand | Cost 1, 90% Damage × 3, +30% Damage Amount for each Dirge Bullet in hand |
Ballad of Pitch Black (3rd Epiphany) | Cost 1, 50% Damage × 3, 1 Mark to the target for each Dirge Bullet in hand | Cost 1,60% Damage × 3, 1 Mark to the target for each Dirge Bullet in hand |
Ballad of Pitch Black (4th Epiphany) | Cost 1, 50% Damage × 3, increase Damage Amount of Dirge Bullet's Extra Attack by 100% for 1 turn | Cost 1, 60% Damage × 3, increase Damage Amount of Dirge Bullet's Extra Attack by 100% for 1 turn |
Ballad of Pitch Black (5th Epiphany) | Cost 1,50% Damage × 3, Exhaust all Dirge Bullet in Graveyard, increase Damage Amount by 50% for each | Cost 1, 60% Damage × 3, Exhaust all Dirge Bullet in Graveyard, increase Damage Amount by 50% for each |
Last-Ditch Assault | Cost 1, [Retain], 150% (+N%) Damage. Discard all Dirge Bullet, then +50% Damage Amount for each card Discarded | Cost 1, [Retain],300% (+N%) Damage. Discard all Dirge Bullet, then +50% Damage Amount for each card Discarded |
Last-Ditch Assault | Cost 1, [Retain], 150% (+N%) Damage. Discard all Dirge Bullet, then +70% Damage Amount for each card Discarded | Cost 1, [Retain], 300% (+N%) Damage. Discard all Dirge Bullet, then +70% Damage Amount for each card Discarded |
▶Luke
To improve the overall performance of Luke’s Handgun Bullet build, exclusive cards and Ego Skills will be buffed.
Adjustment Target | Before | After |
Magnum Shot | Cost 0, [Ephemeral/Exhaust/Bullet], 70% Damage | Cost 0, [Ephemeral/Exhaust/Bullet],85% Damage |
Silver Shot | Cost 0, [Ephemeral/Exhaust/Bullet], 50% Damage, Weakness Attack: Increase Damage Amount by 100% | Cost 0, [Ephemeral/Exhaust/Bullet], 60% Damage, Weakness Attack: Increase Damage Amount by 100% |
Uranium Shot | Cost 0, [Ephemeral/Exhaust/Bullet], 50% Damage. If the target has Shield, increase Damage Amount by 100% | Cost 0, [Ephemeral/Exhaust/Bullet], 60% Damage. If the target has Shield, increase Damage Amount by 100% |
Stealth Reload | Cost 1, Create2 Handgun Bullet | Cost 1, Create 3 Handgun Bullet |
Stealth Reload | Cost 1, Create 2 Handgun Bullet, +30% Critical Chance to those cards | Cost 1, Create3 Handgun Bullet, +30% Critical Chance to those cards |
Stealth Reload | Cost 1, Create 3 Handgun Bullet | Cost 0, Create 3 Handgun Bullet |
Stealth Reload | Cost 1, Create 2 Handgun Bullet. At the start of the next turn, create 2 Handgun Bullet | Cost 1, Create 3 Handgun Bullet. At the start of the next turn, create 2 Handgun Bullet |
Stealth Reload | Cost2, [Exhaust], Create 5 Handgun Bullet | Cost 1, [Exhaust], Create 5 Handgun Bullet |
Finisher Round | Unusable, [Unique/Bullet], 300% Damage. When 5 Handgun Bullet cards are used, remove Unusable | Unusable, [Unique/Bullet], 500% Damage. When 5 Handgun Bullet cards are used, remove Unusable |
Lethal Design | Cost 5, 300% Damage, +15% Damage Amount for each card in hand | Cost 5, 450% Damage, +25% base Damage Amount for each card in hand |
| Ego Manifestation Stage 3 | +50% Damage Amount to Lethal Design, and the Damage Amount for each card in hand is changed from +15% to +25% | +100% Damage Amount to Lethal Design, and the Damage Amount for each card in hand is changed from +25% to +35% |
▶Kayron
The Damage Amount Increase through Ego Manifestation will now persist throughout battle, improving his overall usability.
Adjustment Target | Before | After |
Ego Manifestation Stage 4 | Each time a Futility card is Exhausted, gain 1 Echo of Paradox. | Each time a Futility card is Exhausted, gain 1 Echo of Paradox. |
▶Khalipe
The base Damage Amount of Silver Veil and her Ego Manifestation bonuses will be increased, while the conditional Damage Amount of Greatsword Aquila will also be improved.
Adjustment Target | Before | After |
Silver Veil | When Silver Veil stacks up to 3, 400% Defense-Based Damage to all enemies. Upon activation, remove Silver Veil | When Silver Veil stacks up to 3, 500% Defense-Based Damage to all enemies. Upon activation, remove Silver Veil |
Silver Veil (Ego Stage 6) | When Silver Veil stacks up to 3, 500% Defense-Based Damage to all enemies. Upon activation, remove Silver Veil | When Silver Veil stacks up to 3, 650% Defense-Based Damage to all enemies. Upon activation, remove Silver Veil |
Greatsword Aquila | Cost 1, 150% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount | Cost 1, 150% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount |
Greatsword Aquila (1st Epiphany) | Cost 1, 210% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount | Cost 1, 210% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1, +170% Damage Amount |
Greatsword Aquila (5th Epiphany) | Cost 1, [Retrieve 3], 150% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1,+100% Damage Amount | Cost 1, [Retrieve 3], 150% Defense-Based Damage to all enemies. If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount |
Ego Manifestation Stage 4 | Each time the Silver Veil effect is activated, gain the Deploy Veil effect. | Each time the Silver Veil effect is activated, gain the Deploy Veil effect. |
Ego Manifestation Stage 6 | At the start of battle, gain 2 Silver Veil, and +100%Damage Amount to Silver Veil. | At the start of battle, gain 2 Silver Veil, and +150% Damage Amount to Silver Veil. |
▶Hugo
The Damage Amount Increase granted by Ego Manifestation will now persist throughout battle, and Morale granted by the Stage 6 effect will be increased to 2.
Adjustment Target | Before | After |
Ego Manifestation Stage 4 | Each time Commence the Hunt is activated, gain 1 Arbiter’s Fury. | Each time Commence the Hunt is activated, gain 1 Arbiter’s Fury. |
Ego Manifestation Stage 6 | At the start of the turn, inflict 1 Hunting Mark to a random enemy. | At the start of the turn, inflict 1 Hunting Mark to a random enemy. |
* For the updated [Hunting Mark] tooltip, “(max 1 stack)” has only been added as tooltip text. There are no changes to its actual behavior.
▶Lucas
The Damage Amount of Machine Launcher Bullet will be increased.
Adjustment Target | Before | After |
Armor-Piercing Rounds | Cost 1, [Exhaust/Ephemeral/Bullet], 120% Damage, 60% Damage to another enemy. If the target has Shield, +30% Damage Amount | Cost 1, [Exhaust/Ephemeral/Bullet], 140% Damage, 70% Damage to another enemy. If the target has Shield, +30% Damage Amount |
Explosive Shot | Cost 1, [Exhaust/Ephemeral/Bullet], 120% Damage, 60% Damage to another enemy. 1 Weaken to all enemies | Cost 1, [Exhaust/Ephemeral/Bullet], 140% Damage, 70% Damage to another enemy. 1 Weaken to all enemies |
Dispersing Shot | Cost 1, [Exhaust/Ephemeral/Bullet], 120% Damage, 60%Damage to another enemy. 1 Impair to all enemies | Cost 1, [Exhaust/Ephemeral/Bullet], 140% Damage, 70% Damage to another enemy. 1 Impair to all enemies |
Cold Shot | Cost 1, [Exhaust/Ephemeral/Bullet/Haste], 120% Damage, 60% Damage to another enemy. Increase Action Count of all enemies by 1 | Cost 1, [Exhaust/Ephemeral/Bullet/Haste], 140% Damage, 70% Damage to another enemy. Increase Action Count of all enemies by 1 |
Flame Shot | Cost 1, [Exhaust/Ephemeral/Bullet], 120% Damage, 60%Damage to another enemy. 1 Agony to all enemies | Cost 1, [Exhaust/Ephemeral/Bullet], 140% Damage, 70% Damage to another enemy. 1 Agony to all enemies |
▶Beryl
The base Damage Amount of Charged Shot and Opening Found will be slightly increased, improving Beryl’s early Chaos damage output and the overall damage potential of Heavy Weapons Specialist builds.
Adjustment Target | Before | After |
Opening Found | Cost 1, [Retain] 140% Damage, Retain: Add 1 Hit for 1 turn | Cost 1, [Retain]160% Damage, |
Charged Shot | Cost 2, [Retain] 240% Damage, Retain: +120% Damage Amount | Cost 2, [Retain] 270% Damage, |
Charged Shot | Cost 1, [Retain] 240% Damage, Combo: +120% Damage Amount | Cost 1, [Retain] 270% Damage, Combo: +135% Damage Amount |
▶Tressa
The amount of Agony inflicted by Shadow Dagger and Advanced Shadow Dagger will be increased, improving Tressa’s overall Damage Amount.
Adjustment Target | Before | After |
Shadow Dagger | Cost 0, [Exhaust], 80% Damage, 1 Agony | Cost 0, [Exhaust], 80% Damage, 2 Agony |
Advanced Shadow Dagger | Cost 0, [Retain/Exhaust], 2 Agony, 50% Damage, +10% Damage Amount for each Agony on target | Cost 0, [Retain/Exhaust], 4 Agony, 50% Damage, +10% Damage Amount for each Agony on target |
[Damage Increase Cap for Orlea’s Softie Card]
We found that the damage increase granted by Orlea’s Softie card when Retained created excessive synergy with certain Damage Amount Increase effects, to the point that it undermined the game’s intended strategic gameplay.
Our goal is to preserve Orlea’s gameplay identity and party contribution while adjusting only the interactions that excessively dominate combat. To achieve this, the Damage Amount Increase granted by the Retain effect of Softie cards will now be capped at 350%.
Adjustment Target | Before | After |
Softie ★ | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 10% for 1 turn. | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 10% for 1 turn. |
Softie ★★ | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 20% for 1 turn. | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 20% for 1 turn. |
Softie ★★★ | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 35% for 1 turn. | Cost 0, [Exhaust/Retain/Creation], Increase Damage Amount by 35% for 1 turn. |
If, as a result of this adjustment, you no longer wish to invest in or use Orlea, we will provide a Growth Reset feature that refunds the resources spent on her levels and Potential. Once again, we sincerely apologize to our Protos.
[Equipment Effect Adjustments]
We discovered that the Attack +% effects provided by certain equipment, including Clover of the Forest, were being applied multiplicatively instead of as intended. These effects will now stack additively with other Attack +% effects. In addition, several equipment effects related to Action Count have exceeded their intended limits and will be adjusted accordingly. The affected equipment is listed below.
Adjustment Target | Before | After |
Nightmare Hairpin | When a Single-Target Attack Card is used, increase Action Count of the target by 2 (1 time per turn) | When a Single-Target Attack Card is used, increase Action Count of the target by1 (1 time per turn) |
Crushed Angel Feather | When ally Linked cards are used, increase Action Count of all enemies by2 (1 time per turn) | When ally Linked cards are used, increase Action Count of all enemies by 1 (1 time per turn) |
Torture Toolbox | At the start of the turn, increase Action Count of all enemies by 3 | At the start of the turn, increase Action Count of all enemies by 1 |
Bloody Pendant | When Duplicated Cards are used, Action Count of all enemies does not decrease for 1 turn (1 time per battle) | When Duplicated Cards are used, increase Action Count of all enemies by 3 (1 time per battle) |
Clover of the Forest | Attack +% effects stacked multiplicatively | Attack +% effects now stack additively with other Attack +% effects (such as Criticism of Discord and Tentacles of a Ruined Age) |
Verdant Day | ||
Verdant Night | ||
Verdant Shackles | ||
Pulsating Egg | ||
Bloom: Dull Bone Blade |
[Season 3 Season Power Adjustments (Persona Engraving / Cards)]
Going forward, we intend to avoid adjusting Seasonal Powers after they have been released, as doing so can negatively impact deck-building freedom and the overall season experience. However, the Persona Engravings and Cards introduced in Season 3 significantly exceed the intended power levels of previous Seasonal Powers due to insufficient balance review during development.
If left unchanged, this would inevitably lead to power inflation in future seasons. Repeating this cycle would rapidly reduce the long-term value of your Save Data while also increasing the burden of having to repeatedly farm new content. For this reason, we have decided to make the following adjustments.
That said, we also want to preserve the diverse deck-building strategies and gameplay experiences that Protos enjoyed throughout Season 3. Therefore, these adjustments primarily reduce numerical values while maintaining the original roles and functions of the Engravings and Cards in combat.
Adjustment Target | Before | After |
Persona Card | 250% Defense-Based Damage, increase Action Count by 2 | 250% Defense-Based Damage, increase Action Count by1 |
+30% Damage Amount to Bullet Card | +10% Damage Amount to Bullet Card | |
100% Damage,+50% Damage Amount to Attack Cards of this unit in hand | 100% Damage,+15%Damage Amount to Attack Cards of this unit in hand | |
Discard up to 2 cards. For each Discarded, +60% Damage Amount to Attack Cards of this unit for 1 turn | Discard up to 2 cards. For each Discarded, +20% Damage Amount to Attack Cards of this unit for 1 turn | |
For each Lux Engraving, +15% Damage Amount to Attack Cards for 1 turn | For each Lux Engraving, +5% Damage Amount to Attack Cards for 1 turn | |
4 Lux Engraving:+40% Damage Amount to Exhaust cards of this unit for 1 turn | 4 Lux Engraving: +30% Damage Amount to Exhaust cards of this unit for 1 turn | |
Gain Blessing of Light for each Lux Engraving | Gain Blessing of Light for each Lux Engraving (max 10 stacks) | |
1 Mark on random enemies for each Lux Engraving | 1 Mark on random enemies for each Lux Engraving (max 3 stacks) | |
4 Umbra Engraving: +40% Damage Amount to Quietus cards of this unit for 1 turn | 4 Umbra Engraving: +30% Damage Amount to Quietus cards of this unit for 1 turn | |
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn | Increase Damage Amount of Attack Cards of this unit by20% for 1 turn | |
Equipment Engravings | When 5 or more cards are created through ally abilities, +30% Damage Amount to Extra Attack of this unit (1 time per turn) | When 5 or more cards are created through ally abilities, +5% Damage Amount to Extra Attack of this unit (1 time per turn) |
| When Action Count of enemies is increased by allies, +50% Damage Amount to ally Attack Cards for 1 turn (1 time per turn) | When Action Count of enemies is increased by allies, +15% Damage Amount to ally Attack Cards for 1 turn (1 time per turn) | |
| When 7 or more cards are in Graveyard, increase Damage Amount of Attack Cards of this unit by 30% (max 1 stack) | When 7 or more cards are in Graveyard, increase Damage Amount of Attack Cards of this unit by 20% (max 1 stack) | |
| If a card of this unit was Discarded, +100% Damage Amount to the next Attack Card of this unit that was manually used (1 time per turn) | If a card of this unit was Discarded, +50% Damage Amount to the next Attack Card of this unit that was manually used (1 time per turn) | |
| When an ally Haste card is activated, increase Damage Amount of the next Attack Card of this unit used by 25% (1 time per turn) | When an ally Haste card is activated, increase Damage Amount of the next Attack Card of this unit used by 15% (1 time per turn) | |
Increase Damage Amount of Haste cards of this unit by 25% | Increase Damage Amount of Haste cards of this unit by12% | |
Increase Damage Amount of Exhaust cards of this unit by 25% | Increase Damage Amount of Exhaust cards of this unit by 12% | |
Increase Damage Amount of Quietus cards of this unit by 25% | Increase Damage Amount of Quietus cards of this unit by 12% |
Lastly, we would like to share some of the improvements we’re currently considering for Sortie.
Since the Sortie update, various Core items have been added to the Chaos Analysis Lab, increasing the amount of Black Mass that Protos need to spend and making Sortie feel increasingly like a mandatory daily task. As a result, the burden of entry Aether and the overall fatigue associated with Sortie have grown to the point where we believe they are beginning to detract from the enjoyment of the content.
To address this, we are preparing additional improvements. First, with the Season 4 update, the entry Aether refund point will be moved from after clearing the Act 1 Boss to upon entering the Rest Spot immediately before the Act 1 Boss.
In addition, we plan to introduce improvements that reduce the time required to play Sortie as soon as possible. Our goal is to implement this in a way that preserves the value earned by Protos who actively play Sortie while still allowing players to obtain rewards at a reasonable level. Once the update schedule has been finalized, we will provide more details.
We are also exploring additional improvements internally, and we will continue to share future plans as they are finalized.
Once again, we sincerely apologize for failing to provide a stable gameplay experience due to insufficient testing of various in-game systems.
The development team will use this experience to further strengthen our internal review process and continue improving the game based on your feedback and gameplay data.
Thank you.
Chaos Zero Nightmare development team

