Iâve been coming up with a lot of game ideas lately, havenât I? Between Majin Mob (which Iâm still working on) and Disney Wonder City (which Iâm planning on doing character profiles for), Iâve covered a few of the main types of gacha rpg games. Majin Mob covers the puzzle based gacha rpgs with a minimalist story (like Puzzles and Dragons), and Disney Wonder City covers the fast paced, story driven action gacha rpgs (like Zenless Zone Zero and Genshin Impact). With that being said, I want to take a crack at a third gacha rpg, one with a slightly more serious tone (though, not too serious). This one will be more in the vein of games like Reverse: 1999, Arknights, Chaos Zero Nightmare, and Limbus Company (games that cover a variety of different genres, from classic turn based rpgs to tower defense to rougelike). Iâm also taking some inspiration from Persona 5⌠which isnât surprising, considering that I have two different tokusatsu series partially inspired by it, those two being Demongo 3 and Carapace: Tales of the Dokkaebi, and even a fan side story set in New York, Persona 5: Another Story (hell, back when I was brainstorming ideas for Power Rangers: Pantheon Quest, Persona 5 was one of the inspirations for it before I pivoted to Dungeons and Dragons). So with all of that out of the way, letâs finally get to:Â
In an alternate timeline, a meteor crashed into Earth back in the 80âs. This meteor was formed from a strange element known as gnosium, which has unusual properties. Not only does it grant people bizarre powers, it also opens a portal to a realm known as Pleroma, a realm born from the collective consciousness of humanity. Fast forward to the present day and while the incident has been mostly covered up, an unsettling new phenomena has emerged known as the âFisher Kingdom Syndromeâ. This phenomenon is the result of an individual coming into contact with a chunk of gnosium during a period of heightened emotion, from deep despair to seething anger, even something like grotesque entitlement, the gnosium causing the subjectâs mental state to spill over and transform the surrounding area into a twisted world to match, the titular Fisher Kingdom. Not only are these areas overrun by monsters born from these emotions (known as âsarkicsâ), the Fisher Kingdoms are ruled by the original subject, having been transformed into entities known as âFisher Kingsâ. If left unchecked, these Fisher Kingdoms will continue to grow, eventually becoming large enough to engulf entire cities.Â
Enter: the Dreams Foundation.Â
The Dreams Foundation is an organization that was formed to combat the rise of Fisher Kingdoms. Stationed in Pleroma, the agents of the foundation utilize portals to access any point in the world to hunt down Fisher Kingdoms and to put a stop to their Kings. Unfortunately, thus far, there has been no means of successfully destroying a Fisher Kingdom without causing irreparable brain damage to the human host⌠or worse. That is, this was the case, until you, the player character, came along. Having been exposed to gnosium at a young age and having a surprisingly resilient will, you became a psychic, an individual who possesses special powers. However, in your case, you have the ability to draw out a personâs inner demons (a monster known as an id), allowing agents to attack the monster and eliminating the root cause of the Fisher Kingâs corruption without directly hurting them. Now holding the title of âLogosâ, you lead your team of agents against the Fisher Kingdoms, as well as mysterious figures working from the shadows.Â
Gameplaywise, Dreams of Pleroma is a turn based strategy RPG similar to Reverse: 1999. Each chapter is made up of several stages, some are story stages that exist to progress the story, while others are combat stages. Combat consists of turn-based battles, with a team of four agents fighting for you (plus a fifth agent as a reserve fighter in case one of the current agents falls in battle, as well as providing a buff or debuff from the sidelines). Each stage has a set limit of turns to complete it in, usually twenty turns for normal combat stages, though boss stages usually have a thirty turn limit. During battle, you have a selection of ability cards to choose from during your turn, spending a certain number of points (called âemanationsâ) to do so, with stronger ability cards requiring more emanations to use them. You can also spend an emanation to move ability cards around in the layout, which can be useful because if two of the same ability card are next to each other, they can merge together to form a higher grade version of that card (you can merge cards up to grade three, but you can only do this with two cards of the same grade). If enough of an agentâs cards are used, it can summon that agentâs super ability card, usually a particularly powerful ability card that can have a variety of abilities depending on the agent (from AoE attacks to mass healing and buffs), and more importantly, theyâre completely free to use, costing no emanations. Once youâre satisfied with your line up of attacks (or when you run out of emanations), you can end your turn, causing your agents to use the ability cards you picked, after which, itâll be the enemyâs turn. When itâs your turn again, your emanations will be restored, granting you five emanations (plus any emanations you didnât spend during your last turn).Â
Outside of combat, there are a few other things you can find on the map of each chapter. Sometimes youâll come across a strange eye-like icon on the map, sometimes after a story stage or a combat stage. Tapping on this icon will lead you into a conversation with one of a group of enigmatic characters known as the âAeonsâ. These characters serve as a Greek chorus of sorts, they provide their own cryptic commentary on the events of the story, often giving details about the past of the chapterâs Fisher King. In the first three chapters (which is what Iâll be covering here for now), youâll encounter four different Aeons:Â
The Sheriff: An older, gruff gentleman who has a bit of a jaded outlook on life.Â
The Professor: A deeply analytical man who views the whole ordeal in terms of values and numbers.Â
The Teacher: An oddly excitable and optimistic sounding woman whoâs fairly friendly, but seems to treat the Logos like a child.Â
The General: A bombastic, over the top man who always seems to be on the verge of having a complete, violent breakdown.Â
Usually, youâre only talking to one of them at a time, but as the game progresses, youâll end up in conversations with two of them at once, their clashing personalities often making for some surreal moments.Â
You can also find question mark icons on the map, often revealing documents or mysterious objects that offer more exposition or be used in treasure events. Speaking of which, the treasure events are the final type of things you can find on a chapter map, usually appearing as a keyhole-like icon. These usually take the form of a puzzle that needs to be solved or a question that you need to answer (usually based on the lore of the chapter). Completing these events will earn you gnosium, which serves as the ingame special currency used for summoning new agents, buying ingame currency, or instantly restoring your stamina in order to take on more stages. Gnosium can also be obtained by getting all three stars in a stage (usually by completing it within a certain number of turns or having agents of a certain element on your team), completing all events in a chapter, completing an Aeon conversation, receiving them as rewards in special events, or simply buying them in the ingame shop with real money.
Moving on to outside of combat, we head over to the Dream House, the main hub of the game. A building existing between the real world and Pleroma, the Dream House serves as a safe haven for you and your agents. We start our tour in the main lobby. Here, you can set one of your agents as a greeter for you when you open up the game. You can interact with them, which increases your bond with them by a few points. You can also change the style of the lobby with the aesthetic settings, as well as changing the background music with the stereo, utilizing soundtracks that you unlock as you complete levels and special events. You can also access the Dreamail Box, this gameâs version of the battle pass, where you complete daily and weekly quests to earn points and unlock rewards (with a premium version available for purchase for better rewards).Â
Next, we move over to the dorms, where all of your agents are stored. Here, you can check up on your agents stats, backstories, and their bond percentage. This is also where you level up your agents, utilizing items known as âcharismaâ to grant them a certain amount of experience points. Once they reach their max level, they can be ranked up (referred to as âenlightenmentâ), increasing their stats, as well as their level cap. Each agent has five levels of enlightenment, with each level unlocking a new perk for them. The first enlightenment unlocks the agentâs special effect (granting them special in-battle traits), the second enlightenment unlocks a new uniforms and splash art for them, the third enlightenment unlocks the âousia treeâ, and the fourth and fifth enlightenments upgrades the special effects each. You can also change your agentsâ uniforms (basically the different cosmetic skins) here, all of which can be unlocked through the premium Dreamail Box, during special events, and in the in-game store.Â
Along with enlightenment and leveling up, there are other ways to improve your agents. A surprisingly easy way to do so is by getting duplicates of agents in the DFH (the Dreams Foundation Hotline, which serves as the games gacha system), the duplicates being automatically converted into objects known as âmemoriesâ. These memories can be used to upgrade your agentsâ ability cards, increasing their efficiency overall (increased damage, increased healing, increased shield health, etc). An agent can be upgraded with memories a total of five times, the first four times upgrading their main two cards twice each total, while the fifth and final time upgrades their super ability card. The other method is the ousia tree, the skill tree of the agents. Utilizing a special resource known as âepiphaniesâ, you can unlock nodes on their skill tree, gradually increasing their stats bit by bit. You can also unlock minor stat boosts by increasing your bond with agents, as well as unlocking more of their lore.
Next, we move onto the next section of the Dream House, the Heimdal Gate. Here, you can visit several different locations in Pleroma. The first are the Lairs, the resource collection levels. Here, you can fight through ten levels to collect rewards, each level increasing in difficulty but also offering better rewards. Each of the levels also tells pieces of a story, telling the tale of the Lairâs main boss, the Archons, former humans that fell to despair and madness in the depths of Pleroma, transforming into monsters doomed to a cycle of violence, death, and rebirth. These Lairs are the Lair of Blessings (for collecting charisma), the Lair of Prosperity (for collecting money), the Lair of Delight (for collecting ichor, items used for enlightenment, in this case, sanguine ichor), the Lair of Brooding (for collecting melancholic ichor), the Lair of Impulse (for collecting choleric ichor), and the Lair of Patience (for collecting phlegmatic ichor).Â
Next is the Sea of Wonders, where the side stories are held. Here, there are several islands home to the figments, the natives of Pleroma. These islands are formed from the fantasies of people. These include islands like Cosmos (an island based on retrofuturistic sci-fi), Camelot (an island of fairytale knights, chivalry, and high fantasy), Tropicos (a tropical island with a mix of Caribbean getaway and high sea adventures), and much more. These islands are released as special events, with special challenges for rewards, an event-exclusive shop featuring event currency for extra rare rewards (such as uniforms), and new agents to collect (whoâll be permanently added to DFH a month after the event ends). After the event ends, you can unlock the Island in the Sea of Wonders using special keys that you can receive when increasing your bond with an agent to a certain point. You wonât have access to the event shop, but you can still play through the levels for rewards like regular chapter levels.Â
Next, we have the gameâs rougelike mode, the Labyrinth of Dr. Caligari. For context, one of the recurring characters youâll come across in the game is a researcher from the Dreams Foundation named (you guessed it) Dr. Caligari. An expert in the field of gnosium based technology and a skilled psychic herself, sheâs also something of a mad scientist, running an assortment of questionably ethical experiments. One of the doctorâs most dangerous experiments is what she calls âthe Labyrinthâ, a sort of âartificial Fisher Kingdomâ based on her own brain scans. The result of this is a landscape of twisted brutalist architecture, alleyways patrolled by roving packs of sarkics, and large cabinets that serve as portals to deeper within the labyrinth. What exactly does she do with the Labyrinth, you might ask. Why, she uses it as a training ground for agents, obviously.Â
Each session in the Labyrinth starts the same, choosing from your collection of agents to bring with you by utilizing a currency known as âKraussâ, though you have a limited amount of Krauss to begin with, so you can only bring around three or four agents with you in the early sessions. From there, youâll traverse a branching map through the Labyrinth, choosing a path to follow and facing whatever awaits you in the space you land on. Some spaces lead to battles (of three different difficulties), others serve as safe spots where you can either heal your team, revive fallen agents, or to buy special items that can upgrade your agentsâ ability cards with Krauss (usually things like granting single target attacks splash damage, allowing them to afflict certain status effects, etc). Sometimes, youâll land on a special event space, where you partake in various scenarios, such as helping a passerby, fishing out objects from a gutter, or investigating strange structures. Sometimes, depending on your choices here, you can either receive a boon (like extra Krauss, healing, or a special item) or a hindrance (like losing Krauss or some health). After reaching the end of the map, youâll face off against a boss, after which, youâll move to a sort of safe haven where you can heal up, revive agents, select new agents to add to your team, upgrade items, or take on mini-quests for extra Krauss (like beating a certain number of monsters or finding a specific item before the next safe haven). When youâre ready to move on, you need to select a new path in order to progress, each map having both its own buffs and debuffs. This cycle of progression continues for a few more maps until you reach the final section of the Labyrinth, a large, ornate cabinet where you face off against the final boss, a large Archon of Caligariâs creation known as Cesare. Whether you defeat Cesare or lose to it (or are incapable of continuing at any point during the exploration), that brings the session to an end, bringing you to the results menu where your performance is reviewed and you receive a certain number of epiphanies and another point (called insight) based on your results. Insight can be used to unlock three different upgrade paths to improve your next session, including the Path of the Tycoon (with each node in the path increasing your starting Krauss amount, increasing the amount of Krauss you receive in battles and events, and give discounts in safe zones), the Path of the Masochist (with nodes that increase the likelihood of finding items that lower your health or defense while boosting your attack power or increasing your rewards), and the Path of the Sadist (with nodes that increase the likelihood of finding items that will lower enemy defenses or give your ability cards the power to afflict debilitating status effects). You can also receive rewards for completing a certain number of sessions, with the fifth completed session earning you Dr. Caligari herself as a playable agent, every fifth reward afterwards being items that can be used to strengthen her.Â
The final area you can visit is something much different than what weâve seen so far: Dreamland. A small pocket of Pleroma owned by the Dreams Foundation, converted into a small theme park for the average visitor, and placed under your care, Dreamland is your primary source of income outside of battle. Here, you can assign agents to work, working as vendors, entertainers, guides, and maintenance workers, earning a certain amount of money over time. You can also place attractions and land to expand the park, with special theme packs being available as rewards for special events. At the center of the park is the Kenoma Tower, which you can upgrade to increase the amount of land you can place and the number of agents you can assign. Assigning agents and interacting with them in Dreamland is a good way of increasing your bond with them.Â
To wrap things up, letâs go over the agents themselves. Besides everything I already covered about uniforms and training, all thatâs really left to talk about is some minor details. First is that each agent has three ability cards, two regular ability cards and a super ability card. Second, each agent can be separated into one of four elements: Sanguine (air), Phlegmatic (water, weak against Sanguine), Choleric (fire, weak against Phlegmatic), and Melancholic (earth, weak against Choleric but strong against Sanguine). They can also be grouped into four different types of fighters: Melee (damage dealers), Tanks (agents with high defense and often draw enemy fire from their teammates), Support (healers and buffers), and Control (inflicts debuffs and status effects on enemies). This last bit of information doesnât really have any gameplay impact but more of a bit of world building, but each of the agents can be grouped into four types:Â
Psychics: humans who have successfully awakened their powers after being exposed to gnosium
Hylics: humans who were exposed to gnosium, but failed to awaken actual powers, often requiring gnosium powered weapons to fight in battleÂ
Figments: the native inhabitants of Pleroma and born from the collective consciousness of humanity, naturally born with powers but canât physically enter the real world unless they wear special stability cuffsÂ
Supernaturals: supernatural entities like elves, ghosts, vampires and the like who were drawn out by the whole âgnosium fiascoâÂ
Finally, Iâm going to go over a few of the agents you can collect over the course of the game. This includes some of the early game agents, as well as a few I came up with that I found particularly interesting. Iâll also be covering some details like their uniforms and ability cards (for convenience sake, Iâll be covering the cardsâ grade three stats).Â
The granddaughter of the founder of the Dreams Foundation, Monos Braxes, Sofia is the co-captain of the Logosâ squad. Subdued and well educated, sheâs a particularly resourceful psychic, doing her best to aid the Logos and the rest of the Foundation. Her psychic powers manifest in the form of music, utilizing a conductorâs baton to channel her powers.Â
Basic Uniform: A lithe, pale brunette woman dressed in a pale blue dress and sporting a bobcut hairstyle, wields a conductorâs baton.
Second Enlightenment Uniform: Now dressed in a pale blue marching band uniform, the hat sports a small pair of angel wings, the conductorâs baton is now more ornate.Â
Adagio: Deals 300% damage and inflicts and boosts the attack stats of teammates by +10% for 2 turns, single target attack.Â
Crescendo: Mass buff, grants teammates a +25% boost to both attack and defense.Â
Orchestral Refinement: Mass healing, heals team HP by 100% of her attack stat.Â
A psychic who appears to be in constant flux, Barbelo is able to use a floating mirror to shift between two different forms, the male âJanusâ and the female âJaniceâ. While this seems to be a case of one person switching between different genders, the truth is far stranger than that. The two forms are actually different versions of the same person from different realities, their powers manifesting as a psychic link between them that transcends time and space, eventually seeing each other as brother and sister. Unfortunately, due to being the only ones who can see each other the two Barbelos were institutionalized later in life due to their parentsâ belief that they were suffering from DID. It wasnât until the Logos and Sofia came along and provided them with a gnosium enhanced mirror that people were finally convinced of the truth, not only showing both Barbelos at the same time, but also allowing them to switch between their respective realities. Afterwards, they join the Foundation and join the Logosâ squad.Â
Basic Uniform: A blonde twenty-something standing in front of a large, silver mirror reflecting another blonde twenty-something, one is âJaniceâ, wearing a pastel green and white striped blouse and a jean skirt, the other is âJanusâ, wearing a pastel green and white striped button up shirt and jeans. One will always be inside the mirror while the other stands outside of it, the two occasionally swapping places with each other.
Second Enlightenment Uniform: The pair are now dressed in matching blue military fatigues, the mirror now gold framed and more ornate, sporting and eagle-like design on top.Â
Blindside: Single target attack, deals 300% damage and inflicts the stun status effect, lasts for 2 turns.Â
Tag In: Switches between forms, Janus sports higher defense, while Janice sports higher attack, upon switching, receives an attack and defense buff that lasts for 2 turns.Â
Albedo: Mass attack, deals 300% damage to all enemies, applies debuffs to both attack and defense that last for 3 turns.
A hylic soldier, Conrad is one of the soldiers assigned to the Logoâs squad. Originally a police officer, he experienced a partial awakening after attempting to move a cache of gnosium. He spent a few years working as Dr. Caligariâs assistant before transferring to the Logosâ squad (something that still haunts him to this day). As a hylic, he utilizes both a handgun and a sword infused with gnosium to fight sarkics.Â
Basic Uniform: A young man with short black hair and rugged features dressed in blue military fatigues, wields a large sword with a shimmering orange core in the blade.Â
Second Enlightenment Uniform: Now sporting a Kevlar vest, a helmet with a visor, tactical belt, and reinforced gloves, the sword is now larger, more ornate, and glows with an orange light.Â
Takedown: Single target attack, deals 300% damage.Â
Scattershot: Mass attack, deals 200% damage to all enemies,Â
Bunker Buster: Single target attack, deals 500% damage to and inflicts a debuff to defense for 1 turn.
A figment from the island of Tropicos, Niu is something of an oddball. Fairly laidback, he works as a member of the Foundationâs rescue squad alongside with being a member of the Logoâs squad. A surprisingly friendly fellow despite his intimidating size, Niu proves to be pretty effective on the battlefield, able to produce explosive coconuts to take out sarkics.Â
Basic Uniform: Resembles a tall, anthropomorphic coconut palm tree with a long neck, a coconut for a head, palm fronds for hair, and blue swim trunks, has long, relatively skinny arms and stubby legs, and wears a stability cuff on his wrist like a bracelet.Â
Second Enlightenment Uniform: He now wears an unbuttoned Hawaiian shirt, multiple puka shell necklaces, and sunglasses, a small palm tree now sprouts from his back, resembling a tail.
Coconut Bomber: Single target attack, deals 300% damage, applies the taunt status effect to himself.
Pau hana: Self healing, heals himself by 100% of his attack stat, grants himself a shield for 200% of his attack stat.Â
Coco Typhoon: Mass attack and buff, deals 300% damage to all enemies and applies a shield for 100% of his attack stat to the whole team.Â
An unusual creature, Esther is something of an enigma. While resembling a person in a mascot costume, itâs hard to say what exactly she is, though there are theories. Some think that she might be just a figment or a supernatural, others think sheâs a sarkic that somehow gained sentience, while others think she may have been a normal human who was transformed into what she is now as a result of an experiment. In any case, she serves as a bodyguard for one of the head researchers Dreams Foundation, one Dr. Lutwidge, able to fend off attackers with extendable claws (as well as running a few errands in town for him).Â
Basic Uniform: Resembles a figure dressed as a pink and purple striped smiling cat mascot, a large zipper running down her torso, her smile consisting of large, square teeth.Â
Second Enlightenment Uniform: The mascot suit suit is now slightly tattered, the color palette having changed to an electric blue and grey stripes, the teeth in her smile are now pointed and sharper, her claws are permanently extended from her paws, and she sports a small top hat on her head (modeled after the Mad Hatterâs hat), an eerie, blue light shines from one of her eyes.Â
The Claws that Scratch: Single target attack, deals 300% damage and inflicts the bleed status effect on the target for 2 turns (causes gradual health loss and lowers the target's attack stat).Â
The Jaws that Bite: Single target attack, deals 300% damage and inflicts the poison status effect on the target for 2 turns (causes gradual health loss and lowers the targetâs defense stat).Â
Schrodinger's Truth: Mass attack, deals 500% damage to all targets, if the targets are afflicted with poison or bleed, removes the status effect but deals damage based on how many turns the effect had before ending.Â
A figment from the island of Eastwood (Wild West themed island), Tuscon is a particularly skilled bounty hunter. Utilizing a stability cuff that he stole from a supply convoy from the Foundation, heâs often finding work in both the real world and Pleroma, hunting fugitives with both his sixshooters and an enchanted deck of playing cards.Â
Basic Uniform: A desperado-like figure with a bull skull for a head with flaming eye sockets, dressed in a brown button up shirt, tan cowboy boots, jeans, and a brown cowboy hat, wields a pair of silver sixshooters, wears a stability cuff around one of his horns.Â
Second Enlightenment Uniform: His skull is now decorated in a similar manner to a Dios De Los Muertos skull, his cowboy hat is now black, his horns are now longer, his clothes are bit more patched up, his boots now sport a pair of spurs, and his sixshooters are now golden and more ornate.Â
Quickdraw: Single target attack, deals 300% damage and removes 1 buff from the target.
High Noon: Multi target attack, deals 200% damage to two random targets.Â
Deadmanâs Hand: Mass attack, deals 400% damage to all targets, removes all buffs from himself to increase damage by 50% per buff.Â
A ghostly figure, Potters is the collective ghost of an entire graveyard. Originating from a small town in Virginia, they were awakened when a graveyard was being exhumed and relocated for land development, only for the collective remorse and despair to be given new life by a piece of gnosium. While theyâre generally soft spoken and keep to themselves, they can be quite terrifying when they want to be, utilizing a piece of what used to be the graveyardâs gate to summon the full wrath of their restless spirits.Â
Basic Uniform: An androgynous, pale, ghostly figure dressed in a white smock with a black pageboy bob cut and red, partially melted candle on top of their head, theyâre holding a broken piece of wrought iron in the hands (originally part of a larger gate).Â
Second Enlightenment Uniform: Their smock is now more tattered and dirty with bits of grass sticking out from the holes, two melted red candles sit on their head, resembling a pair of horns, and the wrought iron glows with a sickly green light.Â
Haunting: Single target attack, deals 300% damage and inflicts the stun status effect on the target for 1 turn. Â
Whoâs there?: Self buff, applies the intangible status effect to self for 3 turns (cannot be attacked or targeted until it wears off, can still be damaged by damaging status effects if inflicted before hand).Â
Beyond the Grave: Mass attack, deals 300% damage to all targets, deals an extra 20% damage if the target is stunned.Â
A figment from the island of Cosmos, Kepler works as a field researcher for the Foundation. Condescending and analytical, she secretly has an interest in romance, often studying romantic comedies for information. Sheâs capable of protecting allies by utilizing a raygun that both blast enemies and project shields around her team.Â
Basic Uniform: A retrofuturistic alien girl with green skin, black almond shaped eyes, short pink hair, long antennas, and three fingered hands, wears a form fitting orange retro space suit with red gloves and knee high boots, and carries a silver handheld ray gun, the belt of her suit has a stability cuff built into the buckle.Â
Second Enlightenment Uniform: She now wears a purple version of her spacesuit, sporting a miniskirt and a bubble helmet, her ray gun is now noticeably bigger and red and black.Â
Atomize: Single target attack, deals 200 % damage and removes status effects from one random teammate.Â
Optimization: Single healing attack, heals the teammate with the lowest health by 50% of her attack.Â
Shields Up: Mass healing attack, heals team by 200% of her attack, if healing exceeds the targetâs maximum health, applies a shield worth the excess health points.Â
One of the head researchers at the Dreams Foundation, Dr. Helen Caligari is a particularly nefarious member of the organization, as well as one of its founders. Born in Munich, she worked as a psychiatrist for years until the meteor struck back in the 80âs, being brought on to study gnosium and its effects on the human mind. Eventually, she not only awakened as a psychic, she eventually went on to create the Labyrinth to further her studies (being deeply indifferent to her subjectsâ well being). In battle, sheâs able to summon the artificial archon, Cesare, to attack enemies (as well as collect samples from them for later experiments).Â
Basic Uniform: A tall, imposing, middle aged woman with long, messy black hair streaked with white hair, dark circles under her eyes, thick spectacles, a stained lab coat, a dark green sweater and khaki pants, carries a cabinet key with her to summon Cesare.Â
Second Enlightenment Uniform: Now wears a black overcoat and a top hat, Cesare can be seen peering over her shoulder.Â
Take a Sample: Single target attack, deals 300% damage, applies an attack buff to self and a debuff to the targetâs defense.Â
Hypnosis: Single target attack, applies the stun status effect that lasts for 3 turns.Â
Du muĂt Caligari werden!: Mass attack, deals 500% damage to all enemies, deals an extra 100% damage for each debuff the enemies possess.Â
Thatâs it for now. Let me know what you guys think in the comments.Â