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BOOKS

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Circle.book - A History of Cartography Sigils

In-Game Text

The Warded Lock Sigil:
This one is the most common of the sigils used by Cartographers.
They are often inscribed on walls to hide illegally manifested Doorways.
Sometimes though, they are used to hide Files or even Anomalies within the walls.
Opening up one requires a special makeshift key that most Cartographers keep on them.
Moon Phase Sigil:
A Sigil with a 16 chamber lock. Each chamber corresponds with a phase of Abraxas.
These can only be activated at certain phases of the Lord's Eye.
The art of this kind of sigil has mostly been repurposed as a lock on Treasure Cubes.
Labrys Sigil:
Within this Sigil is a hidden floor layout. The Labrys.key is needed,
But finding these is quite rare.
I've heard that the old ones in the Backstage sell them sometimes,
But when asked, they all seem to play dumb about it.
Perhaps if I was better attuned to the philosophy of a Cartographer,
They might trust me more.
Seed Sigil:
A Sigil that can supposedly only be opened when the Random Seed aligns with it.
Despite the Seed and the Sigil aligning,
I have never been able to get one of these to open up.
There must be a tool I am missing.
That's my guess.

Typos

Sigils is often used both as a proper noun (capitalized as "Sigils") and as a common noun (written uncapitalized as "sigils").

Sewing.book - Needle in the Tomato: A Beginner's Guide to Sewing

In-Game Text

Now, when I'm sewing something like this I know it calls for something special.
A red thread of fate will be the perfect addition to a magical item!
What I usually do is soak my thread in a concentration of blood.
It'll absorb the color real quick!
Though that may sound gross, I assure you it's safe for any doll!
Once you do this you will have the perfect red thread of fate!
It's the key to unlocking an Outfit's magical potential in my opinion!
But you must be careful too! Blood contains Memory... So the red thread is also susceptible to generating Entropy.
Something you most certainly don't want in the structure of your clothes!
But of course if anything like that were to happen, you can always just patch it up!
That's the Magic of Sewing~

Daemon.book - Daemons of the Labyrinth

In-Game Text

The Feared Daemon.
One of the highest ranks of Anomalies that dwell within this Labyrinth,
While other Anomalies are often visually fragmented in appearance, the Daemon has an unmistakable form to it.
If Shadows are an inbetween space for a Memory, then a Daemon is most certainly the Memory fully exposed.
They often have a higher magical aptitude when compared to other lesser magic using Anomalies,
And most famously, they are known to be extremely sadistic.
Some are in possession of such great power that they can manipulate the very space of the labyrinth to their desires!
In severe cases, turning a part of the Labyrinth into a dimensional trap for unsuspecting travelers.
Though sealing their powers often works to hinder some of these Anamolies,
The higher level ones may resist all kinds of Program Seals altogether.
These higher level Daemons however, rarely appear in the first and second circles of the labyrinth.
If you ever find yourself in the pocket universe of one of these anomalies: fighting them head on proves useless.
An alternative solution to break out of their dimension is needed.
Only then can they be challenged on a more even playing field.

Typos

...some of these AnamoliesAnomalies,

Dragon.book - Legendary Dragons

In-Game Text

In regards to the categorization of Pareidolia Anomalies, it is Dragons who share the highest rank with Daemons.
These fierce foes are said to be a resule of extremely high concentrations of Memory, always taking the form of a majestic beast.
Observers henceforth started refering to these kinds of Anomalies as Dragons, named after the same legendary beasts of old.
As for Dragons of this Labyrinth, The Green Ones of Dante are particularly nasty adversaries.
Though they seem to only appear when the Light of Abraxas is at it's dimmest.
And then there's the Dragon Cocoons deep within the Backstage...
If you ever run into one of these slumbering babies, beware!
They must taken care of fast! For if you leave them alone too long, they will hatch into a most dreadful Anomaly...
There also so called "Mechanical Dragons" like the Clockwork Hydra of Knossos.
But these Anomalies are merely imitators of the real thing,
Animate Psuedo-Dragons built by The Master of Labyrinth.

Typos

...when the Light of Abraxas is at it's its dimmest.
...they must be taken care of fast!
...There are also so-called "Mechanical Dragons" like the Clockwork Hydra of Knossos.
...Animate PsuedoPseudo-Dragons built by...

Chimera.book - An Unofficial History of Illegal Doll Constructs

In-Game Text

Whether the Chimera can truly be considered a kind of Doll or an Anomaly is still up for debate.
It is maybe better to describe the Anomalies as viral loads of Entropy that hide within Hollow Dolls.
If that weren't bad enough, these monsters are often totally invulnerable to any kind of edged weapon.
This makes fighting them on even ground very difficult unless you come to the battle prepared.
In theory, Harmonic Programs should be effective in subduing them. They are bundles of sentient Entropy after all!
The Chimera is even theorized to be the root cause of Disorder magic appearing within the Labyrinth hundreds of years ago.
Now you may have read this elsewhere, But The Art Labyrinthine Magic, and the Art of Disorder Magic are actually related magical practices!
Since Disorder Magic is obviously a bastardization of the principals of true Labyrinthine Magic,
It would only make sense that it was developed by the Chimera as a practice.
Devoid of any critical thought of their own, the Chimera must steal and appropriate from others around them.
This is precisely one of many reasons Chimera are so dangerous.
For everything they touch becomes tainted with their entropic nature. All they can do is corrupt what they seek to imitate.
They can only lure others further away from our shared understanding of the truth.

Typos

But The Art of Labyrinthine Magic...
...bastardization of the principalsprinciples of...
...one of many reasons why/that Chimera..., or ...one of the many reasons Chimera...

Weapons.book - Dictionary of Legendary Weapons

In-Game Text

\nm
This book which seems very interesting is actually unfinished.
Perhaps someday, someone will write something in this book about the many weapons found in the Labyrinth.
But for now it is a book filled with nothing.
Why Velvet would even have this book in her Archive remains a mystery.

Notes

The book covers legendary weapons, which are presumably unimplemented.

Memsmith.book - The Art of Memory Smithing

In-Game Text

Because the majority of Swords have a power increment of 8,
For each Memory allotment that is infused, the Sword's power will increase by half.
With the maximum a sword's power can be increased being: +12 to it's original ATK.
Or more plainly put: a maximum of 3 levels.
Once a weapon is at it's highest level, it can sometimes be fused with a material.
This will transform the weapon into a new one.
And sometimes, this new weapon can be infused with more Memory afterwards.
As an example: If Gladius+3.swd is infused with Iron.dat,
It will become a MetaGladius.swd
This weapon carries similar ATK power to the Gladius+3, but it has a higher hit rate.
As well as dealing critical damage to Animate anomalies.
Unfortunately, there are limitations to Memsmithing,
Fists, Bows, Guns, Rods, and Whips cannot be modified through Memsmithing.
A +3 weapon may also decrease in power when being turned into a new weapon.

Notes

Weapon infusion is not yet implemented. The infusion of Iron.dat into a Gladius+3.swd cannot be done, so a MetaGladius cannot be obtained through this method.

Typos

... +12 to it'sits original ATK.
...is at it'sits highest level...
...a Metagladius.swd.

Gemstone.book - A History of Gemstones

In-Game Text

A legendary Alchemical Art used by high level practitioners, in some disciplines, it is referred to as the Magus Trinity.
This is because each of the gemstones is associated with one of the elements mastered by an Arch-Magus.
Ruby is the realm of Ignis.
As Sapphire is to Glacies.
And lastly, Emeralds are in the domain of Vis.
It is when these three gemstones are synchronized that an awesome effect can be witnessed!
The Waring Triad ritual, which is said to generate all three of the basic elemental energies at once.
When keeping in mind the nature of the three gemstones, the power drawn from them can be quite versatile.
Silver and Water in particular are also known to react to Sapphire's nature.
The three are known to synergize quite well with other materials, even ones outside the proper rules of material relationship.

Typos

...high level practicionerspractitioners,...
...The WaringWarring Triad...

Traits.book - On Traits

In-Game Text

Once the level of energy is sufficient, the development of a Trait can occur.
A sort of unintended reaction within the base that changes it's properties.
It's been shown that having a high amount of ELE energy correlates to the development of...
...both electrical resistant traits, and and enhancement of electrical power.
These will often last one full revolution of Abraxas,
But can be triggered again up synchronization, so long as the energy level is right.

Typos

...that changes it'sits properties.
...traits, and and enhancement...

Archetypes.book - On Archetypes

In-Game Text

A doll can contain many Archetypes at once.
Though this is partially determined by their starting Archetype,
All Archetypes still come from the great sea of Memory.
So long as a Doll is connected to that sea, many things can be remembered.
Rituals of Alchemical Arts are the most efficient way to extract these Memories.
As all Alchemical Arts are the practice of reenacting events that have occurred.
But what can be confidently remembered as your Memory is limited to the Doll herself.
A Doll must first embody the Memory they seek,
Only then will they remember what they actually are.
This can be achieved either through strengthening a Doll's certain stats,
Or through ensuring the Doll has the proper programs installed.
A number between 20 and 30 is often the key.

Seed.book - The 12 Seeds

In-Game Text

\nm It's said the Labyrinth's mysteries can be explained by the Labyrinth's Seed. A number which governs all mystery.
Of the known seeds, there are said to be twelve,
They are:
0000, 1114, 0080, 3131, 9810, 6016, 6174, 5526, 7115, 9999, 0700, and lastly, 0009.
It is also said there is Thirteenth Seed... But not much has been recorded about it.

Typos

...there is a Thirteenth Seed...

Return.book - The One Hundred Footsteps

Notes

There is no text in this book - rather, when used, it will show a notification that says "Warp to: Staircase" on the top of the screen, and warp to a staircase on the floor.
Presumably warps you to the last visited staircase, which will most often be the one from which you entered the floor.

Death.book - Do Not Open This Book

Notes

There is no text in this book - rather, when used, the screen will turn white, pink, and red, then back to white. This will kill all dolls in the party./ This will be treated as a defeat in battle: you will see the cutscene with a minotaur, be sent to Tao, and lose half of your held MEM.

Ignis.book - Book of Ingnis

In-Game Text

This book is pages upon pages of diagrams related to the element of fire.
Having this on hand may increase the power of [Fire] programs.

Notes

Having this book in your inventory will increase the damage of Ignis programs by 15-20%. This boost will not influence the damage of Magus Bullet.

Derivation of boost

Damage on Beholderkin with books, using Ignis.d: 132, 126, 127, 142, 137. Average of 132.8.
Damage on Beholderkin without books, using Ignis.d: 106, 96, 119, 107, 122. Average of 110.
132.8 / 110 = 1.207, so approximately a boost from 100% to 120% damage.

Typos

The book's title when selected in the menu reads as Book of Ingnis instead of Book of Ignis.

Glacies.book - Book of Glacies

In-Game Text

This book is pages upon pages of diagrams related to the element of ice.
Having this on hand may increase the power of [Ice] programs.

Notes

Having this book in your inventory will increase the damage of Glacies programs by 15-20%. This boost will not influence the damage of Magus Bullet.

Derivation of boost

Damage on Beholderkin with books, using Glacies.d: 125, 133, 125, 120, 118, 120. Average of 123.5. Damage on Beholderkin without books, using Glacies.d: 109, 120, 105, 105, 120, 97. Average of 109.3. 123.5 / 109.3 = 1.13, so approximately a boost from 100% to 113% damage.
Let's assume it's supposed to be a 20% like the other two books, because I probably got some low rolls using Glacies.d while holding Glacies.book.

Vis.book - Book of Vis

In-Game Text

This book is pages upon pages of diagrams related to the electric element.
Having this on hand may increase the power of [Electric] programs.

Notes

Having this book in your inventory will increase the damage of Vis programs by 15-20%. This boost will not influence the damage of Magus Bullet.

Derivation of boost

Damage on Beholderkin with books, using Vis.d: 129, 114, 132, 129, 140. Average of 128.8.
Damage on Beholderkin without books, using Vis.d: 104, 119, 97, 112, 109. Average of 108.2.
128.8 / 108.2 = 1.19, so approximately a boost from 100% to 120% damage.

Damage on Beholderkin with books, using Electric-aligned Magus Bullet: 50, 42, 47, 53, 48. Average of 48.
Damage on Beholderkin without books, using Electric-aligned Magus Bullet: 47, 46, 46, 52, 46, 46, 52, 50. Average of 48.125.
48 / 48.125 = 0.997, so approximately a drop from 100% to 99.7%.

Cardinal.book - War of the Northern Roses

In-Game Text

Inside this book the pages appear to be hollowed out,
A mechanical compass has been inserted inside the hollowed out space.
Having this on hand makes it clear which direction you are facing.

Notes

Having this book in the inventory changes the character's icon on the minimap from a circle to an arrow pointing in the cardinal direction the player is facing.
Redundant with the Mysterian passive skill of the same effect.

Eye.book - Grimoire of Watchers

In-Game Text

This book is covered in mechanical eyes similar to those of a Gazer.
It seems to record any Anomaly information the eyes percieve into it's pages.
Having this on hand should allow you to better understand your opponents.

Notes

This book unlocks the details of any Anomaly encountered in the Archive's Anomaly Grimoire.
This is in contrast to the regular unlock method, which requires the player to defeat the Anomaly.

Typos

...percieve into it'sits pages.