Blade, Grave, and Scar
Normal Signet
The lower your HP, the higher the Total DMG you will deal. Every 100 HP lost increases Total DMG by 1.0% (max: 180%).
Blade, Grave, and Scar +1
Normal Signet
The lower your HP, the higher the Total DMG you will deal. Every 100 HP lost increases Total DMG by 1.2% (max: 216%).
Blade, Grave, and Scar +2
Normal Signet
The lower your HP, the higher the Total DMG you will deal. Every 100 HP lost increases Total DMG by 1.4% (max: 252%).
Blade, Grave, and Scar +3
Normal Signet
The lower your HP, the higher the Total DMG you will deal. Every 100 HP lost increases Total DMG by 1.6% (max: 288%).
Bone, Blood, and Ribbon
Normal Signet
The lower your HP, the higher the Physical and Elemental DMG you will deal. Every 100 HP lost increases Physical and Elemental DMG by 0.8% (max: 144%)
Bone, Blood, and Ribbon +1
Normal Signet
The lower your HP, the higher the Physical and Elemental DMG you will deal. Every 100 HP lost increases Physical and Elemental DMG by 1.0% (max: 180%)
Bone, Blood, and Ribbon +2
Normal Signet
The lower your HP, the higher the Physical and Elemental DMG you will deal. Every 100 HP lost increases Physical and Elemental DMG by 1.1% (max: 198%)
Bone, Blood, and Ribbon +3
Normal Signet
The lower your HP, the higher the Physical and Elemental DMG you will deal. Every 100 HP lost increases Physical and Elemental DMG by 1.3% (max: 234%)
Letter, Maniac, and Ravings
Normal Signet
The lower your HP, the lower the Total DMG you will receive. Every 100 HP lost decreases the Total DMG you receive by 0.8% (max: 80%).
Letter, Maniac, and Ravings +1
Normal Signet
The lower your HP, the lower the Total DMG you will receive. Every 100 HP lost decreases the Total DMG you receive by 1.0% (max: 80%).
Letter, Maniac, and Ravings +2
Normal Signet
The lower your HP, the lower the Total DMG you will receive. Every 100 HP lost decreases the Total DMG you receive by 1.1% (max: 80%).
Letter, Maniac, and Ravings +3
Normal Signet
The lower your HP, the lower the Total DMG you will receive. Every 100 HP lost decreases the Total DMG you receive by 1.3% (max: 80%).
Path, Misfortune, and Written Fate
Normal Signet
Max HP increases by 25%.
Path, Misfortune, and Written Fate +1
Normal Signet
Max HP increases by 30%.
Path, Misfortune, and Written Fate +2
Normal Signet
Max HP increases by 35%.
Path, Misfortune, and Written Fate +3
Normal Signet
Max HP increases by 40%.
Desireless, Mindless, and Homeless
Normal Signet
Losing HP boosts Total DMG taken by all enemies by 25% for 8s.
Desireless, Mindless, and Homeless +1
Normal Signet
Losing HP boosts Total DMG taken by all enemies by 30% for 8s.
Desireless, Mindless, and Homeless +2
Normal Signet
Losing HP boosts Total DMG taken by all enemies by 35% for 8s.
Desireless, Mindless, and Homeless +3
Normal Signet
Losing HP boosts Total DMG taken by all enemies by 40% for 8s.
God, Me, and the Only
Normal Signet
Losing HP restores SP equal to 2.0% of this time's HP loss.
God, Me, and the Only +1
Normal Signet
Losing HP restores SP equal to 2.4% of this time's HP loss.
God, Me, and the Only +2
Normal Signet
Losing HP restores SP equal to 2.8% of this time's HP loss.
God, Me, and the Only +3
Normal Signet
Losing HP restores SP equal to 3.2% of this time's HP loss.
Fight, Struggle, and Decimation
Core Signet
Recharges Blood Boil by 10 points per second and another 3 points per second for every 100 HP lost. At 1000 points, the next attack depletes the charge and unleashes Blood Boil to deal 1500% ATK of Adaptive DMG in a large area. Ignited enemies take 20% more Total DMG.
Inhuman, Unevil, and Ungodly
Enhanced Signet
Losing HP recharges 300 points for Blood Boil. CD: 1s.
Inhuman, Unevil, and Ungodly +1
Enhanced Signet
Losing HP recharges 360 points for Blood Boil. CD: 1s.
Inhuman, Unevil, and Ungodly +2
Enhanced Signet
Losing HP recharges 420 points for Blood Boil. CD: 1s.
Inhuman, Unevil, and Ungodly +3
Enhanced Signet
Losing HP recharges 480 points for Blood Boil. CD: 1s.
Man, Mask, and Contract
Enhanced Signet
Deals 40% more Total DMG to enemies with a higher HP percentage than yourself. Total DMG dealt by Blood Boil will also increase by another 60%.
Man, Mask, and Contract +1
Enhanced Signet
Deals 48% more Total DMG to enemies with a higher HP percentage than yourself. Total DMG dealt by Blood Boil will also increase by another 72%.
Man, Mask, and Contract +2
Enhanced Signet
Deals 56% more Total DMG to enemies with a higher HP percentage than yourself. Total DMG dealt by Blood Boil will also increase by another 84%.
Man, Mask, and Contract +3
Enhanced Signet
Deals 64% more Total DMG to enemies with a higher HP percentage than yourself. Total DMG dealt by Blood Boil will also increase by another 96%.
Burden, Difficulty, and Calamity
Enhanced Signet
Blood Boil costs 20% of current HP, deals additional 120% ATK of Adaptive DMG for every 100 HP consumed (max: 4320%), and increases Physical and Elemental DMG by 40% for 5s.
Burden, Difficulty, and Calamity +1
Enhanced Signet
Blood Boil costs 20% of current HP, deals additional 150% ATK of Adaptive DMG for every 100 HP consumed (max: 5400%), and increases Physical and Elemental DMG by 48% for 5s.
Burden, Difficulty, and Calamity +2
Enhanced Signet
Blood Boil costs 20% of current HP, deals additional 180% ATK of Adaptive DMG for every 100 HP consumed (max: 6480%), and increases Physical and Elemental DMG by 56% for 5s.
Burden, Difficulty, and Calamity +3
Enhanced Signet
Blood Boil costs 20% of current HP, deals additional 210% ATK of Adaptive DMG for every 100 HP consumed (max: 7560%), and increases Physical and Elemental DMG by 64% for 5s.
Soldiers, Scissors, Spoils, and Slaughter
Core Signet
<size=14>Valkyrie's current HP cannot exceed 18% of her Max HP, and if the HP recovery in combat reaches 0/400/800, the recovery amount rises by 10%/80%/100% of the Bloodboil Armor charges, up to 900 for a single charge. The charge cap is 1800, and each point increases the HP cap by 1.</size>
Death, Life, Oblivion, and Existence
Enhanced Signet
The cap of Bloodboil Armor charges rises by 500. At over 1500 charges, Bloodboil Armor can absorb DMG equal to 1% of its charges.
Death, Life, Oblivion, and Existence +1
Enhanced Signet
The cap of Bloodboil Armor charges rises by 600. At over 1500 charges, Bloodboil Armor can absorb DMG equal to 1% of its charges.
Death, Life, Oblivion, and Existence +2
Enhanced Signet
The cap of Bloodboil Armor charges rises by 700. At over 1500 charges, Bloodboil Armor can absorb DMG equal to 1% of its charges.
Death, Life, Oblivion, and Existence +3
Enhanced Signet
The cap of Bloodboil Armor charges rises by 800. At over 1500 charges, Bloodboil Armor can absorb DMG equal to 1% of its charges.
Homeland and Friends
Enhanced Signet
The cap of Bloodboil Armor charges increases by 500. At over 1500 charges, Bloodboil Armor grants 50% Physical Breach and 25% Elemental Breach.
Homeland and Friends +1
Enhanced Signet
The cap of Bloodboil Armor charges increases by 600. At over 1500 charges, Bloodboil Armor grants 60% Physical Breach and 30% Elemental Breach.
Homeland and Friends +2
Enhanced Signet
The cap of Bloodboil Armor charges increases by 700. At over 1500 charges, Bloodboil Armor grants 70% Physical Breach and 35% Elemental Breach.
Homeland and Friends +3
Enhanced Signet
The cap of Bloodboil Armor charges increases by 800. At over 1500 charges, Bloodboil Armor grants 80% Physical Breach and 40% Elemental Breach.
Body, Bones, Heart, and Soul
Enhanced Signet
<size=14>The cap of Bloodboil Armor charges rises by 500. When its charges exceed 1500, if it gains HP recovery, when it next deals DMG to enemies, it will have an added bonus of 800% ATK of adaptive DMG. CD: 5s.</size>
Body, Bones, Heart, and Soul +1
Enhanced Signet
<size=14>The cap of Bloodboil Armor charges rises by 600. When its charges exceed 1500, if it gains HP recovery, when it deals DMG to the enemies the next time, it will come with a bonus 800% ATK of adaptive DMG. CD: 5s.</size>
Body, Bones, Heart, and Soul +2
Enhanced Signet
<size=14>The cap of Bloodboil Armor charges rises by 700. When its charges exceed 1500, if it gains HP recovery, when it deals DMG to the enemies the next time, it will come with a bonus 800% ATK of adaptive DMG. CD: 5s.</size>
Body, Bones, Heart, and Soul +3
Enhanced Signet
<size=14>The cap of Bloodboil Armor charges rises by 800. When its charges exceed 1500, if it gains HP recovery, when it next deals DMG to enemies, it will come with a bonus 800% ATK of adaptive DMG. CD: 5s.</size>