Earthly Escapade GUIDE
Understand Earthly Escapade
Useful when…
- Providing teammates with temporary CRIT Rate and CRIT DMG.
- Rewarding a wearer that recovers Skill Points, including recovery beyond the normal limit.
Mask and Radiant Flame
At S1, the wearer gains 32% CRIT DMG. Mask begins at battle start and lasts 3 turns; while it is active, teammates gain 10% CRIT Rate and 28% CRIT DMG. For every Skill Point the wearer recovers, including points that exceed the limit, they gain 1 Radiant Flame stack. At 4 stacks, all Radiant Flame stacks are removed and Mask is gained for 4 turns. At S5, the wearer gains 60% CRIT DMG and teammates under Mask gain 14% CRIT Rate and 56% CRIT DMG. The initial Mask duration remains 3 turns and the refreshed duration remains 4 turns.
Using it and alternatives
The team bonus is conditional on Mask being active, so Skill Point recovery frequency affects how often it can be renewed. A Grounded Ascent supports one ally after the wearer uses Skill or Ultimate on that ally, and recovers a Skill Point after every two qualifying uses. But the Battle Isn't Over grants Energy Regeneration Rate and has a conditional Skill Point recovery tied to the wearer's Ultimate on an ally, once after every two Ultimate uses. Carve the Moon, Weave the Clouds cycles randomly through team ATK, CRIT DMG, and Energy Regeneration Rate bonuses. Those options support allies differently and do not share Mask's CRIT package.
Investment
Promotion raises the Light Cone's level. Superimposition increases the wearer's CRIT DMG and the two team CRIT bonuses; it does not change the 4-stack recovery requirement or Mask durations. Promotion is the direct progression route. Consider using another copy for superimposition when stronger Mask windows justify the opportunity cost.
Limitations and tradeoffs
- The team CRIT bonus applies only while Mask is active.
- Mask renewal requires 4 Skill Points recovered by the wearer.
- The effect counts Skill Points recovered even when they exceed the limit, but does not say that merely reaching the limit grants stacks.
Common mistakes to avoid
- Assuming Mask remains active indefinitely after its initial 3 turns.
- Counting Skill Points spent as Radiant Flame; the effect counts points recovered.
- Assuming points merely exceeding the Skill Point limit fail to count; excess recovered points are explicitly included.
Effects and reference details
Capriciousness · Superimposition
The passive activates only on a wearer following Harmony. Each additional rank uses a duplicate or its designated special material.
S1 Increases the wearer's CRIT DMG by 32%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 10% and their CRIT DMG increased by 28%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
S2 Increases the wearer's CRIT DMG by 39%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 11% and their CRIT DMG increased by 35%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
S3 Increases the wearer's CRIT DMG by 46%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 12% and their CRIT DMG increased by 42%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
S4 Increases the wearer's CRIT DMG by 53%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 13% and their CRIT DMG increased by 49%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).
S5 Increases the wearer's CRIT DMG by 60%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 14% and their CRIT DMG increased by 56%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).