Coppélia
Coppélia
Ramona
RamonaEnigma Character Profile





Adler Hofmann
Adler Hofmann
Adler Hofmann
Adler Hofmann
Adler Hofmann
ATK
攻击
攻擊
攻撃力
공격
HP
生命
生命
HP
HP
Reality DEF
现实防御
現實防禦
リアル防御力
현실 방어
Mental DEF
精神防御
精神防禦
メンタル防御力
정신 방어
Critical Technique
暴击技巧
暴擊技巧
クリティカルテクニック
치명타 기술









































The 26th Input第26次键入第26次鍵入26度目のタイピング26번째 입력
[Precognition]
Gains [Amplified Surge<id:314301>]. At the start of the round, if not under a [Pulsing Field] of any level, deploys [Pulsing Field Lv.1]. When entering battle, grants 10 stacks of [Ciphertext] to all allies, gains 10 stacks of [Dynamo], and gains a [Bastion<id:1>] with (own ATK x280%) HP. If this unit is already holding a [Bastion<id:1>], the value of this [Bastion<id:1>] is stacked on top of the existing [Bastion<id:1>], up to a maximum [Bastion<id:1>] value of (Enigma's ATK x1250%) HP. While holding this [Bastion<id:1>], prevents the first 4 [Control] effects inflicted on all allies each round. At the end of the round, transfers up to 10 stacks of [Dynamo] into the [Pulsing Field]. Ultimate does not take up the allied Incantation Draw Limit.获得【电涌增幅<id:314301>】; 回合开始时若不处于任意等级的【涌动电场】下时,布设【涌动电场lv1】; 进入战斗时,使己方全体获得10层【密文】,并使自身获得10层【电能】和自身攻击280%的【壁障<id:1>】,若已持有【壁障<id:1>】,将此【壁障<id:1>】叠加至原【壁障<id:1>】上,叠加的【壁障<id:1>】不超过哑谜攻击*1250%;持有该【壁障<id:1>】时,己方全体每回合可共享4次免疫【控制】的效果; 每回合结束时,至多注入10层【电能】至【涌动电场】; 至终的仪式不占己方咒语获取数量上限獲得【電湧增幅<id:314301>】; 回合開始時若不處於任意等級的【湧動電場】下時,佈設【湧動電場lv1】; 進入戰鬥時,使己方全體獲得10層【密文】,並使自身獲得10層【電能】和自身攻擊280%的【壁障<id:1>】,若已持有【壁障<id:1>】,將此【壁障<id:1>】疊加至原【壁障<id:1>】上,疊加的【壁障<id:1>】不超過啞謎攻擊*1250%;持有該【壁障<id:1>】時,己方全體每回合可共享4次免疫【控制】的效果; 每回合結束時,至多注入10層【電能】至【湧動電場】; 至終的儀式不占己方咒語獲取數量上限【泳動増幅<id:314301>】を獲得する。 ターン開始時、任意レベルの【泳動電場】がない場合、【泳動電場Lv.1】を配置する。 バトル開始時、味方全員が【暗号文】を10スタック獲得し、自身が【電力】10スタック、自身の攻撃力×280%分の【バリア<id:1>】を獲得する。すでに【バリア<id:1>】がある場合、この【バリア<id:1>】値を元の【バリア<id:1>】にスタックする(エニグマの攻撃力×1250%分まで)。この【バリア<id:1>】がある場合、味方全員は1ターンにつき合計4回まで【行動阻害】効果を無効化できる。 毎ターン終了時、【電力】を最大10点まで【泳動電場】に注入する。 アルティメットは毎ターンのスペル獲得上限に含まれない。[서지 증폭<id:314301>] 획득 턴 시작 시 임의 레벨의 [전기장 폭주] 상태가 아닐 경우 [전기장 폭주 Lv.1] 설치 전투 진입 시 모든 아군에게 [암호문] 10스택 부여, 또한 자신은 [전력]을 10스택 획득하고 자신의 공격력 280%의 [바스티온<id:1>] 획득. 이미 [바스티온<id:1>]을 보유하고 있을 경우 이번 [바스티온<id:1>]을 기존 [바스티온<id:1>]에 중첩하며, 중첩된 [바스티온<id:1>]은 이니그마 공격력×1250%를 초과하지 않음. 해당 [바스티온<id:1>] 보유 시 모든 아군은 매턴 4회까지 [제어] 면역 효과 공유 가능 매턴 종료 시 최대 10스택의 [전력]을 [전기장 폭주]에 주입 최종 술식은 아군 주문 획득 수량 최대치에 포함되지 않음
[Insight I]
Whenever an ally actively takes an action, whenever an ally is attacked, and at the end of the round, gains 1 stack of [Loop Chain<id:1>]. When there are 1/2/3 or more [Dynamo] characters on the team, all allies' [Ciphertext] stack limits increase by 1/2/5.己方每次主动行动/受到攻击/回合结束时,均获得1层【循环链<id:1>】 队伍中有1/2/3名及以上【电能】角色,使己方全体【密文】层数上限提升1/2/5层;己方每次主動行動/受到攻擊/回合結束時,均獲得1層【循環鏈<id:1>】 隊伍中有1/2/3名及以上【電能】角色,使己方全體【密文】層數上限提升1/2/5層;味方キャラが自ら行動する/攻撃を受ける/ターン終了時、それぞれ【ループチェーン<id:1>】を1スタック獲得する。 【電力】系味方キャラが1/2/3体以上の場合、味方全員の【暗号文】のスタック数上限が1/2/5上昇する。모든 아군이 매번 직접 행동/피격/턴 종료 시마다 [순환 사슬<id:1>]을 1스택 획득 파티 내 [전력] 캐릭터가 1/2/3명 이상 있을 시 모든 아군의 [암호문] 스택 상한 1/2/5스택 증가
[Insight II]
ATK +5% when entering battle.进入战斗时,攻击力提升5%進入戰鬥時,攻擊力提升5%バトル開始時、攻撃力が5%アップする。전투 진입 시 공격 5% 증가.
[Insight III]
When entering battle, gains Moxie +3. All allies' [Dynamo] stack limits increase by 20. At the start of the round, if this unit is holding a [Bastion<id:1>], grants DMG Taken Reduction +30% to all allies for 2 rounds.进入战斗时,使自身获得3点激情,己方全体【电能】最大叠加层数额外提升20层; 回合开始时,若持有【壁障<id:1>】,则己方全体获得30%受创减免,持续2回合進入戰鬥時,使自身獲得3點激情,己方全體【電能】最大疊加層數額外提升20層; 回合開始時,若持有【壁障<id:1>】,則己方全體獲得30%受創減免,持續2回合バトル開始時、自身のMP+3、味方全員の【電力】のスタック数上限が追加で20上昇する。 ターン開始時、【バリア<id:1>】がある場合、2ターンの間、味方全員のダメージ軽減が30%アップする。전투 진입 시 자신이 열정 3 획득. 모든 아군의 [전력] 최대 중첩 스택 추가로 20스택 증가 턴 시작 시 [바스티온<id:1>]을 보유 중이라면 모든 아군이 30%의 피해 감면 획득, 2턴간 지속
Character Portray
[Bastion<id:1>] now prevents the first 6 [Control] effects inflicted on all allies each round.<br>[The 26th Input]: When entering battle, Enigma now increases all allies' [Dynamo] stack limits by 40.<br>[The Riddle and the Answer]: [Cipher Machine<id:1>] now lasts 3 rounds; [Ciphertext] count limit increased to 40.【壁障<id:1>】己方全体每回合可共享免疫【控制】次数提升至6;【第26次键入】进入战斗时,己方全体【电能】最大叠加层数额外提升至40;【世界的谜题与谜底】【破译仪<id:1>】持续回合数提升至3,【密文】计入上限提升至40【壁障<id:1>】己方全體每回合可共享免疫【控制】次數提升至6;【第26次鍵入】進入戰鬥時,己方全體【電能】最大疊加層數額外提升至40;【世界的謎題與謎底】【破譯儀<id:1>】持續回合數提升至3,【密文】計入上限提升至40【バリア<id:1>】がある場合、味方全員は1ターンにつき合計6回まで【行動阻害】効果を無効化できるようになる。 【26度目のタイピング】バトル開始時、味方全員の【電力】のスタック数上限が40に上昇する。 【世界の謎とその答え】【解読機<id:1>】の持続ターン数が3ターンになり、【暗号文】のカウント上限が40になる。[바스티온<id:1>] 모든 아군이 매턴 공유하는 [제어] 면역 횟수가 6까지 증가. [26번째 입력] 전투 진입 시 모든 아군의 [전력] 최대 중첩 스택이 추가로 40까지 증가. [세계의 수수께끼와 정답] [해독기<id:1>] 지속 턴 수가 3까지 증가, [암호문] 적용 최대치가 40까지 증가
[The Riddle and the Answer]: [Cipher Machine<id:2>] now grants Critical DMG +30% to all allies; for each stack of [Ciphertext] removed, allies now gain DMG Bonus +2.4%.【世界的谜题与谜底】【破译仪<id:2>】己方全体获得的暴击创伤提升至30%,每移除1层【密文】,可额外获得的创伤加成提升至2.4%【世界的謎題與謎底】【破譯儀<id:2>】己方全體獲得的暴擊創傷提升至30%,每移除1層【密文】,可額外獲得的創傷加成提升至2.4%【世界の謎とその答え】【解読機<id:2>】によるクリティカルダメージの上昇効果が30%になり、解除した【暗号文】1スタックにつき、ダメージボーナスの追加上昇効果が2.4%になる。[세계의 수수께끼와 정답] [해독기<id:2>] 모든 아군이 획득하는 치명타 피해가 30%까지 증가, [암호문]을 1스택 제거할 때마다 추가로 얻는 피해 보너스 증가량 2.4%까지 증가
[Infinite Translation] now deals 240%/360%/600% Reality DMG at rank 1/2/3.<br>[Closed-Loop Principle<id:2>] now deals 240% Reality DMG.<br>[The Riddle and the Answer]: [Cipher Machine<id:3>] now grants DMG Bonus +2.8% to all allies for each stack of [Ciphertext] removed.【无限次转译】在咒语1/2/3阶时,造成的现实创伤提升至240%/360%/600%,【闭环规律<id:2>】造成的现实创伤提升至240%;【世界的谜题与谜底】【破译仪<id:3>】己方全体每移除1层【密文】,可额外获得的创伤加成提升至2.8%【無限次轉譯】在咒語1/2/3階時,造成的現實創傷提升至240%/360%/600%,【閉環定律<id:2>】造成的現實創傷提升至240%;【世界的謎題與謎底】【破譯儀<id:3>】己方全體每移除1層【密文】,可額外獲得的創傷加成提升至2.8%【無限の変換】スペルランク1/2/3の時、与えるリアルダメージがそれぞれ240%/360%/600%にアップする。 【閉ループの原理<id:2>】の与えるリアルダメージが240%にアップする。 【世界の謎とその答え】【解読機<id:3>】によって、解除した【暗号文】1スタックにつき、ダメージボーナスの追加上昇効果が2.8%になる。[무한 디코딩] 주문 1/2/3단계 시 주는 현실 피해 240%/360%/600%까지 증가, [폐쇄 순환 규칙<id:2>]이 주는 현실 피해 240%까지 증가. [세계의 수수께끼와 정답] [해독기<id:3>] 모든 아군이 [암호문]을 1스택 제거할 때마다 추가로 얻는 피해 보너스 증가량 2.8%까지 증가
[The 26th Input]: [Bastion<id:1>] HP gained when entering battle increased to Enigma's ATK x340%. [Bastion<id:1>] HP gained via [Meshing Minds] increased to Enigma's ATK x340%/510%/850%; [Bastion<id:1>] HP gained when casting [Closed-Loop Principle<id:2>] increased to Enigma's ATK x340%.【第26次键入】进入战斗时,【壁障<id:1>】效果提升至哑谜攻击*340%;【思维啮合】【壁障<id:1>】效果提升至哑谜攻击*340%/510%/850%;释放【闭环规律<id:2>】时【壁障<id:1>】效果提升至哑谜攻击*340%【第26次鍵入】進入戰鬥時,【壁障<id:1>】效果提升至啞謎攻擊*340%;【思維嚙合】【壁障<id:1>】效果提升至啞謎攻擊*340%/510%/850%;釋放【閉環定律<id:2>】時【壁障<id:1>】效果提升至啞謎攻擊*340%【26度目のタイピング】バトル開始時、【バリア<id:1>】の効果がエニグマの攻撃力×340%分にアップする。 【思考の噛み合い】スペルランク1/2/3の時、【バリア<id:1>】の効果がエニグマの攻撃力×340%/510%/850%分にアップする。 【閉ループの原理<id:2>】の発動時、【バリア<id:1>】の効果がエニグマの攻撃力×340%分にアップする。[26번째 입력] 전투 진입 시, [바스티온<id:1>] 효과가 이니그마 공격×340%까지 증가. [사고의 교합] [바스티온<id:1>] 효과가 이니그마 공격×340%/510%/850%까지 증가. [폐쇄 순환 규칙<id:2>] 시전 시 [바스티온<id:1>] 효과가 이니그마 공격×340%까지 증가
[The 26th Input]: When the team attacks under [Pulsing Field Lv.3], each stack of [Dynamo] held now grants Incantation Might +0.6% (for Reality DMG characters, Reality DMG +8% additionally; for Mental DMG characters, Incantation Might +0.6% additionally).【第26次键入】处于【涌动电场lv3】己方全体攻击时,每点【电能】获得的术法威力提升至0.6%;现实创伤类角色,每点【电能】额外造成的现实创伤提升至8%;精神创伤类角色,每点【电能】额外获得术法威力提升至0.6%【第26次鍵入】處於【湧動電場lv3】己方全體攻擊時,每點【電能】獲得的術法威力提升至0.6%;現實創傷類角色,每點【電能】額外造成的現實創傷提升至8%;精神創傷類角色,每點【電能】額外獲得術法威力提升至0.6%【26度目のタイピング】【泳動電場Lv.3】中、味方全員の攻撃時、【電力】1点につき、スペル威力の上昇効果が0.6%になる。リアルダメージ系キャラの場合、【電力】1点につき、追加で与えるリアルダメージが8%にアップする。メンタルダメージ系キャラの場合、【電力】1点につき、スペル威力の追加上昇効果が0.6%になる。[26번째 입력] [전기장 폭주 Lv.3] 상태인 아군 공격 시 [전력] 1당 마법 위력 증가량이 0.6%까지 상승. 현실 피해 캐릭터는 [전력] 1당 추가 현실 피해가 8%까지 상승. 정신 피해 캐릭터는 [전력] 1당 마법 위력 증가량이 0.6%까지 상승.
Photomancy
Character Stats
Insight:
Voice Actors
English:
Kiril Mitev
Chinese:
黑石稔 (Hēishí Rěn)
Japanese:
梅原裕一郎 (Umehara Yūichirō)
Korean:
김다올 (Kim Daol)
Regional Names
English:
Enigma
SimplifiedChinese:
哑谜
TraditionalChinese:
啞謎
Japanese:
エニグマ
Korean:
이니그마
Other Names
Adler Hofmann
Character Tags
Euphoria Tags
Weapons











◆Medium介质介質ミディアム매개체
◆Inspired灵感靈感本源영감
◆Fragrance note香调香調香調조향 노트
◆Dimensions尺寸尺寸サイズ규격
Enigma哑谜啞謎エニグマ이니그마
Humans
The ancestors of Humans are said to have been born during the Blank Era. At some point, Humans gradually replaced Arcanists as the dominant race.
Perception of the arcane: lacking arcane gifts, Humans are generally unable to interact with concepts from the arcane world. However, there also exist Humans who understand and study the arcane.
Humans are not skilled in intuitive insight, but are rather more skilled in logical deduction based on observation.
There is a certain overlap between the arcane and Human science, which has made some arcane techniques the ancient precursors of science.
To Fathom the Depths泅与问N/AN/AN/A
advancedEnigma himself claims that wearing this getup is "far more ridiculous than practical," but faced with the deep sea—that vast laboratory that has been running itself for hundreds of millions of years—a little bit of insignificant embarrassment automatically gives way to a researcher's spirit of exploration.
And he did come away with plenty. Not just a wealth of research data, but also a sense of peace that washed away his exhaustion. Enigma himself would obviously never admit to any of this. All he did, once his leave ended and he returned to Laplace, was tell X: "I count myself lucky I didn't end up as fish food in the sea because of your bizarre invention—but it wasn't a bad idea."是谁把这个动力单元和仿生潜水套装放在哑谜桌上的?没人承认,但大部分人都猜是X研究员。这些东西出现的时间过于巧合,正是哑谜被强制休假之前。
尽管哑谜本人称穿上这身行头时,“可笑性远大于实用性”,然而面对深海——这个巨大的、自行运转亿万年的实验室,一点微不足道的尴尬情绪便自动为科研人员的探索精神让步了。
他的确收获颇丰。不止有一手研究资料,还有涤荡疲惫后的宁静。哑谜本人显然不会承认这些,他只是在假期结束后回到拉普拉斯,对X说一句:“我没因为你的奇怪发明在海里变成鱼饲料算我命大,但这创意不错。”N/AN/AN/A

want in life
if you dress for it.
—Edith Head




Default默认默認デフォルト기본
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Enigma himself claims that wearing this getup is "far more ridiculous than practical," but faced with the deep sea—that vast laboratory that has been running itself for hundreds of millions of years—a little bit of insignificant embarrassment automatically gives way to a researcher's spirit of exploration.
And he did come away with plenty. Not just a wealth of research data, but also a sense of peace that washed away his exhaustion. Enigma himself would obviously never admit to any of this. All he did, once his leave ended and he returned to Laplace, was tell X: "I count myself lucky I didn't end up as fish food in the sea because of your bizarre invention—but it wasn't a bad idea."是谁把这个动力单元和仿生潜水套装放在哑谜桌上的?没人承认,但大部分人都猜是X研究员。这些东西出现的时间过于巧合,正是哑谜被强制休假之前。
尽管哑谜本人称穿上这身行头时,“可笑性远大于实用性”,然而面对深海——这个巨大的、自行运转亿万年的实验室,一点微不足道的尴尬情绪便自动为科研人员的探索精神让步了。
他的确收获颇丰。不止有一手研究资料,还有涤荡疲惫后的宁静。哑谜本人显然不会承认这些,他只是在假期结束后回到拉普拉斯,对X说一句:“我没因为你的奇怪发明在海里变成鱼饲料算我命大,但这创意不错。”N/AN/AN/A
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Psst — this bit hasn't been translated to your language yet, so I dug up another version for you!








































