Mizuki & Caerula Arbor: Cognitive Shaping
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Mizuki & Caerula Arbor features | |||
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Light | Die | Cognitive Symbol | Memory Mapping |
Cognitive Shaping | Ecosequence | Caerula Recorder | – |
Cognitive Shaping is Mizuki & Caerula Arbor's enhancement system, improved by spending Subjective Imagination and made up of multiple nodes spread out as a tree diagram divided into three categories:
- Efficiency-Enhancing nodes improve the effectiveness of friendly units, all of which costs 1 to unlock.
- Exploration-Expanding nodes expand the nodes that may be available during a run, all of which costs 3 to unlock.
- Squad-Extending nodes, as the name suggests, upgrades the three Squads exclusive to Caerula Arbor, all of which costs 5 to unlock.
To complete Cognitive Shaping, the player must spend 89 (112 from Expansion II).
Unlike The Preparations Behind Scenes in Phantom & Crimson Solitaire, Cognitive Shaping is applied to all modes, including Memory Mapping and Deep Dive.
Complete effects
Effects denoted in underlined text are added in Caerula Arbor's Expansion II.
Efficiency-Enhancing |
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Exploration-Expanding |
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Squad-Extending |
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Nodes
Efficiency-Enhancing
Node | Effect | Previous | Next |
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Accumulation I |
Increases Living Cells earned by 5%. | Curiosity | Leadership Drive II |
Accumulation II |
Increases Living Cells earned by 5%. | Survival Instincts II | – |
Accumulation III |
Increases Living Cells earned by 10%. | Survival Instincts V | – |
Aggression I |
Increases the ATK of friendly units by 2%. | Transactional Behavior | Aggression II |
Aggression II |
Increases the ATK of friendly units by 3%. | Aggression I | Sensibility |
Aggression III |
Increases the ATK of friendly units by 4%. | Self-Preservation I | Appreciation of Life I |
Aggression IV |
Increases the ATK of friendly units by 5%. | Sensibility | Self-Preservation IV |
Aggression V |
Increases the ATK of friendly units by 6%. | Aggression IV | Self-Preservation V |
Appreciation of Life I |
Starts with +1 . | Aggression I Self-Preservation III |
Danger Awareness I |
Appreciation of Life II |
Starts with +1 . | Danger Awareness I | Danger Awareness II |
Appreciation of Life III |
Starts with +1 . Added in Expansion II. |
Common Sense | Negotiation III |
Gambler I |
Starts with +1 die roll. | Survival Instincts III | – |
Gambler II |
Starts with +1 die roll. | Precautionary Measures I | Divine Duckforce |
Hoarder I |
Starts with +2 . | Resource Allocation | Hoarder II |
Hoarder II |
Starts with +3 . | Hoarder I | Rationality and Estimation |
Hoarder III |
Starts with +5 . | Negotiation I | Multi-Pass Information Processing Negotiation II |
Hoarder IV |
Starts with +5 . Added in Expansion II. |
Precautionary Measures II | For Survival |
Leadership Drive I |
Increases Command EXP from operations by 10%. | – | Loot Awareness |
Leadership Drive II |
Increases Command EXP from operations by 10%. | Accumulation I | Habit |
Leadership Drive III |
Increases Command EXP from operations by 10%. | Habit | – |
Leadership Drive IV |
Increases Command EXP from operations by 10%. | Negotiation II | Common Sense |
Management Strategy |
Increases the squad size by 1. | Multi-Pass Information Processing | – |
Multi-Pass Information Processing |
Increases the Unit Limit by 1. | Hoarder III | Management Strategy |
Precautionary Measures I |
Starts with +1 . | Rationality and Estimation | Gambler II |
Precautionary Measures II |
Starts with +1 . Added in Expansion II. |
Cognoscenti | Hoarder IV |
Survival Instincts I |
Increases the maximum HP of friendly units by 2%. | Loot Awareness | Survival Instincts II |
Survival Instincts II |
Increases the maximum HP of friendly units by 3%. | Survival Instincts II | Accumulation II |
Survival Instincts III |
Increases the maximum HP of friendly units by 4%. | Introspection | Gambler I |
Survival Instincts IV |
Increases the maximum HP of friendly units by 5%. | Practice | Survival Instincts V |
Survival Instincts V |
Increases the maximum HP of friendly units by 6%. | Survival Instincts IV | Accumulation II |
Survival Instincts VI |
Increases the maximum HP of friendly units by 10%. Added in Expansion II. |
Self-Preservation VI | Matter from Mind |
Self-Preservation I |
Increases the DEF of friendly units by 2%. | Loot Awareness | Self-Preservation II |
Self-Preservation II |
Increases the DEF of friendly units by 3%. | Self-Preservation I | Aggression I Self-Preservation III |
Self-Preservation III |
Increases the DEF of friendly units by 4%. | Self-Preservation II | Appreciation of Life I |
Self-Preservation IV |
Increases the DEF of friendly units by 5%. | Aggression IV | Aggression V |
Self-Preservation V |
Increases the DEF of friendly units by 6%. | Aggression V | Emotionalization |
Self-Preservation VI |
Increases the DEF of friendly units by 10%. Added in Expansion II. |
Self-Preservation V | Survival Instincts VI |
Due to an oversight, the Accumulation II node and both Gambler nodes are named "Accumulation I" and "Gambler", respectively.
Exploration-Expanding
Node | Effect | Previous | Next |
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Cognoscenti |
If the player rolls a 1 on a Wish Fulfilled, the player can re-roll the die at the cost of 1 die roll. This can only be done once per Wish Fulfilled. | Divine Duckforce | Practice Precautionary Measures II |
Curiosity |
The "At a Glance" Encounter (Wander into Wonderland) may now appear. | Resource Allocation | Accumulation I Rationality and Estimation Sensibility |
Danger Awareness I |
The player gains 1 Objective Shield after clearing an operation if they have more than 10 at the time. | Appreciation of Life I | Appreciation of Life II |
Danger Awareness II |
The player gains 1 Objective Shield after clearing an operation if they have more than 8 at the time. Overrides Danger Awareness I. |
Appreciation of Life II | – |
Divine Duckforce |
Duck Lord's Golden Brick (upgrades the player's die) is now unlocked. | Gambler II | Cognoscenti |
Introspection |
If the player rolls a number that would give off Twists and Turns/Cursed results upon entering a new floor, the player can re-roll the die at the cost of 1 die roll. This can only be done once per run. | Sensibility | Survival Instincts III |
Loot Awareness |
Drifting Cache may now be obtained. | Leadership Drive I | Self-Preservation I Survival Instincts I Transactional Behavior |
Negotiation I |
The Rogue Trader may give a 20% discount to his wares after rolling the die there. | Habit | Hoarder III |
Negotiation II |
The Rogue Trader may give a 40% discount to his wares after rolling the die there. Overrides Negotiation I. |
Hoarder III | Leadership Drive IV |
Negotiation III |
The Rogue Trader may give a 60% discount to his wares after rolling the die there. Added in Expansion II. Overrides Negotiation II. |
Appreciation of Life III | All for One |
Resource Allocation |
The "Emergency Dispatch" Encounter may now appear. | Transactional Behavior | Curiosity Hoarder I |
Transactional Behavior |
The "Mutual Aid" Encounter (Fortituous Opportunity) may now appear. | Loot Awareness | Aggression I Resource Allocation |
Squad-Extending
Node | Effect | Previous | Next |
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All for One |
People-Oriented Squad now allows the player to reach Command Level 11. Added in Expansion II. |
Negotiation III | – |
Common Sense |
People-Oriented Squad now also reduces the Hope cost to promote Operators by 1. | Leadership Drive IV | Appreciation of Life III |
Emotionalization |
Mind Over Matter Squad now further increases the likelihood for a Collectible to be awarded from operations. | Self-Preservation V | – |
For Survival |
Resourceful Squad now allows the player to roll the die in operations up to 15 times. Added in Expansion II. |
Hoarder IV | – |
Habit |
People-Oriented Squad now also allows the player to choose a second reward from Safe Houses. | Leadership Drive II | Leadership Drive III Negotiation I |
Matter from Mind |
Mind Over Matter Squad now also makes the player start with Survivor Contract (a random Operator gets +20% ATK and DEF at the start of the next operation and every subsequent operations). Added in Expansion II. |
Survival Instincts VI | – |
Practice |
Resourceful Squad now gives the player 2 die rolls upon entering a new floor. | Cognoscenti | Survival Instincts IV |
Rationality and Estimation |
Resourceful Squad now also makes the player starts with an eight-sided die. | Hoarder II Curiosity |
Precautionary Measures I Survival Instincts III |
Sensibility |
Mind Over Matter Squad now also allows the player to choose a second reward from completing Regional Commissions. | Aggression II Curiosity |
Aggression IV Introspection |