Every Resonia blessing you can collect in Hollow Zero — filter by rarity or category, or search by effect.


Entering a boss stage restores all squad members' HP by 15%.


When you have fewer than 250 Gear Coins, your Pressure does not increase.


Encountering a non-combat event earns you 60 Gear Coins.


Get a random A-grade Etherium and have a 10% chance to get an additional A-grade Etherium.


Entering combat restores all squad members' HP by 7%.


Encountering combat events does not increase your Pressure.


When your Pressure is overloaded, you get a random A-grade Etherium.


All attacks deal 25% more damage, but each time your Pressure increases, you suffer an additional 3 points.


Entering the next floor restores all squad members' HP by 15%.


Combo attacks deal 20% more damage.


Enemy's Stagger duration increases by 10%.


Enemy's Stagger accumulates 7.5% faster.


Each critical hit generates 0.4 more Energy.


Critical hits have a chance to Execute ordinary enemies. Cooldown is 10 seconds.


Critical hits inflict 15% more Stagger.


Critical hits from behind deal 18% more damage.


Each hit that fails to deal critical damage increases the Crit Rate of the next attack by 1%. This bonus expires after a critical hit.


CRIT Rate increases by 20%.


Critical hits restore 0.2% of Max HP.


CRIT DMG increases by 40%.


Perfect dodge can be triggered more easily.


Burning enemies can be ignited again and become Incinerated. Cooldown: 3 seconds.


Fire attacks have a 30% increased chance to Burn enemies and deal 20% more Fire damage.


Entering the next floor lowers your Pressure by 30.


EX Special Attacks have a 50% chance to restore Energy by 12.5%.


All squad members gain 45% Energy upon entering combat.


Defeated enemies drop additional energy orbs.


EX Special Attacks inflict 20% more Stagger.


Passive Energy regeneration increases by 12%.


All attacks deal 10% more damage when the character's Energy is full.


Energy gain multiplier increases by 12%.


Special attacks deal 15% more damage.


When you have fewer than 888 Gear Coins, you get an 20% off on everything from the Bangboo merchant.


Every 10 Pressure reduces your damage taken by 1.5%.


When you have fewer than 250 Gear Coins, all attacks deal 15% more damage.


For every 100 Gear Coins you have, all squad members deal 1% more damage.


With each Pressure increase, the amount it increases by is reduced by 2 each time.


Whenever you get Gear Coins, all squad members' HP restores 1% of max HP.


Agents who enter combat via a Combo Attack gain 3% Energy.


Stagger multiplier increases by 50%.


Ultimate attacks deal 20% more damage.


Each corruption reaction increases your damage dealt by 5%.


Negates the next corruption effect of a Pressure overload.


When your Pressure is overloaded, a fallen squad member is resurrected.


Whenever you restore HP outside of combat, your Pressure is reduced by 5.


Every 10 Pressure increases your damage dealt by 2.5%.


Initial Decibel Rating is set to Uproar when entering combat.


Decibel Rating accumulates 15% faster.


Perfect dodge triggers Vital View, slowing down enemies within a certain area.


Vital View duration increases to 3.5 seconds.


Dodge Counters inflict 25% more Stagger.


Triggering a perfect dodge increases damage dealt by 30% for 5 seconds.


Every 5 seconds, your next dash attack becomes a Dodge Counter.


Gain an additional Dodge charge.


Deal 30% more damage during Vital View.


Each Burn Etherium increases burn damage by 10%.


Freeze duration increased to 5 seconds.


Hypothermia affects a larger area.


Ice Shards deals 100% more damage.


Attacking a Frozen enemy increases the agent's Ice damage by 2.5%, up to a maximum of 25%.


Ice attacks have a 30% increased chance to Freeze enemies and deal 20% more Ice damage.


When you have more than 5 Freeze Etherium, Ice Shards deals splash damage within a small area.


Attacks against Frozen enemies gain 30% increased CRIT Rate.


The bonus effect of B-Grade and A-Grade Combat Etherium is increased by 50%


For every 10% of HP lost, all attacks deal 2.5% more damage.


Deal 20% more damage to enemies whose HP percentage is higher than their attacker.


Defeating an enemy restores 1% of Max HP.


Triggered only once per combat. Negates fatal damage and increases damage for all squad members by 15% for 10 secs.


Upon entering combat, gain a Shield equal to 10% of Max HP.


Triggering a perfect dodge generates a small amount of Shield.


Increases Attack by 50% of the current Shield.


Fingerless Gloves provide a Shield equal to 15% of Max HP.


Triggered only once per combat. When a character's HP falls below 25%, immediately gain a Shield equal to 30% of Max HP. The Shield decays over 5 seconds.


Defeating a Shocked enemy has a chance to Shock other enemies.


Electric attacks have a 30% increased chance to Shock enemies and deal 20% more Electric damage.


When you have 3/5/7 Shock Etherium, every 5/3/1 second(s), your next Electric attack Shocks the target.


Increases the additional Shock damage by 60%.


Each Burning enemy increases agents' Fire damage dealt by 12% (up to a total of 60%).


Burning an enemy increases the agent's Attack by 20% for 3 seconds.


Burning enemies have a chance to Burn other enemies.


Burn damage increases from 15% of ATK to 35% of ATK.


Burning duration increases to 10 seconds.


Ice Shards inflicts Hypothermia, freezing enemies within range and dealing bonus damage. This effect can only be triggered once every 10 seconds.


For every 10% of HP lost, take 1.2% less damage from all sources.


Max HP increases by 18%.


For every 10% of HP lost, gain 7% Energy.


Take 6% less damage.


Debuff duration becomes 30% shorter.


When Shielded, characters won't take damage that exceeds the Shield.


When a Shocked enemy takes Electric damage, they will become Conductive. Cooldown: 5 seconds.


Shocking an enemy increases Electric damage dealt by 5% (up to 25%).


Attacks against Shocked enemies generate 0.7 more Energy.


Shock duration increased to 10 seconds.


Every 10 Pressure grants you 3% Energy when you enter combat.


Adjacent areas are automatically displayed when exploring a Hollow.


You will get 20% more Gear Coins.


Get a random B-grade Etherium and have a 10% chance to get an additional B-grade Etherium.


Each trade with a Bangboo merchant reduces your Pressure by 10.


Identifying an Etherium gets you an additional B-grade Etherium. The chance for this to occur is reduced by 20% each time.


There is a 15% chance to prevent Pressure increases each time they happen.


Get a random S-grade Etherium and have a 10% chance to get an additional S-grade Etherium.


When your squad is full, all attacks deal 12% more damage. Each missing member reduces this bonus by 4%.


All attacks deal 40% more damage for 5 seconds.


When there is only one surviving member, they take 15% less damage.


When there is only one surviving member, they deal 20% more damage.


Elemental attacks deals 30% more damage, lower element affected enemies' ATK by 15%.


When your squad is full, all members deal 12% more damage and take 12% less damage. Each missing member reduces this bonus by 4%.


All attacks deal 35% more damage but will never trigger critical hits.


All attacks deal 18% more damage during the first 30 seconds of each combat.


Attacks deal additional damage equal to 3% of their Max HP.


Deal 50% more damage, but also take 50% more damage.


All attacks deal 15% more damage. All attacks deal a further 10% more damage to bosses.


Deals 10% less damage, restores all squad members' HP by 15% after combat.


Attacks that fail to trigger critical hits deal 10% more damage.


Deal 10% more damage to ordinary enemies.


When there are fewer than 4 enemies in combat, all attacks deal 15% more damage.

Increases the Attribute Counter effect of Strike attacks.

Increases the Attribute Counter effect of Pierce attacks.

Increases the Attribute Counter effect of Slash attacks.


Deal 20% more damage to enemies whose HP is below 50%.


The squad member who triggered the combat deals 10% more damage for the rest of the combat.


When your squad is full, all members take 12% less damage. Each missing member reduces this bonus by 4%.


Idle members whose HP is below 15% restore HP slowly over time.


Take 70% less damage from the first melee attack received in each combat.


Deal 20% more damage to elite enemies.


Limits the damage taken from each attack to 15% of Max HP.


When the current member falls in combat, all other members recover 50% HP.


Defeating an enemy increases damage dealt by 12% for 8 seconds.


Attacks from behind deal 10% more damage.