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Veramode of Conspiracy

UpcomingKR A+

음모의 베라모드

Shadow of Desire
Rarity
Legendary
Element
Shadow of Desire
Faction
Unaffiliated
Class
Warlock
Voice Actor
Kim Young-sun
Unique Passive
Transcendence of Fate
Exclusive Weapon
Maerad's Gaze, Staff type
Ultimate
Hell Gaze
Original Korean Release Date
2025-10-14
Estimated Release Date
2027-01-26

Base Stats

Lv 1 · KR-server data · Magic
HP
448
ATK
84
M-ATK
179
DEF
23
RES
32

Unique Passive

Transcendence of Fate Passive

TierEffect NameEffect
First AcquisitionSpell Power / Critical Rate increases by 10%. After casting a skill, gains Transcendence Protocol stacks equal to the TP consumed. At turn end, if Transcendence Protocol is at max stacks, you can use the Transcendence: Awakening, Transcendence: Shell Reinforcement, and Transcendence: Stimulus skills.
Transcendence Protocol Cannot be removed Max Stacks: 5If at max stacks before turn end, once per turn you can use Transcendence: Awakening, Transcendence: Shell Reinforcement, Transcendence: Stimulus.
Transcendence: Awakening Cannot be removedReduces the normal-skill cooldown of allies within a 3X3 area around the target point by 3 and grants the Vitality effect. On use, removes Transcendence Protocol stacks.
Vitality (lasts 1 turn)On attack, Attack Power / Spell Power +20%. After attacking, gains the Focus effect. Removed after triggering.
FocusOn action end, gain 1 TP.
Transcendence: Shell Reinforcement Cannot be removedGrants the Shell Reinforcement effect to allies within a 3X3 area around the target point. On use, removes Transcendence Protocol stacks.
Shell Reinforcement (lasts 2) BarrierBarrier equal to 80% of Spell Power.
Transcendence: Stimulus Cannot be removedGain a re-attack and skill-use opportunity, and additionally gain the Mental Stimulus effect. On use, removes Transcendence Protocol stacks.
Transcendence Protocol (lasts 3)When casting a skill, once per turn gain the Focus effect.
Max AwakeningSpell Power / Critical Rate increases by 20%. After casting a skill, gains Transcendence Protocol stacks equal to the TP consumed. At turn end, if Transcendence Protocol is at max stacks, you can use Transcendence: Awakening, Transcendence: Shell Reinforcement, Transcendence: Stimulus. At game start, gain 2 stacks of the Dimensional Field effect.
Dimensional Field Cannot be removed Max Stacks: 3Pierce damage taken / DoT damage taken -20%. When hit by a combat attack, 30% chance to reduce damage taken by -50%. Trigger chance increases in proportion to Critical Rate (max 80%). Stacks decrease after triggering.
Max ManifestationSpell Power / Critical Rate increases by 30%, and Max HP increases by 20%. Basic attack is changed to Dark Blast+5 more → and its cooldown and TP cost are removed. After casting a skill, gains Transcendence Protocol stacks equal to the TP consumed. At turn end, if Transcendence Protocol is at max stacks, you can use Transcendence: Awakening, Transcendence: Shell Reinforcement, Transcendence: Stimulus. At game start, gain 3 stacks of the Dimensional Field effect. Becomes immune to cooldown-control effects.
Dimensional Field Cannot be removed Max Stacks: 3Pierce damage taken / DoT damage taken -20%. When hit by a combat attack, 30% chance to reduce damage taken by -50%. Trigger chance increases in proportion to Critical Rate (max 80%). Stacks decrease after triggering.
Dark Blast+5 more → Cannot be removedFires a Dark Blast+5 more → at the enemy dealing damage equal to 100% of Spell Power and applies the Dark Bomb effect for 1 turn.
Dark Bomb (lasts 1)Defense / Resistance -15%. When this effect expires, it explodes dealing fixed damage equal to 40% of caster's Spell Power to units within 1 tile ring around it.

Classes

TierClass
Tier 1Warlock
Tier 2Dark Mage, Void Weaver
Tier 3Xenomancer, Abyss Watcher, Nethermancer

Common Classes

Warlock+2 more → Tier 1 - Basic class that uses dark magic to damage enemies and apply harmful effects.

Ill-Gotten Gain

LvEffect
1After applying a debuff to an enemy with a skill, recover HP equal to 10% of Spell Power.
2After applying a debuff to an enemy with a skill, recover HP equal to 15% of Spell Power.

Dark Mage+5 more → Tier 2 - Black-mage class that uses dark magic to apply harmful effects to enemies and restore its own life.

Corruption

LvEffect
1After applying a debuff to an enemy with a skill, remove 1 of the enemy's buffs and recover HP equal to 30% of Spell Power.
2After applying a debuff to an enemy with a skill, remove 1 of the enemy's buffs and recover HP equal to 40% of Spell Power.

Unique Classes

Void Weaver Tier 2 - Black-mage class specialized in dimension-manipulating magic using dark magic.

Void Augment

LvEffect
1Critical Rate increases by 10%. Critical Rate taken decreases by 10%. When casting a skill, gain the Entropy Amplification 1 effect. At turn end, gain the Dimensional Field effect. (Entropy Amplification 1 Cannot be removed (stacks 2 / lasts 2):: Spell Power +10%.) (Dimensional Field Cannot be removed (stacks 3):: Pierce damage taken / DoT damage taken -20%. When hit by a combat attack, 30% chance to reduce damage taken by -50%. Trigger chance increases in proportion to Critical Rate (max 80%). Stacks decrease after triggering.)
2Critical Rate increases by 20%. Critical Rate taken decreases by 20%. When casting a skill, gain the Entropy Amplification effect. At turn end, gain the Dimensional Field effect. (Entropy Amplification 2 Cannot be removed (stacks 2 / lasts 2):: Spell Power +15%.)

Xenomancer Tier 3 - Advanced black-mage class that uses dark magic to manipulate alien lifeforce.

Modification Protocol

LvEffect
1Spell Power increases by 20%, Max HP increases by 10%. After casting a skill, if the target is an ally, apply the Evolution Protocol effect and remove 1 debuff; if the target is an enemy, apply the Degeneration Protocol effect and remove 1 buff. (Evolution Protocol (stacks 2):: Attack Power / Spell Power / Defense / Resistance +15%. Movement +1 (cannot stack). When this buff is gained, gain the Vitality effect.) (Vitality (lasts 1):: On attack, Attack Power / Spell Power +20%. After attacking, gain the Focus effect. Removed after triggering.) (Focus Cannot be removed:: On action end, gain 1 TP.) (Degeneration Protocol Weaken (stacks 2):: Attack Power / Spell Power / Defense / Resistance -15%.)
2Spell Power increases by 30%, Max HP increases by 20%. After casting a skill, if the target is an ally, apply Evolution Protocol and remove 2 debuffs; if the target is an enemy, apply Degeneration Protocol and remove 2 buffs.

Abyss Watcher Tier 3 - Advanced black-mage class that restricts the opponent's actions and exploits souls.

Unknown Scheme

LvEffect
1Critical Rate increases by 30% and damage taken decreases by 20%. At game start, or each time an enemy player's actions end 4 times, gain the Foresight Reaction effect. (Foresight Reaction Cannot be removed (stacks 3):: At turn end, if there is no Unknown Conspiracy effect, gain a random Unknown Conspiracy effect. When an Unknown Conspiracy effect triggers, 1 Foresight Reaction stack is removed, and if Foresight Reaction remains, gain a new Unknown Conspiracy effect.) (Unknown Conspiracy - Mental Interference Cannot be removed:: When another enemy player uses a skill within 4 tiles, with a certain chance, consume 1 TP to deal Resistance-ignoring damage equal to 40% of Spell Power, and apply the Faint effect to the target to interrupt their skill use. Triggers when using a non-ultimate magic-damage skill or a skill that deals no damage. Trigger chance increases with Critical Rate. The target's Critical Rate taken is added to the trigger chance. On trigger, gain the Ventilation effect and remove this effect.) (Faint WeakenAction Control (lasts 1):: Attack Power / Spell Power -30%. Cannot act. Removed at the start of the next ally turn.) (Ventilation Cannot be removed (stacks 3 / lasts 1):: At the start of the ally turn, gain TP equal to the number of stacks.) (Unknown Conspiracy - Physical Interference Cannot be removed:: When another enemy player uses a skill within 4 tiles, with a certain chance, consume 1 TP to deal Resistance-ignoring damage equal to 40% of Spell Power, and apply the Faint effect to the target to interrupt their skill use. Triggers when using a non-ultimate physical-damage skill or a skill that deals no damage. Trigger chance increases with Critical Rate. The target's Critical Rate taken is added to the trigger chance. On trigger, gain the Ventilation effect and remove this effect.)
2Critical Rate increases by 40% and damage taken decreases by 30%. At game start, or each time an enemy player's actions end 4 times, gain the Foresight Reaction effect.

Nethermancer Tier 3 - Advanced black-mage class that has transcended the boundaries of dimensions.

Void Frenzy

LvEffect
1Critical Rate increases by 20%. Critical Rate taken decreases by 20%. When casting a skill, gain the Entropy Frenzy 1 effect. At turn end, gain the Dimensional Field effect, and if no skill was cast this turn, Entropy Frenzy 1 stacks decrease. When casting the Dimensional Cut skill, that skill's cooldown is reduced by 1. (Entropy Frenzy 1 Cannot be removed (stacks 4):: Spell Power +10%.) (Dimensional Field Cannot be removed (stacks 3):: Pierce damage taken / DoT damage taken -20%. When hit by a combat attack, 30% chance to reduce damage taken by -50%. Trigger chance increases in proportion to Critical Rate (max 80%). Stacks decrease after triggering.)
2Critical Rate increases by 30%. Critical Rate taken decreases by 30%. When casting a skill, gain the Entropy Frenzy 2 effect. At turn end, gain the Dimensional Field effect, and if no skill was cast this turn, Entropy Frenzy 2 stacks decrease. When casting the Dimensional Cut skill, that skill's cooldown is reduced by 1. (Entropy Frenzy 2 Cannot be removed (stacks 4):: Spell Power +15%.)

Common Skills

SkillTagsTPRangeCDEffect
Dark Blast+5 more →Dark Ranged Combat11-33 turnsLaunch Dark Blast at an enemy dealing 100% of spell power as damage and apply Dark Bomb for 1 turn. Dark Bomb Dark (Duration 1): Defense/Resistance -15%. When this effect expires it explodes, dealing fixed damage equal to 40% of the caster's spell power within 1 tile around the target.
Ecstasy+5 more →Dark Blood Magic133 turnsCast blood magic on a designated ally, granting Ecstasy for 2 turns. Ecstasy (Duration 2): Attack/Spell power +20%. After a combat attack, if you dealt damage to an enemy, recover health equal to 20% of max health.
Silent Cloud+4 more →Dark Ranged333 turnsCreate a Silent Cloud within 3 tiles around you, dealing 60% of spell power as damage to enemies within 2 tiles around the tile and Silencing them for 1 turn. Silence Skill ControlSilence (Duration 1): Cannot use skills. Lasts 1 turn.
Cursebound Soul+5 more →Dark Ranged Blood Magic Combat21-33 turnsLaunch Cursebound Soul at an enemy dealing 80% of spell power as damage and apply Cursed Soul for 2 turns. Cursed Soul DarkHealing BlockDamage over Time (Duration 2): Healing effects received -50%. At character's end of turn, deal fixed dark damage equal to 50% of spell power and 30% chance to Stun. Stun StunAction Control (Duration 1): Cannot act.

Unique Skills

SkillTagsTPRangeCDEffect
Banish-133 turnsStuns the target enemy and applies the Banish effect. The target has all buff effects removed, and when the Banish effect expires the Dark Bomb effect is applied. While this skill is equipped, if you take lethal damage, once per game you gain the Phase Escape effect and Phase Barrier effect and remove all debuffs. Allowed weapons: Staff, Rod • Phase Escape Cannot be removedAction ControlBanishment (lasts 1): Not affected by damage, skills, or effects, and cannot act. Removed at the start of the ally turn. • Phase Barrier Cannot be removedAction ControlBanishment (lasts 2): Barrier equal to 80% of Spell Power. Damage taken -30%. DoT damage taken -50%. • Stun Action Control (lasts 1): Cannot act. • Banish Cannot be removedAction ControlBanishment (lasts 1): Not affected by damage, skills, or effects, and cannot act. When this buff expires, apply the Dark Bomb effect. • Dark Bomb Shadow: Defense / Resistance -15%. When this effect expires, it explodes dealing Shadow-magic fixed damage equal to 40% of caster's Spell Power to units within 1 tile ring around it.
Replication Protocol-11-23 turnsDesignates another allied player character to create a Replica. The Replica, after creation, receives a buff or debuff based on Critical Rate; if you have the Xenomancer class it does not receive the Replication Debuff. • Replica Cannot be removed: Copies the target's base stats and active skills, retaining TP. Passive skills and ultimate are not copied. Cannot naturally regenerate TP. Lasts 2 turns. Vanishes at the start of the ally turn if TP is 0. • Imperfect Replication Cannot be removed: Damage dealt -10%. Max HP -10%. • Superior Replication Cannot be removed: Damage dealt +15%. • Transcendent Replication Cannot be removed: Damage dealt +30%. Movement +1.
Spirit-Particle AbsorptionShadow Ranged Blood Magic TP Removal Combat11-33 turnsSteals 1 buff and 1 TP from the target enemy, and deals 130% of Spell Power as damage. On hit, applies the Exhaustion effect, and if the enemy is killed you gain an additional action. Allowed weapons: Staff, Rod • Exhaustion Weaken (lasts 2): Attack Power / Spell Power -30%. Damage taken 30%.
Dimensional CutRanged Directional21-12 turnsDesignates a direction to deal damage equal to 100% of Spell Power to enemies within a 3x4 area. On use, applies the Call of the Void effect to yourself, this attack can hit enemies in a Banished state, and when the target has a barrier or is in a Banished or Action-Controlled state it deals stronger damage of 130%. • Call of the Void Cannot be removed (lasts 2): Magic Penetration +25%.

Ultimate

Hell Gaze

Ultimate Magic Shadow Ranged "This is the power of Grima. Face the terror of the abyss."

TierEffect NameEffect
Max AwakeningDeals damage equal to 125% of Spell Power within 3 tiles around the target and applies the Mark of Doom effect to the cast target. Creates a Black Flame Zone that lasts 1 turn with a 25% chance on tiles within the area.
Black Flame ZoneAt the character's turn end, deal fixed damage equal to 20% of Spell Power and apply the Fear effect.
Fear (lasts 1) Action Control FearAt the character's turn end, deal fixed damage equal to 20% of Spell Power and apply the Fear effect.
Mark of Doom (lasts 3)Damage taken +30%.
Max ManifestationDeals damage equal to 140% of Spell Power within 3 tiles around the target and applies the Mark of Doom effect to the cast target. Creates a Black Flame Zone that lasts 1 turn with a 35% chance on tiles within the area and gains 2 TP.
  • CostTP 5Range3AreaAoECooldown5 turns
  • Allowed weapons: Staff, Rod

Artifacts

Fragment of Chaos+1 more → Flavor: "The broken fragment rejects order. Those touched by its light are bound in an unpredictable wheel of fate."

LvEffect
1Crit damage +25%, after attacking apply a random Chaos debuff to the enemy. (Chaos Weakening: ATK/Spell Power -25%. Lasts 2 turns. Enfeeble.) (Chaos Rift: DEF/RES -25%. Lasts 2 turns. Enfeeble.) (Chaos Destruction: Damage taken +10%. Lasts 2 turns.) (Balance Collapse: Crit chance taken +10%. Crit damage taken +10%. Lasts 2 turns.)
2Crit damage +30%, after attacking apply a random Chaos debuff. Max HP +5%.
3Crit damage +35%, after attacking apply a random Chaos debuff. Max HP +5%. Movement +1 (non-stacking).
4Crit damage +40%, after attacking apply a random Chaos debuff. Max HP +10%. Movement +1 (non-stacking).

Meticulous Preparation+10 more → Flavor: "Victory comes to the prepared, but people call it luck."

LvEffect
1At game start recover TP 1, gain Meticulous Preparation 1 effect. (effect: ATK/Spell Power +15%. Removed after attacking an enemy.)
2At game start recover TP 1, gain Meticulous Preparation 2 effect. (effect: ATK/Spell Power +20%. Removed after attacking an enemy.)
3At game start recover TP 1, gain Meticulous Preparation 3 effect. (effect: ATK/Spell Power +25%. Removed after attacking an enemy.)
4At game start recover TP 1, gain Meticulous Preparation 4 effect. (effect: ATK/Spell Power +30%. Removed after attacking an enemy.)

Resonance Stone of Magic+2 more → Flavor: "The whispering echo of a thousand stars calls your soul back to its own magic."

LvEffect
1Spell Power +8%, crit chance taken -8%. After attacking, apply Magic Resonance 1 to the enemy. (Magic Resonance 1: Magic damage taken / crit chance taken +8%. Lasts 2 turns.)
2Spell Power +12%, crit chance taken -12%. After attacking, apply Magic Resonance 2. (Magic Resonance 2: Magic damage taken / crit chance taken +12%. Lasts 2 turns.)
3Spell Power +16%, crit chance taken -16%. After attacking, apply Magic Resonance 3. (Magic Resonance 3: Magic damage taken / crit chance taken +16%. Lasts 2 turns.)
4Spell Power +20%, crit chance taken -20%. After attacking, apply Magic Resonance 4. (Magic Resonance 4: Magic damage taken / crit chance taken +20%. Lasts 2 turns.)

Signature Gear

Maerad's Gaze
Maerad's Gazeweapon · Staff · Legendary · Veramode of Conspiracy exclusive

KR release · gmap.gg

A staff. Through 2nd awakening it focuses on raw stat increases and durability; at higher awakenings it grows into a powerful weapon that buffs every stat the wielder needs, supplies TP, and reinforces survivability.

6★
Stats
Max HP +122, M-ATK +399
Additional
Crit Rate +15%, Max HP +15%

Maerad's Watch (Exclusive). Before using a skill, gain Maerad's Watch 6. Before being attacked, the duration of applied debuffs -1. At the end of the turn, if there are no adjacent allies and no shield effect, gain Phase Shield (Cooldown 3 turns). Has Mana Battery 4.

  • Mana Battery 4: At the start of the turn, if your own TP is 1 or less, immediately gain 1 TP (Cooldown 1 turn). Cannot be dispelled.
  • Phase Shield: Shield equal to 80% of M-ATK. Damage taken -30%. Damage-over-time taken -50%. Lasts 2 turns. Shield.
  • Maerad's Watch 6: M-ATK +10%. Magic Penetration +10%. Lasts 2 turns. Max 3 stacks. Cannot be dispelled.

Maerad's Gaze (General). Before using a skill, gain Maerad's Gaze 6. When using a skill, 30% chance to gain Focus (Cooldown 2 turns).

  • Focus: Gain 1 TP at end of action. Cannot be dispelled.
  • Maerad's Gaze 6: M-ATK +10%. Magic Penetration +10%. Lasts 2 turns. Max 2 stacks. Cannot be dispelled.

Guide

Note: The following is NamuWiki community opinion for the KR server. No explicit S/A/B tier rating is stated.

Overall: A "dealporter" (deal + supporter) with excellent utility and survivability while still dealing damage. Two main recommended directions: Xenomancer + Replication Protocol use as a powerful buffer and buff-stripping specialist. Abyss Watcher disrupt enemy skill use, protect allies, and also deal manual damage, i.e. an all-around offense/defense dealporter. The Stun/Faint that Abyss Watcher grants via its passive is so strong that in PVP, where participant count is low and skill dependency is high, he is treated as almost a broken/overpowered character.

Class notes:

  • Xenomancer: support-focused. Veramode's only ally-targeting skill is Replication Protocol, and its penalty disappears on Xenomancer, so it is built around Replication Protocol. The replicated target ends up with ATK and Spell Power +35% total, and Evolution Protocol applies before replication so the Replica also gets Evolution Protocol. Community says just running Xenomancer + Replication Protocol already "pulls its weight".
  • Abyss Watcher: blocks skill use around Veramode. Enemies using a skill within 4 tiles take resistance-ignoring magic damage and become unable to act, blocking the skill itself. Physical and magic skill counters are separate; since he gains Foresight Reaction every 4 enemy actions, in normal PVP roughly 2 of the opponent's characters are stunned nearly every turn. Damage is resistance-ignoring so it is also substantial. Rated as a class of "great majesty" in PVP.
  • Nethermancer: high ceiling for firepower and defense but needs build-up; Dimension Cut can be used every turn. However it needs ramp-up, lacks utility, and the other two classes' advantages are so clear that its recommendation is relatively low.

Weapon / gear:

  • Signature weapon staff, extra stats crit chance and HP. Up to 2-awaken it is focused on flat stats and durability; it shines at high awakenings (TP recovery at 3-awaken, debuff duration -1 at 5-awaken, phase shield at 6-awaken). Needs high awakening to reach full performance.
  • Armor: dumping into Spell Power also boosts tanking; at Legendary use the Chancellor set (motif of his hidden identity), at Hero use the Dark Mage set.
  • Accessories: for dealporter, Fire Crest to strengthen debuffs; for Xenomancer, the Stopwatch to fire Replication Protocol one more time.

Evaluation: Excellent utility and survivability while still dealing damage; a dealporter. To fully use Abyss Watcher's passive he needs to stay relatively close (similar to the Beradin era), but he has many survival tools, a pseudo-revive via Banish, and a shield at high weapon awakening, so performance scales with investment.

Awakening/Manifestation progression: Two tracks per stage: Manifestation and Inner Cube. - Stage 1: Ult+ / Stat+ - Stage 2: Passive+ / Stat+ - Stage 3: Ult+ / Artifact obtained - Stage 4: Passive+ / Artifact+ - Stage 5: Ult+ / Artifact+ - Stage 6: Passive+ / Artifact+

KR Creator Guide

Character review of Veramode of Conspiracy by 하막군의게임튜브 · 2026-08-04

Veramode is where the reviewer starts openly worrying about power creep. He is a mage with more damage reduction than most tanks, enough that early hits routinely land for 1 damage — and he still does enormous damage on top. His verdict is that Veramode is both extremely hard to kill and extremely versatile, and he expects to see him on defence teams constantly, because the four-tile stun aura makes opponents misplay. (26:20)

His investment line is unusually strict: character at 5 manifestations, weapon at ★6. Below that the weapon is close to pointless. (25:17)

Dimensional Field is why he doesn't die

He starts with Dimensional Field — penetration and DoT damage reduction, and a 30% chance on being attacked in combat to cut damage by 50%, scaling to 80% with Crit Rate. The reviewer's point is that Veramode reaches 100% Crit trivially: his classes hand it out, so the 80% version is effectively the default.

Under Abyss Watcher the reduction reaches 110%, and even damage-over-time — Omega's Killing Virus, for instance — is cut by up to 70%. Area attacks avoid the combat-attack clause but still don't land hard. (2:36)

Transcendence Protocol: always take Stimulate

Casting a skill banks Transcendence Protocol equal to the TP spent. At 5 stacks you choose one of three: Awakening (cooldown reduction and Vigor in a 3x3), Shell Reinforcement (shields), or Stimulate.

Take Stimulate. The text says "re-attack or skill use" but it is actually a full extra action, and it adds Focus on the following cast. The reviewer is blunt: almost nothing beats an extra action. (1:04)

Class

Xenomancer applies Suppression Protocol to allies (stats up, Movement up, Vigor, TP at end of action) and Rout Protocol to enemies (-15% across the board) after a skill lands.

The quirk he demonstrates on camera: a skill that buffs himself counts as "target is an ally", so casting Dimensional Cut — which grants Call of the Void — triggers Suppression Protocol and clears his own debuffs, alone. (5:45)

Abyss Watcher is the complicated one, and he says even his guild struggled with it. +40% Crit Rate, -30% damage taken, and a stack of Precognition at game start and whenever an enemy player completes four actions. At end of turn, without one, he gains a random Unknown Conspiracy and spends a Precognition stack.

Unknown Conspiracy comes in two flavours: Mental Interference and Physical Interference. Whichever is active, an enemy casting a matching skill within 4 tiles spends 1 TP, takes 40% of M-ATK ignoring RES, and is stunned — and the skill they tried to cast goes on cooldown without firing. He rates this the single biggest source of opponent mistakes in guild battle. Check which flavour is up and attack with the other damage type. (8:50)

The hard limit worth memorising: Precognition only builds from enemy player actions. NPCs, summons and story mobs do not count at all. (11:24)

Nethermancer stacks Entropy Overload (M-ATK, 4 stacks, unremovable) on every cast and adds a Dimensional Field stack at end of turn — so his defence keeps climbing instead of being stripped. It also reduces Dimensional Cut's cooldown when cast, making a 2-turn skill effectively repeatable. Skipping a cast loses a stack. (11:54)

The skills

SkillTagsTPRangeCDEffect
Banish-133 turnsStuns the target enemy and applies the Banish effect. The target has all buff effects removed, and when the Banish effect expires the Dark Bomb effect is applied. While this skill is equipped, if you take lethal damage, once per game you gain the Phase Escape effect and Phase Barrier effect and remove all debuffs. Allowed weapons: Staff, Rod • Phase Escape Cannot be removedAction ControlBanishment (lasts 1): Not affected by damage, skills, or effects, and cannot act. Removed at the start of the ally turn. • Phase Barrier Cannot be removedAction ControlBanishment (lasts 2): Barrier equal to 80% of Spell Power. Damage taken -30%. DoT damage taken -50%. • Stun Action Control (lasts 1): Cannot act. • Banish Cannot be removedAction ControlBanishment (lasts 1): Not affected by damage, skills, or effects, and cannot act. When this buff expires, apply the Dark Bomb effect. • Dark Bomb Shadow: Defense / Resistance -15%. When this effect expires, it explodes dealing Shadow-magic fixed damage equal to 40% of caster's Spell Power to units within 1 tile ring around it.
Replication Protocol-11-23 turnsDesignates another allied player character to create a Replica. The Replica, after creation, receives a buff or debuff based on Critical Rate; if you have the Xenomancer class it does not receive the Replication Debuff. • Replica Cannot be removed: Copies the target's base stats and active skills, retaining TP. Passive skills and ultimate are not copied. Cannot naturally regenerate TP. Lasts 2 turns. Vanishes at the start of the ally turn if TP is 0. • Imperfect Replication Cannot be removed: Damage dealt -10%. Max HP -10%. • Superior Replication Cannot be removed: Damage dealt +15%. • Transcendent Replication Cannot be removed: Damage dealt +30%. Movement +1.
Spirit-Particle AbsorptionShadow Ranged Blood Magic TP Removal Combat11-33 turnsSteals 1 buff and 1 TP from the target enemy, and deals 130% of Spell Power as damage. On hit, applies the Exhaustion effect, and if the enemy is killed you gain an additional action. Allowed weapons: Staff, Rod • Exhaustion Weaken (lasts 2): Attack Power / Spell Power -30%. Damage taken 30%.
Dimensional CutRanged Directional21-12 turnsDesignates a direction to deal damage equal to 100% of Spell Power to enemies within a 3x4 area. On use, applies the Call of the Void effect to yourself, this attack can hit enemies in a Banished state, and when the target has a barrier or is in a Banished or Action-Controlled state it deals stronger damage of 130%. • Call of the Void Cannot be removed (lasts 2): Magic Penetration +25%.

Gear

Chancellor of Darkness. Accessory: Fire Crest for the Crit Rate, or Necronomicon if you intend to lean on Replication Protocol. (19:36)

Weapon: ★6 or don't bother

Everything about it is built around Phase Shield, which is what keeps him alive. ★3 adds the Magic Battery TP refund on a 3-turn cooldown; ★5 brings Mind Gaze to 3 stacks and Magic Battery to 2 turns; ★6 adds Phase Shield and drops Magic Battery to every turn.

His judgement is unambiguous: the weapon was designed at ★6, and at one copy you are better off with something else. (20:07)

Runes

Crit first. Sun runes in slots 1 and 3 are near-universal on him; the rest is taste, and current builds lean toward Crit-taken reduction rather than the older all-magic setups. (22:10)

Manifestation

2 already gives the full 3 stacks of Dimensional Field — the same as full manifestation — and converts his basic attack into Dark Blast+5 more → with no cooldown or TP cost. 3 and 5 add TP recovery on the ultimate, so you cast it, take the extra action from Stimulate and spend the refunded TP on another skill.

But the value line he names is 5, because that is where the exclusive artifact gains Movement. (23:13)

Artifacts

Fragment of Chaos+1 more → is the one most players will run: Crit damage (which he frames as roughly +40% damage given how easily he reaches 100% Crit), a random debuff on attack, +10% Max HP, and Movement at 5 manifestations. In an SRPG, Movement is the stat that wins.

Meticulous Preparation+10 more → supports the ultimate-then-Dimensional-Cut line. Resonance Stone of Magic+2 more → is good in isolation but loses to Fragment of Chaos on the Movement alone. (24:45)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Veramode of Conspiracy’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.

Reworks

No Reworks

Trivia

Release Date

Original Korean release: 2025-10-14. Final boss of the game's Genesis War 2 storyline.

Estimated global release: 2027-01-26.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2026-08-25 → 2026-09-08 · 2 weeksSolo
2026-03-10 → 2026-03-24 · 2 weeksSelection
2025-10-14 → 2025-10-28 · 2 weeksDebut
Stats, skills, and art for Veramode of Conspiracy are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.