Liberal Hind
The Drake Pirates' ship. The rows of cannons make it look somewhat like a Navy battleship, perhaps because the captain, Drake, is a former Navy officer. The insignia on the mast matches the one on Drake's hat.
Ship Ability
Reduces Special charge time by 1 turn at start of quest, boosts PSY characters' Special charge time by a further 1 turn, boosts Captain's RCV by 500, boosts crew's HP by 1.2x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.2x
Special (9 turns): Reduces PSY characters' Special charge time by 1 turn
Show all 12 levels
- Lv 11
Reduces Special charge time by 1 turn at start of quest, boosts Captain's RCV by 500, boosts crew's HP by 1.2x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.15x
SpecialSpecial (10 turns): Reduces PSY characters' Special charge time by 1 turn
- Lv 10
Reduces Special charge time by 1 turn at start of quest, boosts Captain's RCV by 500, heals crew by 1,000 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x and boosts ATK a further 1.1x if crew has 6 PSY characters
SpecialSpecial (10 turns): Reduces PSY characters' Special charge time by 1 turn
- Lv 9
Boosts Captain's RCV by 400, heals crew by 900 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.5x and boosts ATK a further 1.1x if crew has 6 PSY characters
- Lv 8
Boosts Captain's RCV by 300, heals crew by 800 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.4x and boosts ATK a further 1.1x if crew has 6 PSY characters
- Lv 7
Boosts Captain's RCV by 200, heals crew by 700 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.35x and boosts ATK a further 1.1x if crew has 6 PSY characters
- Lv 6
Boosts Captain's RCV by 100, heals crew by 600 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.3x and boosts ATK a further 1.1x if crew has 6 PSY characters
- Lv 5
Heals crew by 500 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.3x and boosts ATK a further 1.1x if crew has 6 PSY characters
- Lv 4
Heals crew by 400 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.3x and boosts ATK a further 1.05x if crew has 6 PSY characters
- Lv 3
Heals crew by 300 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.3x
- Lv 2
Heals crew by 200 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.25x
- Lv 1
Heals crew by 100 HP at end of turn, and if Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.2x
Upgrade Cost
| Lv 2 | 6 | |
| Lv 3 | 9 | |
| Lv 4 | 12 | |
| Lv 5 | 15 | |
| Lv 6 | 18 | |
| Lv 7 | 23 | |
| Lv 8 | 30 | |
| Lv 9 | 39 | |
| Lv 10 | 50 | |
| Lv 11 | 5,000 | 5 |
| Lv 12 | 10,000 | 15 |
| Total | 15,202 | 20 |
Level 12 Boost
Reduces Special charge time by 1 turn at start of quest, boosts PSY characters' Special charge time by a further 1 turn, boosts Captain's RCV by 500, boosts crew's HP by 1.4x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.2x
Special (9 turns): Reduces PSY characters' Special charge time by 1 turn
Reduces crew's Bind duration by 1 turn, reduces Special charge time by 1 turn at start of quest, reduces PSY characters' Special charge time by a further 1 turn, boosts Captain's RCV by 500, boosts crew's HP by 1.4x, and heals crew by 1,000 HP at end of turn. If Captain is a Free Spirit, Slasher, or Cerebral class, boosts crew's ATK by 1.6x. If 6 PSY characters are on the crew, boosts ATK a further 1.2x
Special (9 turns): Reduces PSY characters' Special charge time by 1 turn and applies -10% PSY Resistance to all enemies for 1 turn
Ship Modification
Once a ship reaches Lv 12 it can be modified. Each modify adds HP, ATK and RCV bonuses to the ship, paid with cola or super cola plus berries.
+150
+150
+150
+121–150
+91–120
+61–90
+31–60
+1–30
The same ranges apply to HP, ATK and RCV. The higher the rank, the bigger the boost.
91+
91+
91+When all three bonuses are ★4 or better, the ship's Special Effect activates. The effect differs by ship.
Each modify on the same ship fills a bonus gauge. When it is full, the next modify is guaranteed at least one ★4 or better bonus.