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

Lv 12

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

Special (9 turns): Reduces PSY characters' Special charge time by 1 turn

Show all 12 levels
  1. 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

    Special

    Special (10 turns): Reduces PSY characters' Special charge time by 1 turn

  2. 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

    Special

    Special (10 turns): Reduces PSY characters' Special charge time by 1 turn

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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 26
Lv 39
Lv 412
Lv 515
Lv 618
Lv 723
Lv 830
Lv 939
Lv 1050
Lv 115,0005
Lv 1210,00015
Total15,20220

Level 12 Boost

Phase 1

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

Special (9 turns): Reduces PSY characters' Special charge time by 1 turn

Phase 2

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

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.

HP+150
ATK+150
RCV+150
Modification ranks
  • +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.

Special Effect
91+91+91+

When all three bonuses are ★4 or better, the ship's Special Effect activates. The effect differs by ship.

Keep modifying the same 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.