Nostra Castello: Amphibious Craft

The Firetank Pirates' ship. It's an amphibious craft which can both cross the seas with its sails and ride on land with its tank treads.

Ship Ability

Lv 12

Reduces Special charge time by 2 turns at start of quest, boosts STR, PSY, and INT characters' ATK by 1.65x, HP by 1.4x, boosts their ATK by approximately 1.85x when HP is full or 30% or below at start of attack, and makes it a little easier for them to land PERFECT strikes

Show all 12 levels
  1. Lv 11

    Reduces Special charge time by 2 turns at start of quest, boosts STR, PSY, and INT characters' ATK by 1.55x, HP by 1.4x, boosts their ATK by approximately 1.7x when HP is full or 30% or below at start of attack, and makes it a little easier for them to land PERFECT strikes

  2. Lv 10

    Reduces Special charge time by 1 turn at start of quest, boosts STR, PSY, and INT characters' ATK by 1.55x, HP by 1.4x, and if HP is full or 30% or below at start of attack, boosts their ATK by approximately 1.7x

  3. Lv 9

    Boosts STR, PSY, and INT characters' ATK by 1.55x, HP by 1.4x, and if HP is full or 30% or below at start of attack, boosts their ATK by approximately 1.7x

  4. Lv 8

    Boosts STR, PSY, and INT characters' ATK by 1.4x, HP by 1.4x, and if HP is full or 30% or below at start of attack, boosts their ATK by approximately 1.6x

  5. Lv 7

    Boosts STR, PSY, and INT characters' ATK by 1.4x, HP by 1.3x, and if HP is full or 30% or below at start of attack, boosts their ATK by approximately 1.6x

  6. Lv 6

    Boosts STR, PSY, and INT characters' ATK by 1.3x, HP by 1.3x, and if HP is full or 30% or below at start of attack, boosts their ATK by approximately 1.4x

  7. Lv 5

    Boosts STR, PSY, and INT characters' ATK by 1.3x, HP by 1.3x

  8. Lv 4

    Boosts STR, PSY, and INT characters' ATK by 1.3x, HP by 1.2x

  9. Lv 3

    Boosts STR, PSY, and INT characters' ATK by 1.2x, HP by 1.2x

  10. Lv 2

    Boosts STR, PSY, and INT characters' ATK by 1.2x, HP by 1.1x

  11. Lv 1

    Boosts STR, PSY, and INT characters' 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 2 turns at start of quest, boosts STR, PSY, and INT characters' ATK by 1.65x, HP by 1.4x, reduces damage taken by 10%, boosts their ATK by approximately 1.85x when HP is full or 30% or below at start of attack, and makes it a little easier for them to land PERFECT strikes

Phase 2

Reduces Special charge time by 2 turns at start of quest, boosts STR, PSY, and INT characters' ATK by 1.65x, HP by 1.4x, reduces damage taken by 10%, boosts their ATK by approximately 1.85x when HP is full or 30% or below at start of attack, heals crew by 2,000 HP at end of turn, and makes it a little easier for them to land PERFECT strikes

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.