EN RU

Hestia

MBCC-S-024
S
BurnM-ValueSkill DMG Core DMGMagic DMG SupportMagic DMG

INFO

BirthdayOctober 17
Height153cm
AlignmentImmortal
TendencyArcane
Birthplace▉▉
AbilitySacrificial Fire
Case[Hidden]

STATS (LV1 → 90)

❤️Health843 → 3624
⚔️Attack167 → 717
🛡️Defense56 → 240
🔮Magic Resistance61 → 218
⚡Attack Speed0.75 → 0.75
Block1 → 1

Materials

Initial Attribute

A Sinner heavily contaminated by DisSea. When Hestia's [M-Value] reaches 60, she enters [Corruption] state. When allied Sinners apply the [Burn] mark, Hestia gains 3 [M-Value], up to a maximum of 9 [M-Value] per second.

[M-Value]: A special Energy resource. Different Sinners obtain this resource in their own unique ways.

[Corruption - Hestia]: A special status that increases Attack by 8% and Energy Recovery Speed by 30%, consuming 5 [M-Value] per second. When [M-Value] is depleted, exits [Corruption] form.

[Burn]: A special mark that deals [Burn] damage over time.

Mania Intensify

Craze

Magic Damage increases by 15%.

GUIDE

Guide text not added yet.

CRIMEBRAND SETS

Asura
Asura Asura Asura
Embrace of the Dead
Embrace Of The Dead Embrace Of The Dead Embrace Of The Dead
Melodious Belltower
Melodious Belltower Melodious Belltower Melodious Belltower
Tethered Souls
Path Of Doom Tethered Souls Tethered Souls
Moon + Contamination
Illusory Moon Illusory Moon Heavy Contamination
Imaginary Gambit
Imaginary Gambit Imaginary Gambit Imaginary Gambit
Diverged Ends + City
Diverged Ends The City Of Sins Diverged Ends
Syndicate: Glory
Syndicate Glory Syndicate Glory Syndicate Glory
Causality
Defy Cause Decide Effect Defy Cause Decide Effect Defy Cause Decide Effect
NAME TRANSLATIONS
ENHestia
CN赫斯提亚 Hèsītíyà
JPヘスティア
KR헤스티아

General

▾ Ability Summary

The subject carries a long metal torch. The flame at the end of the torch burns constantly and can provide basic light and heat in any situation. Additionally, the flame can set Corruptors on fire, lessening Mania's harm to the environment to an extent.

▾ Awakening Signs

The subject appeared on the day of the full Illusory Moon, causing a large-scale blackout in DisSea. The MBCC's Chief detained her personally. Her body was severely corrupted by contamination and her mind was no different than that of a Corruptor.

▾ Corruption State

In a fully corrupted state, her arms have carbonized and she has nearly lost all her humanness and rationality, making communication impossible.

▾ Criminal Record

The subject was once a member of the Black Ring Expedition. The expedition found her and took her in after entering DisSea. Although her vision is heavily impaired, the subject seems to have the ability to sense Mania disasters and other dangers. With this gift, she once served as the Pyromater Sect's Priestess in Stor Town outside DisSea.

▾ Criminal Record 2

Currently detained by the MBCC. No significant abnormalities or harmful incidents have been observed to date. The subject remains within the control of the MBCC.

Arrest Record

▾ Arrest Record 1

After being detained during the Illusory Moon operation in DisSea, the subject has been placed in solitary confinement for observation and treatment. Since all current communication methods have proven futile, the MBCC has received the order for Chief to conduct dream dives with the subject.

▾ Arrest Record 2

The subject was once known as Tia, a priestess from a town near DisSea. For unknown reasons, the subject was sent into DisSea, where she was saved and taken in by the expedition. The subject went missing around N.F. 21 after getting separated from the crew.

▾ Arrest Record 3

In her early years, the subject wandered WhiteSands with several companions, surviving through hardships. Due to some incidents, most of her companions perished. In the following years, the subject and her remaining companions survived by luring wanderers for the desert bandits.

▾ Arrest Record 4

Around N.F. 19, the subject went to a town named Stor in WhiteSands and became the so-called priestess there. The subject maintained a high status in Stor Town until she entered DisSea at the beginning of N.F. 21.

Serving Term

▾ Serving Term 1

Hestia. Female. Approximately 153cm tall in the infected state. Dressed in white clothing resembling a ceremonial gown. Her body is severely corrupted by highly concentrated contamination, but the infection rates of the torch she carries and her highly carbonized arms are surprisingly low.

▾ Serving Term 2

After completing the psychic diving, the subject will remain in confinement for observation. According to the log, the subject is repelled by dark and cold environments, where she shows fear and anxiety. Therefore, such conditions should best be avoided.

▾ Serving Term 3

Her torch does not require fuel and smolders under all circumstances. It is also unusually active even in highly contaminated environments. The principle behind is yet unknown.

▾ Serving Term 4

The subject is visually impaired but has exceptionally keen hearing. She is sensitive to all unfamiliar sounds in the detention room, which may cause her to panic and lose control. Only Chief's presence induces calm and positive emotions in her.

Emotion Check

▾ Emotion Check 1

[Hestia stands at the Bureau's entrance, holding her torch.]

Hestia: I must kindle the flame... to guide everyone home...

Chief: ......

• Prompt: You can go back. Don't worry, they won't get lost.
• Hestia: No... This is... my duty...!
• Hestia: 😖

• Prompt: I appreciate it. Let me get you a chair.
• Hestia: Thank you... You shall be blessed by the priestess...
• Hestia: 😘

▾ Emotion Check 2

[Hestia tries a strange-flavored candy offered by someone.]

Hestia: Today's tribute... tastes somewhat... different...?

Chief: ......

• Prompt: If you don't like it, try a different flavor.
• Hestia: This one is much better... Sweet... It tastes like peach...
• Hestia: 😘

• Prompt: Uh... I think this one has a salted-fish flavor.
• Hestia: Salted fish... candy...? Candy... salted fish... fish...
• Hestia: 😥

Supervision Event

▾ Supervision Event 1

⚠ Failed Preaching

Hestia's hypnotherapy isn't going well.

System Notifications: During hypnotherapy, Hestia staunchly holds onto her identity as the "priestess" and has even used her mental prowess to counter the therapist's efforts, though the therapist remains unconvinced.

• Prompt: Keep it up, therapist.

▾ Supervision Event 2

⚠ Tribute

The snacks in Hestia's room are visibly multiplying.

System Notifications: Sinners and staff often give snacks to Hestia, referring to it as an offering of "tribute." At some point, a rumor begins circulating within the Bureau that the priestess would bestow protection upon those who make such offerings.

• Prompt: Let them be if it's voluntary.

▾ Supervision Event 3

⚠⚠ "Lily"

Hestia is staring at the lilies in the greenhouse, lost in thoughts.

System Notifications: While passing by the greenhouse, you notice Hestia squatting in front of a cluster of lilies.

• Prompt: Greet her

Chief: Here you are, Hestia. It seems you really like lilies.

Hestia: Hmm... They smell nice... I like them...

Chief: I once read in a book that "lily" can also be a person's name, symbolizing flawless purity.

System Notifications: Right after you finish speaking, however, Hestia starts shaking her head.

Hestia: No... I don't like that name...!

Chief: I-is that so... But I find it pretty cute...

Hestia: No... Not cute... It's just... plain...

Hestia: You... Stop saying it...!

• Prompt: Alright, alright.

System Notifications: Though perplexed by Hestia's sudden resistance to the name, you opt to stay silent, avoiding any actions that might provoke her further.

▾ Supervision Event 4

⚠⚠ Hair Model

Hestia has styled her hair into a beautiful new look.

System Notifications: You notice that Hestia's thick, long hair has been intricately braided, adorned with many glittering, adorable accessories.

• Prompt: Your new hairstyle looks beautiful.

Hestia: A... believer wearing a helmet helped me braid it... I'm... pleased...

Chief: Was it Lynn?

Hestia: Yes... Her hands are so skillful... She made all these herself... She often comes to help me with different hairstyles...

Hestia: There's also a strange woman with purple hair... who would come along...

Hestia: After my hair is done... she takes pictures of it... and mentions... something called... product photos... What are product photos?

System Notifications: You recall that the Supply Office has recently recorded a small additional income, noted as "handmade hair accessories."

• Prompt: Next time, make sure to ask Faye for the modeling fee.

▾ Supervision Event 5

⚠⚠⚠ Pathfinders in Darkness

The Bureau has organized a special training session.

System Notifications: The new training venue designed for navigating in darkness is intricate, filled with numerous obstacles, making it incredibly challenging to locate the exit in the dark. As soon as the lights go out, everyone flocks to Hestia's side.

EMP: Phew! Thank goodness for Hestia's torch—I might've taken a tumble into hell otherwise!

Hestia: Follow me... Heed my guidance...

Hestia: The light of the flame... shall illuminate the path ahead...

System Notifications: Guided by the light, the group sidesteps numerous traps and arrives at a crossroads.

EMP: Dang, look at all these paths! Which one do we go for?

Hestia: Heed the whispers of the air... It shall lead us... toward the exit...

EMP: That's impressive! I can't hear a thing!

System Notifications: With Hestia's assistance, the Sinners skirt the edges of cheating during the training, smoothly locating the exit and bringing this pathfinding training to a rapid close.

• Prompt: This is a deliberate act of skipping class.
• EMP: What do you mean by skipping class? We're just playing to our strengths as a team! Chief, you're way too uptight!
• System Notifications: EMP asserts firmly, with the other Sinners in agreement. Meanwhile, Hestia nods, clutching the torch that still flickers with light.
• Hestia: I am prepared... to kindle the flame and guide all...
• Hestia: This is... the priestess's duty.
• Chief: Fine, I'll count this as a pass.
• EMP: Hooray!
• Chief: However, I will arrange a second round of training, and each session will be done individually.
• EMP: What?! C'mon, don't do that to us...

• Prompt: Well done, team.
• EMP: Haha, absolutely! It's all about that flawless teamwork between me, the Archer Queen of Syndicate, and the Torch Priestess! Isn't that right, Hestia?
• Hestia: Indeed... As a faithful follower, she devoutly heeded my guidance...
• System Notifications: You recall watching EMP, with almost no sense of pride, cling to Hestia throughout the night vision footage, and you smile without giving it away.
• Chief: Given your mastery of teamwork, the upcoming solo training should be a breeze for you, right?
• EMP: Hahaha, of course... Wait, solo training? Chief, get back here and explain yourself!!

▾ Supervision Event 6

⚠⚠⚠ Save the Light

Supervision System has detected a malfunction in the lighting system of the Outdoor Activity Area.

System Notifications: Supervision System:
Malfunction detected in the lighting system of the Outdoor Activity Area. Go and check?

• Prompt: Yes.

System Notifications: Upon reaching the malfunctioning area, you spot Hestia and Yanyan standing under a flickering light.

Yanyan: Hestia, why does the light keep flickering?

Hestia: For... people have strayed from devotion... thus, the god, in a fit of anger, has reclaimed the blessing of light...

Yanyan: Is there any way to make the god not angry...?

Hestia: Present more tributes to god... to demonstrate sincerity...

Yanyan: Oh, that's all? Seems like the god in DisCity is just like the ones in Eastia, wanting offerings regularly.

System Notifications: Suddenly, with a "pop," the corridor plunges into darkness as the flickering light tube finally gives out.

Yanyan: Ahhh! The light went out!

Hestia: This is... the result of neglecting to offer tributes to god... Only by pleasing the god will the light be restored...

Yanyan: I'll go tell everyone right away, so they can bring some tributes! By the way, Hestia, what would the god like?

Hestia: Food... the more, the better...

Yanyan: I'll keep that in mind!

• Prompt: Step in to stop
• System Notifications: Seeing their conversation veering into absurdity, you step in to interrupt.
• Chief: It's alright, Yanyan, you don't have to worry about finding tributes. I'll take care of it.
• Yanyan: Really? But the light...
• Chief: It's likely just a burnt filament; replacing it should fix the issue. It's nearly dinner time, and I heard there's a feast in the cafeteria today. Why don't you go take a look?
• Hestia: A feast... I want to go...
• System Notifications: After managing to persuade the two to leave, you submit a maintenance request to the logistics department.
• Chief: It appears necessary to enhance scientific education for the Sinners in the future.

• Prompt: Call repair personnel
• System Notifications: The repair personnel arrive quickly and replace the light tube in less than five minutes. The corridor becomes bright again.
• Yanyan: Wow... Is this another kind of magic to make god happy again?
• Chief: No, technically speaking, it's a "repair skill"... more useful than offering tributes. If you're curious, the Bureau offers a basic course on it.
• Yanyan: I'll think about it... Hestia, do you want to take the course with me?
• Hestia: I... refuse...
• Hestia: That is the wisdom bestowed upon humanity by god... As the priestess, I do not require further instruction... I can simply commune with god...

Mirage

▾ Mirage

Fire and Eternity

At first, fire is a scorching scar, a signal of danger, a source of suffering.

[[Phase One]]

Hestia wakes up lost and alone in the middle of the desert. Hearing some people in the distance, Hestia — currently going by the name Tia — calls out to what turns out to be a group of three post-apocalyptic wasteland wanderers. The three men are suspicious that a blind girl alone in the wasteland might be a trap, but she convinces them that she was separated from her family by a sandstorm and that if they can help her back to her nearby village, they'll be thanked for saving her. The wanderers, who are all on the verge of starvation, are persuaded to do so by the possibility of being rewarded with food and water.

When they reach the village, all of the adults are out, but they are greeted by a girl named Loye. The wanderers are stunned to see that the village appears far wealthier than any other towns in the wasteland. Tia and Loye invite them in, and Tia trades one of the men a fancy new weapon in exchange for a can of sweet syrup. She claims that she wants to try canned food because even though the village has so much, the adults make them save anything preserved for harder times. The wanderers plan to loot the village for as much as they can and leave before the adults return, but Loye and Tia feed them drugged tea. When the first man falls asleep the other two realize they've been tricked, but the village's adults return and murderer all three wanderers.

One of the adults beats Loye for failing to incapacitate all of the men. Later that night, while the adults celebrate their "hunt", Tia and Loye share a meager dinner. Tia uses the can of syrup to improve their meal and tries to reassure Loye that she is not as useless as the adults say, because she is able to help Tia through the challenges caused by her blindness. They wonder whether gods exist in this world, and Tia says that if there are then they must be cruel, as their friends Atto and Luca have died but the bad people in the village get to live well.

[[Phase Two]]

The adults send Tia and Loye out for another hunt, and they reminisce about the time before they were found by the village. The two of them, along with Atto and Luca, had wandered WhiteSands together until Atto was caught stealing. After that, Loye guided Tia through the desert until they were discovered by the adults.

That night, Loye decides to leave Tia alone in the desert and go back to the village by herself. She tells Tia that she's learned that the good are at the mercy of the evil, and she has to become a bad person in order to survive. She believes that if Tia is gone, the adults will have no choice but to treat her better. Loye tells her that if she wants to live, she should become a bad person as well.

[[Phase Three]]

On the verge of death, Tia is discovered by a group from Stor Town. She overhears them discussing a prophecy that their goddess, the Pyromater, will send a priestess who rises from the dead. Tia remembers Loye's advice that if she wants to survive, she needs to become a bad person. She introduces herself to them as Hestia, and claims to be the Pyromater's priestess.

Some time later, Hestia leads the people of Stor Town to a so-called "Promised Land" — the village where she and Loye had been captives. In the ensuing battle, her followers wipe out the bandits. Hestia hears the sound of a girl crying, but in the aftermath, while her followers celebrate the wealth of supplies she has led them to, Hestia is unable to confirm whether anybody saw Lowe in the village.

[[Phase Four]]

During a catastrophe that she is powerless to protect them from, the people of Stor Town decide that Hestia must have angered the Pyromater. They decide to sacrifice her to appease the goddess and cast her out into the desert. Once again alone in darkness, Hestia hears Loye's voice. Loye tells her that even though her priesthood was based on a lie, Hestia had become a good person again by trying to give the people what they wanted. That failure, she says, is why Hestia has once again ended up alone. Loye's spirit, along with the souls of others who died because of Hestia's lies, try to lead her somewhere in the darkness, but she runs away in fear.

Once again Hestia is discovered in alone in the desert, this time by the Keylan Expedition. She introduces herself to them as Hestia, the priestess of Stor Town, but they laugh — as scientists and soldiers, one member refers to themselves as "the most godless group of people in the world." Hestia asks what they do believe in, and they reply that they believe in people. She is disturbed by their assertion that because they are good people, they want to help her and expect nothing in return. When she learns that they allow another child to travel with the group because they are a guide, Hestia decides to play the role of a guide as well.

Later, someone collects the tinder carefully and pours it into a torch.
She burns with the crowd's expectations, providing light and warmth until eternity.

Flavor Text

▾ Base Outfit

The Stor Town Priestess's ceremonial gown. Now unrecognizable having been altered by contamination.

▾ Phase-Up

Don't panic. I shall be your torch, lighting up the darkness on your journey.

Voice Lines

Реплики пока не добавлены.

Lore

Awakening Signs

The subject appeared on the day of the full Illusory Moon, causing a large-scale blackout in DisSea. The MBCC's Chief detained her personally. Her body was severely corrupted by contamination and her mind was no different than that of a Corruptor.

Corruption State

In a fully corrupted state, her arms have carbonized and she has nearly lost all her humanness and rationality, making communication impossible.

Arrest Records

After being detained during the Illusory Moon operation in DisSea, the subject has been placed in solitary confinement for observation and treatment. Since all current communication methods have proven futile, the MBCC has received the order for Chief to conduct dream dives with the subject. The subject was once known as Tia, a priestess from a town near DisSea. For unknown reasons, the subject was sent into DisSea, where she was saved and taken in by the expedition. The subject went missing around N.F. 21 after getting separated from the crew. In her early years, the subject wandered WhiteSands with several companions, surviving through hardships. Due to some incidents, most of her companions perished. In the following years, the subject and her remaining companions survived by luring wanderers for the desert bandits. Around N.F. 19, the subject went to a town named Stor in WhiteSands and became the so-called *priestess* there. The subject maintained a high status in Stor Town until she entered DisSea at the beginning of N.F. 21.

Performance

Hestia. Female. Approximately 153cm tall in the infected state. Dressed in white clothing resembling a ceremonial gown. Her body is severely corrupted by highly concentrated contamination, but the infection rates of the torch she carries and her highly carbonized arms are surprisingly low. After completing the psychic diving, the subject will remain in confinement for observation. According to the log, the subject is repelled by dark and cold environments, where she shows fear and anxiety. Therefore, such conditions should best be avoided. Her torch does not require fuel and smolders under all circumstances. It is also unusually active even in highly contaminated environments. The principle behind is yet unknown. The subject is visually impaired but has exceptionally keen hearing. She is sensitive to all unfamiliar sounds in the detention room, which may cause her to panic and lose control. Only Chief's presence induces calm and positive emotions in her.

Ability Tags