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All New Endless Ragnarok Sigils and How to Farm Them Fast

Farm All New Endless Ragnarok Sigils fast by prioritizing Fatebreaker, targeting the right Chaos and Chaos+ quests, and using Transmutation and Transmarvel for extra V+ rolls.

Farm All New Endless Ragnarok Sigils fast by prioritizing Fatebreaker, targeting the right Chaos and Chaos+ quests, and using Transmutation and Transmarvel for extra V+ rolls.

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Grab Fatebreaker first, then farm the specific Chaos and Chaos+ quests for the Celestial sigils while using Transmutation and Transmarvel to roll extra V+ copies.

The Endless Ragnarok expansion drops a full slate of new V+ sigils into Granblue Fantasy: Relink, and the interesting part is that only a couple are flat meta picks — most are contextual tools that fit a specific build or fight. Below is every one of the ten new sigils ranked from the clear best to the hardest to justify, what each actually does at max level, and exactly which quest hands it to you.

Every new Endless Ragnarok sigil at a glance

Sigil Priority and farm
Fatebreaker Core. First-clear reward from Trial of Two Eternities; huge attack, defense and damage cap inside Fatebreaker quests.
Celestial Lumen Core comfort. Drop from You’re Being Watched; attack and damage cap while above 75% HP.
Celestial Nyx Situational push. Chaos+ Beastral Blaze; bigger numbers but needs 25% HP or lower.
Celestial Ventus Situational DPS. Chaos+ Beastial Earth; more damage dealt, but ally healing stops working on you.
Celestial Terror Situational tool. Chaos+ Abandoned Hope or Transmarvel; trades max HP for damage cap.
Celestial Incendo Window swap. Chaos quest Sunblade; damage cap against foes in Overdrive.
Celestial Aqua Window swap. In the Depths of Madness; damage dealt to foes in Break.
Divergence Low priority. Jumbo Crab’s Title Fight; heal-over-time with a debuff cleanse chance.
Sumo Force Low priority. Jumbo Crab’s Title Fight; mixed stat package that leans novelty.
Immortal Shell Completion grind. Rescue Dark wee pincers; scales to level 20 for small cap, defense and supplementary damage.

Scan the table to decide what to chase first, then read the per-sigil notes below for the exact numbers and the reasoning behind each ranking. A few of the newest Chaos and Chaos+ quest names are still settling in, so an in-game label may read slightly differently from what’s listed here — the drop items panel on each quest is the fastest way to confirm.

Fatebreaker: the instant slot for expansion content

This is the most meta addition of the whole batch and the one you should equip the moment you have it. Fatebreaker boosts your attack, defense and damage cap whenever you’re inside a Fatebreaker-grade quest, topping out at a huge 50% attack, 5% defense and 50% damage cap. If you’re unsure what counts as Fatebreaker content, it’s everything from the original Chaos quests through Chaos+ and beyond — the whole expansion progression sits under the Fatebreaker banner, so this sigil is active for essentially all of your endgame runs.

The only time it does nothing is on older, non-Fatebreaker content, where it simply won’t activate. To get your first one, clear Trial of Two Eternities, the very first Chaos-level Fatebreaker quest where you square off against your two friends — it’s a guaranteed first-clear reward, so you won’t be fighting RNG for the initial copy. Extra copies can come later through Transmutation and Transmarvel rolls, general quest drops, and Conflux-style sources.

QUICK WIN

Clear Trial of Two Eternities for the guaranteed first-clear Fatebreaker before anything else — it’s active across all expansion content and needs no farming luck.

Celestial Lumen for high-health comfort builds

Celestial Lumen is the comfortable general-use pick, and it’s one plenty of players will happily slot in. It boosts attack power and damage cap while your health sits above a threshold — stay at 75% HP or more and you get up to a 20% attack bonus and a 70% damage cap increase. Because it keys off a percentage rather than a raw number, you don’t need some enormous health pool to qualify; most players already play near full health, so the condition takes care of itself.

Celestial Nyx when you push at low HP

Celestial Nyx is the same idea as Lumen flipped on its head. It boosts attack power and damage cap, but instead of rewarding high health it wants you at 25% HP or lower. Pay that risk and the payoff is bigger: up to a 30% attack bonus and a massive 120% damage cap. On paper it’s simply the stronger version of Lumen with a harsher requirement.

The catch is setup. You can stack health and then deliberately sit under 25%, but with builds already trying to stay under thresholds like 45k for other effects, intentionally cutting yourself that low is fiddly to maintain. That’s why it lands as a speedrunner and push-build tool — great for optimized damage runs, not something most players will bother babysitting. To farm it you need to reach Chaos+, which mostly means clearing the original Chaos quests (you can skip General Assembly). It’s in one of the first four Chaos+ quests, Beastral Blaze, listed under that quest’s drop items.

Celestial Ventus for no-healer DPS teams

Celestial Ventus is a clean tradeoff sigil: at max level you deal a flat +10% damage, but healing from allies no longer restores your HP. In a lot of endgame setups that cost barely matters — a full DPS team where nobody is running meaningful heals loses nothing by turning off ally healing, and the extra damage helps push the hardest content.

Importantly, your teammates aren’t dead weight with this equipped. Their buffs and enemy debuffs still land and still help you; it’s specifically direct healing that stops affecting you. The open question is whether the 10% is worth a primary slot or better as a secondary source of the same effect. You farm it from the very first Chaos+ quest you’ll clear, Beastial Earth, where Ventus shows up in the drop items.

Celestial Terror to manage the 45k health line

Celestial Terror looks punishing at first: it cuts your maximum base health by 30% at every level, in exchange for up to a 70% damage cap increase at max. The reason it’s ranked as high as it is comes down to threshold builds. Catastrophe-style setups want to stay under 45k HP for their attack and damage cap bonuses, and as the game piles on health through the mastery trait system and weapon transcendence, holding that line gets genuinely awkward.

That’s where Terror earns its slot. Sitting at, say, 44k, equipping it drops you to just over 30k — so you can use it as a lever to pull yourself back under 45k and unlock serious bonuses like that 70% cap while you’re there. It’s a real tool for HP management, not just a downside sigil, and it can be part of meta setups. The Chaos+ quest that lists it as a drop is Abandoned Hope, but it also comes out of Transmarvel rolls and general sigil-power drops, so you don’t have to reach that specific quest to own one.

Celestial Incendo during Overdrive windows

Celestial Incendo boosts your damage cap against a foe in Overdrive, up to 50% at max level. When a boss enrages into Overdrive and you’re racing to break it out, this pushes your damage during that stretch. The knock against it is simply that 50% caps the ceiling — useful, but not so large that it demands a main slot, especially when Overdrive windows are limited. It reads best as a secondary effect or something you pick up from another source. You’ll find it as a drop from the Chaos quest Sunblade, which isn’t deep at all — it’s around the second set of Chaos quests.

Celestial Aqua for Break burst damage

Celestial Aqua raises the damage you deal to foes in Break, including link time attacks and chambers, scaling up to +15% at max level. Break is a short but high-value DPS window, so the effect is genuinely strong when it triggers — the problem is only that it triggers during Break, which limits uptime. Like Incendo, it shines as a secondary power rather than a locked main slot in the tight sigil space endgame builds deal with. The good news is the source is early: it’s a drop from In the Depths of Madness, one of the first quests you’ll clear in the expansion.

Divergence heal-over-time and debuff cleanse

Divergence is the most reasonable of the three low-priority sigils. It’s a heal-over-time effect with a chance to clear a debuff — at max level a 2% max HP tick plus a 15% chance to instantly recover from one debuff, with the cleanse odds rising as you level it. While you’re learning new fights and eating hits you shouldn’t, both the sustain and the cleanse sound handy.

The trouble is competition. A slow ticking heal doesn’t do much next to stronger sustain options — running something like Drain as a secondary generally out-values it. Unless you’re facing a fight with unusually nasty debuffs, Divergence stays a fine-but-unexciting pick. You can grab it early from the Jumbo Crab’s Title Fight drop items.

Sumo Force from the crab title fight

Sumo Force is tied to that same Jumbo Crab’s Title Fight, a repeatable expansion quest where you knock a crab out of the arena over multiple rounds. You get the sigil the first time and level it by running more of that content. Its stats build oddly — it starts as a measly bit of stun power, then adds healing cap, attack and health — and by level 5 it hands you 25 stun power, 10% healing cap, 1,000 raw attack and 2,000 raw health.

That’s a genuinely usable, if goofy, package. The honest issue is fit: it’s hard to see where it slots into a tight meta build over more focused sigils, so treat it as a fun extra rather than a core piece.

Immortal Shell and the Dark wee pincer grind

Immortal Shell is the completionist’s sigil. It ties a summon that continuously damages foes in a drop zone to how many Dark wee pincers you’ve rescued, and it scales all the way to level 20 for the full 20 pincers. You get the sigil itself after finding your first Dark wee pincer, then improve it as you track down the rest.

The payoff curve is the catch. Level 1 is just 2% attack, while level 20 finally delivers 5% damage cap, 2% defense and 5% supplementary damage. Those are respectable numbers, but reaching them means hunting down all 20 pincers — a lot of effort for a slot that’s still tough to justify in a meta setup. Chase it for completion, not for raw power.

Build priorities and when to swap each sigil

Build goal Sigils
Safe general DPS Fatebreaker, Celestial Lumen
Low-HP pushing Celestial Nyx
No-healer DPS team Celestial Ventus
Damage cap and HP threshold Celestial Terror
Break burst window Celestial Aqua
Overdrive burst window Celestial Incendo
Collection and niche Divergence, Sumo Force, Immortal Shell

Turning the ranking into loadout advice is simpler than the ten-sigil list makes it look. Fatebreaker is the default for any Fatebreaker content — equip it and forget it. Celestial Lumen is your general comfort damage sigil for staying at high health, while Celestial Nyx is the high-risk alternative you only bring when you’re deliberately playing under 25% HP to push clears. Celestial Ventus is a clean fit for full DPS groups running no meaningful healer, and Celestial Terror is the lever for cap-plus-threshold builds that need to duck back under a health line like 45k.

KEY!

Everything else is a swap or a niche. Incendo and Aqua are window-based effects you rotate in for Overdrive or Break burst, ideally as secondary powers rather than locked main slots. Divergence, Sumo Force and Immortal Shell are collection- or comfort-driven — worth owning, rarely worth a competitive slot.

How the new sigils fit the wider Endless Ragnarok grind

These ten pieces sit inside a much larger endgame economy, and knowing the surrounding systems speeds up how fast you roll good copies. Every new sigil here is V+ grade, tuned for Proud and Chaos difficulty, and they still come from the usual channels: quest drops, Curio appraisals, and Sigil Synthesis plus Transmutation and Transmarvel at Siero’s Knickknack Shack, paid for with rupies and Knickknack Vouchers. Converting surplus materials into vouchers and spamming high-tier Transmutation is what turns a handful of first-clear copies into stacked, high-roll V+ sigils.

The expansion also folds several once-rare pieces into the V+ pool — War Elemental+, Berserker Echo+, Spartan Echo+ and Supplementary DMG V+ are far easier to reach now than they were through pre-expansion Curio RNG. On top of that there’s a new damage-cap trait, DMG Cap Cardinal, which rewards repeated weak-point and back hits and stacks up to four times, though it lives outside this specific new-sigil checklist. Rounding it out is Terminus weapon transcendence, which slots into the same farming loop — players report Terminus weapons dropping roughly every one to two runs in the new mode, so it pairs naturally with a maxed sigil loadout. Treat all of that as the backdrop the new sigils plug into, not a second grind to chase before you’ve secured Fatebreaker and your Celestial core.

Frequently Asked Questions

Which Endless Ragnarok sigil should I farm first?

Fatebreaker, without much debate. It’s the most meta addition, boosts attack, defense and damage cap across all Fatebreaker content, and its first copy is a guaranteed clear reward — so it’s both the strongest and the easiest to obtain.

Where do you get Fatebreaker?

Clear Trial of Two Eternities, the first Chaos-level Fatebreaker quest, for a first-clear copy. After that, more can come from Transmutation and Transmarvel rolls, general quest drops and Conflux-style sources.

Is Celestial Nyx better than Celestial Lumen?

On raw numbers, yes — Nyx gives up to 30% attack and 120% damage cap versus Lumen’s 20% and 70%. But Nyx needs you at 25% HP or lower while Lumen only asks for 75% or higher, so Lumen is the practical choice for most players and Nyx is a push-build tool for those willing to manage low health.

Is Celestial Terror worth using for Catastrophe builds?

Yes, as a health-management lever. Its flat 30% max HP cut lets you drop back under thresholds like 45k for Catastrophe-style bonuses, and in return you get up to a 70% damage cap increase — a real meta tool, not just a downside.

Can the new sigils come from Transmutation or Transmarvel?

Yes. Beyond their specific quest drops, these V+ sigils can be rolled through Transmutation and Transmarvel — Celestial Terror in particular is commonly picked up that way before players even reach its listed quest.

More questions
Is Immortal Shell worth maxing by finding all Dark wee pincers?

Only if you’re chasing completion. At level 20 it gives 5% damage cap, 2% defense and 5% supplementary damage, but that requires rescuing all 20 Dark wee pincers — a big time investment for a slot that still struggles to beat focused meta sigils.


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