In order to strengthen your characters in Clair Obscur: Expedition 33, you need Pictos. MeinMMO shows you their locations and what effects they have.
What are Pictos? Pictos are passive abilities that you can equip on your team. Each character can equip three Pictos. They can be obtained after defeating enemies, purchased from merchants, or found in the game world.
To unlock a Picto’s ability for all, 4 battles must be won with the equipped items. After that, the passive ability will be available to all and can be equipped as Lumina. Additionally, they can enhance the attributes of your characters.
To help you find all Pictos, we have listed their respective locations with effects.
All Pictos with Location in Clair Obscur: Expedition 33
In the following list, you will find the Pictos sorted alphabetically. We will reveal their respective effects, costs as Lumina, and item locations. If the Pictos are located in the overworld, we will mention the continents as the location. We categorize the Pictos into those from the main game and those from Patch 1.5.0.
Patch 1.5.0
| Picto + Effect | Lumina Cost | Location |
| Alternating Crit: On a critical hit, the next non-critical hit deals 100% more damage. | 10 | Verso’s Drafts: In a small side tunnel to the right of the main path, across from the Mimic enemy. |
| AP Discount: Skills cost 1 AP less. | 30 | Verso’s Drafts: Available for purchase from the merchant Najabla. |
| Empowering Jumps: Counters deal 100% more damage for each successful jump counter this round. | 5 | Verso’s Drafts: Complete the See-Saw Challenge of the Ghosts. |
| Clea’s Death: Upon the character’s death, allies receive +25% damage until they die themselves. | 15 | Endless Tower: Defeat the boss Clea Unleashed. |
| Double Third: Every third hit from a skill deals double damage. | 10 | Verso’s Drafts: Defeat the group of Barbasucette and Machinapieds enemies below the first expedition flag. |
| First Life: +25% damage until death. After death and resurrection -20% damage. (One-time effect) | 15 | Endless Tower: Reward for defeating the Chromatic Lampmaster. |
| Feint: Start each round with 4 Barbapapa stacks. Every 5th hit with a skill deals 600% more damage. | 15 | Verso’s Drafts: Counter the attacks of Monsieur Frappe near the carousel swings. |
| Gradient Parry: Gain +5% of a Gradient charge on a successful parade. | 10 | Verso’s Drafts: Defeat the wheel-like enemies near the pink color cage at the Ghost baths. |
| Gradient Overcharge: Consume 3 Gradient charges at the start of the round (if possible) to deal 200% more damage this round. | 15 | Verso’s Drafts: On a lollipop platform during the parkour segment on the way to the Chromatic Licorne. |
| Longer Break: The Break status lasts 1 round longer, but the target cannot be broken twice. | 10 | Verso’s Drafts: Dropped along with Double Third by the enemy group near the first flag. |
| Empowered Healer: Using a healing skill grants +50% damage for 1 round. | 10 | Verso’s Drafts: Cross the broken platforms (parkour) near the resting point Reverie Path. |
| Frenzy: Each consecutive hit from a skill deals 10% more damage. | 20 | Verso’s Drafts: Defeat the boss at the Licornapieds Station (behind the gingerbread door, for which you need to collect cake pieces). |
| Damage Share: 50% of the damage taken is redirected to other allies (if possible). | 30 | Verso’s Drafts: Defeat the two François-like enemies at the Heaven-and-Hell game. |
| Trigger-Happy: After 10 shots in the same round, you gain a one-time +2 AP. Subsequent shots in this round deal 200% more damage. | 20 | Verso’s Drafts: Burst the balloons and duel the Half-baked Gestral. |
| SOS Healing Tint: Automatically consumes a healing item when health drops below 50%. | 10 | Verso’s Drafts: Near the large open book in the Open Playground area (defeat enemies). |
| Slowing Attack: Standard attacks apply Slow for 1 round. | 10 | Verso’s Drafts: Location varies (often dropped by specific enemies in the starting area). |
| Consuming Attack: Standard attacks consume up to 100 Burn stacks to deal 10% more damage per consumed stack. | 10 | Verso’s Drafts: Available for purchase from the merchant Najabla. |
Main Game
| Picto + Effect | Lumina Cost | Location |
| Shortcut: If your health falls below 30%, you immediately take your turn. Once per battle. | 5 | Monolith |
| Shielding Color: Healing colors also create 2 shields. | 10 | Continent, southeast of Forgotten Battlefield |
| Shielding Death: Upon death, allies receive 3 shields. | 10 | Victory over Chromatic Chapelier (The Crows) |
| Actionable Healer: +2 AP when healing an ally. Once per round. | 10 | Flying Mansion |
| Anti-Inflicted: Immune to Inflicted. | 10 | Gestral Merchant (The Aspiring) |
| Anti-Stunned: Immune to Stunned. | 5 | Victory over Chromatic Pétank (Southeast on the Continent) |
| Anti-Charmed: Immune to Charmed. | 10 | Victory over the Tisseur (Sirène) |
| Anti-Burning: Immune to Burning. | 15 | Victory over Gargant (Frozen Hearts) |
| Anti-Frozen: Immune to Frozen. | 15 | Color Cage (Frozen Hearts) |
| Charging Change: +10% of gradient charge when a buff is applied. Once per round. | 10 | Flying Mansion |
| Charging Stun: +5% of gradient charge when hitting a stunned opponent. | 5 | Lumière |
| Charging Color: +5% of gradient charge when an item is used. | 2 | Continent, southwest of Monocos Station |
| Charging Critical Hit: +20% of gradient charge on a critical hit. Once per round. | 10 | Renoir’s Designs |
| Charging Weakness: +15% of gradient charge when exploiting a target’s weakness (once per round). | 5 | Gestral Merchant (The Aspiring) |
| Charging Attack: +15% of gradient charge on standard attacks. | 7 | The Aspiring |
| Charging Gradient: +10% of gradient charge on counters. | 10 | The Aspiring |
| Charging Burning: +20% of gradient charge on application of Burning. Once per round. | 10 | Renoir’s Designs |
| Charging Marking: +20% of gradient charge when hitting a marked target. Once per round. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Dodge Maneuver: Gain 1 AP on perfect dodge. Once per round. | 1 | Spring Meadows |
| Automatically Agile: Grants Agility for three rounds at the start of the battle. | 10 | Old Lumière |
| Automatically Armored: Grants Armor for three rounds at the start of the battle. | 10 | Stonewave Cliffs, after Nevron quest from Hexga |
| Automatically Powerful: Grants Power for three rounds at the start of the battle. | 10 | Floating Cemetery, grant Chalier his wish for death |
| Automatically Regenerating: Grants Regeneration for three rounds at the start of the battle. | 10 | Sirène |
| Stained: 15% increased damage for each of your status effects. | 3 | Gestral Merchant (The Aspiring) |
| Encouraging Color: Healing colors also act Powerfully. | 5 | Forgotten Battlefield |
| Encouraging Attack: Gain Power from standard attacks for one round. | 10 | Spring Meadows |
| Encouraging Break: Gain Power when a target is broken. | 3 | Flying Mansion |
| Encouraging Dodge: 5% increased damage for each consecutive successful dodge. Stackable up to ten times. | 5 | Continent, red forest in the east |
| Encouraging Last Stand: Gain Power while fighting alone. | 3 | Victory over Julien Winzkopf (Hidden Gestral Arena) |
| Encouraging Parry: Each successful parry increases damage by 5% until the end of the next turn. Damage taken removes this buff. | 5 | Color Cage (Monolith) |
| Revitalizing Stun: +1 AP when a stunned target is hit with an ability. | 10 | Color Cage (Flying Mansion) |
| Revitalizing Healing: When an ally is healed, they also gain 2 AP. | 10 | Continent, before Endless Tower |
| Revitalizing Purification: Removes the first negative status effect received and grants 2 AP. | 10 | Gestral Merchant (Monolith) |
| Revitalizing Shots: 20%-chance to gain 1 AP on a free-targeting shot. | 10 | Flying Mansion |
| Revitalizing Resurrection: +3 AP for all allies when a character is resurrected. | 5 | Victory over Chromatic Hexga (Stonewave Cliffs Cave) |
| Revitalizing Attack I: +1 AP on standard attacks. | 10 | Victory over Glaise (Yellow Harvest), Gestral Merchant (Renoir’s Designs) |
| Revitalizing Attack II: +1 AP on standard attacks. | 15 | Gestral Merchant (Sirène) |
| Revitalizing Break: +3 AP when a target is broken. | 3 | Flying Waters |
| Revitalizing Gradient: +1 AP for each consumed gradient charge. | 10 | Victory over Frost Évêque (Continent, northeast of Forgotten Battlefield) |
| Revitalizing Pain: Parrying no longer generates AP. +1 AP when you are hit. | 10 | Stonewave Cliffs |
| Revitalizing Jump: +1 AP on jump counters. | 5 | Old Sanctuary |
| Revitalizing Start I: +1 AP at the start of the battle. | 5 | Continent, north of Gestral Village |
| Revitalizing Start II: +1 AP at the start of the battle. | 10 | Old Sanctuary |
| Revitalizing Start III: +1 AP at the start of the battle. | 15 | Esquies Nest |
| Revitalizing Start IV: +1 AP at the start of the battle. | 20 | Forgotten Battlefield |
| Revitalizing Death: Upon death, +4 AP for all allies. | 5 | Forgotten Battlefield, Grandis Merchant (Monocos Station) |
| Revitalizing Move: +1 AP at the beginning of the turn. | 20 | Victory over Sirène, Gestral Merchant (Holy River, Renoir’s Designs) |
| Revitalizing Burning: +1 AP on application of Burning. Once per round. | 10 | Victory over Chromatic Veilleur (Frozen Hearts) |
| Revitalizing Agile: +2 AP on application of Agile. | 10 | Endless Tower, after 3rd battle on level 2 |
| Revitalizing Armored: +2 AP on application of Armored. | 10 | Continent, southeast (with Color Break) |
| Revitalizing Powerful: +2 AP on application of Powerful. | 10 | Lumière |
| Revitalizing Parry: +1 AP on successful parry. | 15 | Victory over Chromatic Luster (Forgotten Battlefield), Gestral Merchant (Holy River, Renoir’s Designs) |
| Rewarding Marking: +2 AP when damage is dealt to a marked target. Once per round. | 5 | Flying Waters, Gestral Merchant (Holy River) |
| Accelerating Color: Healing colors also act Agile. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Accelerating Healing: While healing an ally, also applies Agile for one round. | 5 | Continent, south of Forgotten Battlefield |
| Accelerating Shots: 20%-chance to gain Agile on a free-targeting shot. | 3 | Gestral Merchant (Flying Mansion) |
| Accelerating Last Stand: Gain Agile while fighting alone. | 3 | Victory over Bertrand Grosshand (Hidden Gestral Arena) |
| Stun Boost: Deal 30% increased damage to stunned opponents. | 10 | Old Sanctuary, Gestral Merchant (Holy River) |
| Breaking Shots: 50% increased break damage with free-targeting shots. | 1 | Stonewave Cliffs |
| Breaking Attack: The standard attack can break opponents. | 10 | Victory over Clair Obscur (Monolith) |
| Breaking Counter: 50% increased break damage on counters. | 3 | Stonewave Cliffs |
| Breaking Burning: 25% increased break damage on burning opponents. | 5 | Continent, west of Monocos Station |
| Breaker: 25% increased break damage. | 10 | Old Sanctuary |
| Burning Affinity: 25% increased damage to burning opponents. | 10 | Frozen Hearts |
| Burning Shots: 20%-chance that a free-targeting shot will apply Burning. | 3 | Spring Meadows, Gestral Merchant (Holy River), Grandis Merchant (Monocos Station) |
| Burning Break: Applies three stacks of Burning when a target is broken. | 3 | Frozen Hearts |
| Burning Death: When dying, applies three stacks of Burning. | 5 | Victory over Burgeon, continent west of Monocos Station |
| Burning Mark: Applies Burning stacks when hitting a marked opponent. | 15 | Old Sanctuary |
| Break Specialist: The character deals 50% more break damage, but their standard attack damage is reduced by 20%. | 1 | Gestral Merchant (Flying Mansion) |
| Clea’s Life: If you have not taken damage since your last turn at the start of the turn, 100% of your health is restored. | 30 | Victory over Clea (Flying Mansion) |
| Defensive Tactic: If the character takes damage, they consume (if possible) 1 AP to reduce the damage by 30%. | 1 | Stonewave Cliffs |
| The Last Point: Reduces maximum health to 1. | 1 | Victory over the Pantomime (Sunless Cliffs) |
| Double Mark: Marking is only removed after another hit. | 20 | Gestral Merchant (Sirène) |
| Double Trigger: When applying a stack of Burning, a second is applied. | 30 | Visages, Gestral Merchant (Holy River) |
| Effective Healing: Doubles any healing received. | 30 | Sirène |
| Effective Support: +2 AP when using an item. | 5 | Continent (Northeast on a ledge) |
| Hasty Retreat: Allows immediate escape from a battle | 40 | Finding all Gestral Kids |
| Solo Fighter: Deals 50% more damage while fighting alone. | 1 | Victory over Julien Winzkopf (Hidden Gestral Arena), Gestral Merchant (Renoir’s Designs) |
| Eager Break: When a target is broken, you take another turn. | 3 | Victory over Chromatic Cruler (Sanctuary of Endless Night) |
| Energy-rich Healing Color: Healing colors also generate 1 AP. | 1 | Stonewave Cliffs |
| Energy-rich Resurrection Color: Resurrection color generates 3 AP. | 10 | Forgotten Battlefield, Gestral Merchant (Holy River) |
| Enormous First Strike: The first damage dealt and received causes 50% more damage. | 5 | Victory over Chromatic Abbest (Abbest Cave) |
| Exposing Attack: Standard attacks apply Vulnerable for one round. | 10 | Monolith, Gestral Merchant (Flying Waters) |
| Exposing Break: Applies Vulnerable when an opponent is broken. | 5 | Gestral Merchant (The Aspiring) |
| Significantly Agile: +25% speed increase from Agile. | 10 | Grandis Merchant (Monocos Station) |
| Significantly Armored: +10% damage reduction from Armored. | 10 | Sirène |
| Significantly Weak: +15% damage reduction from Weak. | 15 | Endless Tower, after 3rd battle on level 10 |
| Significantly Powerful: +15% damage increase from Powerful. | 10 | Gestral Merchant (Sirène) |
| Significantly Slowed: +15% speed reduction from Slowed. | 15 | Sky Island |
| Significantly Vulnerable: +15% damage increase from Vulnerable. | 15 | Gestral Merchant (Monolith) |
| Recovery: 10% of health is restored at the beginning of the turn. | 10 | Red Forests, after Stonewave Cliffs, after Nevron Quest from Bénisseur |
| Exhausting Power: 50% increased damage when exhausted. | 2 | Stonewave Cliffs Cave |
| Shattering Attack: 50% increased break damage with standard attack. | 1 | Flying Waters |
| First Strike: You take your turn first. | 10 | Stonewave Cliffs |
| Color of Time: Energy colors make the target take their turn immediately. | 10 | Endless Tower, after 3rd battle on level 4 |
| Agile Powerful: When applying Powerful, Agile is also applied. | 10 | Renoir’s Designs |
| Painted Power: Damage can exceed 9,999. | 5 | Victory over Painter (Monolith) |
| Shared Healing: When healing an ally, you heal yourself for 50% of the healing amount. | 10 | Continent, south on the island with access to White Tree |
| Armored Agile: When applying Agile, Armored is also applied. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Armored Last Stand: Gain Armored while fighting alone. | 3 | Victory over Dominique Großfuß (Hidden Gestral Arena) |
| Protected Resurrection: +1 shield when resurrected. | 5 | Gestral Merchant (Renoir’s Designs) |
| Increased Attack: 50% increased damage with standard attacks. | 7 | Victory over Chromatic Lancelier (Spring Meadows) |
| Increased First Strike: 50% increased damage on the first hit. Once per battle. | 5 | Victory over François (Esquies Nest), Gestral Merchant (Renoir’s Designs) |
| Increased Counter I: 25% increased damage on counters. | 3 | Victory over Bourgeon (Flying Waters), Gestral Merchant (Renoir’s Designs) |
| Increased Counter II: 50% increased damage on counters. | 5 | Victory over Chromatic Ramasseur (Visages) |
| Increased Counter III: 75% increased damage on counters. | 7 | Victory over Chromatic Échassier (Lumière) |
| Increased Targeting: 50% increased damage with Free Targeting. | 3 | Flying Waters |
| Healthy Strength: 25% increased damage at full health. | 15 | Gestral Merchant (Lumière) |
| Shared Healing: Gain 15% of any healing applied to other characters. | 5 | Gestral Merchant (Visages) |
| Glass Cannon: Deals 25% more damage but also takes 25% more damage. | 10 | Visages, Gestral Merchant (Holy River) |
| Gradient Breaker: 50% increased break damage with Gradient attacks. | 5 | Gestral Merchant (Flying Mansion) |
| Gradient Break: +50% gradient charge when a target is broken. | 5 | Sanctuary of Endless Night |
| Gradient Fighter: 25% increased damage with Gradient attacks. | 5 | Lumière |
| Half Double: The character always takes two turns in a row but deals 50% less damage. | 10 | Victory over Création (Lumière) |
| Persistent Mark: 50%-chance that when attacking a marked target, Marked is applied. | 10 | Monolith, Gestral Merchant (Flying Mansion) |
| Healing Stun: Hits on stunned targets restore 5% of your health. | 10 | Lumière |
| Healing Counter: Counters restore 20% of your health. | 10 | Gestral Merchant (Old Lumière) |
| Healing Mark: Hits on marked targets restore 25% of your health. Once per round. | 20 | Gestral Merchant (Gestral Village) |
| Healing Death: Upon death, the health of allies is fully restored. | 5 | Old Lumière |
| Healing Fire: Attacks on burning targets restore 25% of your health. Once per round. | 10 | Sirène |
| Healing Parry: Parrying restores 3% of your health. | 5 | Continent, right before Stonewave Cliffs |
| Healing Buff: When a buff is applied, 15% of health is restored. | 10 | The Aspiring |
| Healing Assassination: Killing an opponent restores 50% of your health. | 5 | Forgotten Battlefield, Gestral Merchant (Renoir’s Designs) |
| In Medias Res: +3 shields at the start of the battle, but maximum health is halved. | 10 | Dark Shores |
| Inverted Affinity: Applies Inverted to yourself for three rounds at the start of the battle. 50% increased damage when you are Inverted. | 5 | Gestral Merchant (Forgotten Battlefield) |
| Combo Attack I: The standard attack has an additional hit. | 10 | Victory over Dualist (Forgotten Battlefield) |
| Combo Attack II: The standard attack has an additional hit. | 20 | Victory over Chromatic Clair Obscur (Monolith) |
| Combo Attack III: The standard attack has an additional hit. | 30 | Victory over all opponents (Dark Gestral Arena) |
| Powerful Healing: When healing an ally, also applies Powerful for one round. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Powerful Marking: Gain Powerful when a marked opponent is hit. | 5 | Flying Mansion |
| Powerful Shields: 10% increased damage per own shield. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Powerful Shots: 20%-chance to gain Powerful on a free-targeting shot. | 3 | Gestral Village (with Color Break) |
| Powerful Resurrection: Applies Powerful for three rounds upon resurrection. | 3 | Victory over Chromatic Bruler (Continent, northwest of Gestral Village) |
| Powerful Armored: When applying Armored, Powerful is also applied. | 10 | Victory over Bènisseur (Sirène) |
| Critical Burning: 25% increased chance of critical hits on burning opponents. | 5 | Spring Meadows, Gestral Merchant (Sanctuary of Endless Night) |
| Critical Vulnerable: 25% increased chance of critical hits on vulnerable opponents. | 5 | Continent, western beach |
| Critical Stun: 100%-chance for critical hits when hitting a stunned target. | 5 | Gestral Merchant (Holy River) |
| Critical Weakness: 25% increased chance of critical hits when exploiting a target’s weakness. | 5 | Endless Tower, after 3rd battle on level 6 |
| Critical Break: 25% increased break damage on critical hits. | 5 | Continent, northwest beach (with Color Break) |
| Critical Moment: 50%-chance for critical hits when your health is below 30%. | 5 | Gestral Merchant (Gestral Village) |
| Critical Last Stand: 100%-chance for critical hits while you fight alone. | 3 | Victory over Matthieu the Colossus (Hidden Gestral Arena) |
| Longer Burning: Burning lasts two rounds longer. | 15 | Gestral Merchant (Flying Mansion) |
| Longer Agile: When applying Agile, the duration is extended by two rounds. | 10 | Continent, east of Monocos Station |
| Longer Armored: When applying Armored, the duration is extended by two rounds. | 10 | Forgotten Battlefield |
| Longer Powerful: When applying Powerful, the duration is extended by two rounds. | 10 | Gestral Merchant (Old Lumière) |
| Purifying Color: Healing colors also remove all status effects from the target. | 5 | Victory over Évêque (Spring Meadows) |
| Life Drain: Restores health equal to 15% of standard attack damage. | 15 | Old Sanctuary |
| Flaming Break: When a target is broken, the number of its Burning stacks is doubled. | 5 | Continent, at the entrance to Carousel |
| Flawless: 30% increased damage until you are hit. | 10 | Victory over Mask Keeper (Visages) |
| Painter: Any physical damage is converted to Void damage. | 10 | Flying Mansion) |
| Marking Shots: 20%-chance that a free-targeting shot will apply Marked. | 3 | Flying Waters |
| Marking Break: Applies Marked when an opponent is broken. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Master of Energy: Each AP increase is increased by 1. | 40 | Victory over Serpenphare (Continent, east) |
| Multitalented: After hitting with Free Targeting, the standard attack damage is increased by 50% for one round. | 5 | Gestral Merchant (Sanctuary of Endless Night) |
| Useful Contamination: +2 AP on application of a status effect. Once per round. | 15 | Gestral Merchant (Falling Leaves) |
| Risky Parry: +1 AP when parrying, but the damage taken is doubled. | 5 | Victory over Golden Chevalière (Stonewave Cliffs) |
| Roulette: Each hit has a 50%-chance to deal either 50% or 200% damage. | 5 | Character behind Casino Door (Gestral Village) |
| Sniper: The first Free Targeting shot per turn deals 200% damage and can break the target. | 15 | The Aspiring |
| Shield Affinity: Shields increase damage dealt by 30%. However, damage taken always removes all shields. | 15 | Color Cage (Sirène), Gestral Merchant (Holy River) |
| Shield Provision: +1 shield when the character is not shielded at the start of the battle. | 20 | The Chosen Path |
| Cheater: Always takes two turns in a row. | 40 | Victory over Sprong (Continent, near Endless Tower) |
| Protective Color: Healing colors also act Armored. | 5 | The Aspiring |
| Protective Healing: When healing an ally, also applies Armored for one round. | 5 | Esoteric Ruins, after Nevron quest from Portier, Gestral Merchant (The Aspiring) |
| Protective Shots: 20%-chance to gain Armored on a free-targeting shot. | 3 | Flying Mansion |
| Protective Attack: Gain Armored from standard attacks for one round. | 10 | Gestral Merchant (Sanctuary of Endless Night) |
| Protective Death: Upon death, allies receive Armored. | 5 | Sirène |
| Weakness Exploitation: +1 AP when exploiting a target’s weakness. Once per round. | 3 | Monolith |
| Weakening Marking: Marked targets deal 30% less damage. | 10 | Stonewave Cliffs |
| Weakening Attack: Standard attacks apply Weak for one round. | 10 | Monolith |
| Threshold of Death: You deal 50% more damage when your health is below 10%. | 5 | Victory over Lantern Master (Stonewave Cliffs) |
| Self-assured: The character takes 50% less damage, but cannot be healed. | 20 | Victory over Hexga (Stonewave Cliffs) |
| Self-destruction: Kill yourself at the start of the battle. | 1 | Gestral Merchant (Yellow Harvest) |
| SOS Agile: Applies Agile when your health falls below 50%. | 5 | Falling Leaves |
| SOS Armored: Applies Armored when your health falls below 50%. | 5 | Flying Waters |
| Stabilization: +2 shields when the character’s health falls below 50%. Once per battle. | 10 | Victory over Giant Seedling (Shattering Cave), Gestral Merchant (Holy River) |
| Teamwork: 10% increased damage when all allies are alive. | 5 | Gestral Merchant (Yellow Harvest) |
| Death Bomb: When dying, damage is applied to all enemies. | 5 | Yellow Harvest |
| Death Energy I: +2 AP when killing an opponent. | 1 | Continent, before Dark Shores |
| Death Energy II: +3 AP when killing an opponent. | 2 | Spring Meadows |
| Survivor: Survive lethal damage with 1 health. Once per battle. | 20 | Grandis Merchant (Monocos Station) |
| Slowing Break: Applies Slowed when an opponent is broken. | 5 | Gestral Merchant (Flying Mansion) |
| Sharpened Attack: If you deal damage, an attempt is made to consume 1 AP. If successful, damage is increased by 20%. | 10 | Visages |
| Warming Up: 5% increased damage per round. Stackable up to five times. | 15 | Victory over Grosse Tete (Continent, Center) |
| Consuming Purification: Consumes (if possible) 1 AP to prevent the effects of status effects. | 15 | The Aspiring |
| Random Defense: The damage taken is multiplied by a random value between 50% and 200%. | 5 | Color Cage (Monolith) |
| Confident Attacker: The character deals 30% more damage but cannot be healed. | 15 | Visages |
| Second Chance: You are resurrected with 100% health. Once per battle. | 40 | Victory over Renoir (Monolith) |
There is no trophy for collecting all Pictos. So don’t look for collecting all Pictos. Instead, just look for those that you currently need for your build and that are accessible to you.
Lune and the other characters can have several strong builds based on different Pictos. Thus, depending on your playstyle and acts, you must search for the items.
Have you reached the end of the story, but still have questions about the plot? MeinMMO has written a comprehensive guide that explains the story and many characters in detail. Only a few questions remain open: Clair Obscur Expedition 33: Story explained – All information about the plot of the role-playing game