License to Pass the Buck

| Rarity | 5 |
|---|---|
| Weight | 0.3 |
| Base value | 18,000 |
| Trigger | Directly hit an enemy to plant; the carrier passes it by hitting someone |
| Fuse / Cooldown | 5 s / 12 s |
| Radius | 3 m |
| Base damage | Player 40 / others 160; nearby allies are spared |
| Source | Fuzhou's Departure Supplies (affinity Lv.3) |
Responsibility is transferable. Equip this totem to plant a ticking bomb above an enemy you hit. Whoever the carrier hits next gets the bomb. That includes you.
Where to get it
Reach affinity Lv.3 with Fuzhou at Cloudrise Dock in the Sky Islands, then buy the license from Fuzhou's Departure Supplies for 18,000, with one in stock per shop session. Fuzhou still sells it at the base after marriage. When Fuzhou is away, the dock workbench offers the same Shop interaction, goods and affinity requirement.
The license is excluded from general random loot pools.
Hit someone, pass the blame
While equipped, deal direct weapon damage to an enemy to plant a five-second bomb. The overhead bomb and digits identify its current carrier and remaining time.
- When the carrier next deals direct damage to another character, the bomb moves to that target. An enemy can hit you to pass it back; you can hit someone else to send it away again.
- Passing the bomb never resets its fuse. It explodes when the original five seconds run out, however many times it has changed hands.
- Only one bomb can exist at a time. Planting starts a twelve-second cooldown; re-equipping cannot reset it.
- Damage over time, equipment effects and bomb damage cannot plant or pass the bomb. Planting requires the main player's direct attack on an enemy; passing follows the current carrier's attack.
- If the carrier dies, the bomb stays at the death location and keeps ticking.
Blast and equipment rules
The blast reaches nearby targets within three meters and line of sight. It deals base physical effect damage of 40 to the player or 160 to other characters, before target defenses. Nearby allies are spared; an allied character carrying the bomb still takes its damage.
Rarity 5, weight 0.3, no durability, non-stackable. Works only while equipped in a totem slot during a raid. It does not trigger from a backpack, storage or in the base. Unequipping, the main player's death or a scene change cancels the active bomb. Switching weapons lets you keep passing it.