Battles
GENERAL COMBAT MECHANICS
The gameplay is centered around assembling a small team from the available 12 Sinners (Yi Sang, Faust, Don Quixote, Ryoshu, Meursault, Hong Lu, Heathcliff, Ishmael, Rodion, Sinclair, Outis, and Gregor) and entering combat encounters with a selection of different enemies. Sinners and enemies will take turns selecting Skills to attack or "Clash" with each other over several turns. Combat ends when one side's units have been completely defeated, the battle win or fail conditions have been met, or 100 turns have passed ("overclocked").
Stats
All units will have varying values of the following stats: Health, Speed, Offense/Defense Levels and Resistance. Though only some units may have Stagger Thresholds and Sanity.
Health
Health (or HP) is the red bar and correlated number under a unit's sprite or near their portrait in the Dashboard. Health determines how much damage a unit can take before they are killed in combat. The objective of most Combat Encounters is to reduce all of the enemies' Health to 0. If the Health of all Sinners is reduced to 0, the combat encounter is lost.
Sanity
Sanity is a main factor that can determine the outcome of an Encounter. Sanity Points (SP) are represented as a number that can be seen right next to the unit's health bar. Sanity is determined through several interactions that occur in and out of combat, and has a valid range of .
The formula for calculating Heads chance according to SP is as follows:
Where is the chance of flipping Heads (in %), and is the unit's Sanity Points (must be in the range of ).
Each point of Sanity corresponds to a change of 1% to the Heads chance. (For example: a unit with 27 SP would have a 77% chance to flip Heads, while a unit with -33 SP would have a 17% chance to flip Heads.) In most Story Encounters (outside of Dungeons and Refraction Railways), all units start with 0 SP. The most common way to increase SP is by winning Clashes or defeating enemies, and the most common ways to decrease SP is by using E.G.O, losing allies, and other status effects such as Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.). (See a unit's "Factors Affecting Sanity" section for more details.)
Reaching -30 SP or lower has a chance of causing "Low Morale" on units with Sanity, activating the Low Morale effects listed in their Panic Type. Furthermore, reaching -45 will cause the unit to "Panic" on the earliest Turn Start they reach, activating whatever is listed in their Panic Type. (For Sinners, Panicking causes them to not act for that Turn.)
On [Turn Start], if the Sinner is at -45 SP and has an E.G.O with a Corrosion type Skill (essentially any non-personal E.G.O), they are forced into E.G.O Corrosion E.G.O CorrosionWon't listen to orders and will only use Corrosion Skills, in which they will go out of control and use E.G.O Corrosion Skills indiscriminately.
- Additionally, if a Sinner's SP reach -45 or lower, it will be fixed at -45 until the next [Turn Start], effectively forcing them to either Panic or Corrode. While enemy units do not have this restriction and can rise above -45 SP at any time.
- While Sinners can reset their SP to 0 after a Turn of Panic/Corrosion by default, enemy units will remain stuck at -45 SP unless they have the "Fixed Panic" Passive or any other SP-resetting Passive.
Units without Sanity (typically Abnormalities) cannot gain the advantages and disadvantages of Sanity, as their SP is effectively fixed at 0, causing them to have a 50% chance to flip Heads at all times. (Unless modified by certain Panic Type-changing Status Effects or Passives, such as Echoes of the Manor Echoes of the Manor- 50% chance to gain +1 Sinking Count when gaining Sinking Potency or Count from Skill or Coin effects
- Units with SP: Change Panic Type to Echoes of the Manor. When this unit Panics, inflict 2 Echoes of the Manor to 2 random other allies of this unit
- Units without SP: -10% chance to flip Heads
- Reduce by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
※ Apply the 'Units without SP' conditional to certain enemies that have SP but can't change their Panic Types..) When inflicted with Sinking SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.), a status effect that reduces SP per hit, an enemy with fixed SP will take direct Gloom damage instead.
Additionally, please note that units without Sanity are treated as units with 0 SP for certain Passives or E.G.O Gifts.
Speed & Targeting
Speed is a random number assigned to a unit chosen from a given range each Turn. All units have their own Speed ranges, and duplicates of the same unit will typically have the same Speed range. On both the battlefield and the Dashboard, Sinners are sorted by their Speed values, the fastest being on the leftmost end and the slowest being on the rightmost end. The higher the value, the faster the unit is for that Turn. When Sinners receive the same speed, the order of their Priority Number. Attack Skills or Clashable Defense Skills can force the enemy's Skill into a Clash (unless either Skill is [Unclashable]), while targeting a Defense Skill with another Defense Skill will cause an "Offset".
- In Regular Encounters, units with high speed prioritize attacking units with low speed.
- In Focused Encounters, the player can freely choose what Slot to target with what Skill, similar to Project Moon's previous game; Library of Ruina. Additionally, the Sinner originally targeted by a Slot can force said Slot to target them back regardless of either unit's Speed.
Resistances
Resistances are multipliers factored on top of incoming damage, determining the final amount of damage a unit takes from certain sources (typically Attack Skills). All characters have resistance multipliers to both physical damage types (Slash, Pierce and Blunt) and Sin Affinities (Wrath, Lust, Sloth, Gluttony, Gloom, Pride and Envy). Every Attack and Counter Skill possesses a physical damage type and Sin Affinity that can affect the total damage dealt to the enemy depending on their resistances. (Excluding very few exceptions, none of which are found within playable characters yet.)
The list of resistance values and their corresponding "words" are as follows:
Name | Value |
---|---|
Fatal | |
Weak | |
Normal | |
Endure | |
Ineffective (Ineff.) | |
Immune |
Resistances are multiplicative. Every Identity and most enemies encountered usually have one damage type they take Fatal damage against, one damage type they take Normal damage against, and one damage type that is Ineffective against them. In some cases, enemies can also be Weak to or Endure certain physical damage types.
Every Sinner gains Sin Affinity resistances based on the most recently used E.G.O. If no E.G.O has been used since the start of the battle, the Sinner's resistances are that of their equipped ZAYIN E.G.O. For enemies, only certain ones (usually Abnormalities) possess unique (not [1x]) Sin Affinity resistances. Sinner's E.G.O and Enemies that do have special resistances against Sin Affinities can take different levels of damage depending on the Sin Affinity of the Attack Skill or damage.
Stagger
Stagger is a mechanic that punishes suboptimal Skill selection, Clashing, or unit targeting. Stagger Thresholds are represented by small lines on health bars of allies and enemies alike, and can have their numerical value viewed in the unit's information menu. When a unit takes enough damage that a Stagger Threshold is surpassed (excluding damage from certain sources, such as Bleed BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.), the unit will become Staggered and will be unable to use their Skills for the current and subsequent Turn of combat. Additionally, a staggered unit will have all their physical resistances changed to Fatal during the Turn. If a staggered unit is dealt enough damage to the point of reaching the next Stagger Threshold within the same Turn, the unit will gain Stagger+ or Stagger++, becoming increasingly more vulnerable to damage.
Stagger Level | Damage Bonus (Multiply by...) |
---|---|
Stagger | 2x |
Stagger+ | 2.5x |
Stagger++ | 3x |
By default Sinners can have anywhere from 1 to 3 Stagger Thresholds, depending on the equipped Identity. Enemies can have varying amounts of Stagger Thresholds.
Offense and Defense Levels
Offense and Defense Levels are stats every unit possesses that scale with their Level and affect the Clash Power and damage of Skills. Every unit possesses a base Offense Level equal to their level. The Offense Level is applied to all of the units Skills as well as E.G.O. Each Attack Skill may also possess an offense level modifier specific for that Skill that either increases or decreases the overall Offense Level. Similarly, every unit also possesses a Defense Level equal to their current level and the unit's Defense Level modifier.
Offense and Defense Levels affect combat in two ways:
1. In a Clash between two skills, the skill with higher Offense/Defense Level may gain additional Final Power. In a clash between an Attack and non Clashable Defense Skill, the Defense Skill can gain power but the Offense Skill cannot. This skill with higher Level gains 1 Final Power per 3 Level difference, rounded down (4 Level -> +1 Final Power).
2. When dealing damage with Attack Skills, the difference between the attacker's Offense Level and the defender's Defense Level additionally modifies the damage dealt on top of resistances, following this formula:
Where is the damage modifier (in %), is the Attack Skill's Offense Level and is the defender's Defense Level. (If the defender is using a Defense Skill, use that Skill's Defense Level. Otherwise, use their body's Defense Level.)
Skills
Every single unit—both ally and enemy—has a set of Skills and Passives that they can use during combat. Every Sinner Identity currently has at least three 3 Skills and 1 Defense Skill that can be used during their Turn. Additionally, they each have an Active and Support Passive which can be independently activated depending on whether they are placed in combat or out of combat, respectively. Each Sinner is given at least 3 Attack Skills with varying degrees of power. All Identities can immediately utilise their Skill 1 and Skill 2, but their Skill 3 is only unlocked once the Identity is Uptied to Tier 3 or higher. In combat, Sinners pull Skills out of a "Skill Deck" which contains a certain number of each Skill and will only refresh after all Skills have been used. The Skill's amount typically changes inversely with its Skill Rank (i.e. 3 copies of Skill 1, and 1 copy of Skill 3).
Skill Properties
Every Skill has the same properties as below:
- Base Power is the Skill's starting Power value.
- Coin Power is the amount of Power that will be changed for every Coin that lands on Heads, it can be positive or negative. The Power of a Skill after Coins are flipped is called the Final Power. See below for more information.
- Coin Amount is the amount of Coins of that Skill, every Skill has at least 1 Coin. See below for more information.
- Attack Type is the physical damage type of that Skill, this affects how much damage it deals against certain targets. It can be one of the following: Slash, Pierce and Blunt.
- Sin Affinity is the Sin Affinity of that Skill, this affects what Affinity of E.G.O Resource that Skill generates when used, how it interacts with Sin Resonance, and the damage it deals according to the target's Sin Resistances. It can be one of the following: Wrath, Lust, Sloth, Gluttony, Gloom, Pride and Envy.
Notably, some Skills (usually Defense Skills) can have no Affinity at all, such Skills will instead use the brown colour and have no Affinity decorations. - Offense/Defense Level is the modifier unique to every Skill, it can be a negative number, a positive number or 0. The formula is: .
- Attack Weight is the maximum amount of Slots a single Skill can target. Some enemies may have more than 1 Slot Weight, forcing Skills to use up more Attack Weight per Slot. For example:
A Skill with 5 Atk Weight can target 5 Slots if each Slot has 1 Slot Weight. (5⇒1|1|1|1|1)
But the same Skill can only target 3 Slots if each Slot has 2 Weight, as 2 of the Skill's Atk Weight would be used on Slot #1 and #3. (5⇒2|2|1) - Skill Amount dictates how often a Skill will be available. Skills of enemy units do not have this property.
Coins
Each Skill in the game has "Coins" that are flipped to achieve different effects. Coins, depending on whether they land on Heads or Tails, can positively or negatively affect the Final Power and damage dealt by the Skill being used. The probability of hitting Heads is affected by the unit's Sanity. Skills and the significance of Coins/Coin Power are expanded on in the Battle Information section.
Unbreakable Coins
First introduced in Season 5: Oblivion, Unbreakable Coin Unbreakable Coin- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s (indicated via their special red color in the game) are unique variant of coins that are not destroyed after losing the Clash with them. Instead, the Unbreakable Coins of a Skill will still trigger regardless (in a similar manner to Counter Skills), but with their Coin Power fixed to 1 (can be +1 or -1). However, if the user of the Skill becomes Staggered, these Coins will be cancelled.
Attack Skills
Attack Skills are a unit's main method of dealing damage. They have specific physical types and Sin Affinites, which will affect the damage they deal against their target. [On Use], an Attack Skill will generate 1 E.G.O Resource of a corresponding Affinity. (i.e. A Pride Attack Skill will generate 1 Pride E.G.O Resource)
E.G.O. Skills
E.G.O. Skills are a special Attack Skills that are able to be utilized by the Sinners when equipped and are equipped completely independently from the Sinner's Identity. These Skills are much stronger than regular Attack Skills, but cost Sanity and E.G.O Resources to use.
There are 2 types of E.G.O Skills:
- Awakening Skills are the most commonly used type. They cost varying amounts of resources depending on their Risk Level but are generally beneficial to your Sinners.
- Corrosion Skills can be more powerful than Awakening Skills, but will cost more Sanity and may have certain downsides to using them. Additionally, most Corrosion Skills are [Indiscriminate] by default, meaning they can target both allies and enemies alike. (Please note that the top and bottom Skills of a Corroded Sinner's Slot are 2 different Skills and may have different targets.)
Overclock
Any E.G.O with both Awakening and Corrosion Skills can be Overclocked, allowing you to use their Corrosion Skills without the risk of attacking other allies. This comes with having to use 50% more Sanity (specifically the SP cost listed on the Corrosion Skill) and E.G.O Resources than if you were to use a regular Awakening Skill. (These costs are always rounded up, i.e. an E.G.O that costs 3 Sloth E.G.O Resource and 25 SP will instead cost ()⇒5 Sloth E.G.O Resource and ()⇒38 SP when Overclocked.) (This only removes the [Indiscriminate] effect, other conditions such as "Targets the fastest unit" or "Targets randomly" will still activate, although they will no longer consider allies as part of the choosable targets.)
Defense Skills
There are three types of Defense Skills: Guard, Evade and Counter. They can be produced by pressing on a unit's portrait on the Skill Dashboard. Defense Skills can be created without limit and fully replace the bottom Skill if used. They can be undone before the Combat Phase begins by pressing on the Skill's portrait again. Most Guard and Evade Skills possess no Sin Affinity before upgrading that identity to Uptie 4. They get no bonus from Sin Resonance, but generate sin resources if the Skill gets used. E.g., defending against an enemy's empty or Defense Skill slot will not generate resources nor trigger the ally unit's Skill [On Use] effects. Counter Skills possess Sin Affinities regardless of Uptie Level and gain Offense Level bonuses from Sin Resonances. "Clashing" any Defense Skill with an opponent's Defense Skill causes an "Offset" which cancels the use of both Skills, unless either are Counter Skills.
Guard
Guard Skills activate when the unit with the selected Skill uses it during a Turn before being attacked by an incoming Attack Skill. When activated, the Guard Skill rolls its singular coin, adding the coin power to the base power or subtracting from it depending on the coins value and the result of the coin flip. Then, a temporary amount of shield health equal to the final power of the Guard Skill is added to the defenders health for the duration, indicated by a blue health bar added to the unit's red health bar. The added shield health essentially acts as "bonus health" that is lost first before the actual health of the defender when taking damage and is affected by the units physical and sin resistances. Any leftover shield HP that remained until the end of a Turn disappears at the start of the following Turn. Shields may also be generated through certain Skill effects, such as those of Dieci Rodion, Dieci Yi Sang, Zwei Association Gregor, and Zwei Association Rodion.
Clashable Guard/Power Guard
This kind of Guard Skill is able to Clash against Attack Skills. They always have one coin. If they win a Clash against a Skill, the targets Stagger Threshold will be increased by the value of the Clashable Guards Final Clash Power. Counts as a Clash Win for Base factors increasing/decreasing Sanity and other effects triggering on Clash Wins. If they lose a Clash against a Skill, the attackers Final Skill Power will be reduced by the Final Clash Power of the Clashable Guard. Counts as a Clash Loss for Base factors increasing/decreasing Sanity and other effects triggering on Clash Losses. Just like regular Guard Skills, their Final Power is affected by Status Effects such as Defense Up/Down and the difference between the defenders Defense Level and the Attackers Offense Level - For every 3 Defense Level above the attackers Offense Level, the Skill gains +1 Final Clash Power.
Evade
Evade Skills activate when the unit with the selected Skill uses it during a Turn before being attacked by an incoming Attack Skill. While active, an Evade Skill allows a unit to dodge attacks that are of equal or lesser power than the incoming Skill's Final Power. The Evade Skill's coin is flipped each time an Opposing Skill flips its coin. When a unit activates their evade Skill, that Skill remains active for the duration of the Turn. Evading an attack causes the defending unit to take no damage. However, if an Evade Skill's Final Power is less than the opposing Skill's Current Power, the defending unit takes the full damage and the Evade Skill is lost. If an Evade Skill manages to evade all coins of the opposing Skill, it will be reused for any other incoming Skills. The Skill is considered as used even if the first Evade was unsuccessful. However, even if the unit evades different attacks, it's only used once ([On Evade] effects are activated at each Coin evaded, regardless if it's during different attacks or a single multi-coin attack).
Counter
Counter Skills activate when the unit who selected the Skill uses it during a Turn after being attacked by an incoming Attack Skill. A unit using the selected Counter Skill immediately launches a one-sided counterattack against any enemy who attacks them, regardless of which enemy the Defense Skill had targeted prior. When a unit has several Skill slots, selecting the Counter Skill multiple times on the Skill Dashboard increases the number of times that unit can engage in a counterattack. Units that are staggered by an attack cannot use a Counter Skill afterward. Counter Skills possess a physical damage type and a Sin Affinity, both affecting the damage dealt to the enemy.
Clashable Counter/Power Counter
Clashable Counters are a unique kind of Counter that have the ability to engage in Clashes against enemy Attack Skills and activate before being attacked by an incoming one-sided Skill. If they win a Clash against a Skill, the Counter Skill will be used on the target. Counts as a Clash Win for Base factors increasing/decreasing Sanity and other effects triggering on Clash Wins. If they lose a Clash against a Skill, the opposing Skill will be used on the defender. Counts as a Clash Loss for Base factors increasing/decreasing Sanity and other effects triggering on Clash Losses. Like regular Counter Skills, Clashable Counters posses at least one coin, a physical damage type and Sin Affinity. They will not be used if no incoming enemy Skill engages in an Clash with it. Due to this, they are unable to engage in one-sided attacks like Attack Skills would.
Passives
Passives are some of the most important parts of an Identity's kit, as they can greatly benefit or ruin depending on their effects and activation requirements. There are two types of passives, Combat and Support, and all Identities possess one of both types. An Identity's Combat Passive is used while the Identity is deployed in combat, usually only affecting themselves (unless stated otherwise). An Identity Support Passive is used while the Identity is not deployed in combat, but is equipped on the team. These Passives usually only affect one deployed ally unit in battle that meets certain criteria, such as having the most or least sanity or health (unless stated otherwise). If two or more units in combat meet the same criteria, the unit selected first on the pre-battle screen has priority for the Passive's effect.
Both Combat Passives and Support Passives activate under certain conditions related to the sin resources or the Sin Resonance. Passives that activate via Sin Resonance require a certain Sin Resonance (whether general or Absolute Resonance) of a specific Sin Affinity to be achieved on that Turn. Passives that activate via possessed sin resonances require a certain amount of one sin type's sin resource in possession in order to activate.
Durante (Sapling of Light)
Unlocked after Canto 6-44, this allows Dante to activate a Golden Bough ability. Abilities can be activated only once per day (as of Canto VI) and more abilities get unlocked as you progress through Inferno.
DURANTE
| ||||
---|---|---|---|---|
Icon | Sephirah | Ability Name | Effect | Unlock Requirement |
Hokma | Pigritia | Halves the current speed of all the living enemies. | Unlocked after 6-44 | |
Binah | Superbia | Slot in a single E.G.O Skill without consuming any E.G.O resources. | Unlocked after clearing The Tale of a Great Fixer Who Once Reached for The Dream for the first time. |
Backups (Chain Battles)
First introduced in Line 4: Masquerade, some encounters will allow you to have other sinners as backup to replace the sinners that have either died, or escaped from the battle (through Skills and passives based on identity) with an upstart of 10 SP. If the battle has "Backup" at the top, the encounter is a chain battle encounter.
This applies to both normal and focused Battle Encounters as below.
BATTLE INFORMATION
Every Skill in Limbus Company has seven key components: Sin Affinity, damage type, number of attacks, base power, coin power, attack weight, and offense level.
The Sin Affinity of a Skill can be determined by the Skill's color and a decoration on the top right of its border.
Red (Wrath), Orange (Lust), Yellow (Sloth), Green (Gluttony), Light Blue (Gloom), Dark Blue (Pride), and Purple (Envy).
The Skill's damage type is displayed on the bottom, being one of the three types--slash, pierce, and blunt. All units, both ally and enemy, have varying weaknesses and resistances toward different Sin Affinities and damage types.
The number of attacks a Skill has is represented by the amount of coins displayed above the Skill's title. All Skills will have at least one coin.
The Skill's base power is shown on the left of its icon, while its coin power is shown on top. The coin power dictates the value added to or subtracted from the base power if the coin flip lands on Heads. All coins are flipped individually, each being one attack in a sequence, after winning a Clash, and will determine the damage the Skill does. An attack will land regardless of Heads or Tails, but flipping Heads will increase the damage dealt.
Attack weight (abbreviated to Atk Weight) is underneath the Skill's title and is accompanied by at least one yellow square. Each yellow square represents a Skill slot that the attack will hit. Note that some stronger enemies may have Skill slots that will take up more than one attack weight.
Offense level is the number to the left of attack weight, next to a sword icon. Offense Level is the sum of the ID's level and an offense level modifier, which can range from -5 to 5. It will be further discussed next in its use during Clashes.
In battles, before the Turn commences, the menu atop the screen displays a Clash preview. Alongside the previously mentioned Skill details, superior Attack and Defense Levels are shown and highlighted.
Additionally, the chance to win the Clash is displayed in the top center as a percentage, dictating how much stronger or weaker the attack's damage will be depending on various factors such as resistance and level differences.
During one-sided attacks, the Clash prediction turns into a damage prediction, showing the minimum and maximum damage the attack will deal.
Each attack has two phases: a Clash phase and a 'one-sided' attack phase.
Clashes occur when two units attack each other with a Skill. When a unit Clashes with another, both units flip all of their Skill's coins; this determines the Skill's power in a Clash. The unit whose Skill has the lowest Clash power loses one Skill coin, and if the unit still has one or more Skill coins left, the two units Clash again. Once one unit has lost all its Skill coins, the victor becomes the attacker in the one-sided phase, attacking with its remaining Skill coins.
An additional modifier that can affect the outcome of a Clash involves a difference in Offense Levels. Within a Clash, for each three (3) points of difference, the unit with the higher has against their opponent, they gain one (+1) Clash Power. This additional Clash power is only factored in during Clashes and is not kept as a damage increase if the Clash is won.
After each Turn, depending on the order of the sinners the player had selected at the pre-battle screen, the first sinner will receive another action followed by the next sinner, and so on. Once all ally units have received a second Skill slot, the process will begin at the first selected once again, giving them an additional Skill slot. A maximum of 12 Skill slots can be on the dashboard during General Battles. Likewise, enemies' Skill slots will also increase each Turn.
Focused Battles
Focused Battles are mechanically different from General Battles. Enemies featured within Focused Battles are commonly Abnormalities or notable adversaries within the game's story. Said enemies tend to have several Skill slots and may or may not be accompanied by lesser, more common enemies found in General Battles. Unlike General Battles, which do not allow the player to direct each Sinner's attacks manually and are instead dictated by the dashboard chain, Focused Battles allow for the player's discretion in which enemy/Skill slot to Clash with. Often, a maximum of six (6) Sinners can be selected for a battle. Unlike General Battles, the Sinners will not gain additional Skill slots during subsequent turns if the maximum number of units were deployed. If fewer units than the maximum were deployed, then the Sinners will gain one Skill slot in order of their selection on the pre-battle screen until the number of Skill slots hits the maximum number originally outlined--e.g., if five (5) units were deployed in a battle with a maximum of six (6), then only the first selected unit in the pre-battle screen will gain an additional Skill slot.
In the case of Abnormalities, they will often possess more than just Body part Skill slots. These can be differentiated via small icons above the Skill slot--ribs (body), hand, feet, and skull. Note that even if several Skill slots have the same icon, it does not necessarily mean that it is correlated to the same part of the body, as some Abnormalities may have features such as more than one body or head. Each part will have its own Skill set which can be viewed in detail by opening the Abnormality's information while in battle and clicking on a designated health bar displayed atop the Abnormality's specific part. Each part may be labeled as destructible/indestructible and severable/inseverable. A destroyable part is considered destroyed if its health is reduced to zero (0), and it will be significantly more susceptible to attacks. However, they can still use a Skill in said destroyed part's Skill slot, and for some Abnormalities, the destroyed part may regenerate to full health after a certain amount of turns. Severed parts are considered completely removed from the abnormality, reducing a Skill slot. This may be represented as the severed Skill slot being shown as shattered, and it will not be selectable for any Skill by the player.
Within certain Focused Battles, there will be Choice Events in which a Sin Affinity check is proposed toward the player. Within these Choice Events, the player must select a sinner that would ideally pass the requisite number, the result of which is dictated by the coin flips of a Skill from their kit that corresponds with the Sin Affinity check. As the check's result relies on coin flips, the higher a Sinner's SP, the more likely they are to hit heads which will greatly influence the outcome. Depending on the result, the check is deemed a success or failure. The consequences of both success and failure vary across the Choice Events for each Abnormality, and the consequences of success are not always without fault. Both success and failure may apply a negative status or positive buff to the enemy or the player's units. Although the Choice Events vary across all different Abnormalities, the Choice Events for a particular Abnormality will always be the same and have the same results.
In the story and the Mirror Dungeons, the additional difficulty of a focused battle may reward the player with an E.G.O Gift. All E.G.O. Gifts may have positive or negative effects on player or enemy units and are beneficial if used alongside a team that can best utilize them.
Dungeons
STORY DUNGEON
Story Dungeon is a rouge-like battle and exploration type of gameplay that explores a derelict section of the L Corp branch, a section containing a Golden Bough These are unlocked when you reached near the end of some of the Canto.
In story dungeon, you move step-by-step by moving in "rooms", each containing events in them. These events will either be a General battle, Abnormality battle or "Special Options". With every battle you face, the sinners' sanity level, health, and the number of sinners will not be restored after you finish a battle. They will remain as they are, from what you've left off.
Once you clear the first layer of the dungeon, you can continue on another layer with a different map. At the end of the dungeon lies the Golden Bough, which will be your main target for Story Dungeons.
Resting Point
There are also designated Resting Points, where you can heal your sinners and save your progress. If by chance, you lose a battle, you are allowed to use the other remaining Identity. However, if you've lost all of your Identities, you will go back to your previous resting point, or the place where you've started.
MIRROR DUNGEON
Mirror Dungeons are similar to Story Dungeons, with it's rouge-like settings. Despite this, there's a few differences.
- You can enter the dungeon for free. However, reward claiming requires 5 Enkephalin Modules.
- All the sinners can be brought to the dungeon, but one identity and all E.G.Os you have obtained from them are affixed on the group you sent to. Their maximum level (for hard mode) and grade from Uplift/Threadspin will be carried over.
- You will be given a choice of a variety of E.G.O Gift to choose from based on their effect that could potentially help the sinners, or simply refuse to do so. These gifts are especially important due to the buffs they grant.
- Depending on how many floors you have cleared and the type of Mirror Dungeon, you'll gain EXP for the Battle Pass and earn rewards from it. You can only claim the weekly bonus up to 3 times per weekly reset, or choose not to use the bonus.
There are more key differences in Mirror Dungeon compared to Story Dungeons during the progress:
- Unlike story dungeons, each type of Mirror Dungeon are randomly generated per level, and based off several chapters branched between.
- Every battle have a chance of allowing you to earn some cost based on the type of battle encounter. You may also have a chance of obtained an E.G.O Gift as well.
- Certain nodes allows you to spend your Cost obtained from events and battle encounters, such as replacing Skill coins with a stronger variant, buying an E.G.O Gift displayed, or getting new sinner, identities and/or E.G.O, up to 3 sinner purchases per encounter. Sinner-exclusive ZAYIN-Risk E.G.O are free of charge.
- Similar to story dungeon, health and sanity of Sinners do not regenerate. Unlike it though, if the sinners die, they stay dead for the duration of the mirror dungeon. Moreover, if all the sinners are killed, the exploration will end in defeat as there are no checkpoint. You can, however, stop or continue at any point of time and continue from where you've last left off.
- There is an event marked with a chair mark, which allows the manager to have either the living sinner with the lowest heath to recover by 30%, or have all wounded living sinners to recover at 10%. Optionally, this area also allows purchases of new sinners, identities and/or E.G.O.
- Some E.G.O Gift and Sin Resonances with specific Sinner+Identity can also heal badly-wounded sinners.
- Events (marked with a question mark) will generate a random event instead of ones tied to the story, sometimes generating E.G.O Gift if the right choice is selected (with the right sinner to roll the coin number, and sometimes with a catch).
- The last floor of the dungeon will always feature a random major enemy. There are a few type of abnormality that only exists exclusively in this mode.
- Every Season, the features of the Mirror Dungeon will alternate itself, requiring managers to adapt and strategize on their gameplay.
FATHOMS
Fathoms acts as a mixture between Story Dungeon and Mirror Dungeon. These only usually exists at the end of some of Intervallo Chapters, and delves the sinners into the minds of a Distortion who either have their minds opened up, or escaped to another reality. These requires Enkephalin Modules to enter.
They behaves similar to that of Mirror Dungeon with only one floor, but mainly features their story-exclusive E.G.O Gift, Enemies and bosses.