Mirror Dungeon

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Overview

The Mirror Dungeon is a secondary game mode in which the Manager traverses a randomly generated dungeon. A new Mirror Dungeon is released every Season, and each makes extensive changes to the gameplay of the previous Mirror Dungeon. All Mirror Dungeons have two Difficulty levels: Normal and Hard. Entry to Mirror Dungeons is free. However, redeeming their rewards requires spending Enkephalin Modules. The base version of a Mirror Dungeon requires 5 Enkephalin Modules to claim rewards, while the hard version requires 18.

Sin Resources persist in the Dungeon between Encounters, allowing the player to save up resources that can then be spent on later battles.

Rewards

Depending on the difficulty of the of Mirror Dungeon entered, managers who manages to clear them will be able to claim Lunacy and Limbus Pass XP for the Battle Pass with a number of Enkephalin Modules. Theres a weekly bonus limit of 3 clears before the rewards are reduced.

All Weekly Bonus charges will include 250 Free Lunacy.

Leaving the dungeon early still allows you to claim rewards and spend bonuses, but gives fewer resources for the same cost.

Mirror Dungeon Rewards
Dungeon Enkephalin Cost for redeeming Rewards (With Weekly Bonus) Rewards (Without Weekly Bonus)
Mirror of the Dreaming 5
  • Free Lunacy x250
  • Battle Pass EXP 45
  • Manager EXP 100
  • Battle Pass EXP 30

List of Mirror Dungeons

Every Season, the previous Mirror Dungeon is replaced with a new Mirror Dungeon based on the current Season and its respective Canto. All Mirror Dungeon Normal modes can be accessed upon the completion of Canto II: The Unloving, but completing more Cantos and Intervallos increases the diversity of enemies, as well as unlocking the Hard mode.

Current Mirror Dungeon

  • Mirror of the Dreaming
    • Replaces Mirror of the Wuthering starting from the 28th November, 2024 update.
      • Unlocking Hard Mode requires completion of Canto VII and beating this dungeon in Normal Mode. (Available after 5th December)
    • Hard Mode is toggled from Normal Mode in the Theme Pack selection menu. This means that individual Floors can be completed in Hard Mode in Mirror Dungeon runs.
      • Hard Mode features additional E.G.O Gift/Mounting Trial choices after the Boss Fight, Super Shops, and exclusive Theme Packs and E.G.O Gifts.
    • There are a total of 5 Floors on both difficulties.
      • Enemy HP is massively reduced in Normal Mode to compensate for this increase in length.
    • The Starlight.pngStarlight buff system has been retired, being replaced with a similar system based on team Rest Bonus.pngRest Bonus.
      • A single Rest Bonus buff can be chosen after Team Selection, with remaining Rest Bonus charges converted to starting Cost.
    • 12 Sinners can be brought into the Dungeon, with a maximum of 6 being onfield at all times. The remaining 6 can be Deployed as Backups.
    • Sinners are revived upon moving to a new Floor. SP for dead Sinners are reset to 0, with other Sinners keeping their SP.
    • Sinner Levels are fixed at 50 in Normal Mode, and is capped at 50 in Hard Mode.
    • Shop and Rest Stop functions are combined.
    • Duplicate E.G.O Gifts can now be obtained, with any of the same E.G.O Gift obtained beyond 1 automatically converted to a Sale & Fusion-only E.G.O Gift.
      • Shops and E.G.O Fusion will never produce a duplicate E.G.O Gift.
      • For Fusion Gifts with set recipes, gaining an ingredient E.G.O Gift when owning the result of the Fusion will result in the ingredient converting to a Sale & Fusion-only E.G.O Gift.

Past Mirror Dungeons

  • Mirror of the Beginning
    • Requires the completion of Canto II to unlock.
    • All enemies encountered have been seen in Canto I, Canto II, and Canto III.
    • Sinners start out at level 30.
    • A maximum of 5 Sinners can be selected at the start. Total of 3 floors.
    • Existed from the start of Limbus Company game until 14th December 2023 update, which is replaced by Mirror of the Lake.
  • Mirror of Mirrors
    • Requires the completion of Canto IV to unlock.
      • Unlocking Hard Mode requires completing this dungeon in Normal Mode.
    • All enemies encountered have been seen in Canto I, Canto II, Canto III, and Canto IV.
    • Level is fixed at 35 in Normal Mode, and is capped at 35 in Hard Mode.
    • Starts with 200 Cost in Hard Mode.
    • A maximum of 7 Sinners (Normal Mode) or 5 Sinners (Hard Mode) can be selected at the start. Total of 5 floors.
    • Existed after Part 3 of Season 2 until 14th December 2023, which is replaced by Mirror of the Lake.
  • Mirror of the Lake
    • Replaces Mirror of the Beginning and Mirror of Mirrors starting from the 14th December 2023 update.
      • Unlocking Hard Mode requires completion of Canto IV and beating this dungeon in Normal Mode. (Available after 21st December)
    • Level is fixed at 40 for all Sinners and their Identities for Normal Mode.
      • Level is capped at 40 in Hard Mode, but certain effects can further increase the level.
    • All enemies encountered have been seen from the start until Canto V (barring abnormalities at mentioned Canto), including the previous Mirror Dungeons. What kind of enemy you encounter is based on your completion level of Inferno chapters.
    • There are a total of 4 floors in Normal Mode. In Hard Mode, there are a total of 5 floors, the 5th containing previous story and Refraction Railway bosses and abnormalities, along with all pre-boss fights in two waves.
    • Starts off with all 12 Sinners at bay, but only 6 Sinners can participate in battle at a time.
  • Mirror of the Wuthering
    • Replaces Mirror of the Lake starting from the 2nd May 2024 update.
      • Unlocking Hard Mode requires completion of Canto V and beating this dungeon in Normal Mode.
    • There are a total of 4 floors in Normal Mode (Simulation), and 5 floors in Hard Mode (Ritornello).
      • Enemies start at level 40 in Simulation and level 45 on Ritornello.
    • Through the introduction of floor theme packs, you can decide what enemies, bosses, and E.G.O Gifts to encounter on each floor.
      • Theme packs can be broadly grouped into story-based, damage type dealt, damage type weaknesses, and status effect based.
    • 12 Sinners are selected to enter the dungeon, and 6 Sinners can participate in battle at a time.
    • Level is fixed at 45 for all Sinners at the start of Normal Mode runs.
      • Level is capped at 45 for all Sinners and their Identities in Hard Mode.
    • Encounter Reward Cards occasionally drop after Combat Encounters, giving a choice between random E.G.O Gifts, Cost, Starlight, or sin resources.

Mechanics

Encounters

Mirror Dungeon enemy encounters are randomly chosen from the various enemy groups from the Story Mode, including bosses.

All combat encounter will have an attack type weakness below them. For Abnormality Encounters/Focused Encounters, Sin type weakness will be next to it. If the Boss encounter is an Abnormality, both the attack type and sin type weakness will be displayed.

During certain events, the Mirror Dungeons are modified in some way so as to include Dungeon events and battle encounters related to the ongoing event. During Yield My Flesh to Claim Their Bones, for example, Event-related nodes are dispersed throughout Mirror Dungeons, and the final floor always contains an additional path to fight against the Event-related Boss.

  • From Timekilling Time onwards, this feature is replaced with an event-related Theme Pack that is always available on the final Floor.

As of April 25, 2024, the flavor text on all of the encounters no longer exists, only replaced with a single giant text. Additionally, with the release of the Mirror of the Wuthering, the name of all Battle encounters are replaced by the name of the Floor Theme Pack chosen for the current Floor.

Icon Type Identity Encounter
Single Sword Normal Encounter Random Humanoid group of 2-6.
Heptagonal Coin Icon Risky Encounter Random Humanoid/Abnormality group of 2-6, usually at a higher Level.
Monster Icon Focused Encounter Random Peccatula group of 2-6.
Abnormality Core Icon Abnormality Focused Encounter Fought Abnormality corresponds to Abnormality Core displayed.
Grants E.G.O Gifts granted upon fighting Abnormality in Random Encounter after victory.
Exclamation Mark Boss Encounter Humanoid/Abnormality Boss Encounter. Each Floor Theme Pack has its own pool of potential bosses.
Question Mark Random Encounter Random Abnormality Event (See Below)
Dispenser Mark Shop. Cost can be exchanged here for E.G.O Gifts, Healing, and other Functions. See #Shop Functions
Shop Nodes will appear before the final Boss node of every Floor.

Removed Encounters

These encounters no longer exists as of 29th June 2023 update as they became obsolete with changes to the Mirror Dungeon.

Icon Name Type Identity Encounter
Question mark icon with Heart and a plus at a corner Health Encounter HP Recovery Vending Machine and Oceanic Waves
Question mark icon with a plus next to an entity at a corner New Recruit Encounter Recruiting Sinner Mirror Room
Question mark icon with an up arrow next to an entity at a corner Rank up Encounter Rank up a Sinner's level by 5. How many depends on the current level of Dungeon Reinforced Ampoule Exchange

Rest Bonus

Beginning from Mirror of the Dreaming, Rest Bonus.pngRest Bonus charges are used to acquire Starter Buffs for Mirror Dungeon runs.

Each Identity will gain 1 Rest Bonus charge for each Mirror Dungeon completed without them being Deployed, up to a maximum of 5 Rest Bonus charges. At the start of a Mirror Dungeon, the Rest Bonus of the Deployed team is added to a preexisting bonus of 60 Rest Bonus.pngRest Bonus charges, and Rest Bonus charges can be used to purchase any number of Starter Buffs. The remaining Rest Bonuses are converted to starting MD Cost.pngCost, at a ratio of 1 Rest Bonus = 5 MD Cost.pngCost.

After the Mirror Dungeon's rewards are redeemed, the initially Deployed team will have all Identities' Rest Bonus charges reset to 0, and all remaining Identities with gain 1 Rest Bonus charge. Identities Deployed through Shops will neither gain nor lose Rest Bonus charges.

Cost

Each enemy Encounter the player successfully defeats allows the manager to earn some MD Cost.pngCost. The amount of Cost gained from each Encounter varies according to the type of the Encounter, and the difficulty of the Mirror Dungeon Floor:

Encounter Type [NORMAL] MD Cost.pngCost [HARD] MD Cost.pngCost
Normal Encounter 50MD Cost.png 60MD Cost.png
Focused Encounter 75MD Cost.png 100MD Cost.png
Risky Encounter 100MD Cost.png 120MD Cost.png
Abnormality Focused Encounter 100MD Cost.png 150MD Cost.png
Floor Boss Encounter 120MD Cost.png 200MD Cost.png

Certain E.G.O Gifts also increases the Cost gained from Combat Encounters, with varying degrees of efficiency depending on the exact mechanism.

Cost is also gained upon initial entry of the Mirror Dungeon; the exact amount of starting Cost depends on the amount of leftover Rest Bonus charges the Manager had after selecting their Starter Buffs, with a ratio of 1 Rest Bonus = 5 MD Cost.pngCost. This is then added to a base starting Cost of 200 MD Cost.pngCost.
Certain Starter Buffs also increases the amount of starting Cost.

Cost can be spent at Shops for Sinner Skill replacement, healing, purchasing or boosting E.G.O Gifts, or Team adjustment.

Shop Functions

Name Type Cost Additional Details
Heal Sinner Heals either all Sinners or one Sinner 100 The manager can choose to heal one Sinner by 50% HP and 45 SP, to heal all Sinners by 15% HP and 15 SP, or to revive a dead Sinner.
Can be purchased infinitely many times.
Team Adds a new Identity/E.G.O to the team 100 Allows the manager to adjust the Identity and/or E.G.O of up to three Sinners. 100 Cost will be spent regardless of the number and nature of replacements.
Skill Replacement Replaces the active selected Sinner Identity (picked at random) skill coin with a more powerful variant. 45 (replace Skill 1 with Skill 2)
75 (Replace Skill 2 with Skill 3)
120 (Replace Skill 1 with Skill 3)
An attack Skill will be replaced once purchased, meaning you are more likely to encounter said skill during battle for the duration of the dungeon. The Skill that got replaced will appear less frequently.
E.G.O Gifts Adds an E.G.O Gift to the arsenal Dependent (140 - 600) Does not show already obtained or stage-exclusive E.G.O Gift inside. Displays 4 Gifts per Dispense visit.
Certain Rest Bonus.pngRest Bonus buffs can increase this number.
Refresh Refresh the pool of E.G.O Gifts being sold, and the Sinner available for Skill Replacement. 15 Cost; +15 for each refresh Certain E.G.O Gifts reduce the Cost of Refreshing, or gives a chance for a Cost refund after a Refresh.
Certain Rest Bonus.pngRest Bonus buffs give a free Refresh upon entry to a Shop.
Keyword Refresh Identical to Refresh, except that the player may choose a Keyword that the Refresh will more likely produce. 90 Cost; +15 for each refresh (linked with normal Refresh) Certain Rest Bonus.pngRest Bonus buffs give a free Keyword Refresh upon entry to a Shop.
Sell E.G.O Gifts Sell unwanted E.G.O Gifts for Cost Dependent (+50 - 300) E.G.O Gift sale price is 50% that of its purchase price.
Enhance Gifts Enhances effects of certain E.G.O Gifts. Depends upon Gift Tier and Enhance Tier (50 - 200) Not all E.G.O Gifts can be enhanced. For a list of enhanceable E.G.O Gifts and their effects, see List of E.G.O Gifts/Enhance.
For exact Cost of enhancing, see table below.
Fuse Gifts Fusing multiple E.G.O Gifts to produce a new E.G.O Gift. Free (save for the fused Gifts) Fusing multiple E.G.O Gifts of a low tier may produce a Gift of a higher tier.
Super Shops

Super Shops only appear on Floors cleared on Hard Mode, replacing Regular Shops with a chance tied to the amount of MD Cost.pngCost spent at previous Shops: the chance has a baseline of 3%, increasing by 1% per 20 MD Cost.pngCost spent. It is inherited between Shop visits, only resetting when a Super Shop generates.
Compared to Regular Shops, Super Shops have the following modifications:

  • +3 to the number of E.G.O Gifts displayed, bringing the baseline to 7 E.G.O Gifts per visit.
  • 2 Sinner's Skills can be replaced, displaying as the Skill Replacement shop item being still available after the first Replacement is purchased.
  • E.G.O Gift Fusion in Super Shops support up to 5 E.G.O Gifts being Fused.
Gift Enhance Costs
Tier Cost (Upgrade Level 1) Cost (Upgrade Level 2)
I 50 100
II 60 120
III 75 150
IV 100 200
Gift Fusion Details

The player must choose a Keyword Category they would like to obtain from the Fusion before the Fusion commences. Fusing more E.G.O Gifts produces a higher chance of producing Gifts of the desired Keyword: 2-Gift Fusions have a 60% chance of producing the Keyword chosen, 3-Gift Fusions have a 90% chance, and Fusions of 4+ Gifts have a 99% chance of producing a Gift of the desired Keyword.

The Tier of result of the Fusion depends on the combined Tiers of the Gifts Fused, utilizing a points system:

Gift Tier Fusion Points
I 3
II 6
III 10
IV 15
V 30
The Fusion Points from the Fused Gifts are added up,
and the following is used to determine the Tier of the resultant Gift.
Point Range Resultant Gift Tier
≤ 10 Points I
11~16 Points II
17~24 Points III
≥ 25 Points IV
Rule of Thumb: Fusion Gift Tier = (sum of Fused E.G.O Gifts' Tiers / 2) (rounded down)
Fusion in Super Shops have slightly different Point Ranges:
≤ 9 Points I
10~14 Points II
15~21 Points III
≥ 22 Points IV

Certain combinations of E.G.O Gifts would also produce specific E.G.O Gifts.
These E.G.O Gifts cannot be obtained through Shops, random Encounter rewards, or Fusion not conforming to the recipe.

A list of all set Fusion Recipes can be found on this page.

E.G.O. Gifts

There are a total of 290 E.G.O. Gifts that you may encounter during a Mirror of the Dreaming run. In all difficulties, you will choose 1 Tier 2 E.G.O Gift from one of 10 Categories (1 for each Sin Affinity and Damage Type) (certain Starter Buffs increase the number of Starting E.G.O Gift Choices). The E.G.O Gifts offered in these categories are fixed (see #Starting E.G.O Gift Choice).

Battle Encounters has a certain chance of letting you pick another upon beating them: 5% for Normal Encounters, 70% for Abnormality/Focused Encounters, 35% for Risky Encounters, and guaranteed for Boss Encounters. Boss Encounters offers you to pick 1 Gift out of 3 (on [NORMAL]) or 2 Gifts out of 4 (on [HARD]) while the rest only offers 1 choice of Gift. You can reject any E.G.O Gifts offered if they do not suit your current run.

Abnormality Encounters may also give you their relevant E.G.O Gift depending on the chosen decision. Gifts earned in this manner cannot be rejected.

A list of all E.G.O Gifts acquirable in the Mirror Dungeons can be found on this page.

Starting E.G.O Gift Choice

Starting E.G.O Gifts
Keyword Gifts
Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Hellterfly’s Dream Gift.png
Hellterfly’s Dream Gift.png

Tier: II
Cost: MD Cost.png 198
Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).

Hellterfly’s Dream
When applying Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn' to an enemy with Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', randomly inflict a total of 3 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies.

When activating Wrath Absolute Resonance, randomly inflict a total of 5 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency between all enemies at Combat Start.
Hellterfly's Dream
Fiery Down Gift.png
Fiery Down Gift.png

Tier: II
Cost: MD Cost.png 203
Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).

Fiery Down
When hitting an enemy with a Lust Affinity Skill or a Skill that inflicts Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency or 'Unique Burn', inflict 3 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency.

Turn Start: If the enemy has 20+ Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency, (Current Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency on enemy) x2
Fiery Down
Pain of Stifled Rage Gift.png
Pain of Stifled Rage Gift.png

Tier: II
Cost: MD Cost.png 199
Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).

Pain of Stifled Rage
[Effects apply only to #1, #2 Deployed Identities]

When inflicting Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn' with a Skill effect to an enemy that has Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). or 'Unique Burn', gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn. (2 times per Skill, 2 times per turn)

If the affected unit already has Haste.pngHasteHaste.png HasteSpeed +X for this turn., gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. and 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. instead. (once per Skill, 2 times per turn)
Pain of Stifled Rage
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Wound Clerid Gift.png
Wound Clerid Gift.png

Tier: II
Cost: MD Cost.png 202
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

Wound Clerid
When hitting an enemy with a Skill that inflicts Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency or 'Unique Bleed', inflict 4 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency.
Wound Clerid
Little and To-be-Naughty Plushie Gift.png
Little and To-be-Naughty Plushie Gift.png

Tier: II
Cost: MD Cost.png 191
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

Little and To-be-Naughty Plushie
Deal +10% damage against enemies with Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. at Combat Start

Take -20% damage from enemies with Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' at Combat Start

Allies with Pride Affinity Attack Skills deal +20% damage against enemies with Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' instead.

Allies with Pride Affinity Attack Skills take -30% damage from enemies with Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. or 'Unique Bleed' instead.
Little and To-be-Naughty Plushie
Awe Gift.png
Awe Gift.png

Tier: II
Cost: MD Cost.png 207
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

Awe
[Effects apply only to #1, #2 Deployed Identities]

When using a Skill that inflicts Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', and if the main target has 7+ Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count, deal +10% more damage
Awe
Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Oscillating Bracelet Gift.png
Oscillating Bracelet Gift.png

Tier: II
Cost: MD Cost.png 208
Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).

Oscillating Bracelet
When hitting an enemy with a Skill, inflict 1 Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency next turn.

If the Skill's Affinity was Wrath, inflict 2 Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency instead.
Oscillating Bracelet
Reverberation Gift.png
Reverberation Gift.png

Tier: II
Cost: MD Cost.png 216
Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).

Reverberation
Turn End: Inflict 2 Bind.pngBindBind.png BindSpeed -X for this turn. to enemies (for Abnormalities, their Parts) with 10+ Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency.

If the target has 20+ Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency, apply 2 Bind.pngBindBind.png BindSpeed -X for this turn. and 1 Paralyze.pngParalyzeParalyze.png ParalyzeFix the Power of X Coin(s) to 0 for this turn. instead.
Reverberation
Sour Liquor Aroma Gift.png
Sour Liquor Aroma Gift.png

Tier: II
Cost: MD Cost.png 185
Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).

Sour Liquor Aroma
[Effects apply only to #1, #2 Deployed Identities]

Skills that apply(including on self) Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count gain 'Offense Level' +2

If the main target has Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). and is Staggered, deal +(Stagger Level x 7.5)% more damage with the Skill

When attacking an enemy with a Skill that applies Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency or Count, deal +(Stagger Level x 15)% more damage with the Skill instead
Sour Liquor Aroma
Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Barbed Lasso Gift.png
Barbed Lasso Gift.png

Tier: II
Cost: MD Cost.png 187
Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.

Barbed Lasso
Turn End: Inflict Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on all enemies equal to their current Speed values.

When activating Lust Absolute Resonance, apply 3 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count to a random enemy at Combat Start.
Barbed Lasso
Fluorescent Lamp Gift.png
Fluorescent Lamp Gift.png

Tier: II
Cost: MD Cost.png 219
Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.

Fluorescent Lamp
Turn End: If there are enemies or Abnormality parts with Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage., apply 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) or 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. to a random ally next turn. Repeat (# of enemies(or # of Abnormality Parts) with Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. + 1) times.
Fluorescent Lamp
Smoking Gunpowder Gift.png
Smoking Gunpowder Gift.png

Tier: II
Cost: MD Cost.png 201
Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.

Smoking Gunpowder
[Effects apply only to #1, #2, and #3 Deployed Identities]

Turn End: If an Attack Skill inflicting Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count has been used at least once this turn, gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn.

If this unit's Speed is at 6+, Attack Skills inflicting Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count deal +12.5% more damage.
Smoking Gunpowder
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Red Order Gift.png
Red Order Gift.png

Tier: II
Cost: MD Cost.png 188
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Red Order
Whenever an ally inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count or 'Unique Sinking' on enemies with Skill Effects, the ally gains 1 'Offense Level' next turn. (Max 3)

Allies with Wrath Affinity Attack Skills, upon inflicting Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4)
Red Order
Melted Spring Gift.png
Melted Spring Gift.png

Tier: II
Cost: MD Cost.png 206
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Melted Spring
Turn Start: enemies with Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) lose 3 'Offense Level' and 'Defense Level' for the turn.
Melted Spring
Grandeur Gift.png
Grandeur Gift.png

Tier: II
Cost: MD Cost.png 215
Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)

Grandeur
[Effects apply only to #1, #2 Deployed Identities]

When dealing damage with an Attack Skill that inflicts Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, Count, or 'Unique Sinking' against targets with 10+ (Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency + Count), inflict 2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count After Attack (2 times per turn per Identity)
In Focused Encounters: inflict 4 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count instead (once per turn per Identity)
Grandeur
Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Cigarette Holder Gift.png
Cigarette Holder Gift.png

Tier: II
Cost: MD Cost.png 197
Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s).

Cigarette Holder
Turn Start: allies with Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). gain 1 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn..

Allies with 5+ Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count gain 2 Power Up.pngPower UpPower Up.png Power UpSkill Final Power +X for this turn. instead.
Cigarette Holder
Stone Tomb Gift.png
Stone Tomb Gift.png

Tier: II
Cost: MD Cost.png 196
Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s).

Stone Tomb
Allies gain 1.5x Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency from Skill effects.

When an ally defeats an enemy with a Sloth Affinity Skill, they gain 2 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +2 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Count at the next Turn Start. (Once per turn)
Stone Tomb
Old Wooden Doll Gift.png
Old Wooden Doll Gift.png

Tier: II
Cost: MD Cost.png 214
Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s).

Old Wooden Doll
[Effects apply only to #1, #2 Deployed Identities]

On Crit, inflict 1 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. next turn. (3 times per turn per Identity)
Old Wooden Doll
Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Employee Card Gift.png
Employee Card Gift.png

Tier: II
Cost: MD Cost.png 195
Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.

Employee Card
When activating Wrath Absolute Resonance or using a Skill that gains or applies Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', all allies gain +3 Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at the next Turn Start. (Once per turn)
Employee Card
Portable Battery Socket Gift.png
Portable Battery Socket Gift.png

Tier: II
Cost: MD Cost.png 190
Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.

Portable Battery Socket
Turn Start: Two random allies gain +2 Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count. (Prioritizes Identities with Skills that gain Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge')

When activating Sloth Absolute Resonance, one random ally gains +3 Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count at Combat Start.
Portable Battery Socket
Patrolling Flashlight Gift.png
Patrolling Flashlight Gift.png

Tier: II
Cost: MD Cost.png 210
Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.

Patrolling Flashlight
[Effects apply only to #1, #2 Deployed Identities]

Turn Start: if the affected Identity has a Skill that gains or consumes Charge.pngChargeCharge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Count or 'Unique Charge', the Identity's Skill 1 gains Clash Power +1 and deals +10% more damage while that unit has Charge Barrier.pngCharge BarrierCharge Barrier.png Charge Barrier- Gain (X * 3) Shield.
- Lose 1 Charge Barrier # after losing (X * 3) Shield.
- (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3))
- Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn
.

Turn End: if the affected Identity does not have Charge Barrier.pngCharge BarrierCharge Barrier.png Charge Barrier- Gain (X * 3) Shield.
- Lose 1 Charge Barrier # after losing (X * 3) Shield.
- (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3))
- Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn
, apply 2 Charge Barrier.pngCharge BarrierCharge Barrier.png Charge Barrier- Gain (X * 3) Shield.
- Lose 1 Charge Barrier # after losing (X * 3) Shield.
- (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (X * 5) instead of at (X * 3))
- Turn End: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield Gained from Charge Barrier expire completely next turn
next turn.
Patrolling Flashlight
Slash.pngSlash Dreaming Electric Sheep Gift.png
Dreaming Electric Sheep Gift.png

Tier: II
Cost: MD Cost.png 198
Slash.png Slash

Dreaming Electric Sheep
After defeating an enemy by using an Envy Affinity or Slash damage skill, raise the unit's Slash Skill Power by 2 for the next 2 turns.

When activating Envy Absolute Resonance, all allies gain 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and 2 Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. at Combat Start.
Dreaming Electric Sheep
Short Cane Sword Gift.png
Short Cane Sword Gift.png

Tier: II
Cost: MD Cost.png 207
Slash.png Slash

Short Cane Sword
When winning a Clash with a Slash Base Attack Skill, inflict 2 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy)
- For Seven Association Identities: above effect applies to Pierce and Blunt Base Attack Skills as well

Encounter Start: Seven Association Identities gain (# of other Seven Association Identities / 2) Clash Power Up (rounded down; max 2)
Short Cane Sword
Resolution Gift.png
Resolution Gift.png

Tier: II
Cost: MD Cost.png 207
Slash.png Slash

Resolution
All allies with 2 or more Slash Skills: for this Encounter, gain Clash Power +1 on the first turn, and gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. & Clash Power +1 starting from the second turn.

Shi Assoc. faction Identities' HP gets capped to 75% of Max HP. In return, take 50% less damage and receive 50% reduced heal. (activates immediately upon entering an Encounter)
Resolution
Pierce.pngPierce Gathering Skulls Gift.png
Gathering Skulls Gift.png

Tier: II
Cost: MD Cost.png 194
Pierce.png Pierce

Gathering Skulls
After defeating an enemy by using a Pride Affinity or Pierce damage Skill, raise the unit's Pierce Power by 2 for the next 2 turns.
Gathering Skulls
Plume of Proof Gift.png
Plume of Proof Gift.png

Tier: II
Cost: MD Cost.png 203
Pierce.png Pierce

Plume of Proof
On Hit after winning a Clash with a Pierce Base Attack Skill, inflict 1 Bind.pngBindBind.png BindSpeed -X for this turn. against the target next turn. (once per turn for each Identity; does not stack against the same enemy)
- For Cinq Association Identities: gain 1 Haste.pngHasteHaste.png HasteSpeed +X for this turn. next turn as well.

When a Cinq Association Identity uses a Base Attack Skill to win a Clash against targets(for Abnormalities, Parts) with 'Declared Duel.pngDeclared DuelDeclared Duel.png Declared Duel- In a Clash between the unit that inflicted Declared Duel and the unit with the status, the declarer has +1 Clash Power. On Hit, the declarer gains 1 Haste next turn. (4 times per turn)
- Expires when the unit inflicts Declared Duel on a different target. Replaced when another unit inflicts Declared Duel on the same target.
' or 'Focused Attack.pngFocused AttackFocused Attack.png Focused AttackUsed on certain Slots', gain 2 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency On Hit (once per turn for each Identity)
Plume of Proof
Torn Bandolier Gift.png
Torn Bandolier Gift.png

Tier: II
Cost: MD Cost.png 190
Pierce.png Pierce

Torn Bandolier
Pierce Skills gain Clash Power +1

Skills that consume Ammo.pngAmmoAmmo.png AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. deal +(40/# of Coins)% more damage

If the unit is out of Ammo.pngAmmoAmmo.png AmmoSpent by certain skills. Some attacks cancel if lacking Ammo., gain 2 Ammo.pngAmmoAmmo.png AmmoSpent by certain skills. Some attacks cancel if lacking Ammo. at the next Turn Start (once per Encounter)
Torn Bandolier
Blunt.pngBlunt Today's Expression Gift.png
Today's Expression Gift.png

Tier: II
Cost: MD Cost.png 189
Blunt.png Blunt

Today’s Expression
After defeating an enemy by using a Sloth Affinity or Blunt skill, raise the unit's Blunt Skill Power by 2 until the end of next turn.
Today’s Expression
Pocket Flashcards Gift.png
Pocket Flashcards Gift.png

Tier: II
Cost: MD Cost.png 201
Blunt.png Blunt

Pocket Flashcards
When winning a Clash with a Blunt Base Attack Skill, inflict 2 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. next turn against the target. (once per turn for each Identity; effect cannot stack against the same enemy)
- For Dieci Association Identities: above effect applies to Slash and Pierce Base Attack Skills as well; inflict 1 additional Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn.

If a Dieci Association Identity Discard.pngDiscardDiscard.png Discard- Delete Skills that fit the condition and are selectable during the Chaining Phase from the Dashboard. (Defensive & E.G.O Skills do not count. Does not delete the Skill from the upcoming Skills list)
- Discarded Skills will not activate Skill effects or Coin effects other than effects from Discard, and will not give E.G.O resources.
ed their own Skill using a Discard Skill, gain (rank of the Discarded Skill) Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. at the next Turn Start. (if multiple are discarded, take the highest value; max 3)
Pocket Flashcards
Temporal Bridle Gift.png
Temporal Bridle Gift.png

Tier: II
Cost: MD Cost.png 212
Blunt.png Blunt

Temporal Bridle
Turn Start: units with a Blunt Attack Skill(except E.G.O Skills) gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. at Turn Start.

Units with 2+ Blunt Attack Skills gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and 1 Blunt DMG Up.pngBlunt DMG UpBlunt DMG Up.png Blunt DMG UpDeal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead.

Units with 2+ Blunt Attack Skills that use Minus Coins gain 2 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and 2 Blunt DMG Up.pngBlunt DMG UpBlunt DMG Up.png Blunt DMG UpDeal +(X*10)% damage with Blunt skills this turn. (Max 100%) instead.
Temporal Bridle

Abnormality Encounters

In Abnormality Encounters, a random Abnormality will appear, and the Manager will be prompted to make a choice between multiple actions. Abnormalities that appear in previous dungeons may appear in newer dungeons. Some choices can lead to a Focused Encounter. In addition to the rewards shown before the fight, you will also gain 60 Cost like a normal Focused Encounter (Cost increasing E.G.O Gift and Starter Buff are also applied).

For an idea on what choices leads to what results, check their respective information page.

Mirror of the Beginning
MD Portrait Ardor Blossom Moth.png
Ardor Blossom Moth
MD Portrait Spiral of Contempt.png
Spiral of Contempt
MD Portrait Ashes.png
Rising Ashes
MD Portrait Nymph.png
Nymph
MD Portrait Coffin.png
Wailing Coffin
MD Portrait Paper.png
Paper Chairman
MD Portrait Sunset Wayfarer.png
Sunset Wayfarer
MD Portrait Hurting Teddy Bear.png
Hurting Teddy Bear
MD Portrait Skin Prophet.png
Skin Prophet
MD Portrait My Form Empties.png
My Form Empties
MD Portrait Drifting Fox.png
Drifting Fox
MD Portrait So That No One Will Cry.png
So That No One Will Cry
MD Portrait Brazen Bull.png
Brazen Bull
MD Portrait Fairy Gentleman.png
Fairy Gentleman
MD Portrait Heavenly Executor's Scribe.png
Heavenly Executor's Scribe
MD Portrait Sign of Roses.png
Sign of Roses
MD Portrait Ambling Pearl.png
Ambling Pearl
MD Portrait Drenched Gossypium.png
Drenched Gossypium
MD Portrait Wayward Passenger.png
Wayward Passenger
MD Portrait Wandering Mind.png
Wandering Mind
MD Portrait Monkey Tree.png
Monkey Tree
MD Portrait Blubbering Toad.png
Blubbering Toad
MD Portrait Hole Man.png
Hole-in-the-Man
MD Portrait Heaven.png
Stuck In Heaven
MD Portrait Blue Star.png
Blue-ish Star
MD Portrait Marriage.png
Spider of Marriage
MD Portrait Steam Transport Machine.png
Steam Transport Machine
MD Portrait Dreaming Electric Sheep.png
Dreaming Electric Sheep
MD Portrait Shock Centipede.png
Shock Centipede
MD Portrait kqe-1j-23.png
kqe-1j-23
MD Portrait RPS.png
Will You Play?
Mirror of Mirrors
MD Portrait Tomorrows Expression.png
Tomorrow's Expression
MD Portrait Drunkard.png
Drunkard
MD Portrait Teeth.png
Chattering Teeth
MD Portrait Four-hundred Roses.png
Four-hundred Roses
MD Portrait Flask.png
Children in the Flask
MD Portrait All-Around Cleaner.png
All-Around Cleaner
MD Portrait Old Man.png
Smokey Old Man
MD Portrait Luminary.png
Star Luminary
MD Portrait Apostle.png
Centipede Apostle
MD Portrait The 4th Front of the Smoke War.png
The 4th Front of the Smoke War
MD Portrait Forsaken Employee.png
Forsaken Employee
MD Portrait Rose Hunter.png
Rose Hunter
MD Portrait Heaven Throne.png
Heavenly Commander's Throne
MD Portrait Pagoda Veneration.png
Pagoda Veneration
MD Portrait Fairy Long-legs.png
Fairy-Long-Legs
MD Portrait Oxidation.png
Dimensional Oxidation Variant
MD Portrait Faelantern.png
Faelantern
MD Portrait Funeral.png
Funeral of a Dying Butterfly
MD Portrait Der Fluchschütze.png
Der Fluchschütze
MD Portrait Overdue Assignments.png
Overdue Assignments
MD Portrait Centaur.png
Centaur
MD Portrait Hydra.png
Hydra
MD Portrait Nappy.png
Sleepyhead
MD Portrait Golden Grip.png
Golden Grip
MD Portrait Highway.png
Highway Devotee
Mirror of the Lake
MD Portrait Time Duck.png
Time Duck
MD Portrait Orbit Stabilizer.png
Dimensional Orbit Stabilizer
MD Portrait Bone Tomb.png
Tomb of Bone
MD Portrait Sleeping Bag.png
Sleeping Bag of Olden Days
MD Portrait The King in Binds.png
The King in Binds
MD Portrait Handshake.png
Handshake of Handshakes
MD Portrait Dream-Devouring Siltcurrent.png
Dream-Devouring Siltcurrent
MD Portrait Headless Portrait.png
Portrait of a Certain Day
MD Portrait Broken Wings.png
Broken Wings
MD Portrait Cyclops.png
Cyclops
MD Portrait Clockwork-Time-Roly-Poly.png
Clockwork-Time-Roly-Poly
MD Portrait Lost Explorer.png
Explorer on a Bereaved Road
MD Portrait Metropolis Resident.png
Resident of Metropolaris
Mirror of the Dreaming
MD Portrait Doomsday Calendar.png
Doomsday Calendar
MD Portrait Alleyway Watchdog.png
Alleyway Watchdog
MD Portrait Have You Become Strong.png
Have You Become Strong
MD Portrait Basilisoup.png
Basilisoup
MD Portrait Headless Ichthys.png
Headless Ichthys


Tips

  • It is highly recommended to achieve Uptie 3+ for any Identities you plan on using. Not only can you utilize their Passives, be it Combat or Support, a fully Uptied Identity has access to higher Speed and their Skill 3.
    • A team consisting of the default Identities of Heathcliff, Ryōshū, and Hong Lu is a powerful basic team that can carry you through Mirror Dungeon Normal quite easily. All three base Sinners have both high clashing and damage numbers, reliable E.G.O's and no clear drawbacks.
  • Be mindful of the ZAYIN E.G.O and Identity picked for each Sinner, especially if there is a section of Sin or damage type that are fatal to them, as those that were not initially picked will not be usable until you buy them from Shop during the run.
  • Before tackling Hard Mode Mirror Dungeons, it is advised to cap out the level of Sinners and the Identities you intend to (or later on) bring over to the dungeon, alongside with capping out most Starter Buffs and having all E.G.O and Identities at Uptie/Threadspin level 3+ to their max whereby possible due to the spiked difficulty of the battles.
    • Note that unlike most other parts of the game, Support Identities are not available for Mirror Dungeons.

Navigation

Site-logo.pngWiki Navigation
Mechanics Battles - Battle Announcers - E.G.O - Identities - Events - Items - Luxcavation - Mirror Dungeon - Story Dungeon - Theater
Seasonal Events Seasons - Limbus Pass - Refraction Railway - Dante's Notes - Walpurgis Night
Characters Dante - Vergilius - Charon
Sinners

Yi Sang Icon.png #1 Yi Sang - Faust Icon.png #2 Faust - Don Quixote Icon.png #3 Don Quixote - Ryoshu Icon.png #4 Ryōshū - Meursault Icon.png #5 Meursault - Hong Lu Icon.png #6 Hong Lu
Heathcliff Icon.png #7 Heathcliff Ishmael Icon.png #8 Ishmael - Rodion Icon.png #9 Rodion - Site-logo.png#10 Dante - Sinclair Icon.png #11 Sinclair - Outis Icon.png #12 Outis - Gregor Icon.png #13 Gregor

Terminology
Locations The City (Districts (NestsBackstreets)) - Outskirts - The Great Lake - Mephistopheles
Lore Abnormalities - E.G.O - Distortion - The Sign - Smoke War - Singularity - Golden Bough
Factions Limbus Company - Fixers (OfficesAssociations) - Syndicates (Five Fingers) - Wings
Other
Songs "In Hell We Live, Lament" - "Between Two Worlds" - "Fly, My Wings" - "Compass" - "Through Patches of Violet" - "Hero" - "Pass On"
Media Lobotomy Corporation - WonderLab - Library of Ruina - The Distortion Detective - Leviathan - Limbus Company (Game)