The Mirror of Immortality is the Mirror Dungeon of Season 6. The Normal difficulty of this Dungeon is unlocked by clearing Canto II.
All Combat Encounters have been changed into 7-Sinner Battles with backup deployment Sinners being available, and many enemies also have Backups available as well. Starlight has returned, albeit using a similar buff system to the previous Mirror Dungeon. Starlight can now also be used to select Theme Packs or increase E.G.O Gift Fusion success rate.
Like the previous Mirror dungeon (the Mirror of the Dreaming), the Mirror of Immortality does not have a separate Dungeon for the Hard Difficulty. Instead, individual Floors may be cleared in Hard difficulty for increased rewards. A button at the top right of the Theme Pack choice screen can be used to toggle future Floors to generate using Hard Mode.
Parallel Superposition mode has not yet been released.
In addition to increased rewards from consuming Weekly Bonus charges proportional to the number of Floors cleared in Hard, Mirror of Immortality [HARD] also had the following changes compared to [NORMAL]:
Identities' Levels are capped at 55, otherwise reflecting their current Levels.
Each Theme Pack comes with a selection of 4 E.G.O Gifts to be gained after the Boss Battle.
Managers will be able to choose two of the E.G.O Gifts, along with associated Mounting Trials.
An increased number of Cost is gained upon clearing Encounters.
Only 2 more nodes can be seen from the Manager's current position.
Certain Theme Packs and E.G.O Gifts are exclusive to Hard Mode.
'Super Shops' may spawn instead of Regular Shops, with a chance proportional to the amount of Cost spent at the last Floor's Shop. Super Shop has these additional functions compared to Regular Shops:
E.G.O Gift Selection +3
Can Replace Skills for 2 Sinners instead of 1 (second replacement available after first is purchased)
Can Fuse up to 5 E.G.O Gifts in Fusion, including a certain number of unique Recipes.
A Fusion Point Modifier, increasing chance of higher-Tier E.G.O Gifts to appear from Fusion.
Rewards
Normal
Rewards for Normal Mode of this Mirror Dungeon are identical to previous Mirror Dungeons, where the first three reward claims after dungeon runs in a week will reward the player with the following extra resources:
Once the Weekly Rewards bonus has been used up, the player will only receive 30 Limbus Pass XP and 100 Manager EXP for any subsequent Mirror Dungeon runs.
Hard
The rewards given for the Hard difficulty of MD6H depends on the number of Weekly Bonus charges consumed upon claiming the reward, with the amount of Limbus Pass XP increasing for players who do multiple runs to consume each charge separately. The number of Weekly Bonus charges the player consumes from a Hard mode clear can be freely adjusted by the player.
Floors cleared beyond Floor 5 using Parallel Superposition Mode does not yield further rewards compared to [HARD] Difficulty runs.
The data in the following tables assumes that all Floors are cleared in the [HARD] Difficulty.
The Starter Buff system (the "Grace of the Immortal Star") for the Mirror of Immortality is a selection of 12 Starter Buffs (mostly identical to those available in the Mirror of the Dreaming) which can be purchased with Starlight that the Manager owns, with the Starlight Bonus (from Loadout Rest Bonuses + a fixed 60 Starlight gained at the beginning of each run) being spent first. Any Starlight Bonus remaining after purchasing Starter Buffs can be converted to Cost, or left as Starlight to claim at the end of the run.
The Starlight Bonus granted by recently released Identities will be fixed to full for the two weeks immediately following their release.
Each Starter Buff can now be enhanced up to 2 times at the cost of additional Starlight, with each Enhancement level having an identical cost to the base buff. Purchasing all buffs at max Enhancement level costs 930 Starlight.
Mirror of Immortality - Grace of the Immortal Star
Name
Icon
Cost
Effects
Base
+
++
Star of the Beginning
10
Starting Cost +150
Theme Pack Selection +1
Shop E.G.O Gift Selection +1
One Free Normal Refresh for Shops
Starting Cost +250
Theme Pack Selection +1
Shop E.G.O Gift Selection +1
One Free Normal Refresh for Shops
Starting Cost +250
Theme Pack Selection +1
Shop E.G.O Gift Selection +1
Two Free Normal Refresh for Shops
Cumulating Starcloud
10
When moving to the next Floor, increase current Cost balance by 10% (max 100)
Increase E.G.O Gift sale price by 50% (once per Shop)
When moving to the next Floor, increase current Cost balance by 20% (max 125)
Increase E.G.O Gift sale price by 75% (once per Shop)
When moving to the next Floor, increase current Cost balance by 30% (max 150)
Increase E.G.O Gift sale price by 100% (once per Shop)
Interstellar Travel
20
Theme Pack Selection +1
Theme Pack Refresh Chance +2
When choosing a new Theme Pack for the first time, all Identities gain +3 Level(s) (max 9)
Theme Pack Selection +1
Theme Pack Refresh Chance +3
When choosing a new Theme Pack for the first time, all Identities gain +3 Level(s) (max 9)
When choosing a new Theme Pack for the first time(in Floor 5 or lower only), gain 1 Clash Power UpClash Power UpClash Power +X for this turn. in its combat Encounters
Theme Pack Selection +1
Theme Pack Refresh Chance +4
When choosing a new Theme Pack for the first time, all Identities gain +3 Level(s) (max 9)
When choosing a new Theme Pack for the first time(in Floor 5 or lower only), gain 3 Clash Power UpClash Power UpClash Power +X for this turn. in its combat Encounters
Star-shower
20
Starting Cost +400
Starting E.G.O Gift Choice +1
Starting Cost +500
Starting E.G.O Gift Choice +1
When Choosing Starlight from Encounter Reward Cards, Cost +75
Starting Cost +700
Starting E.G.O Gift Choice +1
When Choosing Starlight from Encounter Reward Cards, Cost +150
Binary Star-shop
30
Shop E.G.O Gift Selection +1
Encounter Reward Cost +20%
Greater chance for high Tier E.G.O Gifts to appear in Shops
Shop E.G.O Gift Selection +1
Encounter Reward Cost +30%
Greater chance for high Tier E.G.O Gifts to appear in Shops
Upon entering a Shop, add up all the Tier numbers of currently owned E.G.O Gifts and gain it as Cost (max 75)
Shop E.G.O Gift Selection +1
Encounter Reward Cost +40%
Greater chance for high Tier E.G.O Gifts to appear in Shops
Upon entering a Shop, add up all the Tier numbers of currently owned E.G.O Gifts and gain it as Cost (max 150)
Moon Star-shop
30
One Free Keyword Refresh for Shops
Upon entering Floor 1, gain 1 random Tier 1 E.G.O Gift(s)
One Free Keyword Refresh for Shops
Upon entering Floor 1, gain 2 random Tier 1 E.G.O Gift(s)
+10% chance for super Shop to appear
Two Free Keyword Refresh for Shops
Upon entering Floor 1, gain 3 random Tier 1 E.G.O Gift(s)
+25% chance for super Shop to appear
Favor of the Nebulae
40
Upon entry, all Identities gain 3 Level(s)
Upon Floor clear, all Identities gain 1 Level(s) (max 5)
Upon entry, all Identities gain 3 Level(s)
Upon Floor clear, all Identities gain 1 Level(s) (max 9)
Upon entry, all Identities gain 3 Level(s)
Upon entering Floor 6, all Identities gain 3 Level(s)
Upon Floor clear, all Identities gain 1 Level(s) (max 9)
Starlight Guidance
40
Max Speed +2
Gain 1 Clash Power UpClash Power UpClash Power +X for this turn.
Gain 1 Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
Gain 1 ProtectionProtectionTake -(X*10)% damage this turn. (Max 100%)
Max Speed +3
Gain 2Clash Power UpClash Power UpClash Power +X for this turn.
Gain 1 Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
Gain 1 ProtectionProtectionTake -(X*10)% damage this turn. (Max 100%)
Max Speed +3
Gain 2Clash Power UpClash Power UpClash Power +X for this turn.
Gain 2Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
Gain 2ProtectionProtectionTake -(X*10)% damage this turn. (Max 100%)
Chance Comet
50
Upon entering a Shop, gain 1 random Tier 3 or less For Fuse or Sale only E.G.O Gift(s)
Upon entering Floor 3, gain 1 random Tier 3 E.G.O Gift(s)
When fusing, gain a random additional E.G.O Gift 2 Tiers below the Fusion result(must be Tier 3 or higher) (once per Shop)
Upon entering a Shop, gain 1 'For Fuse or Sale only E.G.O Gift'
Floor 5 or lower: Tier 1~3
Floor 6 or higher: Tier 2~3
Upon entering Floor 3/Floor 5, gain 1 Tier 3 E.G.O Gift from the selected Keyword category
When fusing, gain a random additional E.G.O Gift 2 Tiers below the Fusion result(must be Tier 3 or higher) (once per Shop)
Upon entering a Shop, gain 1 'For Fuse or Sale only E.G.O Gift'
Floor 5 or lower: Tier 2~3
Floor 6 or higher: Tier 3~4
Upon entering Floor 3/Floor 5/Floor 7, gain 1 random Tier 4 E.G.O Gift from the selected Keyword category
When fusing, gain a random additional E.G.O Gift 1 Tier below the Fusion result(must be Tier 3 or higher) (once per Shop)
Perfected Possibility
60
Theme Pack Selection +1
Starting E.G.O Gift Choice +1
Upon entry, gain 1 Tier 3 E.G.O Gift(s) of your choice for your selected Keyword category
Theme Pack Selection +1
Starting E.G.O Gift Choice +1
Upon entry, gain 2 Tier 3 E.G.O Gift(s) of your choice for your selected Keyword category
Theme Pack Selection +1
Starting E.G.O Gift Choice +1
Upon entry, gain 3 Tier 3 E.G.O Gift(s) of your choice for your selected Keyword category
Achievements
"T.B.D."
The following article covers content that has not yet been released. Details will be determined in time.
While achievements for the Mirror of Immortality are planned, they have not yet been released.
Most non Story-related Floor Theme Packs in the Mirror of Immortality have the same layouts and bosses as the Mirror of Immortality. Theme Pack mechanics have not changed.
3 (up to 5 with Starter Buffs) Theme Packs are presented to the Manager at the start of each Floor, along with one chance to Refresh the Theme Packs. (Refresh Chances can be increased to 5 with 'Interstellar Travel' Starter Buff). The E.G.O Gifts selection that will be presented after clearing the Boss Node of said Theme Pack is displayed under the Theme Pack.
Each Theme Pack generates a Floor with a set length and pool of Enemies, Abnormality Random Encounters, and E.G.O Gifts. Theme Packs are divided into multiple categories: Canto Themed, Intervallo/Event Themed, Damage Type/Sin Affinity Themed, and Status Keyword Themed. Most Canto & Intervallo Themed Packs unlock with the Manager's progress in the story, while Damage Type, Sin Affinity, and Status Keyword Themed Packs are always available. In the Mirror of Immortality, all Status Keyword Themed Packs are only available in Hard Mode.
Specific Theme Packs can be "searched" and brought into the current selection at a cost of 20 Starlight initially, with each subsequent usage of this feature costing 10 more Starlight each run. Previously unentered Theme Packs cost +50% more Starlight to search.
Mounting Trials
Similar to previous Mirror Dungeons, a buff to future enemies may be chosen after each Floor Boss fight along with the E.G.O Gifts. Refusing the Gift will prompt the game to choose randomly from the offered Mounting Trials instead.
The Normal and Hard difficulties of the Mirror Dungeon shares the pool of Mounting Trials, though Hard difficulty requires the Manager to select two Mounting Trials for each Floor. A Level Boost to future enemies (ranging from +1 to +2 Levels) is listed alongside each Mounting Trials.
The Mounting Trials pool for the Mirror of Immortality is identical to that for the Mirror of the Dreaming.
Mounting Trials - Mirror of Immortality
Name
Icon
Effect
Floor 1
Offense Level Up I
Offense Level +1
Defense Level Up
Defense Level +2
Resilient I
Defense Level +1, Max HP +2.5%
Growth I
Max HP +5%
Defense Skill Up
Defense Skill Final Power +1
Take Less Damage
Damage Taken -5%
Floor 2
Offense Level Up II
Offense Level +2
Body Up I
Offense Level +1, Defense Level +1, Max HP +2.5%
Keen I
Offense Level +1, Max HP +5%
Resilient II
Defense Level +1, Max HP +7.5%
Resilient III
Defense Level +2, Max HP +5%
Growth II
Max HP +10%
Headstrong I
Damage Taken -7.5%, Damage Dealt +7.5%
Floor 3
Keen II
Offense Level +2, Max HP +7.5%
Keen III
Offense Level +3, Max HP +5%
Resilient IV
Defense Level +3, Max HP +7.5%
Resilient V
Defense Level +4, Max HP +5%
Growth III
Max HP +15%
Clash Power Boost
Clash Power +1, Max HP +7.5%
Final Power Boost
Final Power +1, Max HP +5%
Base Power Boost
Base Power +1, Max HP +2.5%
Floor 4
Keen IV
Offense Level +3, Max HP +15%
Body Up II
Offense Level +2, Defense Level +3, Max HP +10%
Body Up III
Offense Level +3, Defense Level +2, Max HP +10%
Growth IV
Max HP +30%
Clash Power Spurt
Clash Power +1, Max HP +15%
Final Power Spurt
Final Power +1, Max HP +12.5%
Base Power Spurt
Base Power +1, Max HP +10%
Brutality
Plus Coin Power +1, Minus Coin Power -1
Headstrong II
Damage Taken -25%, Damage Dealt +25%
List of E.G.O Gifts
All E.G.O Gifts from previous Mirror Dungeons can also be found in the Mirror of Immortality. Additionally, this Mirror Dungeon introduces a number of new E.G.O Gifts.
Revamped E.G.O Gifts
Many E.G.O Gifts recieved major overhauls to their effects with the release of the Mirror of Immortality [HARD]. Below is a list of E.G.O Gifts which received changes.
Gift
Description
Tier
Cost
Keyword
Red Order
Whenever an ally inflicts SinkingSinkingThe 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 Gloom or Wrath Affinity Attack Skills, upon inflicting SinkingSinkingThe 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)
II
188
SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Glimpse of Flames
Turn End: consume half of BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). to deal (BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Count) bonus Wrath damage. (can consume up to 5 BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Count)
Targets lose (BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Count consumed by Glimpse of Flames) Defense Levels for the next turn. (max 3)
IV
379
BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s).
Thorny Path
When hitting and dealing HP damage to an enemy with a Skill that inflicts SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency or 'Unique Sinking', inflict 3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +2 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End. (Once per enemy per turn)
When activating Gloom or Lust Absolute Resonance, inflict 2 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count to all enemies(for Abnormalities, a random Part) at Combat Start.
I
160
SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Thrill
Turn Start: inflict 3 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +3 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count on all enemies. (or all Abnormality Parts)
Turn End: Inflict (RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency x RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count) Gluttony damage to all enemies. (for Abnormalitites, all Parts) (counts up to 5 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count)
IV
384
RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage.
Charge-type Gloves
Max ChargeChargeResource 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 +10.
Encounter Start: All allies gain +5 ChargeChargeResource 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.
Turn Start: All allies gain +2 ChargeChargeResource 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.
[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light SuperbatteryNear-light Superbattery- Max Stack: 100 - When consuming Charge Count, add the amount consumed to this buff's Stack - Max Charge Count Cap +10 - Gain 1 Charge Count when allies gain Charge Potency or Count - When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available) - Deal +10% damage for every 10 Stack - Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies) - When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well.
IV
394
ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Black Sheet Music
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply SinkingSinkingThe 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'. (except E.G.O Skills, only counts Identities on the field at Encounter Start)
On Hit against an enemy with a Skill: inflict 5 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency.
Turn Start: enemies or Parts with SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) regain (SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count each enemy lost On Hit last turn / 2) SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count.
On Hit with a Base Attack Skill: deal (SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target / 10) Gloom damage (min 1 damage)
On Hit with an Attack Skill: if the target's SP is below 0, Skill deals more damage the further the target's SP is from 0 (+1% damage per SP) - If target is Panicked, deal +50% damage instead - If the target does not have SP, deal +1% damage for every 2 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on target. If target has 90+ SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, deal +50% damage instead
IV
427
SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
T-1 Perpetual Motion Machine
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that gain ChargeChargeResource 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'. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)
First Turn Start of a wave: all allies gain 7 Charge BarrierCharge 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 Start: all allies gain (ChargeChargeResource 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/5 +1) Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (max 9, rounded up; including 'Unique Charge')
Each Identity gains (total ChargeChargeResource 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 consumed by using Attack Skills during this Encounter / 4) Offense Level Up at Turn Start. (maxes out after consuming 40 ChargeChargeResource 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)
Each Identity gains 1 ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. every time they consume 10 ChargeChargeResource 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. (5 times per Identity per Encounter; 'Unique Charge' does not interact with this effect)
Turn Start: all allies gain 1 Attack Power UpAttack Power UpAttack Skill Final Power +X for this turn. for every 2 ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. Potency on their respective selves (max 3)
IV
406
ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Ruin
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count. (except E.G.O Skills, only counts Identities on the field)
RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. effects deal +150% damage against enemy Shield
Turn Start: enemies or Parts with RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. lose (3 + (RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency / 2)) Offense Level and Defense Level. (max 6)
When inflicting RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count with Skill effects, inflict 2 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count against the target. If the target has less than 15 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, inflict 2 additional RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency.
Coin Power +1 for Plus Coin Skills that inflict RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture'
IV
406
RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage.
T-5 Perpetual Motion Machine
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that gain ChargeChargeResource 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'. (except E.G.O Skills, only counts Identities on the field)
Turn Start: at less than 3 ChargeChargeResource 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, gain +3 ChargeChargeResource 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. Turn Start: at 5+ ChargeChargeResource 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, gain +2 min/max Speed, 1 Attack Power UpAttack Power UpAttack Skill Final Power +X for this turn., and 2 Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%).
All allies on the field gain Self Resonance CircuitrySelf Resonance CircuitryTotal sum of Charge Count currently owned by all allies
Cumulative Charge Count consumed by allies: X
On Hit with a Skill: deal +(sum of Charge Count on all allies / 3)% damage All allies gain 1 Offense Level Up for every 100 cumulative Charge Count consumed by allies (max 30) at Turn Start.
After Attack with a Skill 3 that consumes or gains ChargeChargeResource 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 on self: if the target is defeated, or if the ally who used the Skill is at 3+ ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn., they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally)
IV
410
ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Impending Wave
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply SinkingSinkingThe 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'. (except E.G.O Skills, only counts Identities on the field)
Turn Start: inflict 1 RefluxReflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack against a random enemy
When an enemy with RefluxReflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack is killed, at the next Turn Start, transfer the RefluxReflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack from the said enemy to an enemy with the highest, but not maxed, RefluxReflux- Max Stack: 3 When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency): - Take (Sinking Potency on self x Stack) Gloom damage - Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively If the unit with Reflux dies, transfer its Reflux Stack to its ally with the highest Reflux stack Stack
When hitting and dealing HP damage to an enemy with a Skill that inflicts SinkingSinkingThe 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', inflict 4 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency and +3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count at Turn End (once per turn for each enemy) Combat Start: when activating Gloom or Lust A-Reson., inflict 3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count on all enemies (for Abnormalities, a random Part)
After using a base Attack Skill, if the target has 10+ SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, heal (SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level DownDefense Level DownDefense Level -X for this turn. against the target (max 5; once per turn for each enemy)
Turn End: all allies gain Offense Level UpOffense Level UpOffense Level +X for this turn. equal to the number of enemies with -45 SP or without SP next turn (max 6)
Coin Power +1 for Plus Coin Skills that inflict SinkingSinkingThe 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' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict SinkingSinkingThe 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'
When activating the SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with an On Hit effect from a Base Attack Skill that inflicts or gains SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Potency, SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count, or 'Unique Sinking', heal 5 SP at Turn End (2 times per turn per Identity) If the unit was at 45 SP at Turn Start, the effect changes to the following: when hitting and activating the SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) effect(including 'Unique Sinking') on the target with a base Attack Skill, inflict +3 SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) Count against the targeted enemy (2 times per turn per Identity)
IV
401
SinkingSinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Hot ‘n Juicy Drumstick
When inflicting BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). with Skills against enemies, inflict +3 BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s). Count (3 times per turn)
III
259
BurnBurnTurn End: Take X fixed damage. Lasts Y turn(s).
Dry-to-the-Bone Breast
When inflicting RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. with Skills against enemies, inflict +3 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per turn)
III
264
RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage.
Wholeness
If the ally wins a Clash using a Skill that inflicts BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, Count, or 'Unique Bleed', inflict 2~3 NailsNailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down).
N Corp. Fanatic Identities deal +25% damage against targets with BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and gain 1 FanaticFanaticSkill Final Power +X against units with Nails for this turn. (Applies to clashes as well) at Turn Start. If the said ally's SP is maxed, also gain 3 Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%).
N Corp. Fanatic Identities gain Final Power +1, Plus Coin Power +1, Minus Coin Power -1, and their Attack Skills inflict +1 more NailsNailsUnique Bleed Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down).
IV
404
BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
New E.G.O Gifts
Two new Tier-EX Gifts have been added. These E.G.O Gifts cannot be obtained via any other means than the one listed.
Gift
Description
Tier
Cost
Keyword
Event
A Certain Philosophy
Fix Fusion Probability forecast to 100%
EX
999
-
When "failing" a Fusion with success rate of 99% or higher, this E.G.O Gift is earned in place of an E.G.O Gift of random Keyword.
Wealth
Fix all E.G.O Gift Purchase & Enhancement Cost to 1.
Allies gain 1 Offense Level UpOffense Level UpOffense Level +X for this turn. for every 500 Cost on self (max 20)
Activates when 3 or more Identities have Skills that consume BloodfeastBloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first.. (except E.G.O Skills; except Backup Units)
Combat Start: if the target getting attacked by an Identity that consumes BloodfeastBloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. has 30+ BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, reduce their BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency to 15. Then, increase BloodfeastBloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. equal to the amount of BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency reduced. (once per turn for the enemy group as a whole; only activates against the main target when using multi-Atk Weight Skills)
For Identities with Skills that consume BloodfeastBloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first., apply 1 Power Up and 1 Damage Up next turn for every 10 BloodfeastBloodfeast- Max Value: 999 - Stores all Bleed damage dealt in this zone - Resets when moving to a different zone - This value is shared by all characters - Among allies, if there is a higher Kindred who also consumes Bloodfeast in the same turn, this unit cannot consume Bloodfeast until that ally consumes it first. generated with the above effect (max 4)
IV
398
BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
The Dream Ending
Sorrowful Exhale
If the #5 Deployed ally has 50+ (sum of PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Count): their Skill Coins, when attacking after Clash Win or when using Unopposed Attacks, always flip Heads(for Minus Coins, Tails), and deal +80% damage on Critical Hit. (once per Encounter, except E.G.O Skills)
If there are 5 or more Deployed allies with Attack Skills that apply or gain PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency or PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Count, #5 Deployed ally deals +60% damage on Critical Hit (additional +20% damage on Critical Hit for every 1 Deployed Identity beyond the conditional, including Backup Units)
IV
400
PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s).
Line 5
Shatterbound Cannon
Combat Start: gain 2 Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and 2 FragileFragileTake +(X*10)% damage this turn. (Max 100%) Starting from the 2nd turn, Stacks of Damage UpDamage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and FragileFragileTake +(X*10)% damage this turn. (Max 100%) gained due to the above effect increases by 1 (up to 8 times)
Turn End: gain Bleed Count equal to Lust Reson., then lose 1 Gluttonous Thorn (貪食棘). (max Bleed Count gain: 5)
While this unit has this effect, if it gains Bleed Potency beyond 99, increase Bloodfeast equal to the excess Bleed Potency; then, gain Defense Level Down next turn equal to Bloodfeast increased (max Defense Level Down gain: 5) against enemies(or Parts) with BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.. If all enemies(or all Parts) have BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., inflict 4 Gluttonous Thorn (貪食棘)Gluttonous Thorn (貪食棘)Max Stack: 9
Turn End: gain Bleed Count equal to Lust Reson., then lose 1 Gluttonous Thorn (貪食棘). (max Bleed Count gain: 5)
While this unit has this effect, if it gains Bleed Potency beyond 99, increase Bloodfeast equal to the excess Bleed Potency; then, gain Defense Level Down next turn equal to Bloodfeast increased (max Defense Level Down gain: 5).
IV
397
BleedBleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.
Line 5
Tenacity Bolus
Turn Start: 1 ally with the highest max HP gains Defense Level UpDefense Level UpDefense Level +X for this turn. equal to the number of times that unit was hit by the enemies' Skill Attacks (max 6)
II
201
-
Four Houses and Greed
Lightening Axe
On Hit with Skills that consume ChargeChargeResource 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: inflict 1 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. (3 times per Skill)
The E.G.O Gift effect gets stronger the more Identities with Attack Skills that apply RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn. are Deployed. (except E.G.O Skills; includes Backup Units)
- At 6+… When dealing RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. damage to enemies, gain +1 ChargeChargeResource 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 (3 times per Skill)
- At 8+… On Hit with Skills that consume ChargeChargeResource 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, inflict +1 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per Skill)
II
202
ChargeChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Four Houses and Greed
Flower in the Mirror
Every Turn Start: inflict 3 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count against all enemies (for Focused Encounters, all Parts)
The E.G.O Gift effect gets stronger the more Identities with Attack Skills that apply RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). are Deployed. (except E.G.O Skills; includes Backup Units)
- At 6+… When RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. damage occurs On Hit with a Skill, gain +1 PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Count (3 times per Skill)
- At 10+… On Crit with a Skill, inflict +1 RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per Skill)
III
255
RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage.
The Surrendered Witnessing
Moon in the Water
On Hit against enemies with 5+ RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency: gain 1 PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +1 PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). Count (3 times per Skill)
The E.G.O Gift effect gets stronger the more Identities with Attack Skills that apply RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s). are Deployed. (except E.G.O Skills; includes Backup Units)
On Hit with a Skill: if target has 20+ RuptureRuptureThe next Y time(s) the unit is hit, take X fixed damage., deal +10% damage on Critical Hit (additional +3% damage on Critical Hit for every 1 Deployed Identity that fit the above condition)
- At 12+... On Hit with a Skill: if it hit Critically, remove 1 random removable negative effect applied to self (once per turn, per Identity)
III
261
PoisePoiseBoost critical hit chance by X*5% for the next Y hit(s).
The Surrendered Witnessing
Encounter Details
Combat Encounters
The enemies that can be encountered in this Dungeon depends on the Floor Theme Pack chosen for the Floor the player is currently on. The Floor Theme Packs available in turn is determined by the player's progress in the Main Story.
There are 5 Floors in both Normal and Hard difficulty. However, the number of nodes each Floor has may fluctuate depending on the Floor Theme Packs one has chosen.
Choice Events
The Mirror of Immortality added one Choice Event, available across all Floors:
Bizarre Machine
Mirror Dungeon Event
There's a bizarre-looking machine. In front of it is a coin.
Then there's a twinkling, glowing coin slot on the machine—it's almost enticing us to deposit the coin inside it.
A disembodied, mechanical voice echoes from somewhere when we walk up to the machine.
"Test your luck!"
Where did that vocalization come from? Did it come from within the machine, or was it this space itself whispering to me?
I barely catch myself after absentmindedly picking up the coin and walking up to the machine's coin slot. I should think this through.
Just take the coin.
On closer examination, this coin could come in useful in the dungeon.
… We should quit while we're ahead, even for a small gain. Much better than gambling this coin away into that suspicious machine for some unknown, mysterious outcome we have no way of gauging.
We pocket the coin and leave the machine.
Cost 100 gained.
Insert the coin in the slot. ???
Success Chance: 1%
Check Passed
The slot sucks the coin inside with a clack.
“#%^*@%@!!#@$%”
The machine makes a strange, ineffable and unsettling noise. After a moment, it spits out something from its… vent-like apparatus.
It zooms off to somewhere before we even get a chance to realize what happened.
E.G.O Gift Wealth obtained!
Check Failed
The slot sucks the coin inside with a clack.
"……"
Then nothing.
"Aw, darnit! It ate the coin!"
One of the Sinners stomps forward to beat up the machine, but it zooms off to somewhere before we even get a chance to see what would happen.
Cost 50 gained.
No Choice Event Encounters available across multiple Theme Packs were added otherwise.