Mirror of Immortality

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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.pngStarlight has returned, albeit using a similar buff system to the previous Mirror Dungeon. Starlight.pngStarlight can now also be used to select Theme Packs or increase E.G.O Gift Fusion success rate.

Difficulties

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 MD Cost.pngCost 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 MD Cost.pngCost 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.

Weekly Bonus
Charges Used
Rewards (all floors hard mode) Total
3
2+1
1+2
1+1+1
0

(Identical to Normal difficulty completions without Bonus)

When quitting the dungeon early without fully clearing it, rewards can be earned based on the number of [HARD] Mode Floors cleared, as follows:

Floor Cleared Rewards (Percentage) Rewards (using 3 weekly bonuses)
1
2
3
4
5

Starter Buffs

For more information on Starlight, see Mirror Dungeon.

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.pngStarlight that the Manager owns, with the Starlight Bonus (from Loadout Rest Bonuses + a fixed 60 Starlight.pngStarlight gained at the beginning of each run) being spent first. Any Starlight.pngStarlight Bonus remaining after purchasing Starter Buffs can be converted to MD Cost.pngCost, or left as Starlight.pngStarlight to claim at the end of the run.

The Starlight.pngStarlight 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.pngStarlight, with each Enhancement level having an identical cost to the base buff. Purchasing all buffs at max Enhancement level costs 930 Starlight.pngStarlight.

Mirror of Immortality - Grace of the Immortal Star
Name Icon Starlight.png Cost Effects
Base + ++
Star of the Beginning Star of the Beginning MD6 Buff.png Starlight.png 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 Cumulating Starcloud MD6 Buff.png Starlight.png 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 Interstellar Travel MD6 Buff.png Starlight.png 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 Up.pngClash Power UpClash Power Up.png Clash 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 Up.pngClash Power UpClash Power Up.png Clash Power UpClash Power +X for this turn. in its combat Encounters
Star-shower Star-shower MD6 Buff.png Starlight.png 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 Binary Star-shop MD6 Buff.png Starlight.png 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 Moon Star-shop MD6 Buff.png Starlight.png 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 Favor of the Nebulae MD6 Buff.png Starlight.png 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 Starlight Guidance MD6 Buff.png Starlight.png 40
  • Max Speed +2
  • Gain 1 Clash Power Up.pngClash Power UpClash Power Up.png Clash Power UpClash Power +X for this turn.
  • Gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
  • Gain 1 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%)
  • Max Speed +3
  • Gain 2 Clash Power Up.pngClash Power UpClash Power Up.png Clash Power UpClash Power +X for this turn.
  • Gain 1 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
  • Gain 1 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%)
  • Max Speed +3
  • Gain 2 Clash Power Up.pngClash Power UpClash Power Up.png Clash Power UpClash Power +X for this turn.
  • Gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%)
  • Gain 2 Protection.pngProtectionProtection.png ProtectionTake -(X*10)% damage this turn. (Max 100%)
Chance Comet Chance Comet MD6 Buff.png Starlight.png 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 Perfected Possibility MD6 Buff.png Starlight.png 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

While achievements for the Mirror of Immortality are planned, they have not yet been released.

Floor Theme Packs

For information about each Floor Theme Pack, see List of Floor Themes.

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.pngStarlight initially, with each subsequent usage of this feature costing 10 more Starlight.pngStarlight each run. Previously unentered Theme Packs cost +50% more Starlight.pngStarlight 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.

MD5 Mounting Trials Base.png Mounting Trials - Mirror of Immortality
Name Icon Effect
Floor 1
Offense Level Up I Offense Level Up MD4.png Offense Level +1
Defense Level Up Defense Level Up MD5.png Defense Level +2
Resilient I Resilient I MD5.png Defense Level +1, Max HP +2.5%
Growth I Max HP Up.png Max HP +5%
Defense Skill Up Defense Skill Up MD5.png Defense Skill Final Power +1
Take Less Damage Take Less Damage MD5.png Damage Taken -5%
Floor 2
Offense Level Up II Offense Level Up II MD5.png Offense Level +2
Body Up I Body Up I MD5.png Offense Level +1, Defense Level +1, Max HP +2.5%
Keen I Keen I MD5.png Offense Level +1, Max HP +5%
Resilient II Resilient II MD5.png Defense Level +1, Max HP +7.5%
Resilient III Resilient III MD5.png Defense Level +2, Max HP +5%
Growth II Growth II MD5.png Max HP +10%
Headstrong I Headstrong MD4H.png Damage Taken -7.5%, Damage Dealt +7.5%
Floor 3
Keen II Keen II MD5.png Offense Level +2, Max HP +7.5%
Keen III Keen III MD5.png Offense Level +3, Max HP +5%
Resilient IV Resilient IV MD5.png Defense Level +3, Max HP +7.5%
Resilient V Resilient V MD5.png Defense Level +4, Max HP +5%
Growth III Growth III MD5.png Max HP +15%
Clash Power Boost Clash Power Boost MD5.png Clash Power +1, Max HP +7.5%
Final Power Boost Final Power Boost MD5.png Final Power +1, Max HP +5%
Base Power Boost Base Power Boost MD5.png Base Power +1, Max HP +2.5%
Floor 4
Keen IV Keen IV MD5.png Offense Level +3, Max HP +15%
Body Up II Body Up II MD5.png Offense Level +2, Defense Level +3, Max HP +10%
Body Up III Body Up III MD5.png Offense Level +3, Defense Level +2, Max HP +10%
Growth IV Growth IV MD5.png Max HP +30%
Clash Power Spurt Clash Power Spurt MD5.png Clash Power +1, Max HP +15%
Final Power Spurt Final Power Spurt MD5.png Final Power +1, Max HP +12.5%
Base Power Spurt Base Power Spurt MD5.png Base Power +1, Max HP +10%
Brutality Coin Power Up I MTH3.png Plus Coin Power +1, Minus Coin Power -1
Headstrong II Eyes and Teeth for an Eye MD4.png 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 Gift.png
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 Gloom or 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)
II MD Cost.png188 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Glimpse of Flames Gift.png
Glimpse of Flames
Turn End: consume half of Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count on enemies with Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). to deal (Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Potency x consumed Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count) bonus Wrath damage. (can consume up to 5 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count)

Targets lose (Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count consumed by Glimpse of Flames) Defense Levels for the next turn. (max 3)
IV MD Cost.png379 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).
Thorny Path Gift.png
Thorny Path
When hitting and dealing HP damage to an enemy with a 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 or 'Unique Sinking', inflict 3 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 at Turn End. (Once per enemy per turn)

When activating Gloom or Lust Absolute Resonance, 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 +3 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 to all enemies(for Abnormalities, a random Part) at Combat Start.
I MD Cost.png160 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Thrill Gift.png
Thrill
Turn Start: inflict 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 on all enemies. (or all Abnormality Parts)

Turn End: Inflict (Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency x Rupture.pngRuptureRupture.png RuptureThe 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count)
IV MD Cost.png384 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.
Charge-type Gloves Gift.png
Charge-type Gloves
Max 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 +10.

Encounter Start: All allies gain +5 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.

Turn Start: All 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.

[#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light Superbattery.pngNear-light SuperbatteryNear-light Superbattery.png Near-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 MD Cost.png394 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.
Black Sheet Music Gift.png
Black Sheet Music
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply 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'. (except E.G.O Skills, only counts Identities on the field at Encounter Start)

On Hit against an enemy with a Skill: inflict 5 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.

Turn Start: enemies or Parts 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.) regain (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 each enemy lost On Hit last turn / 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.

On Hit with a Base Attack Skill: deal (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 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 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 on target. If target has 90+ 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, deal +50% damage instead
IV MD Cost.png427 Sinking.pngSinkingSinking.png SinkingThe 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 Gift.png
T-1 Perpetual Motion Machine
Turn Start: This Gift activates when 5 or more Identities have Attack 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'. (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 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 Start: all allies 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/5 +1) Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%). (max 9, rounded up; including 'Unique Charge')

Each Identity gains (total 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 consumed by using Attack Skills during this Encounter / 4) Offense Level Up at Turn Start. (maxes out after consuming 40 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)

Each Identity gains 1 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. every time they consume 10 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. (5 times per Identity per Encounter; 'Unique Charge' does not interact with this effect)

Turn Start: all allies gain 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn. for every 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. Potency on their respective selves (max 3)
IV MD Cost.png406 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.
Ruin Gift.png
Ruin
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply Rupture.pngRuptureRupture.png RuptureThe 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)

Rupture.pngRuptureRupture.png RuptureThe 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. lose (3 + (Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency / 2)) Offense Level and Defense Level. (max 6)

When inflicting Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency or Count with Skill effects, inflict 2 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count against the target. If the target has less than 15 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, inflict 2 additional Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency.

Coin Power +1 for Plus Coin Skills that inflict Rupture.pngRuptureRupture.png RuptureThe 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency, Count, or 'Unique Rupture'
IV MD Cost.png406 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.
T-5 Perpetual Motion Machine Gift.png
T-5 Perpetual Motion Machine
Turn Start: This Gift activates when 5 or more Identities have Attack 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'. (except E.G.O Skills, only counts Identities on the field)

Turn Start: at less than 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, 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.
Turn Start: at 5+ 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, gain +2 min/max Speed, 1 Attack Power Up.pngAttack Power UpAttack Power Up.png Attack Power UpAttack Skill Final Power +X for this turn., and 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%).

All allies on the field gain Self Resonance Circuitry.pngSelf Resonance CircuitrySelf Resonance Circuitry.png Self 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 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 on self: if the target is defeated, or if the ally who used the Skill is at 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., they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally)
IV MD Cost.png410 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.
Impending Wave Gift.png
Impending Wave
Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply 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'. (except E.G.O Skills, only counts Identities on the field)

Turn Start: inflict 1 Reflux.pngRefluxReflux.png Reflux- 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 Reflux.pngRefluxReflux.png Reflux- 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 Reflux.pngRefluxReflux.png Reflux- 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, Reflux.pngRefluxReflux.png Reflux- 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 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', 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 +3 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 at Turn End (once per turn for each enemy)
Combat Start: when activating Gloom or Lust A-Reson., inflict 3 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.) and +3 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 on all enemies (for Abnormalities, a random Part)

After using a base Attack Skill, if the target has 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, heal (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 on the target / 10) SP on self (max 5) and inflict the same amount as Defense Level Down.pngDefense Level DownDefense Level Down.png Defense 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 Up.pngOffense Level UpOffense Level Up.png Offense 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 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'
Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict 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'

When activating the Sinking.pngSinkingSinking.png SinkingThe 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 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, 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, 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 Sinking.pngSinkingSinking.png SinkingThe 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 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 against the targeted enemy (2 times per turn per Identity)
IV MD Cost.png401 Sinking.pngSinkingSinking.png SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)
Hot ‘n Juicy Drumstick Gift.png
Hot ‘n Juicy Drumstick
When inflicting Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). with Skills against enemies, inflict +3 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). Count (3 times per turn) III MD Cost.png259 Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).
Dry-to-the-Bone Breast Gift.png
Dry-to-the-Bone Breast
When inflicting Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. with Skills against enemies, inflict +3 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per turn) III MD Cost.png264 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage.
Wholeness Gift.png
Wholeness
If the ally wins a Clash 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', inflict 2~3 Nails.pngNailsNails.png NailsUnique 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 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and gain 1 Fanatic.pngFanaticFanatic.png FanaticSkill 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 Up.pngDamage UpDamage Up.png Damage 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 Nails.pngNailsNails.png NailsUnique Bleed
Turn Start: Gain 1 Bleed and increase the Bleed Count by X.
Turn End: Halve this effect’s Count. (Rounded down)
.
IV MD Cost.png404 Bleed.pngBleedBleed.png BleedThe 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 Gift.png
A Certain Philosophy
Fix Fusion Probability forecast to 100% EX MD Cost.png999 - 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 Gift.png
Wealth
Fix all E.G.O Gift Purchase & Enhancement Cost to 1.

Allies gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. for every 500 Cost on self (max 20)
EX MD Cost.png999 - Bizarre Machine

Themed Gifts

Gift Description Tier Cost Keyword Theme Pack(s)
A Drop Gift.png
A Drop
Activates when 3 or more Identities have Skills that consume Bloodfeast.pngBloodfeastBloodfeast.png Bloodfeast- 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 Bloodfeast.pngBloodfeastBloodfeast.png Bloodfeast- 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+ Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency, reduce their Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency to 15. Then, increase Bloodfeast.pngBloodfeastBloodfeast.png Bloodfeast- 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 Bleed.pngBleedBleed.png BleedThe 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 Bloodfeast.pngBloodfeastBloodfeast.png Bloodfeast- 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 Bloodfeast.pngBloodfeastBloodfeast.png Bloodfeast- 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 MD Cost.png398 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. The Dream Ending
Sorrowful Exhale Gift.png
Sorrowful Exhale
If the #5 Deployed ally has 50+ (sum of Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and Poise.pngPoisePoise.png PoiseBoost 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 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency or Poise.pngPoisePoise.png PoiseBoost 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 MD Cost.png400 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Line 5
Shatterbound Cannon Gift.png
Shatterbound Cannon
Combat Start: gain 2 Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and 2 Fragile.pngFragileFragile.png FragileTake +(X*10)% damage this turn. (Max 100%)
Starting from the 2nd turn, Stacks of Damage Up.pngDamage UpDamage Up.png Damage UpDeal +(X*10)% damage with skills this turn. (Max 100%) and Fragile.pngFragileFragile.png FragileTake +(X*10)% damage this turn. (Max 100%) gained due to the above effect increases by 1 (up to 8 times)
IV MD Cost.png398 - Line 5
Coveting Thorn Gift.png
Coveting Thorn
Every 3 turns, inflict 2 Gluttonous Thorn (貪食棘).pngGluttonous Thorn (貪食棘)Gluttonous Thorn (貪食棘).png 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)
against enemies(or Parts) with Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage..
If all enemies(or all Parts) have Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage., inflict 4 Gluttonous Thorn (貪食棘).pngGluttonous Thorn (貪食棘)Gluttonous Thorn (貪食棘).png 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 MD Cost.png397 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Line 5
Tenacity Bolus Gift.png
Tenacity Bolus
Turn Start: 1 ally with the highest max HP gains Defense Level Up.pngDefense Level UpDefense Level Up.png Defense 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 MD Cost.png201 - Four Houses and Greed
Lightening Axe Gift.png
Lightening Axe
On Hit with Skills that consume 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: inflict 1 Rupture.pngRuptureRupture.png RuptureThe 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. or 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. are Deployed. (except E.G.O Skills; includes Backup Units)

- At 6+…
When dealing Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. damage to enemies, gain +1 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 (3 times per Skill)

- At 8+…
On Hit with Skills that consume 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, inflict +1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per Skill)
II MD Cost.png202 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. Four Houses and Greed
Flower in the Mirror Gift.png
Flower in the Mirror
Every Turn Start: inflict 3 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency and +1 Rupture.pngRuptureRupture.png RuptureThe 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain Poise.pngPoisePoise.png PoiseBoost 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. damage occurs On Hit with a Skill, gain +1 Poise.pngPoisePoise.png PoiseBoost 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Count (3 times per Skill)
III MD Cost.png255 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. The Surrendered Witnessing
Moon in the Water Gift.png
Moon in the Water
On Hit against enemies with 5+ Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency: gain 1 Poise.pngPoisePoise.png PoiseBoost critical hit chance by X*5% for the next Y hit(s). Potency and +1 Poise.pngPoisePoise.png PoiseBoost 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 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. or gain Poise.pngPoisePoise.png PoiseBoost 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+ Rupture.pngRuptureRupture.png RuptureThe 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 MD Cost.png261 Poise.pngPoisePoise.png PoiseBoost 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
MD Bizarre Machine.png

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%

CoinIconGlow.png 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!
CoinIcon.png 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.