Offense Level & Defense Level

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Limbus Company has multiple status effects that interact with the mechanics of Offense Level and Defense Level. These effects are Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn.,Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn.,Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn., and Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn.. These effects change the Offense or Defense level for the turn. Higher Offense Levels increase damage dealt and increase Clash Power, while higher Defense Levels decrease damage taken.

SkillAttack.pngOffense Levels and SkillDefense.pngDefense Levels: The Basics

Offense and Defense Levels are stats every unit possesses that scale with their Level. Every Level gained increases Offense and Defense Level by 1. Skills and E.G.O can also have a modifier that ranges from +5 to -8, further changing the Offense or Defense level.

Generally speaking, high damage, low HP characters have higher Offense Level and lower Defense Level modifiers, while high HP, lower damage characters have higher Defense Level and lower Offense Level modifiers. It is common for Defensive Skills to have a higher SkillDefense.pngDefense Level than the Defense.pngDefense Level of the Identity, providing a decrease in damage taken when an Identity defends, even if they take damage.

Offense and Defense Levels affect combat in two ways:

  1. In a Clash between two Skills, the Skill with higher Offense/Defense Level gains additional Clash Power. However, in a Clash between an Attack and non-Clashable Defense Skill, only the Defense Skill can gain power and gains Final Power instead of Clash Power. The Skill with higher Level gains 1 Power per 3 Level difference, rounded down (ex. 5 Levels higher = +1 Clash Power).
  2. When dealing damage with Attack Skills, the difference between the attacker's Offense Level and the opponent's Defense Level modifies the damage dealt, following this formula:
DamageModifier(%)=OffDef|OffDef|+25×100
Where Off is the Attack Skill's SkillAttack.pngOffense Level and Def is the defender's Defense Level. (If the defender is using a Defense Skill, use that Skill's SkillDefense.pngDefense Level. Otherwise, use their body's—or in Focused Encounters, the targeted Part's—Defense.pngDefense Level.)

Ballpark Damage Changes (in %)

The following is a short list of pre-calculated Offense vs. Defense Level differences, rounded to the nearest percent. The formula follows a diminishing return format, with higher values yielding smaller damage bonuses.

Level difference Damage modifier
1 ±3%
3 ±10%
6 ±19%
9 ±26%
20 ±44%
30 ±55%
40 ±62%
100 ±80%

Strengths & Weaknesses

Effects that boost ally levels (Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn.) or debuff enemy levels (Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn., and Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn.) are very powerful, especially in Mirror Dungeons. Effectively, each gain of Offense Level or Defense Level is equivalent to the gain of 1 Level, boosting the power of your Identities and making battles easier. Many of the most powerful Identities in the game have passives or status effects that provide Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn., increasing their damage and Clash Power. Several Identities that act as tanks can apply high values of Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. to themselves or allies, greatly decreasing the damage they take. Offense and Defense Level buffs are most effective when your Identities are close in level to the enemies they are fighting.

Inflicting Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn. on enemies decreases their damage and clash power, which can make fights significantly easier. Inflicting Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. increases the amount of damage an enemy takes, letting battles end faster and decreasing enemy defensive abilities.

Both Offense and Defense Levels can be buffed or debuffed extremely aggressively in Mirror Dungeon, especially with higher rarity E.G.O Gifts or due to Mounting Trials. Using these effects to buff your Identities and debuff Enemies is almost required to progress in later floors in Mirror Dungeon Infinity.

Status Effects

Core Effects

Name Description
Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. Offense level increases based on the effect's Potency for one turn.
Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. Defense Level increases based on the effect's Potency for one turn.
Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn. Offense level decreases based on the effect's Potency for one turn.
Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. Defense Level decreases based on the effect's Count for one turn.

Related Effects

Name Description Source (If Exclusive)
Effects that Interact with Offense or Defense Level
Curse.pngCurseCurse.png CurseTurn End: Next turn, randomly gain one of the following, then reduce this effect’s Count by 1.
1 Attack Power Down/1 Defense Power Down/2 Offense Level Down/2 Defense Level Down.
Turn End: next turn, randomly gain one of the following, then reduce this effect's Count by 1.
1 Attack Power Down.pngAttack Power DownAttack Power Down.png Attack Power DownAttack Skill Final Power -X for this turn./1 Defense Power Down.pngDefense Power DownDefense Power Down.png Defense Power DownDefense Skill Final Power -X for this turn./2 Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn./2 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn.
Hex Nail E.G.Os
Bygone Days Gregor E.G.O
Bygone Days Ishmael E.G.O
Tremor - Decay.pngTremor - DecayTremor - Decay.png Tremor - DecayLose 1 Defense Level for every 4 Tremor Potency on self
When Hit by Skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency
Turn End: reduce the Count by 1
(Interacts the same way as normal Tremor does to effects that raises or reduces Tremor Potency/Count)
Lose 1 Defense Level for every 4 Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency on self
When Hit by Skills that trigger Tremor Burst.pngTremor BurstTremor Burst.png Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target, raise the Stagger Threshold by the effect's Potency
Turn End:reduce the Count by 1
(Interacts the same way as normal Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). does to effects that raises or reduces Tremor.pngTremorTremor.png TremorWhen hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). Potency/Count)
Öufi Assoc. South Section 3 Heathcliff
Dark Flame.pngDark FlameDark Flame.png Dark Flame- Unique Burn
- Max Value: 7
- Target Defense - X
- Turn End: Deal (Value x Burn on target) Pride Affinity damage, then expires
- Unique Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s).
- Max Value: 7
- Target loses Defense Level equal to the value of this effect
- Turn End: Deal (Value x Burn.pngBurnBurn.png BurnTurn End: Take X fixed damage. Lasts Y turn(s). on target) LcbSinPride.pngPride Affinity damage, then expires
Lobotomy E.G.O::Magic Bullet Outis
Magic Bullet Outis E.G.O
Deathrite -Venom-.pngDeathrite【Venom】Deathrite -Venom-.png Deathrite【Venom】Base Stack: 5
- Deathrite
- When getting Rupture triggered by a Critical Hit from the target, lose 1 Stack
- When losing Stacks due to this effect, gain 1 Offense Level Down or 1 Defense Level Down (3 times per turn)
- When losing Stacks due to this effect, if the Stack drops to 0, take Gluttony damage equal to Rupture Potency on self
-※ Cannot gain additional Stacks of this effect while it is already active
- Base Stack: 5
- Deathrite
- When getting Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. triggered by a Critical Hit from the target, lose 1 Stack
- When losing Stacks due to this effect, gain 1 Offense Level Down.pngOffense Level DownOffense Level Down.png Offense Level DownOffense Level -X for this turn. or 1 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. (3 times per turn)
- When losing Stacks due to this effect, if the Stack drops to 0, take LcbSinGluttony.pngGluttony damage equal to Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency on self
- ※ Cannot gain additional Stacks of this effect while it is already active
Heishou Pack - Si Branch Identities
Identity Buffs and Passives
Dullahan.pngDullahanDullahan.png Dullahan- Max Value: 3
- Gain 3 Offense Level
- Lose 3 Defense Level
- Raise Min & Max Speed values by 1
- Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan)
- Turn End: If this unit has Dullahan, lose (15 - (Coffin/2)) SP. (min 10)
- Max Value: 3
- Gain 3 Offense Level
- Lose 3 Defense Level
- Raises Min & Max Speed values by 1
- Turn End: Gain 1 Dullahan next turn (At -25 SP or less, however, completely lose Dullahan)
- Turn End: If this unit has Dullahan, lose (15 - (Coffin.pngCoffinCoffin.png Coffin- Max Value: 10
- At Turn End:
 - Gain 2 Damage Up next turn for every 3 Value (max 6)
 - Raise minimum Speed by 1 next turn for every 4 Value (max 2)
 - Gain 1 Clash Power Up next turn for every 5 Value (max 2)
/2)) SP. (min 10)
Wild Hunt Heathcliff
Defensive Stance.pngDefensive StanceDefensive Stance.png Defensive Stance- Max Value: 2
- This effect does not compound in Potency; stacking it only extends its duration.
- Reduced by 1 at Turn End
- When a unit gains this effect, gain the following effects next turn:
 · Fix this unit's Speed to its minimum value
 · Gain 5 Defense Level Up
 · Each of this unit's Slots gain +(10 / this unit's # of Slots) Aggro
 · When chaining Skills, this unit can draw enemies' attack toward this unit regardless of Speed (Focused Encounters only)
 · Upon Clash Win, trigger Tremor Burst
 · Cannot be Staggered by damage
- Max Value: 2
- This effect does not compound in Potency; stacking it only extends its duration.
- Reduced by 1 at Turn End
- When a unit gains this effect, gain the following effects next turn:
 · Fix this unit's Speed to its minimum value
 · Gain 5 Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn.
 · Each of this unit's Slots gain +(10 / this unit's # of Slots) Aggro.pngAggroAggro.png AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies.
 · When chaining Skills, this unit can draw enemies' attack toward this unit regardless of Speed (Focused Encounters only)
 · Upon Clash Win, trigger Tremor Burst.pngTremor BurstTremor Burst.png Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target
 · Cannot be Staggered by damage
Zwei Assoc. West Section 3 Ishmael
Blood-tinged Scissorblades.pngBlood-tinged ScissorbladesBlood-tinged Scissorblades.png Blood-tinged Scissorblades- Max Value: 10
- Stage 1 Blood-tinged Scissorblades
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III.
- Reverts to previous stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack
- At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack
- Max Value: 10
- Stage 1 Blood-tinged Scissorblades
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades.pngBlood-tinged Scissorblades IIBlood-tinged Scissorblades.png Blood-tinged Scissorblades II- Max Value: 20
- Stage 2 Blood-tinged Scissorblades
- Turn Start: gain 1 Offense Level Up and 1 Defense Level Down for every 5 Stack
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III.
- Reverts to previous Stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack
- At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack
.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades.pngBlood-tinged Scissorblades IIIBlood-tinged Scissorblades.png Blood-tinged Scissorblades III- Max Value: 30
- Stage 3 Blood-tinged Scissorblades
- Turn Start: gain 1 Offense Level Up for every 5 Stack
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III.
- Reverts to previous Stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack
- At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack
.
- Reverts to previous stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades.pngBlood-tinged Scissorblades IIBlood-tinged Scissorblades.png Blood-tinged Scissorblades II- Max Value: 20
- Stage 2 Blood-tinged Scissorblades
- Turn Start: gain 1 Offense Level Up and 1 Defense Level Down for every 5 Stack
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III.
- Reverts to previous Stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack
- At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and 1 Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. based on the Stack (1/5 Stack)
- At Blood-tinged Scissorblades.pngBlood-tinged Scissorblades IIIBlood-tinged Scissorblades.png Blood-tinged Scissorblades III- Max Value: 30
- Stage 3 Blood-tinged Scissorblades
- Turn Start: gain 1 Offense Level Up for every 5 Stack
- At 10+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades II.
- At 20+ Blood-tinged Scissorblades, converts to Blood-tinged Scissorblades III.
- Reverts to previous Stage when the Stack drops below the requirements.
- Blood-tinged Scissorblades does not drop below 1.
- At Blood-tinged Scissorblades II, gain 1 Offense Level Up and 1 Defense Level Down based on the Stack
- At Blood-tinged Scissorblades III, gain 1 Offense Level Up based on the Stack
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. on the Stack (1/5 Stack)
The Barber of La Manchaland Outis
Bloodied Hand.pngBloodied HandBloodied Hand.png Bloodied Hand- Max Value: 10
- Stage 1 Bloodied Hand
- At 10+ Bloodied Hand, converts to Bloodied Hand II.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II, gain 1 Offense Level Up based on the Stack
- At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills
- Max Value: 10
- Stage 1 Bloodied Hand
- At 10+ Bloodied Hand, converts to Bloodied Hand II.pngBloodied Hand IIBloodied Hand II.png Bloodied Hand II- Max Value: 20
- Stage 2 Bloodied Hand
- Turn Start: gain 1 Offense Level Up for every 10 Stack
- At 10+ Bloodied Hand, converts to Bloodied Hand II.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II, gain 1 Offense Level Up based on the Stack
- At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills
.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.pngBloodied Hand IIIBloodied Hand III.png Bloodied Hand III- Max Value: 30
- Stage 3 Bloodied Hand
- Turn Start: gain 1 Offense Level Up for every 10 Stack
- On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed
- At 10+ Bloodied Hand, converts to Bloodied Hand II.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II, gain 1 Offense Level Up based on the Stack
- At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills
.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II.pngBloodied Hand IIBloodied Hand II.png Bloodied Hand II- Max Value: 20
- Stage 2 Bloodied Hand
- Turn Start: gain 1 Offense Level Up for every 10 Stack
- At 10+ Bloodied Hand, converts to Bloodied Hand II.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II, gain 1 Offense Level Up based on the Stack
- At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack)
- At Bloodied Hand III.pngBloodied Hand IIIBloodied Hand III.png Bloodied Hand III- Max Value: 30
- Stage 3 Bloodied Hand
- Turn Start: gain 1 Offense Level Up for every 10 Stack
- On Hit with Base Skills: additionally inflict 1 Rupture and 1 Bleed
- At 10+ Bloodied Hand, converts to Bloodied Hand II.
- At 20+ Bloodied Hand, converts to Bloodied Hand III.
- Reverts to previous Stage when the Stack drops below the requirements.
- At Bloodied Hand II, gain 1 Offense Level Up based on the Stack
- At Bloodied Hand III, gain 1 Offense Level Up based on the Stack, and additionally inflict 1 Rupture and 1 Bleed On Hit with Base Skills
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. based on the Stack (1/10 Stack), and additionally inflict 1 Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. and 1 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. On Hit with Base Skills
The Priest of La Manchaland Gregor
Ailing Heart.pngAiling HeartAiling Heart.png Ailing Heart- Max Value: 10
- Turn End: gain 1 Stack
- Turn Start: gain 1 Defense Level Up for every 3 Stack
- At 50%- HP, gain 1 Defense Level for every 3 Stack
- At 40%- HP, On Hit with Base Skills, heal (Stack x 5)% of damage dealt On Hit as HP (min 1; rounded down; heal up to 30 HP per Skill)
- Max Value: 10
- Turn End: gain 1 Stack
- Turn Start: gain 1 Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. for every 3 Stack
- At 50%- HP, gain 1 Defense Level for every 3 Stack
- At 40%- HP, On Hit with Base Skills, heal (Stack x 5)% of damage dealt On Hit as HP (min 1; rounded down; heal up to 30 HP per Skill)
The Priest of La Manchaland Gregor
Blooming Thorn.pngBlooming ThornBlooming Thorn.png Blooming Thorn- Max Value: 10
- Stage 1 Blooming Thorn
- Gain 1 Defense Level for every 2 Stack (max 5)
- When hit, inflict 1 Bleed against the attacker and lose 1 Stack
- [The Princess of La Manchaland Rodion Only]
 · At max Stack, convert to the next Stage of this effect.
 · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects.
 · Reverts to previous Stage when the Stack drops below the requirements.
- Max Value: 10
- Stage 1 Blooming Thorn
- Gain 1 Defense Level for every 2 Stack (max 5)
- When hit, inflict 1 Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. against the attacker and lose 1 Stack
- [The Princess of La Manchaland Rodion Only]
· At max Stack, convert to the next Stage of this effect.
 · (10+ Stack: Bloodwoven Thorn.pngBlooming Thorn IIBloodwoven Thorn.png Blooming Thorn II- Max Value: 20
- Stage 2 Blooming Thorn
- Gain 1 Defense Level for every 2 Stack (max 5)
- When hit, inflict 1 Bleed against the attacker and lose 1 Stack
- [The Princess of La Manchaland Rodion Only]
 · At max Stack, convert to the next Stage of this effect.
 · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects.
 · Reverts to previous Stage when the Stack drops below the requirements.
)
 · (20+ Stack: Bloodmolded Thorn.pngBlooming Thorn IIIBloodmolded Thorn.png Blooming Thorn III- Max Value: 30
- Stage 3 Blooming Thorn
- Gain 1 Defense Level for every 2 Stack (max 5)
- When hit, inflict 1 Bleed against the attacker and lose 1 Stack
- [The Princess of La Manchaland Rodion Only]
 · At max Stack, convert to the next Stage of this effect.
 · Inflict +(Stage - 1) more Bleed and Rupture with this unit's Base Attack Skill Coin effects.
 · Reverts to previous Stage when the Stack drops below the requirements.
)
· Inflict +(Stage - 1) more Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and Rupture.pngRuptureRupture.png RuptureThe next Y time(s) the unit is hit, take X fixed damage. Potency with this unit's Base Attack Skill Coin effects.
· Reverts to previous Stage when the Stack drops below the requirements.
The Princess of La Manchaland Rodion
Armadura de Sangre.pngHardbloodArmadura de Sangre.png Hardblood- Max Stack: 10
- Stage 1 Hardblood
- At 10+ Hardblood, converts to Hardblood II.
- At 20+ Hardblood, converts to Hardblood III.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- Raise Min & Max Speed values by 1 for every 10 Hardblood
- At Hardblood II, gain 1 Offense Level Up based on the Stack
- At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack
- Max Stack: 10
- Stage 1 Hardblood
- At 10+ Hardblood, converts to Armadura de Sangre.pngHardblood IIArmadura de Sangre.png Hardblood II- Max Stack: 20
- Stage 2 Hardblood
- Turn Start: gain 1 Offense Level Up for every 5 Stack
- Raise Min & Max Speed values by 1
- At 10+ Hardblood, converts to Hardblood II.
- At 20+ Hardblood, converts to Hardblood III.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- At Hardblood II, gain 1 Offense Level Up based on the Stack
- At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack
.
- At 20+ Hardblood, converts to Armadura de Sangre.pngHardblood IIIArmadura de Sangre.png Hardblood III- Max Stack: 30
- Stage 3 Hardblood
- Turn Start: gain 1 Offense Level Up and 1 Defense Level Up for every 5 Stack
- Raise Min & Max Speed values by 2
- At 10+ Hardblood, converts to Hardblood II.
- At 20+ Hardblood, converts to Hardblood III.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- At Hardblood II, gain 1 Offense Level Up based on the Stack
- At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack
.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- Raise Min & Max Speed values by 1 for every 10 Hardblood
- At Armadura de Sangre.pngHardblood IIArmadura de Sangre.png Hardblood II- Max Stack: 20
- Stage 2 Hardblood
- Turn Start: gain 1 Offense Level Up for every 5 Stack
- Raise Min & Max Speed values by 1
- At 10+ Hardblood, converts to Hardblood II.
- At 20+ Hardblood, converts to Hardblood III.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- At Hardblood II, gain 1 Offense Level Up based on the Stack
- At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. based on the Stack (1 / 5 Stack)
- At Armadura de Sangre.pngHardblood IIIArmadura de Sangre.png Hardblood III- Max Stack: 30
- Stage 3 Hardblood
- Turn Start: gain 1 Offense Level Up and 1 Defense Level Up for every 5 Stack
- Raise Min & Max Speed values by 2
- At 10+ Hardblood, converts to Hardblood II.
- At 20+ Hardblood, converts to Hardblood III.
- Reverts to the previous Stage when the Stack drops below the requirements.
- Hardblood does not drop below 1.
- At Hardblood II, gain 1 Offense Level Up based on the Stack
- At Hardblood III, gain 1 Offense Level Up and 1 Defense Level Up based on the Stack
, gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. and 1 Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. based on the Stack (1 / 5 Stack)
The Manager of La Manchaland Don Quixote
Protecting Sword.pngProtecting SwordProtecting Sword.png Protecting Sword- Turn Start: gain 1 Defense Level Up for every Stack (max 5)
- Turn Start: +(Stack x 3) Aggro to the leftmost Skill Slot on the Dashboard (max 15)
- Max Stack: 5
- Expires at Turn End
- Turn Start: gain 1 Defense Level Up.pngDefense Level UpDefense Level Up.png Defense Level UpDefense Level +X for this turn. for every Stack (max 5)
- Turn Start: +(Stack x 3) Aggro.pngAggroAggro.png AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. to the leftmost Skill Slot on the Dashboard (max 15)
- Max Stack: 5
- Expires at Turn End
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion
Piercing Sword.pngPiercing SwordPiercing Sword.png Piercing Sword- Turn Start: gain 1 Offense Level Up for every Stack (max 5)
- Turn Start: -(Stack x 0.15) Aggro to this unit's Skill Slots on the Dashboard (max 0.75)
- Max Stack: 5
- Expires at Turn End
- Turn Start: gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. for every Stack (max 5)
- Turn Start: -(Stack x 0.15) Aggro.pngAggroAggro.png AggroIn focused encounters, slots with higher Aggro values are more likely to be targeted by enemies. to this unit's Skill Slots on the Dashboard (max 0.75)
- Max Stack: 5
- Expires at Turn End
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion
Mirror Dungeon & E.G.O Gifts
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)
Max Stack: 9

Turn End: gain Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count equal to Lust Reson., then lose 1 Gluttonous Thorn (貪食棘). (max Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count gain: 5)

While this unit has this effect, if it gains Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency beyond 99, 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 excess Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Potency; then, gain Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. next turn equal to 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.
increased (max Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn. gain: 5)
Coveting Thorn Gift.pngCoveting Thorn
Coveting Thorn Gift.png

Tier: IV
Cost: MD Cost.png 397
Bleed.pngBleedBleed.png BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.

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)
.
E.G.O Gift
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
Total sum of 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 currently owned by all allies

Cumulative 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 allies: X

On Hit with a Skill: deal +(sum of 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 all allies / 3)% damage
All allies gain 1 Offense Level Up.pngOffense Level UpOffense Level Up.png Offense Level UpOffense Level +X for this turn. for every 100 cumulative 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 allies (max 30)
T-5 Perpetual Motion Machine Gift.pngT-5 Perpetual Motion Machine
T-5 Perpetual Motion Machine Gift.png

Tier: IV
Cost: MD Cost.png 410
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.

T-5 Perpetual Motion Machine
Turn Start: This Gift activates for the whole Encouter 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; except Backup Units)

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 +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: 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%). (including 'Unique Charge')

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
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; including 'Unique Charge')
E.G.O Gift

Identities & E.G.O

Offense Level Up.png Offense Level Up
Identities The Ring Pointillist Student Yi Sang Profile.png LCE E.G.O Ardor Blossom Star Faust Profile.png Heishou Pack - Mao Branch Adept Faust Profile.png The Prince of La Manchaland Meursault Profile.png The Pequod Harpooneer Heathcliff Profile.png Wild Hunt Heathcliff Profile.png Heishou Pack - You Branch Adept Heathcliff Profile.png The Pequod Captain Ishmael Profile.png Family Hierarch Candidate Ishmael Profile.png Zwei Assoc. West Section 3 Sinclair Profile.png The Middle Little Brother Sinclair Profile.png Heishou Pack - You Branch Sinclair Profile.png Molar Office Fixer Outis Profile.png Wuthering Heights Chief Butler Outis Profile.png 
E.G.O Electric Screaming Meursault Icon.png Holiday Heathcliff Icon.png Binds Heathcliff Icon.png Hundred-Footed Death Maggot 蝍蛆殺 Ishmael Icon.png Wingbeat Ishmael Icon.png Blind Obsession Ishmael Icon.png Hex Nail Rodion Icon.png Unbrilliant Glory Gregor Icon.png 
Defense Level Up.png Defense Level Up
Identities Zwei Assoc. South Section 4 Faust Profile.png The Prince of La Manchaland Meursault Profile.png The Pequod Harpooneer Heathcliff Profile.png W Corp. L4 Cleanup Agent - CCA Heathcliff Profile.png Heishou Pack - You Branch Adept Heathcliff Profile.png The Pequod Captain Ishmael Profile.png Zwei Assoc. West Section 3 Ishmael Profile.png Zwei Assoc. West Section 3 Sinclair Profile.png The Middle Little Brother Sinclair Profile.png Heishou Pack - You Branch Sinclair Profile.png Zwei Assoc. South Section 4 Gregor Profile.png 
E.G.O Electric Screaming Meursault Icon.png Holiday Heathcliff Icon.png Ya Śūnyatā Tad Rūpam Heathcliff Icon.png Binds Heathcliff Icon.png Unbrilliant Glory Gregor Icon.png 
Offense Level Down.png Offense Level Down
Identities LCB Sinner Faust Profile.png Lobotomy E.G.O Regret Faust Profile.png LCCB Assistant Manager Ryōshū Profile.png Kurokumo Clan Wakashu Ryōshū Profile.png Dead Rabbits Boss Meursault Profile.png The Lord of Hongyuan Hong Lu Profile.png Kurokumo Clan Wakashu Heathcliff Profile.png Kurokumo Clan Captain Ishmael Profile.png Heishou Pack - Si Branch Rodion Profile.png Seven Assoc. South Section 6 Director Outis Profile.png Kurokumo Clan Captain Gregor Profile.png 
E.G.O Cavernous Wailing Hong Lu Icon.png Roseate Desire Ishmael Icon.png Christmas Nightmare Gregor Icon.png 
Defense Level Down.png Defense Level Down
Identities Molar Office Fixer Yi Sang Profile.png Lobotomy E.G.O Regret Faust Profile.png Blade Lineage Salsu Faust Profile.png Shi Assoc. East Section 3 Faust Profile.png Cinq Assoc. East Section 3 Don Quixote Profile.png Heishou Pack - Wei Branch Don Quixote Profile.png Seven Assoc. South Section 6 Ryōshū Profile.png W Corp. L2 Cleanup Agent Meursault Profile.png Fanghunt Office Fixer Hong Lu Profile.png The Lord of Hongyuan Hong Lu Profile.png Seven Assoc. South Section 4 Heathcliff Profile.png MultiCrack Office Fixer Heathcliff Profile.png Edgar Family Butler Ishmael Profile.png Molar Boatworks Fixer Ishmael Profile.png Family Hierarch Candidate Ishmael Profile.png Jeong's Office Rep Ishmael Profile.png LCCB Assistant Manager Rodion Profile.png Devyat' Assoc. North Section 3 Rodion Profile.png Heishou Pack - Si Branch Rodion Profile.png Devyat' Assoc. North Section 3 Sinclair Profile.png Seven Assoc. South Section 6 Director Outis Profile.png The Barber of La Manchaland Outis Profile.png Night Awls Capitano Gregor Profile.png 
E.G.O 9-2 Faust Icon.png Red Sheet Don Quixote Icon.png Roseate Desire Hong Lu Icon.png Cavernous Wailing Hong Lu Icon.png Ya Śūnyatā Tad Rūpam Heathcliff Icon.png Effervescent Corrosion Rodion Icon.png Hex Nail Rodion Icon.png Hex Nail Sinclair Icon.png Lantern Sinclair Icon.png Christmas Nightmare Gregor Icon.png 

Trivia

  • Prior to the July 20th, 2023 update, multiple aspects of Offense/Defense Levels were vastly different:
    • The Offense/Defense Level modifiers found on Skills were originally two decimal values (such as 0.85).
    • An Offense Level difference of 5 (rather than the current 3) was required to change Clash Power by 1.
    • Offense/Defense Level gain/loss (such as Defense Level Down.pngDefense Level DownDefense Level Down.png Defense Level DownDefense Level -X for this turn.) originally modified the value by (Amount*10)% of the original value.

Navigation

Burn.pngBurn - Bleed.pngBleed - Tremor.pngTremor - Rupture.pngRupture - Sinking.pngSinking - Poise.pngPoise - Charge.pngCharge
Aggro.pngAggro - Ammo.pngAmmo - Plus Coin Boost.pngCoin Boost & Coin Drop - Discard.pngDiscard - Haste and Bind.pngHaste & Bind - Offense Defense Level.pngOffense Level & Defense Level - Paralyze.pngParalyze
List of Status Effects - Enemy Exclusive Effects