Offense Level & Defense Level
Limbus Company has multiple status effects that interact with the mechanics of Offense Level and Defense Level. These effects are
Offense Level Up
Offense Level UpOffense Level +X for this turn.,
Defense Level Up
Defense Level UpDefense Level +X for this turn.,
Offense Level Down
Offense Level DownOffense Level -X for this turn., and
Defense Level Down
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.
Offense Levels and
Defense 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
Defense Level than the
Defense 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:
- 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).
- 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:
- Where is the Attack Skill's
Offense Level and is the defender's Defense Level. (If the defender is using a Defense Skill, use that Skill's
Defense Level. Otherwise, use their body's—or in Focused Encounters, the targeted Part's—
Defense Level.)
- Where is the Attack Skill's
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
Offense Level UpOffense Level +X for this turn. and
Defense Level Up
Defense Level UpDefense Level +X for this turn.) or debuff enemy levels (
Offense Level Down
Offense Level DownOffense Level -X for this turn., and
Defense Level Down
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
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
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
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
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 increases based on the effect's Potency for one turn. | |
| Defense Level increases based on the effect's Potency for one turn. | |
| Offense level decreases based on the effect's Potency for one 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 | ||||
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 |
Hex Nail E.G.Os Bygone Days Gregor E.G.O Bygone Days Ishmael E.G.O | ||
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 When Hit by Skills that trigger Turn End:reduce the Count by 1 (Interacts the same way as normal |
Öufi Assoc. South Section 3 Heathcliff | ||
- Max Value: 7 - Target Defense - X - Turn End: Deal (Value x Burn on target) Pride Affinity damage, then expires |
- Unique - Max Value: 7 - Target loses Defense Level equal to the value of this effect - Turn End: Deal (Value x |
Lobotomy E.G.O::Magic Bullet Outis Magic Bullet Outis E.G.O | ||
- 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 - When losing Stacks due to this effect, gain 1 - When losing Stacks due to this effect, if the Stack drops to 0, take - ※ Cannot gain additional Stacks of this effect while it is already active |
Heishou Pack - Si Branch Identities | ||
| Identity Buffs and Passives | ||||
- 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 - ( - 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 | ||
- 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 · Each of this unit's Slots gain +(10 / this unit's # of Slots) · When chaining Skills, this unit can draw enemies' attack toward this unit regardless of Speed (Focused Encounters only) · Upon Clash Win, trigger · Cannot be Staggered by damage |
Zwei Assoc. West Section 3 Ishmael | ||
- 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 - 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 - 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 - 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 - At - 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 |
The Barber of La Manchaland Outis | ||
- 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 - 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 - 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 - 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 - At - 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 |
The Priest of La Manchaland Gregor | ||
- 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 - 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 | ||
- 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 - [The Princess of La Manchaland Rodion Only] · At max Stack, convert to the next Stage of this effect. · (10+ Stack: - 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: - 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 · Reverts to previous Stage when the Stack drops below the requirements. |
The Princess of La Manchaland Rodion | ||
- 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 - 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 - 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 - 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 - At - 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 |
The Manager of La Manchaland Don Quixote | ||
- 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 - Turn Start: +(Stack x 3) - Max Stack: 5 - Expires at Turn End |
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion | ||
- 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 - Turn Start: -(Stack x 0.15) - Max Stack: 5 - Expires at Turn End |
Lobotomy E.G.O::The Sword Sharpened with Tears Rodion | ||
| Mirror Dungeon & E.G.O Gifts | ||||
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 While this unit has this effect, if it gains - 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 - 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 |
| ||
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 Cumulative On Hit with a Skill: deal +(sum of All allies gain 1 |
| ||
Identities & E.G.O
| Identities | |
| E.G.O | |
| Identities | |
| E.G.O | |
| Identities | |
| E.G.O | |
| Identities | |
| E.G.O | |
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
Defense Level DownDefense Level -X for this turn.) originally modified the value by (Amount*10)% of the original value.
Status Effect Pages
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|---|
| List of Status Effects - Enemy Exclusive Effects |