Example Skill [On Use] Base Power +2 for every 4 [Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 [On Hit] Inflict 2 |
Battles
Limbus Company is a turn-based RPG which features battles as its primary form of gameplay. Players are tasked with forming a team of twelve "units" known as Identities, equipped with special, costly skills known as E.G.O.
Attacks are pitted against the enemy through the use of the clashing mechanic, where the winner earns the right to attack. Many other factors are consistently at play, including status effects, Speed, Sin Resonance, E.G.O Resource management, and available Skills, resulting in a customizable experience depending on the player's choice of team.
General Combat Mechanics
The gameplay is centered around assembling a small team from the available 12 Sinners (
Yi Sang,
Faust,
Don Quixote,
Ryōshū,
Meursault,
Hong Lu,
Heathcliff,
Ishmael,
Rodion,
Sinclair,
Outis, and
Gregor) and entering Combat Encounters with a selection of different enemies. Sinners and enemies will take turns selecting Skills to attack or "Clash" with each other over several turns. Combat ends when one side's units have been completely defeated or the battle's win or fail conditions have been met. If 100+ Turns have passed ("Overclocked"), the combat encounter will always result in defeat when it ends.
Stats
All units will have varying values of the following stats: Level,
Health,
Speed,
Offense/
Defense Levels and Resistances. Though only some units may have Stagger Thresholds and
Sanity.
Deployment Order
A stat unique to Sinners and the Peccatula Invidiae, the Deployment Order affects how other game mechanics prioritize these units. For the Sinners, the Deployment Order goes up to 12 in Chain Battles, or the maximum amount of deployable Sinners otherwise.
At the start of the second Turn, the Sinner with the lowest Deployment Order will be granted an additional Skill Slot, this is then repeated for subsequent Sinners until the number of Skill Slots match the maximum amount of deployable Sinners, or for non-Focused Encounters, when the amount reaches 12. As the Peccatula Invidiae are only found in groups of 12 and only on Focused Encounters, this mechanic does not apply to them.
Deployment Orders also act as tiebreakers for Skill effects and Passives: When 2 or more units fit the condition of a Skill effect or Passive (such as "1 ally with the fastest Speed"), the units with the lowest Deployment Order will be prioritized over the others.
Lastly, the Deployment Order also affects the targeting of certain E.G.O Gifts, which are shown in the deployment menu.
Deployment Order is fixed for an encounter. When a Sinner who would receive (or already has received) an effect based on being early in the Deployment Order leaves the battlefield, that effect will either be lost or move to the next Sinner in the Deployment Order instead. More details can be found in the sections regarding Sinner Death and Battlefield Retreat below.
Level
A unit's Level is a number shown on their information page. Levels do not directly affect units in combat, instead, they affect the maximum Health and Offense/Defense Levels of a unit and its Skills.
The maximum Level of Identities starts at 40, and is raised by 5 for every Canto unlocked after Canto V.
The Levels of enemies generally start low but will rise with the progression of the Canto or Intervallo, up to the current maximum Level of the last unlocked Canto. There are some exceptions such as Bloodfiend enemies, who have much higher Levels than the Sinners, but are instead given status effects or Passives that decrease their Offense and Defense Levels. The current Level of enemies the player must face are typically listed next to the Node as "Difficulty".
The current highest Level for the Sinners in the main story is 60, though this can be raised up to Level 115 within Mirror Dungeons.
Health
Health (or HP) is the red bar and correlated number under a unit's sprite or near their portrait in the Dashboard. Health determines how much damage a unit can take before they are defeated in combat. The objective of most Combat Encounters is to reduce all of the enemies' Health to 0. If the Health of all Sinners is reduced to 0, the Encounter is lost.
The Health of a unit can be calculated according to the following formula:
Where is the resulting HP, is the unit's base Health value, is the Health multiplier unique to each unit, and is the unit's Level.
Shield
Shield is indicated by a blue health bar added to the unit's red health bar.
The Shield HP of a unit takes damage the same way their normal HP would: damage dealt to Shield HP is affected by the unit's physical and Sin Resistances and other damage modifiers. However, when taking damage, Shield HP is always prioritized over regular HP. Additionally, any leftover Shield HP that remained until the end of a Turn will disappear at the start of the following Turn.
Shields are typically generated by Guard Skills, but can also be generated through certain Skill effects or Passives, such as those of certain Dieci Association Identities, as well as status effects such as
Charge Barrier
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.
Sanity
Sanity is a main factor that can determine the outcome of Clashes. Sanity Points (SP) are represented as a number that can be seen right next to the unit's health bar, contained within an 'orb'. Sanity is determined through several interactions that occur in and out of combat, and has a valid mathematic interval of .
Sanity modifies the likelihood of flipping Heads on Coins, using the following formula:
Where is the chance of flipping Heads (in %), and is the unit's Sanity Points (ranging between ).
(For example: a unit with 27 SP would have a 50+(27)=77% chance to flip Heads, while a unit with -33 SP would have a 50+(-33)=17% chance to flip Heads.)
In most Story Encounters (outside of Dungeons and Refraction Railways), all units start with 0 SP. The most common way to increase SP is by winning Clashes or defeating enemies, and the most common ways to decrease SP is by using E.G.O, losing allies, and other status effects such as
Sinking
SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.). (See a unit's "
Factors Affecting Sanity" section for more details.)
Reaching -30 SP or lower has a chance of causing "Low Morale" on units with Sanity, activating the Low Morale effects listed in their Panic Type. However, reaching -45 SP will cause the unit to "Panic", activating the Panic effects instead.
Please note that all Low Morale and Panic effects only activate on the earliest [Turn Start].
For Sinners, reaching -45 SP during combat fixes their SP to -45 until the next [Turn Start]. At the next [Turn Start], if a Sinner is at -45 SP and has an E.G.O with a Corrosion type Skill (essentially any non-personal E.G.O), they are forced into
E.G.O Corrosion
E.G.O CorrosionWon't listen to orders and will only use Corrosion Skills, during which they will go out of control and use E.G.O Corrosion Skills indiscriminately or Panic and take no action. When the
E.G.O Corrosion
E.G.O CorrosionWon't listen to orders and will only use Corrosion Skills or Panic expires, the Sinner resets their SP to 0 the following [Turn Start].
- Most enemy units do not have this restriction and can rise above -45 SP at any time.
- While Sinners can reset their SP to 0 after a Turn of Panic/Corrosion by default, enemy units will remain stuck at -45 SP unless they have the "Panic Recovery" Passive or any other similar Passive.
Units without Sanity—which are typically Abnormalities or non-sapient monsters—cannot gain the advantages and disadvantages of Sanity, as their SP is effectively 0, causing them to have a 50% chance to toss Heads at all times (unless modified by certain status effects or Passives, such as
Echoes of the Manor
Echoes of the Manor- 50% chance to gain +1 Sinking Count when gaining Sinking Potency or Count from Skill or Coin effects
- Units with SP: Change Panic Type to Echoes of the Manor. When this unit Panics, inflict 2 Echoes of the Manor to 2 random other allies of this unit next turn
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
※ Apply the 'Units without SP' conditional to certain enemies that have SP but can't change their Panic Types.).
When inflicted with
Sinking
SinkingThe next Y time(s) the unit is hit, take X fixed SP damage. (Units with no Sanity take Gloom damage.)—a status effect that reduces SP per hit—an enemy with fixed SP will take direct
Gloom damage instead. Additionally, units without Sanity may be treated as units with 0 SP for certain Passives or E.G.O Gifts.
Speed & Targeting
Speed is a random number assigned to a unit chosen from a given range each [Turn Start]. All units have their own Speed ranges, and duplicates of the same unit will typically have the same Speed range. The higher the value, the faster the unit is for that Turn. On both the battlefield and the Dashboard, Sinners are sorted by their Speed values, the fastest being on the leftmost end and the slowest being on the rightmost end. When Sinners receive the same Speed, the order of their Priority Number is used to determine the Speed order as well. For a Sinner with higher Speed than an enemy; Their Attack Skills or Clashable Defense Skills can force the enemy's Skill into a Clash (unless either Skill is [Unclashable]), while targeting a Defense Skill with another Defense Skill will cause an "Offset".
- In Regular Encounters, units with high Speed prioritize attacking units with low Speed.
- In Focused Encounters, the player can freely choose what Slot to target with what Skill, similar to Project Moon's previous game, Library of Ruina. Additionally, the Sinner originally targeted by a Slot can force said Slot to target them back regardless of either unit's Speed.
Resistances
Resistances are multipliers factored on top of incoming damage, determining the final amount of damage a unit takes from certain sources (typically Attack Skills). All characters have Resistance multipliers to both physical damage types (
Slash,
Pierce and
Blunt) and Sin Affinities (
Wrath,
Lust,
Sloth,
Gluttony,
Gloom,
Pride and
Envy). Every Attack and Counter Skill possesses a physical damage type and Sin Affinity that can affect the total damage dealt to the enemy depending on their Resistances.
The list of Resistance values and their corresponding 'words' are as follows:
| Name | Value (Mathematical intervals) |
|---|---|
| Fatal | |
| Weak | |
| Normal | |
| Endure | |
| Ineffective (Ineff.) | |
| Immune |
The damage a unit takes depends on the Sin Affinity and/or Physical Type of the incoming damage multiplied by the defender's corresponding Sin Affinity and Physical Resistances.
Resistances cannot go above without the use of Stagger Levels, and cannot go below under any circumstances.
Resistances within the range are applied as instead, meaning that using a Wrath Slash Skill against an enemy with x0.75 Wrath Res. and x1.5 Slash Res. will deal damage.
For Sinners and Peccatula Invidiae, they gain Sin Affinity Resistances based on the most recently used E.G.O. If no E.G.O has been used since the start of the Encounter, their Resistances are that of their currently equipped ZAYIN E.G.O.
Stagger
Stagger is a mechanic that punishes suboptimal Skill selection, Clashing or unit targeting. Stagger Thresholds are represented by small lines on health bars of allies and enemies alike, and can have their numerical value viewed in the unit's information menu.
Stagger Thresholds are internally stored as percentage values, and thus will always scale with the unit's Level (and consequently, their max HP).
A unit can become Staggered by one of the following conditions:
- Taking enough damage that a Stagger Threshold is surpassed (excluding damage from certain sources, such as
Bleed
BleedThe next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.). - Having their Stagger Threshold raised above their current HP (typically via
Tremor Burst
Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target). - Being hit while their current HP is below a Stagger Threshold, even if the attack deals 0 damage.
When units become Staggered, they will be unable to use their Skills for the current and subsequent Turn of combat. Additionally, a Staggered unit will have all their physical Resistances changed to Fatal [x2] during the Turn.
If multiple Stagger Thresholds are surpassed within the same Turn they are first Staggered, the unit's Stagger Level will rise, causing them to become increasingly vulnerable to damage.
| Stagger Level | Resistance |
|---|---|
| Stagger | x2 |
| Stagger+ | x2.5 |
| Stagger++ | x3 |
The stagger level cannot exceed Stagger++, even if a fourth Stagger Threshold is surpassed.
Additionally, Stagger Thresholds can be lowered via various effects, although they cannot be lowered below 0.
Stagger Thresholds can also be negative values. When this is the case, the Threshold cannot cause the unit to Stagger or raise the Stagger Level as long as its value is below 0, but can still be raised and lowered by various methods, such as
Tremor Burst
Tremor BurstRaise target's Stagger Threshold by Tremor Potency on target.
By default, Sinners can have anywhere from 1 to 3 Stagger Thresholds, depending on the equipped Identity. Enemies can have varying amounts of Stagger Thresholds or none at all.
Offense Levels and
Defense Levels
Offense and Defense Levels are stats every unit possesses that scale with their Level and affect the Clash Power and damage of Skills. Every unit possesses a base Offense/Defense Level equal to their Level. The Offense Level is applied to all of the unit's Skills as well as E.G.O. Each Attack Skill may also possess an Offense Level modifier specific for that Skill that either increases or decreases the overall Offense Level. Similarly, every unit also possesses a Defense Level equal to their current Level and the unit's
Defense Level modifier, while each of their Defense Skills possess their own
Defense Level modifiers separate from the unit's. Offense/Defense Levels cannot go below 1.
The formula for Offense/Defense Levels is:
Where is the resulting Level, is the Unit's original Level, and is the modifier number unique to every Skill, unit or Part (can be positive, negative or 0).
Offense and Defense Levels affect combat in two ways:
- 1. In a Clash between two Skills, the Skill with higher Offense/Defense Level usually 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 (4 Level -> +1 Power).
- 2. When dealing damage with Attack Skills, the difference between the attacker's Offense Level and the defender's Defense Level additionally modifies the damage dealt on top of Resistances, following this formula:
- Where is the damage modifier (in %), 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.)
Trait Keywords
For a list of all Trait Keywords used by Identities, see Identities by Trait Keyword.
For a list of all Trait Keywords used by enemies, see Enemies by Trait Keyword.
Trait Keywords list the factions a unit is part of, typically along with the type of the faction as well. They are partially listed above the name of the unit, and the full list can be viewed by clicking or tapping on the magnifying glass icon.
Like Levels, Trait Keywords have no effect in combat on their own, but instead affect how Skills and Passives interact with the unit. For example, a Skill may deal more damage or a Passive may grant additional buffs when used on a unit with a given Trait Keyword.
While Factions are always listed as a Trait Keyword, not every Trait Keyword is a Faction. For example, more generic Trait Keywords such as Fixer or Syndicate will not activate The Middle Little Brother Meursault's Support Passive, while more specific ones such as Dawn Office or The Thumb will.
When a Trait Keyword is crossed out (such as Jia Family), the unit will not count as part of that faction.
When a normal Trait Keyword and a crossed-out one are both part of the same unit, the normal Trait Keyword will always take precedence.
Skills
Every unit—both ally and enemy—has a set of Skills and Passives that they can use during combat. Every Sinner Identity currently has at least 3 Attack Skills and 1 Defense Skill that can be used during their Turn. Additionally, they each have a Combat Passive and a Support Passive which can be independently activated depending on whether they are in combat or out of combat, respectively. Each Sinner is given at least 3 Attack Skills with varying degrees of power. All Identities can immediately utilize their Skill 1 and Skill 2, but their Skill 3 is unlocked after the Identity is Uptied to Tier 3 or higher. In combat, Sinners pull Skills out of a 'Skill Deck' which contains a certain number of each Skill and will only refresh after all Skills have been used. The Skill's amount typically changes inversely with its Skill Rank (i.e. 3 copies of Skill 1, and 1 copy of Skill 3).
Skill Properties
Every Skill has the same properties as below:
- Base Power is the Skill's starting Power value.
- Coin Power is the amount of Power that will be changed for every Coin that lands on Heads, it can be positive or negative. The Power of a Skill after Coins are flipped is called the Final Power. See below for more information.
- Coin Amount is the amount of Coins of that Skill, every Skill has at least 1 Coin. See below for more information.
- Attack Type is the physical damage type of that Skill, this affects how much damage it deals against certain targets. It can be one of the following:
Slash,
Pierce and
Blunt. - Sin Affinity is the Sin Affinity of that Skill, this affects what Affinity of E.G.O Resource that Skill generates when used, how it interacts with Sin Resonance, and the damage it deals according to the target's Sin Resistances. It can be one of the following:
Wrath,
Lust,
Sloth,
Gluttony,
Gloom,
Pride and
Envy.
- Notably, some Skills (usually Defense Skills) lack a Sin Affinity entirely, such Skills will instead use the brown color and have no Affinity decorations.
- Offense/Defense Level is the modifier unique to every Skill, it can be a negative number, a positive number or zero.
- Attack Weight is the maximum amount of Slots a single Skill can target. Some enemies may have more than 1 Slot Weight, forcing Skills to use up more Attack Weight per Slot. For example:
A Skill with 5 Atk Weight can target 5 Slots if each Slot has 1 Slot Weight. (5⇒1|1|1|1|1)
But the same Skill can only target 3 Slots if each Slot has 2 Weight, as 2 of the Skill's Atk Weight would be used on Slot #1 and #2. (5⇒2|2|1)
Some Skills can gain conditional Attack Weight during combat, which prioritizes low-health and untargeted Slots. - Skill Amount dictates how often a Skill will be available. Skills of enemy units do not have this property.
Coins
Each Skill in the game has "Coins" that are tossed to achieve different effects. Coins, depending on whether they land on Heads or Tails, can positively or negatively affect the Final Power and damage dealt by the Skill being used. The probability of hitting Heads is affected by the unit's Sanity. Skills and the significance of Coins/Coin Power are expanded on in the Battle Information section.
Unbreakable Coins
First introduced in Season 5: Oblivion,
Unbreakable Coin
Unbreakable Coin- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s—indicated via their special red color in the game—are a unique variant of Coins that are not destroyed after losing the Clash with them, they become "Cracked" instead. Cracked Unbreakable Coins of a Skill will trigger after losing a Clash (in a similar manner to Counter Skills), but with their Coin Power fixed to 1 (+1 for Plus Coin Skills, -1 for Minus Coin Skills). However, if the user of the Skill becomes Staggered, these Coins will be cancelled.
Notably, the fixation of Coin Power for Cracked Unbreakable Coins are applied before any Coin Power modifications, meaning that Skill effects such as "If the target has X+
Rupture
RuptureThe next Y time(s) the unit is hit, take X fixed damage., Coin Power +Y" can still increase a Cracked Unbreakable Coin's Power, while status effects such as
Plus Coin Drop
Plus Coin DropPlus Coin Power -X for this turn. or
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. can reduce their Power to 0 as well.
Excision Coins
First introduced in Season 7: Kumo no ito • oti on akA,
Excision Coin
Excision Coin- This Coin can destroy Unbreakable Coins in a Clash.
- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with the Coin after getting hit.
- On Clash Lose, fix the Coin Power of the unbroken Coin to 1s—indicated via their green color in the game—are another unique variant of the Coins. They behave identically to
Unbreakable Coin
Unbreakable Coin- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s, barring the ability to completely break
Unbreakable Coin
Unbreakable Coin- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s in a Clash.
Attack Skills
Attack Skills are a unit's main method of dealing damage. They have specific Physical Types and Sin Affinities, which affect the damage they deal against their target. [On Use], an Attack Skill will generate 1 E.G.O Resource of a corresponding Affinity. (i.e. A
Pride Attack Skill will generate 1
Pride E.G.O Resource)
By default, an Attack Skill will always deal a minimum of 1 damage per Coin, even if the Attack Skill displays having rolled a 0.
E.G.O. Skills
E.G.O. Skills are a special Attack Skills that are able to be utilized by the Sinners when equipped and are equipped completely independently from the Sinner's Identity. These Skills are much stronger than regular Attack Skills, but cost
Sanity and E.G.O Resources to use.
There are 2 types of E.G.O Skills:
- Awakening Skills are the most commonly used type. They cost varying amounts of resources depending on their Risk Level but are generally beneficial to your Sinners.
- Corrosion Skills can be more powerful than Awakening Skills, but will cost more Sanity and may have certain downsides to using them. Additionally, most Corrosion Skills are [Indiscriminate] by default, meaning they can target both allies and enemies alike.
When a generated E.G.O Skill is not used on the same Turn it was created, it will always take up the bottom Skill of its original Slot on the Dashboard and cannot be canceled until it is used. It can still be replaced by Defense Skills, but canceling said Defense Skills or using them will still return the E.G.O Skill.
If a Sinner is affected by
E.G.O Corrosion
E.G.O CorrosionWon't listen to orders and will only use Corrosion Skills, the top and bottom Slots for a generated Corrosion E.G.O Skill may have different targets.
Overclocking
Any E.G.O with Corrosion Skills can be Overclocked, allowing you to use their Corrosion Skills without the risk of attacking other allies. This comes with having to use 50% more Sanity (specifically the SP cost listed on the Corrosion Skill) and E.G.O Resources than if you were to use a regular Awakening Skill.
These costs are rounded up, i.e. an E.G.O that costs 3
Sloth E.G.O Resources and 25
SP will instead cost ()⇒5
Sloth E.G.O Resources and ()⇒38
SP when Overclocked.
Overclocking only removes the [Indiscriminate] effect, other conditions such as "Targets the fastest unit" or "Targets randomly" will still activate, although they will no longer consider allies as a valid target or sub-target.
Defense Skills
Defense Skills can be produced by pressing on a unit's portrait on the Skill Dashboard, and can be undone before the Combat Phase begins by pressing on the unit's portrait again. Defense Skills can be created without limit and fully replace the bottom Skill if used.
[On Use], a Defense Skill will generate 1 E.G.O Resource of its Sin Affinty, though most Guard and Evade Skills possess no Sin Affinity before Uptying that Identity to Tier 4, while Counter Skills possess Sin Affinities regardless of Uptie Tier and gain Offense Level bonuses from Sin Resonance. Defense Skills get no bonus from Sin Resonance.
Defending against an enemy's empty Skill Slot will not generate E.G.O Resources nor trigger the Skill's [On Use] effects.
"Clashing" any Defense Skill with an opponent's Defense Skill causes an "Offset" which cancels the use of both Skills, unless the affected Skill is a Counter Skill or a Clashable Defense Skill.
There are three (five when counting Clashable variants) different types of Defense Skills:
Guard,
Evade and
Counter.
Guard
For a list of all Identities with Guard Skills, see Identities with Guard Skills.
Guard Skills activate when the unit with the selected Skill uses it during a Turn before being attacked by an incoming Attack Skill. When activated, the Guard Skill rolls its Coins, adding/subtracting the Coin power to/from the Base Power depending on the Coin's value and the result of the Coin toss. Then, an amount of Shield HP equal to the Final Power of the Guard Skill is added to the defender's HP for the duration of the Turn.
Clashable Guard/Power Guard
For a list of all Identities with Clashable Guards, see Identities with Clashable Guards.
Clashable Guard Skills are able to Clash against Attack Skills. Unlike regular Guards (and more similarily to Counters), they are used reactively against the first incoming One-Sided Attack that target the unit and Clash against said Skills.
If they win a Clash against an opposing Skill, the target's Stagger Threshold will be increased by the value of the Clashable Guard Skill's Final Clash Power. If they lose a Clash against a Skill, the attacker's Final Skill Power will be reduced by the Final Power of the Clashable Guard, reducing incoming damage from the Skill that won the Clash.
Just like regular Guard Skills, their Final Power is affected by Status Effects such as Defense Power Up/Down and the difference between the defender's Defense Level and the attacker's Offense Level: For every 3 Defense Level above the attacker's Offense Level, the Skill gains +1 Final Power.
Evade
For a list of all Identities with Evade Skills, see Identities with Evade Skills.
Evade Skills activate when the unit with the selected Skill uses it during a Turn before being attacked by an incoming Attack Skill. While active, an Evade Skill allows a unit to dodge attacks that are of equal or lesser Power than the incoming Skill's Final Power.
The Evade Skill's Coin is flipped each time an Opposing Skill tosses its Coin. When a unit activates their Evade Skill, that Skill remains active for the duration of the Turn. Evading an attack causes the defending unit to completely negate the incoming hit and receive no damage. However, if an Evade Skill's Final Power is less than the opposing Skill's current Power and fails the Evade, the defending unit takes the full damage and the Evade Skill is lost.
If an Evade Skill manages to evade all Coins of any opposing Skill, it will be reused for any other incoming Skills. Evade Skills are considered as used and activate [On Use] effects even if the Skill fails evading the first incoming Coin. However, even if the unit evades different attacks, it only counts as being used once for the purposes of [On Use] effects. ([On Evade] effects are activated at each Coin evaded, regardless if it's during different attacks or a single multi-Coin attack).
Counter
For a list of all Identities with Counter Skills, see Identities with Counter Skills.
Counter Skills activate when the unit who selected the Skill is attacked by an incoming Attack Skill during the same Turn. A unit using the selected Counter Skill immediately launches a one-sided counterattack against any enemy who attacks them with the selected Counter Skill, regardless of which enemy the Counter Skill had targeted prior.
When a unit possesses several Skill Slots, selecting the Counter Skill multiple times on the Skill Dashboard increases the number of times that unit can engage in a counterattack. Staggered units (even if they posessed a Counter Skill on the Dashboard prior to being Staggered) cannot use Counter Skills. All Counter Skills possess a physical damage type and a Sin Affinity, both affecting the damage dealt to the enemy. They may also possess more than one Coin.
Clashable Counter/Power Counter
For a list of all Identities with Clashable Counters, see Identities with Clashable Counters.
Clashable Counters are a special kind of Counter Skills that have the ability to engage in Clashes against enemy Attack Skills and activate before being attacked by an incoming one-sided Skill.
If they win a Clash against an incoming Skill, the Counter Skill is used against the attacker. If they lose a Clash against a Skill, the opposing Skill is used against the defender. Winning or losing a Clash with or against Clashable Counter affects Sanity in the same way as with Offensive Skills, increasing or decreasing Sanity based on that units Base factors for gaining/losing Sanity.
Like regular Counter Skills, Clashable Counters possess at least one Coin, a physical damage type and Sin Affinity. They will not be used if no incoming enemy Skill engages in an Clash with it. Due to this, they are unable to engage in one-sided attacks like Attack Skills would.
Skill Tags
Skills activate their conditional effects under certain conditions, which include:
| Skill Tags | |
|---|---|
| Tag | Description |
| Before/After Combat Phase | |
| [Turn Start] | Activates at the start of the Turn, before the Chaining Phase. |
| [Combat Start] | Activates at the start of the Combat Phase, before any Skills have been used. This effect activates regardless of if the Skill it is tied to will be used in the Turn or not. |
| [Turn End] | Activates at the end of the Combat Phase, after all Skills have been used. This effect activates regardless of if the Skill the effect is tied to had been used in the Turn or not. |
| During Combat Phase | |
| [Before Use] | Activates immediately before a Skill is used. Typically used to replace one Skill with another. |
| [On Use] | Activates on an Attack Skill as soon as it engages in a Clash or is about to attack one or more targets. On Defense Skills, it activates as soon as an incoming attack triggers the activation of the Defense Skill. Does not activate if the Skill does not end up being used. |
| [Clash Start] | Activates at the start of the Clash. Does not activate if the Skill did not engage in a Clash. |
| [Clash Win] | Activates when the Skill destroys all of the opposing Skill's Coins in a Clash, therefore winning the Clash. |
| [Clash Lose] | Activates when the Skill loses all of its Coins in a Clash—for - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s or - This Coin does not break upon Clash Lose. - If an Attack Skill has this Coin, attack with the Coin after getting hit. - On Clash Lose, fix the Coin Power of the unbroken Coin to 1s, when they all "Crack"—therefore losing the Clash. |
| During Skill Usage | |
| [Before Getting Hit] | Exclusive to Counter Skills. Activates before the Attack Skill that would activate the Counter Skill is used. |
| [Before Attack] | Activates only once before an Attack Skill is about to attack one or more targets. |
| [On Unopposed Attack] | Activates in the same manner as [Before Attack], but requires the Skill to never have engaged in any Clashes (including against Clashable Defense Skills). |
| [On Kill] | Activates when any Coin of the Skill defeats a target. |
| [After Attack] | Activates only once after an Attack Skill has used all of its Coins. |
| During Coin Usage | |
| [Coin Start] | Activates immediately before the Coin this effect is tied to would be tossed. |
| [On Hit] | Activates when the Coin this effect is tied to lands a hit on a target. |
| [Heads Hit] | Activates when the Coin this effect is tied to lands a Heads hit on a target. |
| [Tails Hit] | Activates when the Coin this effect is tied to lands a Tails hit on a target. |
| [Hit after Clash Win] | Activates when, after winning a Clash, the Coin this effect is tied to lands a hit on a target. If the Skill did not win a Clash, this effect does not activate. |
| [Hit after Clash Lose] | Unique to - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s and - This Coin does not break upon Clash Lose. - If an Attack Skill has this Coin, attack with the Coin after getting hit. - On Clash Lose, fix the Coin Power of the unbroken Coin to 1s. Activates when, after losing a Clash, the Coin this effect is tied to lands a hit on a target. If the Skill did not lose a Clash, this effect does not activate. |
| [On Hit without Cracking] | Unique to - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s and - This Coin does not break upon Clash Lose. - If an Attack Skill has this Coin, attack with the Coin after getting hit. - On Clash Lose, fix the Coin Power of the unbroken Coin to 1s. Activates when the Coin this effect is tied to lands a hit on a target without having been "Cracked" via losing a Clash. |
| [On Crit] | Activates only when the Coin this effect is tied to lands a Critical Hit on a target, which is typically achieved with |
| [On Crit - Heads Hit] | Activates when the Coin this effect is tied to lands a Critical Hit on a target, and the Coin landed on Heads. |
| [On Crit - Tails Hit] | Activates when the Coin this effect is tied to lands a Critical Hit on a target, and the Coin landed on Tails. |
| [On Kill] | Activates upon successfully defeating a target. |
| [On Crit Kill] | Activates upon successfully defeating a target using a Critical Hit. |
| [On Crit Kill Against Enemy] | Activates upon successfully defeating an enemy using a Critical Hit. Does not activate upon defeating allies. |
| [After Current Coin Attack] | Activates after the Coin has been used. |
| [Heads Attack End] | Activates like [Heads Hit] but with the same timing as [After Attack]. Exclusive to single-Coin Skills. |
| [Tails Attack End] | Activates like [Tails Hit] but with the same timing as [After Attack]. Exclusive to single-Coin Skills. |
| [On Evade] | Exclusive to Evade Skills. This effect activates each time the Evade Skill successfully evades a Coin from an incoming attack. |
| [Reuse - ■■■] | A prefix that may be applied to other already existing conditionals (e.g. [Reuse - On Hit]) that causes them to only activate on Reused Coins. |
| [Ally ■■■] | A prefix that may be applied to other already existing conditionals (e.g. [On Ally Kill]) that causes the conditional only to trigger against allies. |
| [Constant] | Identical to not having a "tag", but is exclusive to Coins. |
| Miscellaneous | |
| [Clashable Counter] | Indicates that the Skill is a Clashable Counter Skill. |
| [Target Fixed] | Indicates that the Skill's main target and sub-targets cannot be changed. |
| [Indiscriminate] | Indicates that the Skill can choose any unit—including allies—as a main target or sub-target. |
| [Unclashable] | Indicates that the Skill cannot be Clashed with, but can still activate non-Clashable Defense Skills. |
| [Failed ■■■] [■■■ Fail ■■■] |
A prefix that may be applied to other already existing conditionals (e.g. [Failed Kill], [On Crit Kill Fail Against Enemy]) that activate when these conditionals would normally fail to activate. |
For 'During Coin Usage' tags revolving around hitting or defeating targets: If the Skill has 2+ targets, the tag activates once for each target hit or defeated and stacks indefinitely.
Effects without any of these "tags" labeled with them can activate or deactivate dynamically throughout the Skill's usage, or simply indicate certain characteristics of the Skill (such as targeting behavior).
Passives
Passives are some of the most important parts of an Identity's kit, as they can greatly benefit or ruin depending on their effects and activation requirements. There are two types of Passives, Combat and Support, and all Identities possess at least one of both types. An Identity's Combat Passive is used while the Identity is deployed in combat, usually only affecting themselves (unless stated otherwise). An Identity's Support Passive is used while the Identity is not deployed in combat, but is equipped on the team. These Passives usually only affect one deployed ally unit in battle that meets certain criteria, such as having the most or least sanity or health (unless stated otherwise). If two or more units in combat meet the same criteria, the unit selected first on the pre-battle screen has priority for the Passive's effect.
Both Combat Passives and Support Passives conditionally activate depending on owned Sin resources or Sin Resonance on combat start for the turn. Passives that activate via Sin Resonance require a certain Sin Resonance (whether general or Absolute Resonance) of a specific Sin Affinity to be achieved on that Turn. Passives that activate via Sin Resonances require a certain amount of one Sin type's Sin Resource in possession in order to activate.
Durante (Sapling of Light)
Unlocked after Canto 6-44, this allows Dante to activate a Golden Bough ability. Abilities can be initially be used once a day, and more abilities get unlocked as you progress through Inferno. After unlocking Morositatis in 8-30, the player can use two abilities per day, but cannot use the same one twice.
DURANTE
| ||||
|---|---|---|---|---|
| Icon | Name | Sephirah | Effect | Unlock Requirement |
| Pigritia | Hokma | Halves the current Speed of all enemies. (Rounded down) | Unlocked after 6-44 | |
| Superbia | Binah | Slot in a single E.G.O Skill without consuming any E.G.O Resources. | Unlocked after 7-36 | |
| Morositas | Chesed | Set all units' Offense and Defense Levels to the average of all units' values for the next 3 turns. | Unlocked after 8-30 | |
| Ira | Gebura | Select a single unit to strengthen its stats.[1] | Unlocked after 9-50 | |
Unstable Durante
These Durantes only appear at specific Canto Chapters and are not selectable by default.
DURANTE
| ||||
|---|---|---|---|---|
| Icon | Name | Effect | Chapters | |
| M@!L%#TH | Though somewhat unstable, the manager can remotely command and communicate every sinner. | 09-33, 09-50 | ||
Backups (Chain Battles)
First introduced in Line 4: Masquerade onwards, most Encounters will allow you to have other Sinners as backup to replace the Sinners that have either died or Retreated from the battle (through Skills and Passives based on Identity) with an upstart of 10 SP (increased based on how far they are set as Substitutes). Backup Sinners will also start with same number of Skill Slots that the replaced Sinner had prior. If the battle has "Backup" at the top, the Encounter is a Chain Battle Encounter.
In Chain Battles, a unit will use its Combat Passives while in the battle, while units that have died or Retreated from battle will use its Support Passives instead. Backup Sinners will enter the battlefield in the order of the numbers next to their Support Passives.
This applies to both normal and Focused Encounters as below.
Sinner Death
Sinners that die in battle for any reason will be removed from the encounter and can no longer be the target for any Skills or Passives. Any Skill or effect targeting dead Sinners will either be canceled or move to another target (if applicable). In the case of Chain Battles, a Backup Sinner may enter the battlefield as a Substitute. If no Backup Sinners were selected at the start of the battle, losing a Sinner via death will permanently remove all of the Sinner's Skill Slots and prevent the remaining Sinners from acquiring them. This means that if a Sinner with 2 Skill Slots dies, the maximum number of Skill Slots will become 10 (instead of 12). If any Backups were selected at the start of the battle, even if none are left, the remaining Sinners can still reacquire the lost Skill Slots.
In most cases, a Sinner dying will remove the effects of any E.G.O Gifts that applied based on Deployment Order. However, it is possible for some Gifts to be "inherited" by the next Sinner in order, such asTier: IV |
Charge-type Gloves Encounter Start: All allies gain +5 Turn Start: All allies gain +2 [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 - 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. - This effect works on 'Unique Charge' as well. |
- 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.
- This effect works on 'Unique Charge' as well..
Battlefield Retreat
Some Identities, such as those from the Devyat' Association, may have the ability to execute a
Battlefield Retreat
Battlefield Retreat- Turn End: recover from Stagger and Retreat from the Encounter (unless it's a forced Stagger; does not count as death)
- In Chain Battles, give this unit's Slots to a Substituted unit and move to the rearmost place in the Backup units' Deployment order (escape from the Encounter entirely if there are no other Backup Units remaining to swap places with next turn. When returning to battle, return in the order they retreated in)
· When returning to battle, return with the same amount of HP and SP this unit had when it retreated, and eliminate all effects on self save for a select few (if this unit had less than 0 SP when retreating, reset SP to 0 instead). During battles with no remaining Backup units, a Sinner that has retreated will escape the battle entirely, as if one fewer unit had been deployed at the start. This can be preferable to death, as the Sinner's Skill Slots will not be lost. Additionally, if multiple allies escape simultaneously and there are not enough remaining Backup units to replace them, the excess Sinners will also escape entirely. Sinners that are about to trigger a Retreat by using a Skill will have a flashing !Retreat! indicator above said Skill.
When retreating, Sinners will maintain the same Deployment Order they had at the start of the battle, in addition to gaining a Return Order number and entering the queue for Backup Sinners. Usually, this means that all Backup units must enter the battlefield before any units can Return, but some Identities such as Family Hierarch Candidate Ishmael can manipulate the Backup queue directly to gain Return priority. Other Identities such as The Lord of Hongyuan Hong Lu can also place Retreating Sinners earlier in the Return Order (but not the Backup queue as a whole).
Since Deployment Order is maintained, even while Retreating, this means that Returning units will immediately regain priority for effects and trigger Deployment-based E.G.O gifts as before. For example, a Sinner can gain extra Skill Slots, Retreat to give those slots to a Backup Sinner, then Return and immediately gain another Slot due to being the earliest in the Deployment Order again. Retreating is also treated differently from Sinner death when checking Deployment Order, as evenTier: IV |
Charge-type Gloves Encounter Start: All allies gain +5 Turn Start: All allies gain +2 [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 - 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. - This effect works on 'Unique Charge' as well. |
Some Encounters where a specific Sinner is required may block that Sinner from Retreating. If all Sinners Retreat from the battlefield, such that no Backups can enter, the battle will immediately end in Defeat.
Battle Information
In battles, before the Combat Phase commences, the menu atop the screen displays a Clash preview. Alongside the previously mentioned Skill details, superior Attack and Defense Levels are highlighted in yellow.
Additionally, the Skill's damage modifier is displayed in the top center as a percentage, dictating how much stronger or weaker the attack's damage will be depending on various factors such as Resistance and level disparity.
During one-sided attacks, the Clash prediction turns into a damage prediction, showing the minimum and maximum damage the attack will deal.
Each attack has two phases: a Clash phase and a 'one-sided' attack phase.
Clashes occur when two units attack each other with a Skill. When a unit Clashes with another, both units toss all of their Skill's Coins; this determines the Skill's power in a Clash. The unit whose Skill has the lowest Clash power loses one Skill Coin, and if the unit still has any Skill Coins left, the two units Clash again. Once one unit has lost all its Skill Coins, the victor becomes the attacker in the one-sided phase, attacking with its remaining Skill Coins.
After each Turn, depending on the order of the Sinners the player had selected at the pre-battle screen, the first Sinner will receive another Skill Slot, followed by the next Sinner, and so on. Once all ally units have received a second Skill Slot, the process will begin at the first selected once again, giving them an additional Skill Slot. A maximum of 12 Skill Slots can be on the Dashboard during General Encounters. Likewise, enemies' Skill Slots will also increase each Turn.
Focused Encounters
Focused Encounters are mechanically different from General Encounters. Enemies featured within Focused Encounters are commonly Abnormalities or notable adversaries within the game's story. Said enemies tend to have several Skill Slots and may or may not be accompanied by lesser, more common enemies found in General Encounters. Unlike General Encounters, which do not allow the player to direct each Sinner's attacks manually and are instead dictated by the Dashboard Chain, Focused Encounters allow for the player's discretion in which Skill Slot to Clash with. Often, a maximum of six Sinners can be selected for a battle. Unlike General Encounters, the Sinners will not gain additional Skill Slots during subsequent turns if the maximum number of units were deployed. If fewer units than the maximum were deployed, then the Sinners will gain one Skill Slot in order of their selection on the pre-battle screen until the number of Skill Slots hits the maximum number originally outlined—e.g., if 5 units were deployed in a battle with a maximum of six 6, then only the first selected unit in the pre-battle screen will gain an additional Skill Slot.
Parts
All enemy units in Focused Encounters possess a minimum of 1 Core and 1 Part. When a unit's Part takes HP damage, its Core also takes an equal amount of damage. Most status effects are also applied only to the targeted Part rather than the Core, while the few status effects that are applied to the Core will affect all of its Parts (such as
Echoes of the Manor
Echoes of the Manor- 50% chance to gain +1 Sinking Count when gaining Sinking Potency or Count from Skill or Coin effects
- Units with SP: Change Panic Type to Echoes of the Manor. When this unit Panics, inflict 2 Echoes of the Manor to 2 random other allies of this unit next turn
- Units without SP: -10% chance to flip Heads
- Reduced by 1 at Turn End
- This effect is not cumulative; inflicting it will replace the current value with the inflicted value
※ Apply the 'Units without SP' conditional to certain enemies that have SP but can't change their Panic Types.). Each Part can have different Skills, Resistances and Passives, all of which can be viewed in detail by opening the unit's information while in battle and clicking on the corresponding UI of a specific Part.
Part Destruction
A breakable Part is considered "broken" if its HP is reduced to 0, Parts can have three different types of destruction:
- Destructible Parts, when broken, have all of their physical Resistances changed to Fatal [2x]. However, destroyed Parts are still capable of using Skills after their destruction.
- Severable Parts, when broken, are considered completely removed from the unit, making the Part untargetable and unusable. The Part's Skill Slot will be shown as shattered and darkened, and it cannot be targeted by any Skills.
- Indestructible & Unseverable Parts—as the name suggests—are immune to the effects listed above and cannot be "broken". If such a Part reaches 0 HP, it will recover all HP on the next turn.
Certain enemies are also capable of recovering their Parts. This typically occurs naturally after a certain number of turns have passed. The number of turns before a Part recovers is shown on the UI.
Check Events
Within certain Focused Encounters, there will be Check Events in which a Sin Affinity Skill check is proposed toward the player. Within these Check Events, the player must select a Sinner that would ideally pass the requisite number, the result of which is dictated by the Coin flips of a Skill from their kit that corresponds with the Sin Affinity check. As the check's result relies on Coin flips, a Sinner's SP will greatly influence the outcome. Depending on the result, the check is deemed either a success or a failure. The consequences of both success and failure vary across the Check Events for each Abnormality, and the consequences of success are not always without fault. Both success and failure may apply a negative or positive effect to the enemy or the player's units. Although the Check Events vary across all different Abnormalities, the Check Events for a particular Abnormality will always be the same and have the same results.
In the story and the Mirror Dungeons, the additional difficulty of a Focused Encounter may reward the player with an E.G.O Gift. All E.G.O. Gifts may have positive or negative effects on Sinners or enemy units and can be beneficial when used alongside a team capable of utilizing them.
Battle Hints
First introduced in the Hatred and Despair Encounters, most high-difficulty battles—typically ones against the bosses of a Canto or Intervallo—allow players to use hints to ascertain which enemy Skills or Passives they should be wary of. These hints come in 3 levels, denoting the possible strength or the importance of that Skill or Passive in regards to the unit's gimmick.
Skill Hints:
Example Skill [On Use] Atk Weight +1 for every 4 [On Use] Clash Power +2 for every 4 - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 [On Hit] Inflict 3 [On Hit without Cracking] Inflict 2 |
Example Skill [On Use] Base Power +1 for every 4 [On Use] Spend 4 [Clash Lose] Deal -80% damage and damage dealt by this Skill cannot Stagger the target; Inflict only half the Potency and Count for - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 [On Hit] Inflict 10 [On Hit] Inflict 5 - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 [On Hit] Inflict +4 [On Hit] Inflict +2 - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 [On Use] If main target has 15 or less SP, Final Power +5 |
Passive Hints:
Deal +50% damage against Staggered enemies
If this unit hits with a Cracked
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1, it does not activate the target's
Assist Unit's Skills and Passives were also given hints, these are marked in shades of green rather than the usual colors.
Currently, only the first and third hint level is used.
Skill Hints:
Example Assist Unit Skill - On Clash Lose: when hit, reduce the attacker's Final Skill Power by this unit's Final Power. - On Clash Lose: does not gain Final Power from the following sources: Resonance and the Level disparity against the Attack Skill [Combat Start] Gain 1 - When an ally is about to take an Unopposed Attack from an enemy, consume 1 Stack to redirect the enemy's targeting to self; then, use the unique Skill that activates for Assist Defense - When there are multiple allies with Assist Defense Stacks, the ally with the highest Stack has the highest activation priority - Does not activate for allies who equipped Defense Skills - Expires at Turn End [Clash Win] Inflict 2 - If an Attack Skill has this Coin, attack with this Coin after getting hit. - Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1 |
Example Assist Unit Skill [Combat Start] Gain 1 - Gain 1 at Turn Start - At 3 Stack, gains 20 Speed and uses ARCANA SLAVE next turn [Combat Start] Gain 50 Shield [Combat Start] Gain 20 |
Passive Hints
Enemies that are about to use Attack Skills against this unit gain 1
- All allies, including this unit, heal 10 HP
- All allies, including this unit, heal 3 SP
- Halve all removable negative effects from all allies, including this unit
Battle Tips
Introduced in Canto IX: The Unsevering, certain important Encounters will grant the player tips on how to deal with their enemies in the case that they lose. The tips may vary depending on the phase the player lost on as well.
For each enemy's battle tips, see their respective pages.
Dungeons
Story Dungeons
A Story Dungeon is a rogue-like battle and exploration type of gameplay that explores a certain part of the derelict structure, an abandoned L Corp. section, a normally unassuming area of the outskirts or a formed and focused fathoms, either through a Golden Bough, or found at the most unexpected places. These are typically available as the very last node in most Cantos, with a few exceptions.
In Story Dungeons, you move step-by-step by moving in "rooms", each containing events in them. These events will either be a General Encounter, an Abnormality Encounter or "Special Options". With every battle you face, the Sinners' Sanity, Health, and the number of Sinners will not be restored after you finish a battle. They will remain as they are, from where you've left off. Some part of the Special Options will unlock hidden passageways depending on the choices selected from the Option.
Some dungeons contains more than one layer of the map. Once that layer is cleared, you can continued on to another layer with a different map.
At the end of the dungeon lies a boss fight, often ones that are tougher than the previous known bosses. At times it may end up containing the Golden Bough, which is the main target for Story Dungeons. Other times, it could be other objectives within the dungeon.
Checkpoints
There are designated Checkpoints, where you can reset your Sinners (Basically healing any lost Health, rewinding time for dead Sinners, and returning their SP back to 0), and save your progress. Here, you can also change the sinner's identities based on what you had before entering the dungeon. Certain E.G.O Gifts will also affect the levels, upties of identities, and threadspins of E.G.O, regardless of what you have swapped or what support you picked to replace.
If you lose a battle, you are allowed to retry using the remaining Identities. However, if you've lost all of your Identities, you will go back to your previous checkpoint, or the place where you've started.
Mirror Dungeons
Mirror Dungeons are similar to Story Dungeons, with it's rogue-like settings. Despite this, there's a few differences.
- You can enter the dungeon for free. However, reward claiming requires 5
Enkephalin Modules. - All Sinners can be brought into the dungeon, choosing one Identity, as well as an E.G.O. for each grade. Their maximum level (for hard mode) and grade from Uptie/Threadspin will be carried over.
- You will be given a choice of a variety of E.G.O Gifts that could potentially help the Sinners. E.G.O Gifts are important due to their effects to help keep pace with the Mounting Trials.
- Depending on how many Floors you have cleared and the type of Mirror Dungeon, you'll gain EXP for the Battle Pass. You get 3 Weekly Bonuses which grant more Battle Pass XP and Lunacy; one can he used per run in normal mode, while any amount can be used in hard mode.
There are more key differences in Mirror Dungeon compared to Story Dungeons during the progress:
- Unlike Story Dungeons, each type of Mirror Dungeon is randomly generated per Floor, based on the Theme Pack chosen prior to the start of the Floor.
- Every battle has a chance of allowing you to earn Cost based on the type of Encounter. You may also have a chance of obtaining an E.G.O Gift as well.
- Certain nodes allows you to spend Cost obtained from events and battle Encounters, such as replacing Skills, buying E.G.O Gifts, or changing a Sinner's Identities and/or E.G.O, up to 3 Sinners purchases per Shop.
- Events (marked with "?") will generate a random event instead of ones tied to the story, sometimes granting E.G.O Gifts if the right choice is selected (occasionally requiring Skill Checks; may also come with minor downsides), or starting an Abnormality Encounter.
- Basing on theme packs chosen for that dungeon, you may also typically obtain event E.G.O Gifts from that theme.
- Every Season, the features of the Mirror Dungeons typically update, requiring managers to adapt and strategize.
Fathoms of the Ego
The Fathoms of the Ego act as a mixture between Story Dungeon and Mirror Dungeon, being a space formed from the depths of an individual's mind rather than a literal location. While the actual concept is frequently featured in the main story Cantos (the Reminisced League of Nine, for example, being Yi Sang's Fathoms of the Ego), these tend to be defined more by their inclusion at the end of certain of Intervallos in terms of gameplay. Fathoms of the Ego Dungeons require Enkephalin Modules to enter.
Fathoms of the Ego behave similar to the Mirror Dungeon, but contain only one floor, and primarily feature story-exclusive E.G.O Gifts and enemy units.
Trivia
- The UI displayed upon entering certain Encounters, which are usually ones at the very end of a Canto, states:
Proelium Fatale
LASCIATE OGNI SPERANZA, VOI CH'ENTRATEwhich roughly translates to:
Mortal Battle
ALL HOPE ABANDON YE WHO ENTER HERE - The subtitle is a reference to Dante Alighieri's poem Inferno, where it appears as an inscription above the gate leading into hell.
See Also
- Status Effects
- Sin Resonance
- Sanity
- Support Passives
- Attack Weight
- E.G.O
- Check Events
- Mirror Dungeons
References
- ↑ Specifically, Ira applies the
Gebura's Blade
Gebura's Blade- Convert all Skill Coins into Unbreakable Coins
- Deal +100% damage
- Plus Coin Skills gain Coin Power +1; Minus Coin Skills gain Final Power +1
- For this turn, this unit cannot be Staggered from all sources of damage
- At less than 10 HP, heal to 10 HP
- For this turn, this unit's HP does not drop below 10
- For this turn, every Coin Hit from Base Attack Skills and Counter Skills heals 10% of the damage dealt (max healing from each Skill: 100)
- Expires at Turn End buff to the selected unit.






