Battles

"Ah.. no way!"*Uh oh! We're missing things in this article. Gregor would be glad if you would help and add the missing information!*

## **GENERAL COMBAT MECHANICS**

Gameplay is centered around choosing a certain number of sinners from the available 12 (Gregor, Rodion, Sinclair, Yi Sang, Ishmael, Heathcliff, Don Quixote, Hong Lu, Ryoshu, Meursault, Outis, and Faust) and beginning a combat encounter with a selection of different enemies. Combat itself has several core mechanics: speed, sanity, resistances, health, and stagger. Sinners and enemies will take turns selecting skills to "clash" or attack each other over several turns. Combat ends when one side has been completely defeated or 100 turns has passed (overclocked).

### Combat Mechanics

Currently combat is centered around five main mechanics: speed, sanity, resistances, health, and stagger.

#### Speed

Speed is a random number assigned to a unit chosen from a given range each turn. Visually, units with lower speed are placed in the front, while units with higher speed are placed in the rear. Units with high speed prioritize attacking units with low speed. When Sinners receive the same speed, the order of their attacks are based on who was chosen first in the character selection screen prior to the battle.

#### Sanity

Sanity is determined through several interactions that occur in and out of combat. Sanity can be seen at the very bottom of the combat bar as the blue or red number right besides a units health, the number itself ranges between -45 to 45. Sanity directly affects the chance of a unit rolling heads; each unit of sanity corresponds to a change of 1% heads rate.

Reaching below -30 sanity may cause "Low Morale" on anyone with SP, reducing their skill effectiveness against clashes and one sided attacks. Furthermore, hitting -45 will immediately cause "Panic", which is akin to that of Staggered, preventing any action until the next turn (which reset to 0 SP). If Sinner reaches -45 and has E.G.O other than their unique ones, they are susceptible to E.G.O Corrosion, in which they are forced to use **only** corrosion skill against the manager's decision.

Abnormalities and hostiles without any SP aren't susceptible to this effect.

#### Resistances

Resistances are a multiplier that determines how much damage a unit takes from a certain attack. All characters have both resistance multipliers to physical damage types (slash, blunt, pierce) and resistance multipliers to sin affinities (wrath, lust, sloth, gluttony, gloom, pride, envy). Every offensive 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 to damage type and sin affinity and are multiplicative, meaning for example, a foe weak to slash and wrath attack would at least take 4x of the original damage from an attack with slash damage type and wrath sin affinity.

Every Identity and most enemies encountered usually have one damage type they take fatal damage against (2x), one damage type they take normal damage against (1x) and one damage type that is ineffective against them. (x0.5). In some cases, enemies can also be weak to (x1.2, x1.25 or x1.5) or endure (x0.75) physical damage types.

Every sinner gains sin affinity resistances based on the most recently used E.G.O. (or their lowest risk level E.G.O. if none has been used). For the enemies, only abnormalities, E.G.O.-possessing human enemies, distortions and certain boss enemies possess unique resistances against sin affinities. Normal human enemies do not possess special sin affinity resistances, all sin affinities deal normal (1x) damage to them. Sinner's E.G.O. and Enemies that do have special resistances against sin affinities can take fatal (2x), weak (1.2x, 1.25x or 1.5x), normal (1x), endured (0.75x) or ineffective (0.5x) damage from skills with certain sin affinities.

#### Health

Health is the red number under a units sprite. Health determines how much damage a unit can take before they are killed in combat. The objective of most combat encounters is to reduce all of the enemies health to 0.

#### Stagger

Stagger is a mechanic meant to punish bad skill selection or unit targeting in Limbus Company. Stagger thresholds are small lines present on every unit's health bars; these stagger thresholds will stagger a unit once they are passed. A unit that is staggered is unable to use its skills for the current and subsequent turn of combat. Additionally, a staggered unit will INSTANTLY have all their resistances changed to fatal.

### Attacking in Limbus Company

Every single sinner and enemy has an arsenal of skills and passives that they can use during the combat phase of Limbus Company. Every sinner and identity currently has three skills and one defense skill that they can use on their turn. Additionally, they each have an active and support passive which can be independently activated depending on their combat status (in combat or out of combat).

#### Skills

Currently each sinner is given three skills of varying degrees of power. Sinners and their identities are able to immediately access their Skill 1 and Skill 2; Skill 3 is unlocked once they are uptied to tier 3. Additionally, passives and skills will be upgraded once a sinner is uptied. In combat, sinners pull skills out of a "skill deck" that only contains a certain number of each skill and will only refresh after all skills have been used. Skill 1 is generally the weakest, with up to three copies of the skill being available on a skill deck at a time; these skills are usually fodder meant to be rotated out for stronger skills. Skill 2 is typically a utility or setup skill with up to two copies of itself in a deck at a time; these skills try to maximize the effect of a units deck. Skill 3 is often the central and most powerful skill of any unit's deck; only one of this skill can be on a skill deck at a time.

### Defense

There are three types of defense skills: defense, evade, and counter. Such skills can be produced by pressing a unit's icon on the dashboard. Defense skills can be created without limit, but consume the skill that it replaced. Units at certain Uptie tiers see their defense skills gain an affinity to a sin, thus allowing the generation of EGO resources and resonnances. However, they don't get the bonus from resonnances themselves and the resources are only generated if the skill was actually used; in other words, defending against an empty or defense slot will not generate resources nor the [On Use] effects.

##### Defend

Selected defense skills activate when the unit who selected the skill uses it during a turn. Defend skills generate a temporary amount of health for the duration of the turn, indicated by a blue health bar added to the unit's red health bar.

##### Evade

Selected evade skills become active when the unit who selected the skill uses it during a turn. While active, an evade skill allows a unit to dodge incoming attacks that are of equal or lesser power than the skill's final power. The evade skill's coin is flipped each time an opposing skill flips its coin. When a unit activates their evade skill, that skill remains active for the duration of the turn. However, if an evade skill's final power is less than the opposing skill's current power, the defending unit takes damage and the evade skill is deactivated. The skill is considered as used even if the first evade was unsuccessful. However, even if the unit evade different attacks, it's only used once ([On Evade] effect are activated at each Coin evaded, regardless if it's different attacks or a multi-Coins attack).

##### Counter

Selected counter skills become active once a turn begins. A unit who has selected the skill immediately counterattacks with a one-sided attack against any enemy who attacks them, regardless of which enemy the defense skill had targeted prior. Selecting the counter skill multiple times on the dashboard increases the number of times that unit can engage in a counterattack. Units who are staggered by an attack cannot use a counter skill afterwards.

#### Passives

Passives are some of the most important parts of a units kit in Limbus Company, as they can either spell out a units doom or potential depending on their effects and activation requirements. There are two types of passives in Limbus company, in combat and support. In combat passives can only be used when a unit is currently fighting, while support passives can only be used when a unit is in the party but not on the field. Each passive has an activation requirement that utilizes certain sins to help the team. For example, Gregors in-combat passive "Forced Survival" requires the party to use 3 gloom skills at the start of the selection phase, and in turn he will instantly himself 5 hp at the start of combat phase. His support passive "Gene Code G-0" also requires 3 gloom but will instead heal the LOWEST ALLY 5 hp in combat.

#### Coin Flips

Currently, each skill in the game has a certain amount of "coins" that they can flip to achieve different affects. Every single skill has a base value that appears on the left of each skill, additionally it has a "coin bonus" that appears on the top of the portrait for said skill. Coin bonuses are added to the base power of a skill depending on the amount of heads that you roll for each skill. Sinners and enemies will fight each other depending on what skills you chose during the selection phase. Once the combat phase starts, Sinners and enemies will begin to fight each other by "rolling coins" once they meet (Combat is different between human vs abnormality fights). You can see when a Sinner and and enemy begin "rolling coins" against one another when they both show their skills above their heads. Every single skill in the game has a certain number of coins that they can roll against the enemy, each skill has a chance of rolling heads depending on sanity and can have either beneficial or negative effects depending on the skill. Once the coins are rolled, heads are tallied and used to modify the base power of the skill they belong to. The side that has the higher number will attack the other and "destroy" one of the opponent's coins. This rolling and tallying of heads will continue until one side no longer has coins to roll. at this point, the unit with coins still remaining will roll once more time and then attack the opposing unit with the coins that they still have.

## **BATTLE INFORMATION**

Every Sin/Skill/Attack in Limbus Company has three key components: (1) Number of attacks (coins), (2) base power (3), a bonus for landing Heads.

Each attack has two phases: 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 flip all of their skill's coins; this determines the skill's power in a clash. The unit whose skill has the lowest power loses one skill coin, and—if the unit still has one or more skill coins left—the two units clash again. Once one unit has lost all of its skill coins, the victorious unit becomes the attacker in the one-sided phase, attacking with its remaining skill coins.

Certain skills from a Tier 3 uplifted identity will show a quick cut of art if their specific coins are heads on use.

After each turn, depending on the order of the sinners you picked for deployment, the first sinner will receive another action, followed by the next sinner until the last one, and then it repeats to the first sinner again. A maximum of 12 action overall can only show, even if a sinner has died or was staggered. Similarly, actions from enemies will also increase per turn, even at a new wave.

### **Abnormality Battles**

* Click-and-Drag Skills in the Abnormality battle
* Parts of the Abnormality
* Choice Event
* EGO gift given by the end of the battle
1/4
**Abnormality Battles** are a different kind of battle compared to General battles. This type of battle is where you fight an Abnormality or a group of Abnormalities/hostiles under this setting. Each Abnormality has certain gimmicks on how to handle and take them down. It's important to take note of Abnormalities' different **"Parts"**, which you can destroy to limit them. *Depending on the Abnormality, some might regenerate parts even after destroyed.*

In the Abnormality Battle, you can click and drag your sinners skill to connect to the Abnormality's skills. After each battle, depending on the order of the sinners you picked for deployment, the first sinner will receive another action, followed by the next sinner until the last one, and then it repeats to the first sinner again. A maximum of certain action overall (based on the maximum number of sinners you can deploy on that battle) can only show, even if a sinner has died or was staggered.

At certain Abnormality battle, another feature in these battles are the **Choice Events**. This is where sinners face a problem. You, as the manager, must to **choose** which sinnner to solve it. The tides of your battle will depend on this choice, whether it brings *success* or *failure*.

In story and mirror dungeons, after an Abnormality is defeated, you may receive an **E.G.O Gift**. These gifts grant strong effects that can only be used for the dungeon you're in.

## **STORY DUNGEON**

**Story Dungeon** is a rouge-like battle and exploration type of gameplay that explores a derelict section of the L Corp branch. *These are unlocked when you reached near the end of each chapter.*

In story dungeon, you move step-by-step by moving in "rooms", each containing events in them. These events will either be a General battle, Abnormality battle or "Special Options". With every battle you face, the sinners' sanity level, health, and the number of sinners **will not be restored** after you finish a battle. They will remain as they are, from what you've left off.

Once you clear the first layer of the dungeon, you can continue on another layer with a different map. At the end of the dungeon lies the Golden Bough, which will be your main target for Story Dungeons.

### **Resting Point**

There are also designated **Resting Points**, where you can **heal** your sinners and **save** your progress. If by chance, you lose a battle, you are allowed to use the other **remaining Identity**. However, if you've lost all of your Identities, you will go back to your previous resting point, or the place where you've started.

## **MIRROR DUNGEON**

**Mirror Dungeons** are similar to Story Dungeons, with it's rouge-like settings. Despite this, there's a few differences.

* You can enter the dungeon *for free*. However, reward claiming requires *Enkephalin Modules*. How much is determined by the type of Mirror Dungeon.
* You can only bring a specific number of sinners (Based on the mirror dungeon) and at least only one identity of each sinner and any E.G.Os you have obtained with them. Their maximum level (for hard mode) and grade from Uplift/Threadspin will be carried over.
* A randomly generated 3 E.G.O Gift of choice will generate to start, and you can only pick one or refuse to do so. These gifts are especially important due to the buffs they grant.
* Depending on how many floors you have cleared and the type of Mirror Dungeon, you'll gain EXP for the Battle Pass and earn rewards from it. You can only claim the weekly bonus up to 3 times per weekly reset, or choose not to use the bonus.

There are more key differences in Mirror Dungeon compared to Story Dungeons during the progress:

* Unlike story dungeons, each type of Mirror Dungeon are randomly generated per level, and based off several chapters branched between.
* Every battle have a chance of allowing you to earn some cost based on the type of battle encounter. You may also have a chance of obtained an E.G.O Gift as well.
* Certain nodes allows you to spend your Cost obtained from events and battle encounters, such as replacing skill coins with a stronger variant, buying an E.G.O Gift displayed, or getting new sinner, identities and/or E.G.O, up to 3 sinner purchases per encounter. Sinner-exclusive ZAYIN-Risk E.G.O are free of charge.
* Similar to story dungeon, health and sanity of Sinners do not regenerate. Unlike it though, if the sinners die, they stay dead for the duration of the mirror dungeon. Moreover, if all the sinners are killed, the exploration will end in defeat as there are no checkpoint. You can, however, stop or continue at any point of time and continue from where you've last left off.
	+ There is an event marked with a chair mark, which allows the manager to have either the living sinner with the lowest heath to recover by 30%, or have all wounded living sinners to recover at 10%. Optionally, this area also allows purchases of new sinners, identities and/or E.G.O.
	+ Some E.G.O Gift and Sin Resonances with specific Sinner+Identity can also heal badly-wounded sinners.
* Events (marked with a question mark) will generate a random event instead of ones tied to the story, sometimes generating E.G.O Gift if the right choice is selected (with the right sinner to roll the coin number, and sometimes with a catch).
* The last floor of the dungeon will always feature a random major enemy. There are a few type of abnormality that only exists exclusively in this mode.

## Trivia

* Abnormality battles are similar to the battle mechanics at Library of Ruina, except the number of actions are limited by the number of maximum sinners that can be deployed.

 #2 **Faust** -
 #3 **Don Quixote** -
 #4 **Ryōshū** -
 #5 **Meursault** -
 #6 **Hong Lu**
 #7 **Heathcliff**
 #8 **Ishmael** -
 #9 **Rodion** - #10 **Dante** -
 #11 **Sinclair** -
 #12 **Outis** -