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July 10th New Content - Mirror of Immortality Hard Difficulty

Mirror DungeonIdentities & E.G.OEventsNew Content

Greetings, Dear Manager.

The New Content Mirror Dungeon #6 「Mirror of Immortality - Hard Difficulty」 will be added with the July 10th, 2025 (KST) Update.

▶ When : After 25/7/10 (KST) Scheduled Update
※ Please note for your gameplay plans that the Mirror Dungeon will be closed from 2025. 07. 10 06:00 ~ 10:00 (KST) to process the Mirror of Immortality Hard Difficulty Update.

▶ Unlock Conditions : Clear Main Story 7-36

▶ How to enable Hard Difficulty :
Toggle the Hard Difficulty in the Theme Pack selection menu

Notes


1. 「Mirror of Immortality」 Hard Difficulty will be updated.

2. Grace of Stars purchase limit is removed, and players can now enhance Grace of Stars.

3. 3 new Story-related Theme Packs and 1 Refraction Railway Theme Pack will be added.
※ These new Theme Packs appear only on Hard Difficulty runs.

4. 8 new Theme Pack exclusive E.G.O Gifts will be added.

5. 4 new Choice Events will be added.

6. Certain preexisting E.G.O Gifts will be adjusted.

Mirror Dungeon #6 Hard Major Changes


The following changes will be coming to Mirror Dungeon #6 Hard Difficulty.

▶ Grace of the Immortal Star

<Major Changes>

1. Grace of Stars purchase cap will be removed.
- Before: Players could purchase up to 120 (Base 60 + Starlight Bonus 60) Starlight worth of Grace of Stars.
- After: In addition to 120(Base 60 + Starlight Bonus 60) Starlight, players can spend the rest of their Starlight reserve as well to purchase Grace of Stars.

※ When purchasing Grace of the Immortal Star, the initial ~120 source of Starlight will be consumed first; it will dip into your Starlight reserve only when spending beyond what is available.

2. Grace of Stars can now be enhanced.
Each Grace now has up to two more enhancement stages.
However, please note that Starlight cost increases based on each Grace's enhancement stage.

※ Selecting every Grace of the Immortal Star and enhancing them up to Stage 2(++) will consume 930 Starlight.

Mirror Dungeon #6 Hard Major Changes


▶ Theme Pack Difficulty Selection

Select the Difficulty Toggle button on the top right side of the Theme Pack menu to switch between two difficulties. Hard Difficulty features Theme Packs of greater challenge compared to the Normal Difficulty. Hard Difficulty displays a total of 4 E.G.O Gifts.

<Major Changes>

1. New Theme Packs Added

3 new story-related Theme Packs and 1 new Refraction Railway Theme Pack will be added.
The new Refraction Railway Theme Pack is a “Long Battle” Pack.
Long Battle Packs feature only a single, but lengthy, boss fight.
※ The Shop and Choice Event Encounters still appear in these Packs, separate to the combat Encounter.

Clearing a “Long Battle” Pack increases the level of Identities in your Team by 3.
※ This effect applies only to the Dungeon.

2. New E.G.O Gifts Added

8 new Theme Pack exclusive E.G.O Gifts will be added.
They will be available only from the new Theme Pack.
※ The new E.G.O Gifts are available only from the Hard Difficulty.
2 E.G.O Gifts will be added each for the following categories: Bleed, Poise, Rupture, and Keywordless.

3. New Choice Events Added
4 new Choice Event Encounters are added from which you can find new E.G.O Gifts.
※ The new Choice Event Encounters are available only from the Hard Difficulty.

Mirror Dungeon #6 Hard Major Changes


▶ Identity Level Upon Entry
Upon entry, Hard Difficulty reflects your Identities' current levels.

- Mirror Dungeon #6 Hard : Reflects your Identities' current levels. Does not reflect levels beyond 55. (however, in the Mirror Dungeon, there may be ways to raise your Identities' levels beyond that limit)
- Mirror Dungeon #6 Normal : Identity levels fixed to 55.
※ Just like in previous Mirror Dungeons, Uptie & Threadspinning Tiers reflect your Identities & E.G.Os' actual Tiers.

▶ Encounter Reward Cost
Hard Difficulty Encounters yield much more Cost compared to Normal Difficulty Encounters.
The harder the Encounter, the greater the Cost reward.

▶ Unpredictable Future

In the Hard difficulty, you can only view up to 2 more nodes from your current position.

▶ Mounting Trials & Floor Clear Rewards

You can select 2 Reward E.G.O Gifts upon clearing a Hard Difficulty Theme Pack. However, please note that you will be gaining 2 Mounting Trials linked to each E.G.O Gift as well.
Should you refuse to select any E.G.O Gifts, 2 of the given Mounting Trials will be randomly selected.

Mirror Dungeon #6 Hard Major Changes


▶ Super Shop

There is a chance for Super Shops to appear in Hard Difficulty Theme Packs.

The more Cost you spend in a Shop, the greater the chance for a Super Shop to spawn on the next Floor.

The following are the benefits provided by Super Shops.
- E.G.O Gift Shop Selection +3
- Skill Replacement Opportunity +1 (cannot replace the Skill of the same Identity again)
- Can fuse up to 5 E.G.O Gifts in Fusion
- Greater chance for higher Tier E.G.O Gifts to appear when Fusing (Fusion Point Modifier)

▶ Exploration Complete
Mirror Dungeon Hard Difficulty with Weekly Bonuses yields more Battle Pass EXP compared to Mirror Dungeon Normal.
Your reward will be based on the number of your cleared Floors and the Difficulties you selected for each Floor.
※ However, without Weekly Bonuses, the clear reward between Hard and Normal are identical, just as it had been in the previous Mirror Dungeon(Mirror Dungeon #5 - Mirror of the Dreaming).

If you have selected the Hard Difficulty for every floor, you can use two or more Weekly Bonuses at once.
The maximum obtainable Reward per week is identical to the amount obtained from clearing Mirror Dungeon #5 (Mirror of the Dreaming) Hard Difficulty Floor 5.
- Using 3 Weekly Bonuses all at once: Lunacy x750, Battle Pass EXP x225
- Using 3 Weekly Bonuses one by one: Lunacy x750, Battle Pass EXP 250

<Major Changes>

1. Starlight Reward Added
Upon clearing the Mirror Dungeon, based on the number of Theme Packs cleared in the Hard Difficulty, your Starlight reward will be greatly increased. Also, clearing Refraction Railway Theme Packs, which are exclusive to Hard Difficulty runs, will each yield bonus Starlight as well.

E.G.O Gift Adjustments


※ E.G.O Gift Adjustments Notes
1) The following adjustment descriptions are all base-level, un-enhanced versions of E.G.O Gifts.
2) We have only noted the parts of the E.G.O Gifts that are changed or added; any unlisted effects have not been adjusted.

▶ Hot 'n Juicy Drumstick
- Before: When inflicting Burn with skill effects, inflict +3 Burn Count.
- After: When inflicting Burn with Skill effects, inflict +3 Burn Count. (3 times per turn)

▶ Dry-to-the-Bone Breast
- Before: When inflicting Rupture with skill effects, inflict +3 Burn Count.
- After: When inflicting Rupture with Skill effects, inflict +3 Rupture Count. (3 times per turn)

▶ Glimpse of Flames
- Before: Turn End: consume half of Burn Count on enemies with Burn to deal (Burn Potency x consumed Burn Count) bonus Wrath damage. Targets lose (Burn Count consumed by Glimpse of Flames)/2 Defense Levels for the next turn. (max 3)
- After : Turn End: consume half of Burn Count on enemies with Burn to deal (Burn Potency x consumed Burn Count) bonus Wrath damage. (can consume up to 5 Burn Count) Targets lose (Burn Count consumed by Glimpse of Flames) Defense Levels for the next turn. (max 3)

▶ Thrill
- Before: Turn End: Inflict (Rupture Potency x Rupture Count) Gluttony damage to all enemies with 3+ Rupture Count (for Abnormalities, each Part is considered individually) then reduce Rupture Count by 2.
- After: Turn End: Inflict (Rupture Potency x Rupture Count) Gluttony damage to all enemies. (for Abnormalities, all Parts) (counts up to 5 Rupture Count)

▶ Ruin
- Before: If Rupture cannot be applied due to Skill effects, gain Coin Power +(4 / # of Coins) instead
- After : Coin Power +1 for Plus Coin Skills that inflict Rupture Potency, Count, or 'Unique Burst' Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Rupture Potency, Count, or 'Unique Burst'

▶ Black Sheet Music
- Before: If the Base Attack Skill hits against a target with less than 0 SP (for enemies without SP, if they have 1.2+ Gloom Resist.), inflict (Sinking Potency / 10) Gloom Affinity damage (min 1, 10 times per turn for this effect)
- After: On Hit with a Base Attack Skill: deal (Sinking Potency on target / 10) Gloom damage (min 1 damage; rounded down)
- NEW: On Hit with an Attack Skill: if the target's SP is below 0, Skill deals more damage the further the target's SP is from 0(+1% damage per SP); if the target is Panicked, Skill deals +50% damage instead
If the target does not have SP, Skill deals +1% damage for every 2 Sinking Potency on target; If target has 90+ Sinking Potency, deal +50% damage instead

E.G.O Gift Adjustments


▶ T-1 Perpetual Motion Machine
- Before: Each Identity gains 1 Charge every time they consume 20 Charge Count. (2 times per Identity per Encounter; Unique Charge does not interact with this effect). After Attack of a Skill that consumed Charge Count on self: inflict (Charge - 1) Defense Level Down (5 times for each enemy per turn; can inflict up to 3 Defense Level Down at a time).
- After: Each Identity gains 1 Charge every time they consume 10 Charge Count. (5 times per Identity per Encounter; Unique Charge does not interact with this effect) Turn Start: all allies gain 1 Attack Power Up for every 2 Charge Potency on their respective selves (max 3)

▶ T-5 Perpetual Motion Machine
- Before: After Attack with a Skill that consumed Charge Count on self: if the target is defeated, gain + (Charge Count consumed by the Skill / 3) Charge Count; next turn, gain 1 Plus Coin Boost. (once per turn per unit) After Attack with a Skill 3 that consumed Charge Count on self: if the target is defeated, or if the ally who used the Skill is at 3+ Charge, they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally; Unique Charge does not interact with this effect).
- After: After Attack with a Skill 3 that consumes or gains Charge Count on self: if the target is defeated, or if the ally who used the Skill is at 3+ Charge, they add 1 Skill 3 to the list of Skills for the next upcoming turn. (once per turn for each ally)
- NEW: All allies on the field gain Self-Resonance Circuitry at Turn Start.

Self Resonance Circuitry
Total sum of Charge Count currently owned by allies: X
Cumulative Charge Count consumed by allies:
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

▶ Charge-type Gloves
※ Effects of Charge-type Gloves are untouched, save for the following addition:
NEW: [#1 Deployed Identity Exclusive Effect] Encounter Start: gain 1 Near-light Superbattery

Near-light Superbattery:
- Max Stack: 100
- When consuming Charge Count, add the amount consumed to this buff's Stack
- Max Charge Count Cap +10
- Gain 1 Charge Count when allies gain Charge Potency or Count
- When this unit consumes Charge Count with its Skills, consume the same amount of Charge Count 1 more time (when there isn't enough Charge Count, consume as much as available)
- Deal +10% damage for every 10 Stack
- Enemies gain +0.1 Resistance against this unit's attacks for every 20 Stack (max +0.5 Resist; does not activate against Staggered enemies)

- When the Identity with this effect dies, the buff transfers to the ally who is second earliest to this unit in the Deployment order. The Stack carries over as well.

E.G.O Gift Adjustments


▶ Impending Wave
※ Effects of Impending Wave are untouched, save for the following addition.
- NEW: Turn Start: inflict 1 Reflux against a random enemy
When an enemy with Reflux is killed, at the next Turn Start, transfer the Reflux Stack from the said enemy to an enemy with the highest, but not maxed, Reflux Stack
Coin Power +1 for Plus Coin Skills that inflict Sinking Potency, Count, or 'Unique Sinking'
Base Power +(4 / # of Coins) (min. 1; rounded down) for Minus Coin Skills that inflict Sinking Potency, Count, or 'Unique Sinking'

- Reflux
- Max Stack: 3
When hit, gain Sinking Potency equal to Stack
Turn End: if this unit has -30 or less SP, activate the following effects (for units without SP, activates at 60+ Sinking Potency)
- Take (Sinking Potency on self x Stack) Gloom damage
- Inflict 1 Reflux against 2 other targets with the least SP (for Abnormalities, Parts); then, deal (Sinking Potency x Stack) Gloom damage to both targets, respectively

▶ A Certain Philosophy
- Before: If the Fusion Probability forecast is 90% or higher, make it a 100%
- After: Fix Fusion Probablility forecast to 100%

▶ Wholeness
- Before: If the ally is an 'N Corp. Fanatic'., gain 1 Fanatic at Turn Start, and deal +25% damage against targets with Bleed. Activate a special effect when there are 5+ 'N Corp. Fanatic' Identities(only counts Identities on the field at Encounter Start): 'N Corp. Fanatic' Identities gain Final Power +1, Plus Coin Power +1, Minus Coin Power -1, and Attack Skills inflict +1 more Nails. If an 'N Corp. Fanatic' Identity is at max SP at Turn Start, gain 3 Damage Up.
- After : N Corp. Fanatic Identities deal +25% damage against targets with Bleed and gain 1 Fanatic at Turn Start. If the said ally's SP is maxed, also gain 3 Damage Up. N Corp. Fanatic Identities gain Final Power +1, Plus Coin Power +1, Minus Coin Power -1, and their Attack Skills inflict +1 more Nails.

▶ Thorny Path
- Before: When activating Lust Absolute Resonance, inflict 2 Sinking Potency and +3 Sinking Count to all enemies(for Abnormalities, a random Part) at Combat Start.
- After: When activating Gloom or Lust Absolute Resonance, inflict 2 Sinking Potency and +3 Sinking Count to all enemies (for Abnormalities, a random Part) at Combat Start.

▶ Red Order
- Before: Allies with Wrath Affinity Attack Skills, upon inflicting Sinking Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4)
- After: Allies with Gloom or Wrath Affinity Attack Skills, upon inflicting Sinking Potency or Count on enemies with Skill Effects, gain 2 'Offense Level' next turn instead. (Max 4)

E.G.O Gift Adjustments


[Adjusted Certain E.G.O Gifts to count Substituted Identities as well]

E.G.O Gifts with conditionals that require 5+ Identities to share the same Keyword will now check for their conditionals at “Turn Start” instead of “Encounter Start”. Now, Substituting Identities who enter the Encounter because the preceding Identity has either died or Retreated can gain the effects of the following E.G.O Gifts as well.

▶ Example (Tier IV Burn E.G.O Gift, “Soothe the Dead”)
- Before: Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that apply Burn Potency, Count, or 'Unique Burn' effects. (except E.G.O Skills, only counts Identities on the field at Encounter Start)
- After: Turn Start: This Gift activates when 5 or more Identities have Attack Skills that apply Burn Potency, Count, or 'Unique Burn' effects. (except E.G.O Skills, only counts Identities on the field)

<Affected E.G.O Gifts (39)>

Soothe the Dead, Bloody Mist, Coupled Oscillation, Enrapturing Trance, Black Sheet Music, Lucky Pouch, T-1 Perpetual Motion Machine, Secret Cookbook, Purloined Flame, Devotion, Hemorrhagic Shock, Interlocked Cogs, Epicenter, Omnivibro-octovecti-bell, Thorny Rope Cuffs, Eerie Effigy, Ruin, Tangled Bones, Surging Globe, Impending Wave, Reminiscence, Cask Spirits, T-1B Octagonal Bolt, Insulator, T-5 Perpetual Motion Machine, Pocket Watch : Type L, Pocket Watch : Type E, Pocket Watch : Type Y, Pocket Watch : Type P, Automated Joints, Overcharged Battery, Perpetual Generator Servos, Hearts-powered Jewel, Sublimity, Unbending, Ragged Bamboo Hat, Old Dopo Robe, Everlasting Chains of Bond, Glyph of Glass Shards