◖ labyrinth ◗
◖ run modifiers ◗
Run Modifiers are individual configurable settings that impact the difficulty of runs. Multiple Run Modifier can be activated together at the same time. Active Run Modifiers can be adjusted before starting a run.
| Beneficial Run Modifiers | ||
|---|---|---|
| Name | Density | Effect |
| Baby Mode | -200 | Deployed unit gets a Growth Ring as well as +2 Strength, Magic, Skill, Speed, Defense, and Resistance. |
| Wizard Eyes | -2 | Battle Event Nodes display the name of the event. Removes all monsters from the pool of Battle Events. |
| Metronome | -1 | Mid Bosses and Final Bosses have QTE opportunities to increase dealt damage and reduce incoming damage. While in a battle with Battle Animations ON, press "A" just as attacks land. |
| Tactician | -2 | Recruits are controllable during battles, gain experience from participating in battles, and can learn Skills from Skill Scrolls. |
| Devout Followers | -1 | Able to deploy an additional recruit if a deployed recruit dies, and recruits grow stronger at the beginning of each Chapter. |
| Close Friends | -4 | At the start of the run, gain 2 random Lv 3 recruits. |
| Neutral Run Modifiers | ||
|---|---|---|
| Name | Density | Effect |
| Fixed Growths | 0 | Leveling is more consistent. Note: Certain Modifiers force this Modifier OFF. |
| Retcon | 0 | Randomize deployed unit's Game Based Passive. |
| Random Trinkets | 0 | The free trinkets offered at the Chapter 1 Anna Shop can include any 3 random trinkets. |
| Random Ability | 0 | Deployed unit will start with a random Ability. |
| Random Battleground | 0 | Battle environment is set randomly. |
| Mixed Up | 0 | When Hetja is deployed, randomize their Class, Ability, Boon, and Bane. Hetja's WEXP is reset before every run. |
| Continuity | 0 | The amount of previous runs won and lost influence Labyrinth Tendency. |
| No Masters | 0 | The Final Boss that appears at the end of Chapter 20 is not influenced by the Mid Boss beaten at the end of Chapter 10/15. |
| Detrimental Run Modifiers | ||
|---|---|---|
| Name | Density | Effect |
| The Real Thing | +4 | Runs end at the end of Chapter 20, after defeating the Final Boss. Necessary to access Endless Mode. |
| Power of Youth | +1 | Trainee Events are replaced with Trainee+ Events. Trainee+ Events are stronger and give more EXP. |
| Only What You Need | +2 | Deployed unit learns Light Weight Skill. In battle, if the deployed unit has more that 3 items in their inventory, deployed unit gets Sleep status until their next turn. |
| Til Death Do Us Part | +3 | Deployed unit gets a Cursed Ring. Cursed Ring gives -125 to all Growths while in inventory and kills unit if removed. Forces Random Growths. |
| Living Off the Land | +2 | Start with 0 gold. Deployed unit learns Capture. Enemies do not drop gold. Armory events replaced with Crafting Events. Forces Random Growths. |
| Nuzlocke | +1 | Can recruit from Villages only once per Chapter. |
| Fog of War | +1 | At the start of each battle, apply fog with 3 tiles of vision. |
| Peckish | +1 | Consumed meta healing items have no effect. ⤷Affected Items: Tiny Troupple, Troupple, Big Troupple, Odd Troupple, Gorple, Vahnberries, Noaberries, Galaberries, Jermato |
| Forgetful | +1 | The deployed unit's weapon experies is reset at the beginning and end of each run. |
| Stubborn | +3 | The deployed unit cannot gain experience. |