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Guide to Paradoxical Labyrinth Glossary
The new roguelike is fun, though there is a lot of content that isn’t fully explained. This is not a tips guide, and is only meant to cover topics and terminology that are not immediately obvious.
Supplies
- Commander Card – Reroll buffs in Armament Exchange.
- EMP Generator – Reduce Threat Index by 10, minimum of current threshold.
- Portable Jammer – Remove existing Tactical Interference.
- Recon Receiver – Cancel out incoming Tactical Interference.
- Rebuild Chip – Revive an Operative.
- First Aid Kit – Restores squad HP (30%).
Stages
- Combat Encounter – Defeat enemies for a buff, with a low chance of a boss stage.
- Battle Supply – Obtain random rare buff, supplies, or labyrinth keys.
- Armament Exchange – Purchase buffs using Labyrinth Keys.
- Safe House – Purchase heals, revives, and remove Tactical Interference using Labyrinth Keys.
There is a small chance for an Armament Exchange to appear in a Safe House.
- Extreme Crisis – Boss stage (gives rare buff if not final boss).
- Random Event – Any stage.
Currency
- Labyrinth Key – Temporary, earned by defeating enemies and from Battle Supply.
- Intuition Point – Permanent, earned by completing runs (or resetting).
- Deduction EXP – Permanent, earned by completing runs (or resetting), and missions.
Buffs
- Logic Research – Permanent buffs obtained with Intuition Points.
- Incentive – Starter buff, obtaining additional buffs with same Buff Type increases effect.
- Buff Type – Six types in total, represented by the icon above the buff name.
- Pursue Buff – Obtained like a normal buff, can inflict a Damage-Over-Time Effect.
- Damage-over-Time (DoT) Effect – Targets receive extra damage and effects:
- Electrified – Electrical DoT, targets give +1 S-Energy and U-Energy per shot.
- Frostbite – Frost DoT, targets move 20% slower.
- Smolder – Thermal DoT, targets take 20% more Ballistic DMG.
- Pierced – Chaos DoT, targets take 20% more Skill DMG.
- Windcut – Kinetic DoT, defeated targets gives shield equal to 25% of ATK.
- Tactical Interference – Operative debuff, rarely appears on Combat Encounter stages (with increased chances at higher difficulties).
- Strategic Disruption – Synonymous with Tactical Interference.
- Threat Index – Increases the enemy strength (additional enemy buffs, HP, ATK and DEF), thresholds are 0/20/40/70/100.
Threat Index increases less when completing Combat Encounter stages.
Deduction
- Deduction Level – Increases with Deduction EXP and rewards progression mats and rolls, located in Evaluation Rewards.
Initially 1000 EXP per level, maximum increases by 100 EXP every ten levels.
- Deduction – Run attempt, all 99 attempts reset daily.
- Deduction Difficulty – Four difficulties with increasing number of rewards.
- Easy: 71 Deduction EXP, 16 Intuition Points, 6 floors, one Extreme Crisis, no Tactical Interference.
- Normal: 156 Deduction EXP, 37 Intuition Points, 12 floors, one Extreme Crisis, non-existent Tactical Interference.
- Hard: 350 Deduction EXP, 84 Intuition Points, 17 floors, multiple Extreme Crisis, rare Tactical Interference.
- Danger: 500 Deduction EXP, 120 Intuition Points, 22 floors, multiple Extreme Crisis, uncommon Tactical Interference.
Miscellaneous
- Rebuild Assist – Revive an Operative.
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