GUIDE · 12
ENCOUNTERS
DAMAGE & RESOLVE · SIX DEMO FIGHTS · DROP POOLS
Every chart in In Falsus doubles as a fight: five Phases, one Card per Phase, and a Resolve race you have to win to earn Iota drops. This hub collects the confirmed combat rules, all six demo encounters with chart levels and drop pools, and the color matchups that swing them — then hands you to the simulator to test a loadout.
DAMAGE & RESOLVE
CONFIRMED RULES · DEMO V0.3.1An encounter plays out over five Phases. Your loadout assigns one Card to each Phase slot — no two Cards from the same Blueprint, and an empty slot fights on a 100 Power / 100 Defense baseline. Your Resolve pool is your Total Defense: the sum of all five slots' Defense. The fight is won — Connected — the moment the opponent's Resolve drops below zero while yours stays above it.
Damage is dealt per judged note: your Total Power divided by that Phase's note count, scaled by the Difficulty Multiplier of 1.00 + chart Level × 0.05. Missed notes and BREAKs work the other way — they feed damage straight into your Resolve, and the run ends the moment it hits zero.
TRAITS ON TOP
Opening Recovery++
Heals 11% of Resolve at the start of the encounter.
Opening Surge++
Deals opening damage equal to 0.11 × Total Power.
Inner Concentration++
Multiplies the card's Power by ×1.66.
Inner Rigor++
Multiplies the card's Defense by ×1.66.
The four confirmed Traits stack on top of this math. Their values are confirmed demo data; when they trigger inside a fight is a prototype model, so treat the timing as an estimate.
COLOR ADVANTAGE & PHASE MATCHUPS
ONE-WAY CYCLE · ×1.25Colors follow a one-directional advantage cycle. The advantaged side gains ×1.25 Power and Defense for that Phase — on your damage, and on the Defense that forms your Resolve pool. Because the cycle never runs backwards, you are never at a disadvantage, only neutral or ahead.
×1.25 ONE-WAY CYCLE · ×1.25
Each chart's five Phases carry an opponent color, so the same Card swings between Phases: match each slot's color against the Phase it faces. The per-Phase opponent colors on this page are prototype assignments — the mechanic itself is confirmed, the exact sequence per song is still being verified.
THE SIX DEMO ENCOUNTERS
LEVELS CONFIRMED · COMBAT VALUES PROTOTYPESix encounters shipped with the demo, and every song page carries its own per-chart guide. Chart levels are confirmed — the two FBD 12 charts were added with the full game. Power and Resolve below are base values before the Difficulty Multiplier scales them.
* Drop-pool tier, pool colors, per-Phase opponent colors and base Power / Resolve are prototype values pending live-game verification.
DROP POOLS & FARMING
CONNECTED + DIVE CLEAR OR BETTERDrops only pay out on a Connected result with a Dive Clear or better — win the Resolve race and finish the run at zero HP or above. A Dive Failed run earns nothing, however close it looked.
Each encounter carries a fixed drop pool of about 12 Iota: four colors × three shapes, all at a single Tier. Clear at the highest Tier you can and let the Encounter Result screen do the rest. The pool structure is confirmed; which Tier and colors each song holds is prototype.
RUN IT IN THE SIMULATOR
PRELOAD ANY DEMO ENCOUNTERThe Encounter Simulator replays this exact combat math on your loadout: pick an encounter, set the difficulty, assign five Cards and read the per-Phase damage, Resolve trajectory and verdict — plus swap suggestions when a color matchup is costing you damage.
ENCOUNTERS FAQ
What are encounters in In Falsus?
Encounters are the battles layered over every chart. A chart runs five Phases with one of your Cards in each Phase slot, and the fight ends when a Resolve pool breaks: you win — Connected — by pushing the opponent's Resolve below zero while your own stays above it. Every demo song is one encounter with its own chart levels and drop pool.
What are Damage and Resolve?
Resolve is the health bar of the fight and equals your Total Defense — the sum of all five Card slots' Defense. Damage is dealt per judged note: Total Power divided by the Phase's note count, scaled by the Difficulty Multiplier (1.00 + chart Level × 0.05). Missing notes lets the opponent hit back through your Resolve, and at zero the dive fails.
How do I unlock encounter drops?
A drop pool only pays out on a Connected result with a Dive Clear or better. Each encounter holds a fixed pool of about 12 Iota — four colors × three shapes at a single Tier. Which Tier and colors each song holds are still prototype values on this page, so filter by color in the database or the farming planner before you grind.
How do colors and Traits change an encounter?
Colors follow a one-way advantage cycle — Red ⇒ Green ⇒ Purple ⇒ Yellow ⇒ Blue ⇒ Red — and the advantaged side gains ×1.25 Power and Defense for that Phase. The four confirmed Traits (Opening Recovery++, Opening Surge++, Inner Concentration++, Inner Rigor++) stack on top; their values are confirmed demo data, while their exact trigger timing inside a fight is a prototype model.
Is the encounter data on this page final?
Chart levels are confirmed demo data (v0.3.1), including the two FBD 12 charts the full game added. Drop-pool tiers, pool colors, per-Phase opponent colors and each opponent's base Power and Resolve are tagged prototype placeholders being re-verified against the live game — the confirmed rules and the prototype numbers on this page never mix.