Limbus Company

Limbus Company

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Beginner's Manual for Newly Hired Managers
By 2tsunami5 and 1 collaborators
A in-depth guide about Limbus Company's mechanics and gameplay
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Welcome to Limbus Company, Newcomer Manager!!
This guide was carefully crafted to help access all your assets and help you make the best informed decisions to retrieve the Golden Boughs with the least danger imposed to your employees.

The following sections will give you a comprehensive guide to the game's mechanics and also explain what a beginner has to have in mind to do well in the game.
Index
A quick table reference giving snippets of what can be found in each section for easy navigation through this guide.

Section A - Combat Mechanics and Sinner Deployment
A - I Combat Mechanics Pt.1 ─ Information about HP, Stagger, Sin Affinity, E.G.O, Sanity, Passives, Support Passives and Skills
A - I Combat Mechanics Pt.2 ─ Skill Properties: Base Power, Coin Power, description, Atk Weight, Offensive/Defensive Level, Resonance/Absolute Resonance, Durante and Unbreakable Coins
A - II How clash works ─ In-depth on clashing system; coins, targeting and Speed
A - III Team Composition ─ Sinner Deployment, How to equip Identity/E.G.O and how to borrow Units

Section B - Difference between Normal, Focused and Chain Battles
B - IV Focused Battles ─ In-depth about Focused Battle concept with a few hidden mechanics explored
B - V Chain Battles ─ Explanation about the difference between Focused and Chain Battles

Section C - Using the game resources
C - VI Enkephalin and Farming ─ Understanding the usage of Enkephalin and introduction to farm content
C - VII Extract/Dispense ─ Knowing the Gacha system and the benefits of Dispense
C - VIII Resources ─ Brief explanation where to use the progression resources

Section D - Keyword Status Effects break down and concept of team building
D - IX Keyword Status Effects ─ Introduction to the main seven (7) status effects
D - X Making your own team ─ Break down on team building
D - XI Making a Burn Team ─ Coverage of the basics of the Burn team
D - XI Making a Bleed Team ─ Coverage of the basics of the Bleed team
D - XI Making a Tremor Team ─ Coverage of the basics of the Tremor team
D - XI Making a Rupture Team ─ Coverage of the basics of the Rupture team
D - XI Making a Sinking Team ─ Coverage of the basics of the Sinking team
D - XI Making a Poise Team ─ Coverage of the basics of the Poise team
D - XI Making a Charge Team ─ Coverage of the basics of the Charge team

Section E - The idea of supportive Identities or E.G.O outside a focused Keyword Team
E - XII Idea of a staple Identity or E.G.O ─ Brief idea of the usefulness Identities or E.G.Os can bring outside of team building

Section F - Tackling Mirror Dungeon system
F - XIII Mirror Dungeon Intro Pt.1 ─ Covering the basics of Mirror Dungeon
F - XIII Mirror Dungeon Intro Pt.2 ─ Further coverage of the progression systems inside the Mirror Dungeon

Conclusion
Team Suggestion ─ Samples for reference about team builds
References/Bibliography ─ Quick access to some references throughout the story
Helpful Links/Credits ─ Useful sources outside this guide
I - Combat Mechanics Pt.1
Health and Stagger
Health is the determining factor of the amount of damage you can take. It gets reduced when you are attacked and hit by enemies or allies. Once it reaches 0 the unit dies.
Besides health every Sinner/Enemy have a Stagger Threshold, after taking a certain amount of damage, and reaches the Stagger Threshold the Sinner/Enemy is Staggered. The Staggered gets his Type Resistances changed to Fatal; loses the turn it is going to attack and the next turn, and more subsequent damage taken is increased, the higher the Thresholds achieved; higher the damage taken.
Depending on how many Stagger Thresholds a unit can get Stagger [2.0x], Stagger+ [2.5x] and Stagger++ [3.0x].

Type Resistance Staggered

Sin Affinity
Sinners/Enemies have an attack that has a specific color. If said color matches the resistance the damage taken is increased or reduced depending on the Sin Affinity:

LCB Sinner Don Quixote Righteous Retribution requires 3 Lust skills selected





When a Sinner uses an attack the said color becomes a resource, resources are used to activate Passive and Support Passives or can be used for E.G.O skills.

LCB Sinner Don Quixote 'Support' Support Passive after owning 5 Lust resources



E.G.Os skills (excluding the Sinner's base) changes the Sin Affinity of the Sinner that used it:

Don Quixote Sin Resistance



Sin Resistance after using Wishing Cairn E.G.O


E.G.O
E.G.O is a special skill every Sinner can use, they can be classified as ZAYIN > TETH > HE > WAW > ALEPH. The higher the rank, the stronger the E.G.O and more expensive the cost of Sanity and Sin Resource.
Every Sinner have a base ZAYIN E.G.O, these E.G.Os cannot corrode;
Additional E.G.Os obtained throught Extract (Gacha) or Dispense can corrode;
E.G.Os able to corrode can also be Overclock to instantly use the corrode version; Overclock can be used holding down the E.G.O. It costs the 1.5x of the Sanity and Sin resources.

Forced E.G.O usage through Corrosion or Overclock will consume resources and with not enough resources the cost is substracted beyond 0, meaning it will go negative.

For reference, with enough resources and overclocking the E.G.O Skill icon is yellow and is called Stable Overclocked E.G.O skill and not enough resources the icon is red and is called Unstable Overclocked E.G.O skill


E.G.Os have passives in the same way as Identities do, but can only be activated after being used once during battle:
  • E.G.O Awakening (with or without overclock) will activate next turn.
  • E.G.O Corrosion will activate on the same turn.

Corrosion E.G.Os has a drawback of hitting random targets, meaning you have no control on it, sometimes they can Indiscriminate and attack your allies, overclocking and meeting the requirements, eliminates the Indiscriminate to avoid friendly fire.

Holding the screen with the Mouse Left-Click Button speeds up the E.G.O animation For mobile users: Pressing the finger on screen
The Sinner in a Staggered state being able to Corrode will 'Unstagger' and use the Corroded E.G.O instead

Sanity


Sanity Points (SP) works similarly as health, can be seen under the sprite, around the portrait or selecting said character, shown by a circle on the right side of the character, determines the morale during the fight, always starts at 0 (exceptions apply) and can go to -45 or +45, The higher the sanity the probability is higher to hits heads while the lower the sanity the probability to hits tails is higher and higher the chance the said character to corrode their E.G.O (if there is one able to).
A corrosion of the E.G.O the Sin resources are spent doing so, being possible to run in negative values, and then setting the SP back to 0.
  • Every Sinner have a Panic Effect, reaching -45 sanity puts your Sinner into their Panic State.
  • Every Enemy that have Sanity most of the time has a Low Morale and Panic effect.








Sinners/Enemies have certain conditions to gain Sanity, these conditions varies depending on the Enemy or Identity the Sinner is using:



Sinners/Enemies have certain conditions to lose Sanity, these conditions varies depending on the Enemy or Identity the Sinner is using:


Passive and Support Passive

Every Sinner/Identity have a Passive and a Support Passive.

A Passive is applied to a Sinner currently deployed most of the time affecting themselves unless conditions are different.
A Support Passive is applied to a Sinner not deployed or in the reserve in case of Chain Battles.
The Support Passive affects only one Sinner deployed that meets the requirements of the Support Passive, if more Sinners meet the requirements, it will follow the deployment order. (see further in the guide).

LCB Sinner Yi Sang Receiving LCB Sinner Don Quixote 'Support' Support Passive







Skills

Every Sinner have at least three (3) Offensive Skills and one (1) Defense Skill (Block/Counter/Evade).






Called Skill 1, Skill 2, Skill 3. These skills follow a common pattern present in every Identity
  • Skill 1 has three (3) copies available;
  • Skill 2 has two (2) copies available;
  • Skill 3 has only one (1) copy available.
Defense Skill is always available and can be used pressing the character portrait once and discards the skill on the bottom after use.

Defense Skill has three (3) types:
  • Block - Reduces damage taken;
  • Evade - Avoids taking damage;
  • Counter - Attacks after receiving damage; (uses Offense Level)
i - Combat Mechanics Pt.2
Clashable Defensive Skill
An unique type of defense skill that is able to clash against the opponent Offensive Skill, even if is not targeted for a clash, one-sided attacks will trigger the clashable defense skills.

Same as Offensive Skills, winning and losing clashes counts for the Sanity Conditions.

Some Defensive Skills might have special effects tied to them such as Clashable Guard:
  • On Clash Win: Raise the target's Stagger Threshold by this unit's final Clash Power.
  • On Clash Lose when hit, reduce the attacker's final Skill Power by this unit's Final Power.
  • On Clash Lose: does not gain Final Power from the following sources: Resonance and the Level disparity against the Attack Skill.
Don't worry about the abundance of conditions stated, each keyword mentioned is covered step-by-step in this guide

Every Skill has a type of damage (Slash/Pierce/Blunt) and Sin Affinity;
Sinners/Enemies have a Type Resistance and Sin Affinity, these are strength/weakness that are applied to both:
  • [2.0] Fatal
  • [1.5] Weak
  • [1.0] Normal
  • [0.75] Endure
  • [0.5] Ineffective
These resistances affects the final damage dealt/taken.


Skill break down


Skills have a Base Power and a Plus (+) or Minus (-) that increases or decreases after every Coin Flip (Heads or Tails),

Example:
Molar Boatworks Fixer Ishmael Skill 3 Risky Judgement is a Skill with 3 Base Power and has three (3) coins; each heads increases the base power by +5.
Assuming all coins were heads, the final damage is going to be 18.
During an attack depending on the Sinner/Identity each coin have a condition applied besides damage.

Example:
Molar Boatworks Fixer Ishmael Skill 3 Risky Judgement has 3 coins and each coin (regardless of heads or tails) is going to apply the effects each time the coin is flipped.
Assuming all coins still intact:
(I) First coin will apply 5 Sinking Count;
(II) Second coin will apply 3 Sinking Potency and if the conditions are met (5 Tremor Count on self) inflict one Fragile next turn;
(III) Third coin will apply 3 Sinking Potency and if the conditions are met (5 Tremor Count on self) inflict 2 Fragile next turn.
Molar Ishmael requires 10 Tremor Count on self to take full benefit of the Skill, the end result being 6 Sinking Potency, 5 Sinking Count, 3 Fragile.



Minus coin skills, most of the time have a higher Base Power that can be decreased every heads flip, making the skill weaker instead of making it stronger.


Conditions that can increase the Final Damage:
  • Coin Power - Increases the Power of each Coin;
  • Attack Power Up - Increases the Skill Final Power;
  • Offense Level Up - Increases Offense Level.

Attack Weight
Attack Weight (Atk Weight) represented by a yellow square, shows how many targets is going to hit. The more squares more targets a single Skill is going to hit.

Resonance (Reson) and Absolute Resonance (A-Reson)
Resonance can happen when the Player chains 2 or 3 more skills of the same Sin, chaining separate skills counts only as Resonance while in a sequence of three or more counts as Absolute Resonance
Absolute Resonating skills increase the Base Offense of said skills to 3+ or more. However it is not ideal to always chase it.

Other benefits Resonance and Absolute Resonance can give:
  • Skills that mentions Resonance and Absolute Resonance
  • Activate Identities Res passive/support passive

Breaking a Resonance chain and making another at the same time only considers an Absolute Resonance the chain that has 3 Sins of the same color.



Always read the skills descriptions to know better your Sinner/Identity and take advantage of it.

Offense and Defense Level
Offense and Defense are stats every Sinner/Enemy have that scales with his level and affects Clashing and Damage of Skills.
Every Sinner/Enemy have a different modifier to each skill, it can go positive or negative.

Offense Level affects the Base Power of Offensive Skills, contributing to Clash and Damage dealt.

For every three (3) Offensive Level difference against the offensive clashing opponent, the attacker with the higher Offensive Level gets one (1) Clashing Power.



Defense Level affects the Base Power of Defensive Skills, contributing to Clash and Damage received.

For every three (3) Defense Level difference against the opponent Offensive Level the defender gets one (1) Skill Final Power. The attacker gets no benefit for having a higher Offensive Level against Defense Level.



Offense and Defense Level are taken into account in damage calculation whenever the Sinner/Enemy is going to deal or receive damage.


Durante


Unlocked through Story, Durante is a special ability that provides unique effects for a single turn, can only be used per day. List of effects that can be currently used:

Spoiled to preserve the surprise moment, hover the mouse or tap on the black tag to reveal the spoiler and read the skills.
  • Pigritia - Halve the Speed of all enemies.
  • Superbia - Slot in a single E.G.O Skill without consuming any E.G.O resources. (SP not included)
  • Morositas - Set all units' Offense and Defense Levels to the average of all units' values.
Durante resets every day 6:00 AM KST

Unbreakable Coin
Skills that has an Unbreakable Coin represented by a red coin, means even after losing a clash the Sinner/Enemy is going to attack. After losing the clash, these coins becomes Cracked and the Coin Power (unless stated otherwise) is fixed to 1.



Due to being a normal skill even after losing most of its power, Defense Skills are activated before the attack starts giving the opportunity to avoid or mitigate potential damage taken.



Although it might sound unfair, this system has a counter play, forcing the Player to plan around staggering the Enemy or to play around the Type Resistances and Sin Resistances to mitigate damage taken or encourage the use of Defense Skills
II - How clash works
Clash

A clash happens when two sides Ally and Enemy is using a Skill,



Before starting the clash, multiple pieces of information are displayed at once, and here is the break down of each one:

At the top, a big text shows the following situations:
  1. Dominating
  2. Favored
  3. Neutral
  4. Struggling
  5. Hopeless
These texts are a preview of the probability the Player is going to win the clash, these previews cannot be 100% trusted, clashing against enemies that has minus coins the preview is inaccurate.

Due to minus coins having a higher base power and each coin flip having a chance of decreasing the base power, the preview concludes the Enemy will always lose a clash. But in reality after losing all coins and having one (1) or two (2) left. Most of the time during the clash the Enemy will maintain its base power and it will turn into an unwinnable situation until the clashing Sinner loses. To avoid this scenario it is recommended to clash with a skill that has a higher Base Power against the Clashing Skill

The percentage (%) shown at the top of each skill tells the player how much damage is going to inflict after winning the clash. This preview calculates the Type Resistance and Sin Affinity; it can go either positive or negative; it has no relation to clash outside the damage after the clash.



The fraction shows the minimum (top) and maximum (bottom) the skill can roll.
The minimum and maximum have two different meanings, during the clash and after the clash. Offense matters during the clash; Offense, Defense, Type Resistance and Sin Affinity matters after the clash since its the damage being dealt.

The minimum and maximum are calculated with the probability of not hitting all heads and hitting all heads, and conditions at the same time; for accuracy, it is mandatory to put all these conditions in motion.

Offense and Defense Level, the highest are highlighted to preview who got the most advantage,

Here is an example of a clash happening against a Skill with 3 coins and a Skill with 2 coins:

LCB Sinner Yi Sang Skill 3 Enjamb vs. Crooked Veteran Sweep
Yi Sang has a 6 Base Power and 3 Coins of +1 each; Crooked Veteran has a 2 Base Power and 2 Coins of +2 each.



Yi Sang rolls 2 Heads and 1 Tail (+2 instead of +3); Crooked Veteran rolls 2 Heads (+4). Yi Sang has the highest number and wins the clash:



Another Clash happens due to Crooked Veteran having more Coins. Since the loss of a Coin, the Skill can only roll 4 now. A second clash happens, and Yi Sang wins again, ending the clash due to a lack of coins.



Yi Sang gains Sanity due to winning a clash before attack and now has a higher chance to roll more heads due to Sanity higher than 0, The Enemy is going to take the damage to all the 3 coins, and the 3rd coin is going to give him 1 Fragile next turn due to being a part of the Skill 3 condition.



The Player can also lose coins, each coin loss means less the damage is going to be dealt to the Enemy (assuming the clash was won in the end) and loss of the negative effects inflicted if there is one.

Not every attack is going to be a clash. Against staggered targets, those who lost their turn and cannot attack, instead of a clash initiates an one-sided attack or unopposed attack, no clash is going to happen, and its free damage dealt without the risk of coin loss. No sanity is gained after a clash due to not having a clash; however, if the enemy is killed, the sanity is granted if the sanity conditions were met.



Speed


Speed is a set number rolled between minimum and maximum; every Sinner/Identity have an unique Speed values and can be seen at the side of the boot.
On battle, the Sinner that rolled the highest speed acts first and the others follows with the highest to lowest.

If two (2) or more Sinners rolls the same Speed, the fastest will be decided on deployment order.
Besides Speed, for both Normal and Focused Encounters, Offensive Skills have a higher priority against other Offensive Skills (for clashing), whereas using an offensive against a Defensive Skill has a lower priority, often causing the second fastest to attack first instead of the first stated in the dashboard.
The same is applied if the Sinner has more than one (1) Skill Slot, with an additional priority if the Enemy has more than one (1) Skill Slot, the leftmost Skill Slot has a higher priority until the last Skill slot.
Most of the time Speed ignores this 'hidden' priority order, but useful to know in unique situations
Speed has different uses; on Normal Encounters, units with the highest speed focus, the others with the lowest.

At Focused Encounters units with the highest speed can redirect attacks.


III - Team Composition
Deploying your team
Before starting the battle the Player is always introduced the deployment screen, allowing to select which Sinners are going to fight and Identities.

The Deployment order has a few uses:
  • Support Passive priority and # deployed specified.
  • Speed Order if there is a tie.
  • Priority of more Skill slots on Normal Encounters, Focused Battles (in case there are fewer Sinners Deployed than the Stage's limit), exceptions may apply.




At the Deployment screen the Player has two (2) buttons, one to deploy and one Edit Team;



Holding at the Sinner Portrait opens a window that shows more information on the Sinner/Identity.

Edit Team has two (2) tabs:
Identity - The Player can choose the Identities currently acquired.



E.G.O - The Player can equip the E.G.Os currently acquired. Only one of each Risk Level can be equipped.


Support
On the far right the Player can borrow an Identity with E.G.Os equipped. Need to have a friend added that is sharing Identities at the Company slot.



After selecting the Sinner/Identity and E.G.Os the Affinities on the right side shows which Sinners/Identities generates the Sin Resource and the Sin Resource used of the E.G.Os equipped.



This tab can be found going to your Manager's profile and going to Company, this tab serves to share your Sinners/Identities and E.G.Os currently acquired with your friends. Not all modes allows this feature.

IV - Focused Battles
Focused Battles are different from Normal Battles, instead of holding the chain and dragging the skills, the Player selects the skills one by one and drags to an Enemy to start a clash or unopposed attack.



Sinners with the highest Speed than the Enemy can redirect the clash to himself, saving another Sinner from a Hopeless clash;

A Sinner that has a Speed lower than the Enemy cannot redirect the clash and will do an unopposed attack instead;



If there are multiple Sinners that have speed higher than the Enemy, the Player can make the last Sinner in the Dashboard clash last while the fastest ones do an unopposed to kill the Enemy before he clashes with the last Sinner.



Players can also "Clash" using a Defense Skill, in this case instead of the usual clash between the two skills, an Offset happens, which cancels both defense skills and they are not used that turn.
Offset can be applied to Defense and Evade skills, Counter says Offset but it is not cancelled.
Pay attention to [On Use] and [Combat Start] descriptions:
  • [On Use] is cancelled due to the Enemy not being able to use the skill
  • [Combat Start] is not cancelled due to the effect activating before being able to cancel the Defense skill
Body Part
Another feature Focused Battle has are the Body Parts
Body Parts varies and depends on what the Enemy have, the common being the Body.
Different from the Normal Encounter, if an enemy has multiple body parts:




The Type Resistance and Sin Affinity is going to be different or equal for each Body Part. Status Effects, Stagger Thresholds and Skills are included too.

The Body Parts and the Enemy has his own Health Bar (HP) and damaging the Body Part also deducts from the Main Health Bar (HP)

The Parts can be broken to deal 2x damage outside the stagger.

Conditions may apply and each part might act different, select the Enemy for more information about each Body Part, Skills and Passives it has.

Body Parts can have the following names:
  • Destructible - Can be broken
  • Indestructible - Cannot be broken
  • Severable - The Skill cannot be used by the Enemy and becomes untargetable after being broken
  • Unseverable - The Skill is not unusable after being broken
Attack Weight Manipulation

Selecting a Skill with more than one (1) Atk Weight when there are multiple Enemies, The Skill starts to target Enemies randomly, to target specific enemies use the desired skill first and use other Sinners skills to force the skill to target other enemies.

The example is going to be an E.G.O Skill Red Eyes (Open) Ryōshū that have three (3) Atk Weight, there are no skills besides the E.G.O being used at Fairy Queen Left Arm against a Skill called Predation.



Using Blade Lineage Salsu Faust Skill on the Staggered Fairy Mass and Edgar Family Chief Butler Ryōshū Skill on the Fairy Mass with 5 Speed; And reusing the E.G.O again, now I have different results compared to the first picture.



Doing the same steps, this time adding Cinq Assoc. South Section 4 Director Sinclair Skill on the Fairy Mass with 3 Speed and Blade Lineage Salsu Yi Sang on the Fairy Queen Evade (called Respite); And reusing the E,G.O again, I have a different result compared to the previous pictures.


Slot Weight
Slot Weight is a hidden gimmick and most of the time present on Abnormalities fights, upon using a Skill that has Atk Weight the same body part takes more than one (1) Atk Weight and if there are multiple body parts more Atk Weight will be taken while not hitting multiple parts and the damage applied will count as a single Atk Weight instead.

Using Yearning-Mircalla Don Quixote that have seven (7) Atk Weight against Brazen Bull Body with two (2) Slot Weight:



Brazen Bull is taking most of the Atk Weight while none is going to attack other Enemies, the Atk Manipulation technique can be used here to avoid this outcome:



The same can be applied when the Enemy have multiple body parts; Using Binds Outis that have five (5) Atk Weight against Fairy Queen Body with two (2) Slot Weight and Fairy Mass Body with one (1) Slot Weight
In this case the E.G.O Skill is not hitting everyone with his Atk Weight since the Fairy Queen Body is taking more than one (1) Atk Weight due to having two (2) Slot Weight:



Using the Atk Manipulation technique shows that the Body is not getting targeted anymore and the E.G.O Skill is going to hit the Fairy Queen Left Arm and Right Arm that has one (1) Slot Weight getting an additional Atk Weight instead of losing targetting the Body:



Both these methods can be used to manipulate on Identities skills that gains more Atk Weight when the conditions are applied, the E.G.O Skill (with Atk Weight) can be used before as an indication to confirm if the results are desirable.

Note that Skills that gain more Atk Weight at [Combat Start] happens when all skills are set meaning in situation where all the Enemy Skill Slots are targeted the game will consider there is no untargetted and follow the idea of the repeating the same targets, using an E.G.O after covering all Skill Slots it can be predictable where the next repeated target will hit. (Slot Weight included)
V - Chain Battles
Chain Battle are a different format of battle, the use of Skills is the same as Focused Battles, however, instead of being a set battle, the Player is able to Deploy Sinners above the limit and those Deployed past the limit become Backups.

Compared to other formats, a Sinner death means he is going to be replaced by a reserve Sinner based on the Deployment order.

Deployed Sinners still have a Passive and Backup Sinners a Support Passive. After the death of a Deployed Sinner the Passive of the one that dies turns into a Support Passive and the Backup that replaced now uses his Passive instead of Support Passive



The same is applied to Enemies, a certain limit of deaths is required before proceeding to the next wave or set of enemies, each stage varies and has its own gimmicks.
VI - Enkephalin and Farming
Enkephalin and Modules


Enkephalin is an Energy Bar that replenishes every 6 minutes, and it is used to do Story content.

Enkephalin Module can be assembled for 20 Enkephalin and certain contents requires as:
  • Certain stages in Story;
  • Luxcavation (Daily);
  • Mirror Dungeons;
  • Refraction Railway;
  • Walpurgis Night;
  • Other contents that require it.
Highly recommended to log in and use the Enkephalin if you don't want to play in the day and transform it to modules for future Luxcavations or Mirror Dungeons

When the Player levels up, the capacity is increased and the Energy Bar is fully replenished, Other methods to replenish are Enkephalin Boxes and Lunacy;

Due to how Dispense works, the idea of using Lunacy to refill instead of Gacha might be something to consider, since every refill costs 26 Lunacy and increases by 26 additively with a limit of 10 per day; using the Modules generated to grind Mirror Dungeon, you can say it is IRL time in exchange for a guaranteed Identity/E.G.O If you decide to refill, only do it 1-2 times per day, more than that the Lunacy goes negative Also consider events such as Walpurgis Night since the new content cannot be dispensable (more detailed info next section)

Luxcavation
Luxcavation is the "Daily Content", it has 2 modes: EXP and Thread.

EXP gives the Player Identity Training Ticket # tickets after completion. Can be used to Level Up Sinners/Identities.

Threads gives the Player Threads after completion and has three (3) Daily Bonuses that gives extra Threads after completion. Can be used to Uptie Sinners/Identities or ThreadSpin E.G.Os.

Daily Bonuses resets every day 6:00 AM KST

Due to EXP not having a daily bonus, it is recommended to not skip the EXP battles to conserve modules meanwhile threads is recommended to skip to fully take benefit of the daily bonuses, however this method is expensive and you might not have enough modules for Mirror Dungeons or other contents. Use with moderation

Limbus Pass
Limbus Pass (Battle Pass) is a system that rewards the Player for doing Dailies, Weeklies and Seasonals, one of the most rewarding systems in the game the Player can benefit every Season, it gives plenty resources and exclusive seasonal E.G.Os and Announcers.

Limbus Pass has a Free version and a Paid version.

Both versions do not limit the Player to earn Battle Pass XP,
It is recommended to do the dailies and weeklies missions to reach the final level and farm the Nominable Egoshard Crate at EX level (end of the Pass Level).

Limbus Pass dailies resets every day and weeklies Thursday 6:00 AM KST

One of the best investments the Player can do in the game. Besides the rewards, at EX Level instead of one (1) Nominable Egoshard Crate, you get three (3), 1 from free and 2 from premium, even if not bought early, the premium crates are stored until claimed or season reset

Mirror Dungeon
Mirror Dungeon has two modes: Normal and Hard, clearing and collecting the rewards gives the Player Lunacy, Battle Pass XP and Event Curreny (if there is one).

Weekly Bonuses resets every Thursday 6:00 AM KST

Refraction Railway
Railway is a limited time content that updates every season and provides a set of rewards upon clearing it requires 25 Enkephalin Modules to claim the rewards and once used it can be claimed anytime and it is not required to use more Modules until the next Railway.

Events
Events are a limited time content that rewards the Player the current's event currency for doing Story Content and Mirror Dungeons and can be exchanged for Leveling Resources, Egoshard Crates, one (1) free Identity or E.G.O, Special Banners to customize the Profile, Announcer (if there is one).



During the event there will be Event Bonus Units, it can be either an Identity or E.G.O. These bonuses can be stacked and provides a boost to the amount of Event Currency earned.

The Event Bonus Units does not need to be deployed only equipped
These bonuses applies to first-time Clear Rewards and can reach up to max 120%.
To fully take benefit of the first-time Clear Reward bonuses the Player can use the Support feature to use the Event Bonus Units to have an easier time grinding, and also use it to share to help other Players

Doing the Main Story's event there is a rare chance to get a special event currency that gets automatically converted to 20 event currency, doing the final encounter there is a higher chance to get said special currency.

Once the Player gets enough Event Currency to clear the shop, it is not possible to gain more until the next Event



A new Theme Pack is released alongside with new E.G.O Gifts selecting and clearing the featured Theme Pack during event period will give more the Event Currency at the end.

For both Mirror Dungeon and Story Stage clear the Hard mode gives more compared to a Normal mode
Each Normal floor clear gives 10 Event Currency and Hard floor clear gives 20 Event Currency; Aditionally, selecting the event featured Theme Pack gives 50 Event Currency for Normal and 100 Event Currency for Hard with the boost being calculated when you finish the Mirror Dungeon



The information about the featured Theme Pack can be found on the Patch Notes, before the maintenance, most of the times on Monday the developers posts a topic related to the event which states the new Theme Pack and which is going to be featured

Walpurgis Night instead of having its own event's currency it has unique missions to be completed when it is occurring.

The theme of the Walpurgis cycles between two ProjectMoon games before Limbus Company, themed around the first game Lobotomy Corporation and the second Library of Ruina.



During the Event there will be a special stage with a Easy and Hard mode with exclusive missions respectively, giving rewards to the Player that manages to complete the requirements of each mission.

Playing the Special Stage the on the Deployment screen the first (1st) Deployed Sinner gains a special buff which can be seen in the top right.

Anniversary
Annual event which celebrates Limbus Company release; it happens around the February month. Compared to other events the Anniversary event most of the time is a 14-days Login Attendance:



Featuring Anniversary Cosmetic Banner, Announcer Pack, Extraction Tickets and Takeoff Modules.

Takeoff Modules are Items that raises a specified Identity or E.G.O's Uptie/Threadspin to the highest possible Tier. (If specified Levels can be raised too)
Duplicate Announcers rewards with 50 Threads Crates instead.
VII - Extract/Dispense
Extract


Banners lasts for 14 days after that new Banners are released

Extraction is the Gacha system where the Player can use Lunacy, Extraction Tickets and 13 Paid Lunacy daily (resets each day at 5:00 KST) to roll the dice and get Identities or E.G.Os, with a built pity system also known as Yisang [Ideality] compared to other systems this one does not increase the chances, instead the remaining Ideality is automatically converted into Threads (equal amount) when the Banner leaves.

An "Extract 10" option guarantees a 00-rarity or higher while ten (10) separate attempts of "Extract 1" does not guarantee a 00-rarity or higher.

When pity is achieved the Player can choose which Identity, E.G.O or Announcer he wants, from the Featured Banner. Once claimed the Ideality resets to zero (0).

Even having said Identity it is possible to get multiple copies of it, duplicates are instantly coverted to Egoshard of the respective Sinner rarity (0 - 3, 00 - 15, 000 - 50), meanwhile E.G.Os does not have duplicates, once acquired, they are removed from the Gacha pool.

Same as Identities announcers are possible to get multiple copies of it too, however, instead of Egoshard, 50 Threads Crates are given.

Types of Extraction Banners:
  • Target Extraction - New Identity / E.G.O
  • Target Extraction - # Sinner
  • Standard Extraction - Never expires and also does not have pity
  • New Manager's Welcome Extraction - Temporary banner expires after extracting a certain amount
For more detailed information about probabilities check https://limbuscompany.wiki.gg/wiki/Extraction

Walpurgis Night - Is a limited time banner that happens every quarter of the year (may change), during this time there are Featured Identities and/or E.G.O that can only be acquired through Extract, older Identities and/or E.G.O also returns to this banner but with a low rate compared to Featured.

Dispense

Dispense is the main feature to get Identities, E.G.Os, Announcers the Player missed during Limbus Company lifetime.

The contents are divided between: Standard Fare, Walpurgis Night, Season # Limbus Pass.

Standard Fare - The contents inside this section can be claimed anytime and often can be pulled through Extract.



Walpurgis Night - The contents are locked until the Event starts; when it starts, during its active period (14-days) it is possible to Dispense the older Identities and/or E.G.Os while it is required to Extract the new ones, after the current Walpurgis Night ends and the next Walpurgis Night happens the previous new ones, now old, can be claimed through Dispense while the new Featured can only be obtained through Extract.



Season # Limbus Pass - Same as Standard Fare, the contents inside this section can be claimed anytime and often can be pulled through Extract.

Identities and/or E.G.Os inside this section are considered as Seasonals, which means if a new Identity and/or E.G.O is part of the Season # Limbus Pass it will be not available to be claimed immediately, and only will be available at a specified date and time.

Different as Standard Fare, the contents inside the Season can be claimed during the Season and the previous Season can only be claimed the Season after.

Example:
The game's current Season is 5, from the Start until the end of Season 5, the Seasonal Identities and/or E.G.Os can be claimed through Dispense and Extract.

Season 4 was the season before Season 5, and thus Season 4 contents such as Identities and E.G.Os cannot be Dispensed until Season 6 happens. Only Limbus Pass contents E.G.Os and Announcers can be Dispensed.

When Season 6 happens, the contents of Season 4 will be available through Extract and Dispense while Season 5 contents will be unavailable to Dispense and only the Limbus Pass contents will be available to be claimed.

*Target Extraction Sinner have the featured Sinner past Events Identities and/or E.G.Os possible to be obtained outside Dispense.

Different from Identities and E.G.Os requiring Egoshard, Announcers uses paid Lunacy to be claimed.
*E.G.Os from Limbus Pass (found in Pass tab) either Egoshard or paid Lunacy (2600) can be used to claim
.



Shard::Thread Exchange - This section is always available and serves to convert Egoshards into Threads. Can be used in case of emergency of requiring Threads or can be ignored due to how the Season reset works:





VIII - Resources
Clearing Luxcavations, Mirror Dungeons and Claiming Limbus Pass/Railway/Events Rewards.

There are four (4) resources to be used:
Identity Training Ticket:
Used to Level Up Identities, there are multiple tiers of exp tickets, the higher the tier of the ticket the more exp it gives

Leveling Up an Identity increases the:
  • HP;
  • Defense Level;
  • Skill 1, 2, 3 Offense Level;
  • Skill Defense Level.


Thread:
Used to Uptie Identities and ThreadSpin E.G.Os. Instead of Increasing the Identity stats,
Uptying an Identity:
  • Improves the Skills;
  • Increases Max Speed;
  • Unlocks the Passive and Support Passive.
The yellow number/text that appears before uptying shows what is going to be improved.



ThreadSpin:
ThreadSpinning an E.G.O:
  • improves the Base Power and Coin Power;
  • Awakening and Corrosion;
  • Unlocks the Passives.
The yellow number/text that appears before ThreadSpinning shows what is going to be improved.


The cost of Thread to Uptie/ThreadSpin varies between every Rarity/Risk Level:
Thread
Cost
Uptie II-IV
0 - N/A > N/A > 50 Threads
00 - 10 > 40 > 100 Threads
000 - 20 > 80 > 150 Threads
ThreadSpin II-IV
ZAYIN - 20 > 60 > 110 Threads
TETH - 25 > 70 > 130 Threads
HE - 30 > 80 > 150 Threads
WAW - 35 > 90 > 170 Threads

Nominable Egoshard Crate:
Crates provides Egoshard of the Player's own choice, each crate has a chance to give 1-3 Egoshards.

Egoshards are used to Uptie Identities, ThreadSpin E.G.Os and get new ones at Dispense.

The cost of Egoshards to Uptie/ThreadSpin varies between every Rarity/Risk Level while the only difference in Dispense are between 00 and 000 rarities:
Egoshard
Cost
Uptie IV
0 - 20 Egoshards
00 - 30 Egoshards
000 - 50 Egoshards
ThreadSpin IV
ZAYIN - 80 Egoshards
TETH - 90 Egoshards
HE - 100 Egoshards
WAW - 150 Egoshards
Dispense
00 Identity - 150 Egoshards
000 Identity - 400 Egoshards
E.G.O (any Risk Level) - 400 Egoshards



Lunacy:
Lunacy is the Gacha resource.

Lunacy has two versions:
  • Free Lunacy is always used first and both are used to Extract, Refill Enkephalin Energy;
  • Paid Lunacy is used to activate Limbus Pass, Daily Extract, Dispense Announcers or Limbus Pass E.G.Os and Purchase Achievement EXP.
IX - Keyword Status Effects
Keyword Status Effects have a Potency (left) and Count (right):
  • Potency - The value of the Status Effect.
  • Count - How many of that value the Target has.
If the Count reaches zero (0), the Status Effect ends and the remaining Potency is discarded.
Hitting a target with zero (0) Count with a Skill that only gives Potency, the game automatically gives one (1) Count for free, use it to your advantage
For some Identities and/or E.G.Os might have some tooltips such as Unique Insert Keyword Status Effect they work similar to the original Keyword Status Effect with the addition of a few new interactions.
Burn
At the end of the turn, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
Burn's damage is not part of an affinity, meaning it will always give flat damage.

Burn damage can stagger.
Damage reduction buffs are not affected by it.

Bleed
When tossing an attack Coin, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
Bleed's damage relies on actions that triggers Offense Skills a Coin roll. The Bleed will trigger on each individual coin of an Offensive Skill.

Bleed's damage is not part of an affinity, meaning it will always give flat damage.

Damage reduction buffs are not affected by it.

Tremor
When attacked by skills that trigger Tremor Burst, raise the Stagger Threshold by the effect's Potency. At the end of the turn, reduce the Count by 1.
Tremor's "damage" are more direct to raising Stagger Thresholds allowing to Stagger a unit faster

Tremor Burst only happens when stated on an Identity skill, and the Count reduction after Tremor Burst when stated on an Identity skill.



Rupture
When hit by an attack, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
Rupture's damage relies on actions that deals damage to an unit. Rupture will trigger on each individual coin.

Rupture's damage is not part of an affinity, meaning it will always give flat damage.

Damage reduction buffs are not affected by it.

Sinking
When hit by an attack, take fixed SP damage by the effect's Potency. (Units with no Sanity take Gloom damage instead.) Then, reduce its Count by 1.


Sinking's damage relies on actions that deals damage to an unit. Sinking will trigger on each individual coin.
- Hitting an Unit that has sanity, it will deal Sanity Points (SP) Damage.
- Hitting an Unit that has no sanity it will deal Gloom damage, Gloom Affinity affects the final damage.

Example:
50 Sinking Potency:
  • [2.0] Fatal = 100 Gloom Damage
  • [1.0] Normal = 50 Gloom Damage
  • [0.5] Ineffective = 25 Gloom Damage
Damage reduction buffs are not affected by it.
Damage cannot be mitigated with Gloom Resistance.
Damage cannot be amplified with Gloom Fragility.

Poise
On hit, gain a Potency-based chance to deal critical damage, reducing the Count by 1 if successful. At the end of the turn, reduce the Count by 1.


Poise deals no particular damage and serves to be applied on self. Its main benefit are the Identities that relies on it. Having additional effects on Critical Hit or increased Damage on Critical Hit.

Critical hit chance = Potency * 5%.
Critical hits deal 1.2x damage.

Charge
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.


Charge deals no particular damage and serves to be applied on self. Its main benefit are the Identities that relies on it, requiring stacking the effect on self and unleashing high amounts of damage on skills after the conditions are met.

Charge Potency acts as a scaling status effect that does not reduce or gets consumed.
X - Making your own team
The Player has a lot of freedom when making a team with the available resources, Identities and E.G.Os plays a huge role to achieve success and deal with every situation, for consistency and balance of the support and damage some steps are puts in motion:
The type of an Identity:
  • Good Potency or Count contributor;
  • Good damage output at the cost of barely contributing on Potency and Count;
  • Good Coin Values a.k.a. Clashing;
  • Potential contributors that can offer more outside of a specific Status Effect, could be Sin Resources, Enabling Damage or Resonance;
  • Generate enough Sin Resources for the E.G.Os equipped.
The types of E.G.Os:
  • E.G.Os that provides a significant contribution to a team;
  • The team can take advantage and supports E.G.O benefits and conditions;
  • Can be used as a backup Skill to use as Resonance or Absolute Resonance.
The type of supports:
  • Sin Resources or Resonance requirements that can be met by the Deployed Team;
  • The Support Team can synergize with the Deployed Team;
  • A positive contribution for the Deployed Team.
XI - Making a Burn Team
Burn comes from Identities and E.G.Os able to inflict burn from Skills/Passives/Supports Passives.

Burn has a common Sin Affinity of Wrath.

Examples of Burn Identity and E.G.O:

Dawn Office Fixer Sinclair gets Coin Power when the Target has Burn Potency and gets stronger if its a part of a Wrath A-Reson.



Lobotomy E.G.O::Magic Bullet Outis gets Coin Power when the Target has Burn Potency and the Identity gimmick (Dark Flame) supports Burn dealing Pride Affinity damage at Turn End (the target receives Burn Damage Potency and Dark Flame Damage Potency).



4th Match Flame Ryōshū gets Skill Power and deals more damage when the Target has Burn Potency.



Capote Meursault Inflicts Burn Potency and has a self Tremor and Tremor Burst if the Target has Burn Potency.

XI - Making a Bleed Team
Bleed comes from Identities and E.G.Os able to inflict bleed from Skills/Passives/Supports Passives.

Bleed has a common Sin Affinity of Lust.

Examples of Bleed Identity and E.G.O:

The Ring Pointillist Student Yi Sang gets Clash Power and Coin Power when the Target has Bleed Potency and Bleed Count.



Lobotomy E.G.O::Red Eyes & Penitence Ryōshū gets Coin Power when the Target has Bleed Potency and the Identity gimmick (Red Eyes) gets a benefit from Bleed Potency.



Sanguine Desire Rodion gets Coin Power and deals more damage when the Target has Bleed Potency, has an unique effect that does not reduce the Bleed Count when used, gets stronger when there is a four (4) Lust Reson or A-Reson.



Contempt, Awe Ryōshū Inflicts Bleed Potency and gains an extra effect if its a part of a Lust Reson.

XI - Making a Tremor Team
Tremor comes from Identities and E.G.Os able to inflict tremor from Skills/Passives/Supports Passives.

Tremor has a common Sin Affinity of Sloth.

Examples of Tremor Identity and E.G.O:

District 20 Yurodivy Hong Lu gets Clash Power when the Target has Tremor Potency and Coin Power when the Unit has Tremor Count on self. Has Tremor Burst that reduces target's Tremor Count.



T Corp. Class 3 Collection Staff Don Quixote gets Clash Power when the Target has Tremor Potency and Coin Power when consuming Tremor Count. The Identity gimmick (Time Moratorium) that stores all damage and releases a Tremor Burst and converts the damage stored as Sloth damage.



Everlasting Faust has an E.G.O gimmick (Tremor - Everlasting) that triggers additional Tremor Burst and benefits from Reson and Sloth A-Reson.



Cavernous Wailing Hong Lu has an E.G.O gimmick (Tremor - Reverb) that causes the Tremor Burst deal Sloth damage benefits from Reson.


XI - Making a Rupture Team
Rupture comes from Identities and E.G.Os able to inflict rupture from Skills/Passives/Supports Passives.

Rupture has a common Sin Affinity of Gluttony.

Examples of Rupture Identity and E.G.O:

Seven Assoc. South Section 4 Faust deals more damage when the Target has Rupture Potency.



Devyat' Assoc. North Section 3 Rodion gets Coin Power when the Target has Rupture Potency and at a certain Rupture Potency and Rupture Count has an unique effect that does not reduce the Rupture Count.



AEDD Gregor has an E.G.O gimmick (Spark Discharge) that gives Rupture Count when hit with a Gloom attack.


XI - Making a Sinking Team
Sinking comes from Identities and E.G.Os able to inflict sinking from Skills/Passives/Supports Passives.

Sinking has a common Sin Affinity of Gloom.

Examples of Sinking Identity and E.G.O:

Edgar Family Heir Gregor gets Clash Power when the Target has Sinking Potency and gain bonuses absorbing Sinking Potency.



Wuthering Heights Chief Butler Outis gets Coin Power when the Target has Sinking Potency and the Identity gimmick (Echoes of the Manor) allowing others to apply more Sinking Count.



Rime Shank Rodion inflicts a decent amount of Sinking Potency and Sinking Count.



Bygone Days Yi Sang Inflicts Sinking Potency and benefits from Gloom Reson.


XI - Making a Poise Team
Poise comes from Identities and E.G.Os able to gain poise from Skills/Passives/Supports Passives.

Poise has a common Sin Affinity of Pride.

Examples of Poise Identity and E.G.O:

Blade Lineage Mentor Meursault gets Coin Power when the Unit has Poise Potency, gives an Offensive buff to Blade Lineage allies.



Edgar Family Chief Butler Ryōshū gains Atk Weight when the Poise Count is consumed.



Fell Bullet Heathcliff gives Poise Potency and Poise Count gives more of the unique buff (Torn Memory) if there is a Reson or A-Reson.


XI - Making a Charge Team
Charge comes from Identities and E.G.Os able to gain charge from Skills/Passives/Supports Passives.

Charge has a common Sin Affinity of Envy.

Examples of Charge Identity and E.G.O:

MultiCrack Office Rep Faust gets Coin Power when the Charge Count is consumed and gains an extra effect if its a part of an Envy Reson.



W Corp. L3 Cleanup Captain Outis gets Coin Power when the Charge Count is consumed and the Identity gimmick (Load) activates if its a part of a Gloom Reson.



Dimension Shredder Outis gets stronger when the Charge Count is consumed and gains more Atk Weight with Reson.



Telepole Don Quixote gives Charge Count to self; and allies if its a part of an Envy Reson.


XII - Idea of a useful Identity or E.G.O
In gaming: Staple is a term used to refer to a certain Unit being able to see play in a wide variety of strategies.
In Limbus Company the Community uses more the term 'Generalist' instead, both share the same concept
.

Now putting this theory on paper:

Staple Identities and E.G.Os can be used in any Team that generate its resources without relying on in a specific Identity, most of the time they provide a utility role.

Example of Staple Identities:

Dieci Assoc. South Section 4 Rodion has an unique gimmick called Discard giving Shield when a Skill is discarded, Skills gives Aggro to self, has good Coin Values. Being a Bulky candidate.



Cinq Assoc. South Section 4 Director Sinclair has an unique gimmick called Declared Duel - Sinclair providing advantage to clashes and inflict Fragile same turn, self-sufficient haste gain to meet Speed conditions, being an Utility candidate.



Example of Staple E.G.Os:

Sunshower Yi Sang provides Offensive and Defensive buffs, refunds SP, has plenty Atk Weight and a high amount of Damage, being a Offensive and Defensive candidate.



Blind Obsession Ishmael provides Offensive buffs, SP healing, has plenty Atk Weight and a high amount of Damage. Being a Offensive and Supportive candidate.



Regret Meursault has a Passive that gives Meursault's Identities more Offensive capabilities. Being a Supportive candidate.



Honorable mentions:

Fluid Sac Faust provides Max HP and SP healing. Being a Supportive candidate.

Contempt, Awe Ryōshū Mark of the Gaze Passive provides extra E.G.O resources on using skills. Being an Utility candidate.

Pursuance Meursault provides Max HP healing and Defense reduction. Being a Defensive and Supportive candidate.

Pursuance Rodion provides Max HP healing and Shield. Being a Supportive candidate.

Binds Outis Grand Welcome Passive provides extra E.G.O resources on staggering and/or killing enemies. Being an Utility candidate.
XIII - Mirror Dungeon Intro Pt.1

Mirror Dungeon works similar to a roguelite (or rogue-lite) system, the Player starts from the scratch and subsequent runs are a new and "fresh" experience.

This mode has two (2) difficulties:
Normal
  • Sinner Level fixed at Level 50;
  • Max Floors are five (5);
  • Can only use one (1) bar of Weekly Bonus upon completion.
Hard
  • Sinner Level capped at Level 50 (which means the Player have to manually level up the Sinners/Identities);
  • Max Floors are five (5);
  • Can use all three (3) bars of Weekly Bonus at once upon completion;
  • Exclusive E.G.O Gifts, Theme Packs and Super Shop feature.
  • Access to Parallel Superposition.
*Uptie and ThreadSpin must be manually upgraded.
*Sinners are healed and/or revived at the end of each Floor.

Projection Cap clearing Mirror Dungeons rewards the Player with the Projection Rate which contributes to the Projection Rewards progression.
Due to steam's character limit using a section taken directly from Limbus Wiki[limbuscompany.wiki.gg]to show the amount of Projection Rate earned each Floor and the maximum amount of Adversity Score necessary to cap weekly on one run.

Parallel Superposition increases the Floor limit to ten (10) and can be enabled/disabled before starting and during the run. After clearing Floor five (5), another confirmation window appears to make sure the Player wants to partake in the challenge.
Parallel Superposition EXTREME works the same as above, with the additions of the Floor limit of fifteen (15), exclusive packs, Adversity and Hidden Bosses.
Adversity on EXTREME the Player can choose up to 5 Adversities. These adversities add more difficulty together with the Mounting Trials and are cumulative; the more the Player gets, the more it counts towards the Adversity Score which contributes to Projection Cap upon clearing the Mirror Dungeon.
Hidden Bosses are bosses unique to EXTREME and can appear on any event node. Once triggered, a warning appears for a unique fight rewarding unique E.G.O Gifts.

The rewards, still the same (exception Starlight and Projection Rate, only counts until Floor five (5) after that no additional rewards are given with the only purpose to help complete the Achievements.

Before starting the Player is met by a screen showing the Weekly Bonuses and the:

Theme Pack Compedium


Theme Packs are options the Player can choose between the floors and features Enemies from Cantos, Intervallos or Railway, Events which can be found in the Story Dungeon and Fathoms are included too.

The only exception is the last floor Boss Encounter, the Boss which appears is either one of the Featured in the pack before entering or a Final Boss/Abnormality from the Story Dungeon (if the Pack opened had a Warning on top).

E.G.O Gift Compedium


E.G.O Gifts are items related to Abnormalities that can be gotten from Events, Nodes and Encounter Reward Cards during the run, these gifts provide bonuses to the Sinners and each one have a Tier that goes from I to IV, only exception is a special gift which is Tier V (Lunar Memory).

They are categorized as:
  • Burn
  • Bleed
  • Tremor
  • Rupture
  • Sinking
  • Poise
  • Charge
  • Slash/Pierce/Blunt
  • Keywordless

Recipes are a quick way to check fusion items in-game in case the Player needs a refresher.


Achievements


Achievements gives the Player additional rewards such as Threads, EXP, Extraction Tickets and an unique Cosmetic Banner upon leveling the Achievement Progress. Each level requires 100 points.

While some Achievements might be hard to achieve, the rewards given are a great boost in progression being worth doing those slowly in the long run

Achievement Points are acquired after meeting the requirements of the Tasks which can be found on Collection, Clears, Loadout, Shop, Combat and Adversity - EXTREME.

For completionists there is a special section which gives the Player a Special Achievement Banner.
if the Player decides to use paid Lunacy to Purchase Achievement EXP, it does not count since it requires ALL missions



For a more detailed and concise guide explaining step-by-step each Achievement with helpful tricks with quick-reference images, check this guide:
Originally posted by ChaosComposer:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3544187146
Another method to get Achievement Points is clicking on the plus (+) on the left side of the Achievement Lv. 20 paid Lunacy for 10 Achievement EXP.



Starlight

Starlight is a universal currency that can be used on plenty of features before starting the run or during the Fusion Gift (explained later).
There are many ways to get such as: not converting excess Starlight Bonus into Cost, New Identity/E.G.O Extract gives 300 Starlight, Encounter Reward Cards and Mirror Dungeon Final Rewards without going negative.

Rest Bonus and Grace of Stars

Upon entering, the Player is met with the Sinners/Identities Deployment screen, being the same as the other modes with only one difference, which is the Yellow Bar shown on the right topside of the Sinner/Identity card.

These are the Rest Bonus which are used for additional bonuses before starting, upon completing a run and claiming the rewards this bar is depleted. Sinners/Identities not deployed on the previous run gets a Rest Bonus. Encouraging the Player to run different Identities each run.

Exception to this rule are the Identities included at the Rest Bonus Retention Units during a specified time, the Rest Bonus will not be spent upon clearing a run.

When there is an ongoing Event there will be Featured Identities which gives a #% bonus of the Event Currency upon completing a run, this bonus has no relation with Rest Bonus.

The Rest Bonus will always be at 60, and can be increased up to 120 total.

Using to activate the Grace of Stars buffs, the Rest Bonus can be used to activate more than one buff at once.
The remaining Rest Bonuses can be converted into Cost, for every 1 Rest Bonus equals 5 Cost.
Cost is a currency used on certain features in the Shop node.


Starting E.G.O Gift and Theme Pack
The Starting E.G.O gifts can be chosen at the start and if chosen only one Keyword category can be selected, the gifts can be select as many as it is allowed.
The chosen Keyword category will appear more frequently during the run (Shops, Nodes and Encounter Reward Cards).
XIII - Mirror Dungeon Intro Pt.2
If the option 'Activate Gift Search' is activated, instead the Player is met with this screen:

E.G.O Gift Search
The Player can choose up to three (3) E.G.Os of his own volition, each E.G.O regardless of the Tier, requires 70 Starlight. This feature does not need to own the E.G.O in the compendium to appear.



After selecting the Starting E.G.O gifts the next step is selecting a Floor Pack, every Floor Pack (minus the last floor) has guaranteed E.G.O gifts which can be obtained as Clear Bonus,

At the bottom left, sometimes it shows the general weakness of the enemies that can be found in the pack (Type Resistance and/or Sin Resistance).
Railway Packs on bottom left, it shows the amount of levels the Identities will gain upon clearing.
In this screen, it is possible to toggle between Normal and Hard mode.
*Normal can be toggled between Hard anytime, once a Hard pack is selected it is not possible to go back to Normal.


Pack Search
The Pack Search tab on the top-left corner can be used to force a Theme Pack of the Player's own choosing at the cost of 20 Starlight. Subsequent usages increase the cost, replacing an unexplored Theme Pack. The cost is higher than usual.

Map and Floor Nodes
Starting the run, the Player is met with a board and always start at the Start node, being able to progress through the lines, having options and each node with symbols on top and bottom.
- Symbols on top shows the rewards such as Cost and E.G.O gift (if there is a box).
- Symbols on bottom shows the encounter weakness (Type Resistance and/or Sin Resistance).

Nodes that have yellow borders around it means a risky encounter, having tougher enemies at the cost of higher rewards.
So That No One Will Cry fight showing his weakness (Blunt, Wrath and Pride) giving an E.G.O Gift and 100 Cost as reward


On hard mode the board is barely visible due to 'Fog of War' which hides the unexplored parts of the Map from the Player, it is recommended to traverse through nodes that has more than one (1) line for more options.

Shop Node
The Shop always appears before the last node (Boss Encounter), it provides plenty of features such as:
Refresh/Keyword Refresh - Refreshes the Shop with more E.G.O gifts, if one was purchased before Refresh it will not refresh, reducing the slots being refreshed.
Every Refresh increases the cost by +15 Cost, both options share the same increase regardless of the option used.

Fusion Gift - Combining Gift Tiers to achieve a random result, the Player must choose a Keyword Category before fusing, the result will be based on the category selected.


Certain E.G.O gifts requires a special fusion combination and cannot be obtained through shop or rewards.
Detailed info about the combinations can be found on the wiki:
https://limbuscompany.wiki.gg/wiki/List_of_E.G.O_Gifts/Fusion

When fusing the system uses a hidden Fusion Point, each Tier has a fixed number of Points (I - 3, II - 6, III - 10, IV - 15, V - 30) and the sum of the Points determines the result of the Gift Tier of the selected Keyword.
The Number of Gifts used affects the probability of the to get the desired Keyword, Fusions with 2 Gifts - 60%, 3 Gifts - 90%, 4+ Gifts - 99%.

Wishmaking - 5 Starlight can be used to perform "Wishmaking" which boots the probability of the Fusion. With Wishmaking active, 2-Gift Fusions have a 90% chance, 3-Gift Fusions have a 99% chance, and 4+ Gift Fusions have a 99.99% chance of granting an E.G.O Gift of the desired Keyword.

Enhance Gift - Further enhances certain E.G.O gifts to + and ++. Not every gift can be enhanced.

Team - Allows the Player to change a Sinner Identity/E.G.O (up to three Sinners).
Changing the Identity does not consume the Rest Bonus, only the Identity that was first deployed at the start

Replace "Sinner"'s Skill - Allows the Player to swap a Sinner/Identity Skill slot.
Example:
Skill 3 now has three (3) copies available, while Skill 1 now has only one (1) copy available.

Spending Cost in the Shop increases the chance for a Super Shop appear to spawn on the next Floor.

Super Shop
Shares the same features as the Shop with a few additions as:
  • More E.G.O Gifts to purchase;
  • Second Replace "Sinner"'s Skill option;
  • Can fuse up to five (5) E.G.O Gifts;
  • When Fusing the number of points required to get higher Tiers is slightly reduced.

Encounter Reward Cards

After finishing an encounter, there is a chance to appear in a screen that provides a selection of cards for additional rewards.
The Mirror Dungeon Difficulty, Floor Number and the difficulty of the Encounter affects the value of the rewards. Always guaranteed to get one after finishing a Boss Encounter.

For the Status Effects selected on the random chance cards are related to the Starting E.G.O Gift the player chose before entering.

Mounting Trials


After clearing the Boss Encounter the Player can choose one of the E.G.O Gifts part of the Clear Bonus that appears when selecting a Theme Pack, however it is not free. It comes with a penalty called Mounting Trials which gives more Level to the Enemy (left topside) (which means more Offense Level).

The Mounting Trials are stackable and cannot be avoided (Refusing Gift you lose the E.G.O Gift and the Mounting Trial is selected at random).
On Hard mode, two (2) E.G.O Gifts must be selected, gaining two (2) Mounting Trials related to each E.G.O Gift. Refusing it will give two (2) Mounting Trials at random.

To avoid turning into an unwinnable run pay attention on the current effects and new ones to avoid it becoming impossible to clear around floor 4-5

Mounting Trials buffs:
  • Base Power +#
  • Clash Power +#
  • Damage Taken/Dealt +#%
  • Defense Level +#
  • Defense Skill Final Power +#
  • Max HP +#%
  • Offense Level +#
  • Plus Coin Bonus +#/Minus Coin Bonus -#

Rewards


Upon clearing or forfeiting the Player can claim the rewards based on the Floors cleared, using Enkephalin Modules, the Weekly Bonuses can be used to get Lunacy, Battle Pass XP and Event Currency (if there is one).

Even without the Weekly Bonuses the Player can do as many Mirror Dungeons possible and use Enkephalin Modules to get more Battle Pass XP, however it is less compared to using Weekly Bonuses.

One (1) Mirror Dungeon Normal with and without bonuses is 5 Modules One (1) Mirror Dungeon Hard with 1 bonus is 6 Modules, with 6 more for each bonus One (1) Mirror Dungeon Hard with 0 bonuses is 5 modules
Finale
Thank you very much for reading and I hope this guide helped you

Making and maintaining this guide takes a lot of time and effort, both to learn the entire game hidden aspects and write in a understandable and easy way to digest the mechanics.

If this guide helped you at all, we appreciate it if you showed the support! That way it makes it easier for others to find this guide and hopefully benefit from it too, since Limbus Company can be a daunting game to learn.

Bonus - Team Suggestions
Due to steam's character limit, this section needed a guide of his own.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3343783200
Bonus - References/Bibliography Pt.1
Limbus Company throught the story has a wide variety of references to classic literature or history in general, this section will serve more as a trivia for those interested to know the smallest details that happens in the game

Some older Project Moon games or works are included in the Limbus Lore, they will have a separated mention.
The references will be separated between Seasons and the Cantos/Intervallos, some will be very spoiler be very aware hovering those:

Project Moon Lore:
Leviathan - The Epic of Vergilius the Red Gaze, 2021
The Distortion Detective, 2020

Plot relevance:
Dante Alighieri - Divine Comedy, 1321 - A long Italian narrative poem written in the 14th century. it discusses "the state of the soul after death and presents an image of divine justice meted out as due punishment or reward", and describes Dante's travels through Hell, Purgatory, and Heaven. Allegorically, the poem represents the soul's journey towards God, beginning with the recognition and rejection of sin (Inferno), followed by the penitent Christian life (Purgatorio), which is then followed by the soul's ascent to God (Paradiso).
James George Frazer - The Golden Bough, 1890- An Anthropological study written in the late 19th century. Explores the mythology and religious practices of various cultures around the world. The book is divided into two parts, with the first part focusing on the mythology surrounding the death and resurrection of the vegetation god, while the second part examines the role of magic in religion and society.

Spoiled to preserve the surprise moment, hover the mouse or tap on the black tag to reveal the spoiler and read the text.

Season 1 - Orientation
Canto I: The Outcast
Franz Kafka - The Metamorphosis, 1915 - A German short novel, tells the story of salesman Gregor Samsa, who wakes one morning to find himself inexplicably transformed into a huge insect and struggles to adjust to this condition.
Canto II: The Unloving
Fyodor Dostoyevsky - Crime and Punishment, 1866 - A Russian novel written in the mid-19th century follows the mental anguish and moral dilemmas of Rodion Raskolnikov, an impoverished ex-student in Saint Petersburg who plans to kill an unscrupulous pawnbroker, an old woman who stores money and valuable objects in her flat.
Canto III: The Unconfronting
Hermann Hesse - Demian: The Story of Emil Sinclair's Youth, 1919 - A German classic novel that unfolds an introspective boy's formative years in pre-World War 1 Germany. Emil Sinclair, is a young boy raised in a bourgeois home, amidst what is described as a Scheinwelt, a play on words that means "world of light" as well as "world of illusion".
Finish Canto III - Antoine de Saint-Exupéry - The Little Prince, 1943
Finish Canto III - Curse and mark of Cain - The Curse on Cain is a significant event recorded in the early chapters of the Book of Genesis, specifically in Genesis 4:1-16 The curse pronounced upon Cain by God serves as both a punishment and a protective measure, reflecting the gravity of his sin and the divine justice and mercy of God
Season 2 - Reminiscence
Canto IV: The Unchanging
Yi Sang - The Wings, 1936 - A Korean short novel displays three stories of Yi, Sang's inventive manipulation of autobiographical elements, a method which expands his intensely private narratives into broader meditations on love, life, and death.
Yi Sang - Crow's Eye View, 1934 - A Korean poem. In contrast to the singular and universalizing perspective bird’s eye view, the crow’s eye view points to the impossibility of a cohesive grasp of not only the architecture of a divided Korea but the idea of architecture itself.
Finish Canto IV - Guinhoe, or League of Nine
Finish Canto IV - Gim Yujeong - The Camellias, 1936
Finish Canto IV - Alphonse Daudet - The Stars, 1873
Season 3 - Bon Voyage
Canto V: The Evil Defining
Herman Melville - Moby-♥♥♥♥; or, The Whale, 1851 - An American novel written in the mid-19th century. The story follows Ishmael, a sailor on a whaling voyage, who seeks adventure and escape from his gloomy life on land. As he embarks on this journey, he becomes drawn into the complex world of whaling and is introduced to the ominous figure of Captain Ahab, whose obsession with a legendary white whale ultimately drives the narrative.
Finish Canto V - Kim Kirim - The Sea and the Butterfly, 1939
Finish Canto V - Ernest Hemingway - The Old Man and the Sea, 1952
Finish Canto V - J. M. Barrie - Peter Pan; or, the Boy Who Wouldn't Grow Up, 1904
Finish Intervallo III: Yield My Flesh to Claim Their Bones - Bamboo-hatted Kim Battle Theme - Korean genre of musical storytelling called "Pansori(판소리)", specifically the Jeokbyeokga(적벽가). It's the Korean retelling of the 14th-century Chinese novel "Romance of the Three Kingdoms"
Season 4 - Clear all Cathy
Canto VI: The Heartbreaking
Emily Bronte - Wuthering Heights, 1847 - A classic English novel. It concerns the interactions of two families, the Earnshaws and Lintons, over three generations. The Earnshaws and Lintons are in harmony with their environment, but their lives are disrupted by an outsider and catalyst of change, the orphan Heathcliff.
Finish Canto VI - Erlking - European folklore and myth, the Erlking is a sinister elf who lingers in the woods. He stalks children who stay in the woods for too long, and kills them with a single touch
Dullahan - A headless rider on a black horse, who carries his own severed head. A harbinger of impeding death and ruin, which is often followed or summoned by the keening of a Banshee

Finish Intervallo IV: Timekilling Time - Agatha Christie - The Thirteen Problems, 1932
Jack the Ripper - Was an unidentified serial killer who was active in and around the impoverished Whitechapel district of London
Intervallo IV: Murder on the WARP Express - Agatha Christie - Murder on the Orient Express, 1934
Agatha Christie - Absent in the Spring, 1944
Season 5 - Oblivion
Canto VII: The Dream Ending
Miguel de Cervantes - The Ingenious Gentleman Don Quixote of La Mancha, 1605, 1615 - A classic Spanish novel written in the 17th century. The narrative recounts the exploits of a guy named Alonso Quixano, who develops a delusion that he is a knight by the name of Don Quixote and embarks on a journey to bring back honor and chivalry to the world. Along with Sancho Panza, his devoted squire, Don Quixote embarks on a series of humorous and frequently ludicrous escapades.
Finish Canto VII - Bari, also known as Princess Bari, is a prominent figure in Korean shamanistic mythology
Intervallo V: LCB Regular Check-up - Theophrastus von Hohenheim - Paracelsus
Intervallo V: Nocturnal Sweeping - Kong Qiu - Confucius
Bonus - References/Bibliography Pt.2
Season 6 - Zàng Huā Yín [葬花吟]
Canto VIII: The Surrendered Witnessing
Cao Xueqin - Dream of the Red Chamber, Mid-18th century/1791 - A Chinese novel written during the mid-18th century. The novel is a blend of realism and romance, psychological motivation and fate, daily life and supernatural occurrences. A series of episodes rather than a strongly plotted work, it details the decline of the Jia family, composed of two main branches, with a proliferation of kinsmen and servants. Jia Baoyu born with a piece of luminescent jade in his mouth; the gifted but obstinate heir of the clan.

Season # - ???
Canto IX: ???
Ryunosuke Akutagawa - Hell Screen, 1918- A Japanese short story Hell Screen tells the story of the artist Yoshihide. A talented painter, he is devoted to -- and consumed by -- his art. In particular, he forgets and ignores all else in trying to make his pictures as perfect as possible. The one person important to Yoshihide is his daughter, and he's not too thrilled that she is a Lady-in-Waiting at the court of the Grand Lord.

Season # - ???
Canto X: ???
Albert Camus - The Stranger, 1942- A French novel situated in the mid-20th century. The story follows Meursault, an indifferent settler in French Algeria, who, weeks after his mother's funeral, kills an unnamed Arab man in Algiers. The story is divided into two parts, presenting Meursault's first-person narrative before and after the killing.
Season # - ???
Canto XI: ???
Homer - The Odyssey, 3rd century BC- An ancient Greek poem first written down in Homeric Greek in around the 8th or 7th century BC. It follows the Greek hero and king of Ithaca, Odysseus, and his homecoming journey after the ten-year long Trojan War. His journey from Troy to Ithaca lasts an additional ten years, during which time he encounters many perils and all of his crewmates are killed. In Odysseus' long absence, he is presumed dead, leaving his wife Penelope and son Telemachus to contend with a group of unruly suitors competing for Penelope's hand in marriage.
The Homeric hero Odysseus used the pseudonym "Outis" when he was fighting the Cyclops Polyphemus and the monster demanded his name.
‘Ουτις’ (Οὖτις) was an Ancient Greek pronoun meaning “nothing” or “nobody”.
Season # - ???
Canto XII: ???
Johann Wolfgang von Goethe - Faust: A Tragedy, in Two Parts, 1808, 1832 - A German tragic play written during 19th century Faust, Part One takes place in multiple settings, the first of which is Heaven. Mephistopheles (Satan) makes a bet with God: he says that he can lure God's favourite human (Faust), who is striving to learn everything that can be known, away from righteous pursuits. The next scene takes place in Faust's study where the aging scholar, struggling with what he considers the vanity and uselessness of scientific, humanistic, and religious learning, turns to magic for the showering of infinite knowledge.
Bonus - Helpful Links/Credits
A fan-made Wiki for Limbus Company, very helpful to search for contents in-game, also very detailed info about Identities and E.G.Os

https://limbuscompany.wiki.gg
https://limbuscompany.wiki.gg/wiki/List_of_Identities
https://limbuscompany.wiki.gg/wiki/List_of_E.G.O

A fan-made Database for Limbus Company, very helpful for quick references, with a built-in Team Builder

https://gll-fun.com/en/

Limbus Company Official Account for updates https://twitter.com/LimbusCompany_B/

Manager code for support:
2tsunami5 - Q841536637
Ciclotauro - P094844989

Credits to LauraLob0 for providing images for the Team Suggestions.
7 Comments
Twilight 16 Jul @ 7:42pm 
walpipi within th next minbute
borxstin 8 Jan @ 4:03am 
why are tehy fighting thanks
Adam 7 Jan @ 11:31am 
0 mentions of the win rate button
cmon man every new manager needs to know the sacred strategy:
hit win rate occasionally and procrastinate doing other stuff occasionally hitting winrate again for an hour in a single battle
2tsunami5  [author] 12 Oct, 2024 @ 5:23pm 
Fixed. Thanks!
Z 12 Oct, 2024 @ 4:27pm 
Small error on the making a poise team section, it still has the "examples of charge ids" instead of poise ids
Ciclotauro  [author] 9 Oct, 2024 @ 6:33am 
JamesDreemur 4-48 is a tricky fight! Good solo clashers like Dieci Rodion, K Corp Hong Lu or the new Zwei Ishmael are really good against this fight for the duel part. Slotting fewer characters for this fight is also recommended, i did with 4 slots.

Remember to track your debuffs and try to time the boss' stagger and to read the skils
JamesDreemurr 8 Oct, 2024 @ 9:51pm 
how do you beat 4-48 that makes no sense