Should I Play Limbus Company
Common questions asked by people considering getting into the game (if you are already playing you can probably skip this section).
Is Limbus F2P friendly? Yes very, every single item obtainable through the gacha is also craftable with easily farmable materials, given enough time investment. A f2p player can relatively quickly build up a meta team without having to worry about gacha RNG (although they will most likely have less total teams than a whale will).
For those who do decide to spend money, the season pass is easily the best value for money, being cheap, lasting for a minimum of 3 months (often lasting longer due to delays) and aside from all the extra rewards from the battle pass rewards track, it also triples rewards from the main farming stage.
How much time investment is required Aside from story stages and events; the standard daily grind takes about 10-20 minutes (although these can be completed instantly for a less efficient energy to resource ratio) and the standard weekly grind takes about 1-2 hours.
Does Limbus contain any FOMO (Fear Of Missing Out) Mostly no, there is no permanently missable story content or gacha items (although some gacha will be temporarily unavailable for a season). The only permanently missable content is cosmetic only profile borders and banners (that and all the "free" potential resources you could have got from dailies/events if you'd joined earlier).
Do I need to have played Project Moon's other games to understand the plot No you do not, Limbus company is a spinoff, so while it has the same setting as previous games, the plot and characters are almost entirely new. The protagonist of Limbus Company has amnesia, needing much of the setting to be explained to him, just like you do (basically he's an Audience Surrogate). By skipping the previous games you are mostly just missing out on some world building and the occasional reference.
Does Limbus spoil the events of Lobotomy Corporation or Library of RuinaYes and no, some events from the endings of previous games are acknowledged as having happened, but not the contexts as to the how's and why's, to copy my favorite analogy:
It's as if Roland picked up bread, ham, cheese, and so on at each receptions; and then in Limbus people talked about the godly Roland ham sandwich that was assembled to perfection.
You won't know all the ingredients, or how he toasted it, but you'll be spoiled that it will be a sandwich in the end.
If you aren't ok with this, just know that Ruina spoilers first start at canto 4.5, and that some uptie 3 stories may have spoilers for certain receptions in Ruina (most W-Corp ID's and R-Corp Meursault are the most obvious examples).
Spoilers for Lobotomy Corporation's ending are inherently baked into Limbus's entire premise, so even the store page spoils that Lobotomy Corporation has collapsed but once again the context is goes unspoiled.
Combat
Questions and tips relating to Limbus's combat system.
A better tutorial Project Moon is pretty infamous for making complex games which have bad tutorials, and Limbus Company is no exception; barely explaining several key mechanics and focusing way too much on ones that are much less important (*cough* resonance).
If you haven't done so already then I highly recommend that the first thing you do is check out ESGOO's excellent better tutorial for Limbus Company for the basics on combat, as well as it's sequel A Better(er) Tutorial for Limbus Company for more intermediate mechanics.
Notes on the major Status effects If you've watched the better(er) tutorial posted above then you should at least be familiar with how Limbus's 7 main status archetypes work. This section will go over them in more detail and how all their little quirks effect their usage.
Burn
Despite being a fire status effect, burn is ironically by far the least volatile, only losing a single count at the end of the turn means it is much less prone to expiring than other statuses. The trade-off is that its damage potential is one of the lowest, with it damage per turn being stuck at the potency cap of 99.
Bleed
Because bleed triggers when attack coins being flipped, bleed will deal damage much quicker to units with a lot of coins, at the cost of consuming count faster. Block and evade also do not trigger Bleed, so this can be used to avoid damage on your Sinners (although that bleed isn't going anywhere until the fight ends, so you may prefer to trigger it early before the enemy increases the size of the stack).
Tremor
Tremor was once considered the worst status archetype in the game requiring burst skills to trigger and being the only status to not deal damage. But it has recently received a glow-up in the form of Amplitude Conversion which upgrades tremor into better version with unique effects. At time of writing, Reverb (the yellow one) is considered the strongest type as it deals damage on burst.
Some ID's apply tremor to themselves and consume it like they would charge, most of the time this is functionally identical to charge (although they won't be effected by certain passives & EGO gifts) but against enemies that inflict tremor you can deliberately take hits to accelerate your game-plan.
Rupture
Rupture has high damage potential, but its count is consumed very quickly. One tip for team building / using Rupture IDs is to compare the amount of rupture count applied by each skill to the amount of coins on the skill, if the coin amount is higher you will be net losing rupture by using it. For this reason a lot of rupture IDs have less coins on their "setup" skills (usually skill 1/2s), but a lot of coins on their "payoff" skills (usually skill 3s).
If the count ever drops to 1 then the stack is usually effectively dead, as most attacks will deal damage before applying any new count (an exception would be something like 7 Faust, who applies count on "clash win" instead of "on hit").
Sinking
Has most of the same quirks as rupture, and in abnormality fights it is essentially identical except for dealing Gloom instead of "True" damage, so it's strength can vary. Sinking is particularly effective in boss fights against enemies with sanity, units with lots of skill slots can gain sanity quicker, and sinking can counter this while crippling their offense. Be careful of enemies with negative coins however, as these will be strengthened instead.
Poise
Poise by itself is not particularly impressive, a 1.2 damage multiplier isn't great in a game where it's not uncommon see numbers like +200% in the clash overview. However a lot of poise IDs have additional damage modifiers for crit's on some of their skills (particularly skill 3s). One poise potency is equal to 5% crit change, so while potency goes up to 99, only 20 is needed to reach 100%. Also keep in mind that count will be consumed faster as you crit more at higher potency.
Charge
Unlike most other status effects, charge only stacks to 20 instead of 99. Some time after the release of the better(er) tutorial, ID's capable of gaining charge potency were added to the game. Charge potency stacks to 99, does not expire and skills that consume charge will essentially have their count cost reduced by potency.
Finally a bonus section on Paralyze
Paralyze
Be careful using paralysis on enemies with negative coin skills, as its effect will essentially be reversed, causing them to roll their maximum instead of minimum values. You can exploit this if one of your sinners is paralyzed, by using an EGO with negative coins (in particular a lot of EGO corrosion's use negative coins).
Also be aware that if an enemy starts the turn with paralyze, the combat predictions will not take into account the number of uses, instead assuming that it is infinite.
Remember to Read The illiteracy of Project Moon Fans is a running joke in the community. A lot of difficult fights have unusual gimmicks which are usually directly explained in game. So whenever you enter a boss, be sure to click on them to read their Skills and passives, some info might initially be hidden, but it should give you all the hints you need to beat them. Many bosses are meant to be puzzles, so be sure to understand the clues first.
Support IDs When selecting your team you can bring along a single ID (and it's equipped EGO) belonging to a friend's account. The borrowed ID will be of the same level and uptie as on their account, so this can help carry you through difficult stages and reduce the number of units you need to farm for. Just be aware that having an overleveled ID can trivialize some fights.
The first step is to actually get some friends, go to your player profile by clicking on the banner in the bottom left tab, from here click on the friends tab at the top of the screen. From here you can add friends either from random accounts or from specific ones if you know their code, you can see which of their IDs you can use by clicking on their "Company" tab (you can set your own borrow-able ID's from the Company Tab on your profile).
Once you have friends you are now ready to add one of their IDs to your team. When selecting your team when entering a stage (this is not be available in the "Sinners" tab), click on a Sinners "Edit Team" button and there should be a "Support" Tab where you can see all of your friends support IDs for that sinner.
There is no penalty for defeat/forfeiting The vast majority of content doesn't have any penalty for losing/forfeiting a fight, so you are free to keep trying a stage without worrying about losing resources/progress (or reset if an early turn had bad RNG).
Forfeiting in Story/Mirror Dungeons will take you back to just before you entered the battle node, with your sinners health/sanity and EGO resources reset to what they were before you entered.
Forfeiting in any content that costs modules will give you a full refund of all the modules you spent to enter.
Forfeiting a story stage will refund all but one of the Enkephalin spent to enter (e.g. if the stage costs 20 modules, then you will be refunded 19).
Navigating The Main Menu
Some people seem to have trouble with navigating the user interface of Limbus's main menu, so here is a breakdown. If this looks slightly different on your end, its mostly likely due to different events running, future game patches, or not having unlocked certain features yet.
Window Limbus's main window, you'll end up here after the game logs you in.
Lobby Art; a slash art from one of your currently owned Identities, they'll say something periodically, and when you click on them (this feature is purely cosmetic).
Click on these buttons to change which sinner you use for your lobby art, hold to change which ID they are currently using.
This button swaps between the lobby art and your customized manager ID card.
Notifications of upcoming news, events, patch-notes, etc... this is mostly the same stuff as you'll see on the steam news page.
Your mailbox; occasionally you'll receive free stuff from Project Moon (most commonly weekly maintenance compensation).
Your inventory; for keeping track of your resources and opening shard crates
Settings menu
Battle Pass; a seasonal rewards track which you advance by completing a bunch of daily/weekly/season missions.
A scrolling showcase of the currently running gacha banners.
A scrolling showcase of the currently running events.
Your current level, level progress bar, and account number.
Click on this to access your profile, where you can customize your manager ID card, and manage your friends.
Your current Enkephalin, boxes, and modules, these are your "energy/stamina" resources, clicking this will bring up a tab for converting Enkephalin into modules, or boxes/lunacy into Enkephalin.
Your current supply of lunacy (main currency), clicking on this will take you to the real money shop.
The tabs used to navigate between limbus's various menu windows, speaking of which...
Sinners Here you can modify your various teams, you'll also get a similar window to this every time you enter a fight.
Your currently selected announcer(s), in combat they will make comments based our your performance (purely cosmetic).
The name of your current team, click to rename it.
A list of your available teams.
The sinner IDs you currently have on your team, click on a sinner to change their ID/EGOs, hold to inspect the ID currently equipped.
Click to see an simple overview of the IDs skill damage types/affinities, there will also be a tab to see what EGO they currently have equipped.
Your current sin affinities, the left numbers are the sum total of all your sinners skills that use that affinity, the right numbers are the sum total cost of all currently equipped EGO.
Help button; this will give you a tutorial on how this tab works (basically repeating a lot of what I've just gone over).
Drive Go here to select a gameplay mode.
Inferno; the "story/campaign" mode, if you're wondering why it's called that, it's a reference to Dante's Inferno (act 1 of The Divine Comedy).
Luxcavation; a game mode for farming basic resources.
Mirror Dungeon; a pseudo roguelike gamemode.
Railway; a lategame boss-rush gamemodes.
The currently available temporary events.
Theater For rewatching cutscenes, and reading up on lore.
Main story; self explanatory, rewatch cutscenes from the cantos of the main story
Identity Archive, browse through your collection of owned IDs, rewatch their Uptie 3 cutscenes, and listen to their dialogue from Combat, Lobby Art, etc...
Detour Tales; cutscenes from side stories; intervallo's, events, update cutscenes, etc...
Dante's notes, a set of notes/glossary on various relevant subjects. This is updated throughout the story, and can be a good place to get more details about certain world building elements.
Extraction For pulling on the various gacha banners.
Tabs for the currently available banners that you can pull on.
The name and expiry date of the currently select banner
Click on the arrows or the pips to switch between the IDs/EGO whose probabilities are boosted by the banner.
The name of the currently showcased ID/EGO, click the magnifying glass for a detailed breakdown of it's abilities.
Ideality; a pity mechanic, you get one Ideality for every pull and you can convert 200 into any 000 ID or EGO. Once the banner expires any leftover Ideality is converted into thread. If your wondering about the strange name, it's a pun on Yi Sang's name that doesn't convert into English.
Your options for spending resources on pull's.
A detailed breakdown for the exact probabilities for obtaining any individual item on the current banner (as required by Korean law).
A history of your past extractions.
Dispense Here you can craft gacha items in exchange for Egoshards.
Click on this to bring up a tab for converting your Egoshards into thread.
Tabs for selecting a season to browse (Standard fare is any non-seasonal item).
The currently available items for crafting.
Tabs for the type of item you will be crafting.
Guidelines on how limbus's seasonal crafting restrictions work (this guide will also be going over this later in the next section).
Gacha
Questions and tip relating to Limbus's gacha mechanics.
General Extraction adviceI can't see into the future to give you specific advice on what which of your currently available banners are any good (you'll have to ask for that elsewhere), but I can give more general advice on how to get the most out of Extraction:
Only ever do 10 pulls - When you do 10 extractions at once, the 10th is guaranteed to be a 00 ID or better, so you are giving yourself better odds by doing so. Extraction tickets also benefit from this, so wait until you have 10 before using them.
If you haven't done so already, pull on the New Manager's Welcome Extraction - it's a limited use banner that is cheaper with better odds.
Try to avoid Standard Extraction - It can be ok early on when you don't have many IDs and there aren't any good banners (that you don't already have the ID's from), but Standard Extraction should generally be avoided. Firstly you don't get to prioritize what you are pulling for, and are thus more at risk of getting bad or duplicate IDs. Secondly Standard Extraction doesn't give any Ideally (Limbus's version of a pity mechanic) which converts into thread when the banner expires, so Standard Extraction is flat out giving you less stuff.
Don't pull on EGO only Banners - The rates are lower than for IDs, EGO are generally less important than IDs, and because EGO are removed from the pool once obtained, there is not EGO dupe risk and thus you get less of an advantage from the banner. If you want an EGO, craft it instead.
New IDs and banners are released on Thursday 12am KST - If you are close to this date and a new ID has been announced (check the news tab), it may be worth waiting to see if it is any good.
Evaluating IDsWhen you are getting started it can be tricky to know which ID's are good, and while you can always ask other people for advice, here is a quick and dirty rule to help you out.
In the vast majority of fights by far the most important feature for an ID to have is good clash power, as winning clashes means both dealing and not taking damage. This is particular true early on when you are too poor to afford a composition with any synergy. Your sinners will usually reach 45 SP pretty quickly so in general we mostly only care about the max skill power. Generally skill 1's have a max power of around 11, and most skill 2/3's are in the 16-18 range, so anything that can roll higher than that is pretty good.
Most skills will also have some sort of conditional that can boost skill or coin power (e.g. +1 final power if the target has 5+ rupture) which are mostly unlocked at the expensive Uptie 4. Consider how easy it is for an ID to meet their conditionals; speed conditionals are often pretty easy and can occur naturally (especially if the ID has haste), whereas Status conditionals usually require a dedicated team.
What free ID/EGO to choose from the New manager Attendance Check eventThe New manager Attendance Check event is a temporary event created when you first start playing Limbus. It lasts for 30 days and you get a new reward every unique day that you log in, up to 14 rewards. Of particular note are the rewards for day 7 & 14 which give you tickets that can be redeemed for a free season 1 ID and EGO respectively.
Identity
In general season 1 IDs have aged pretty poorly, not just because of powercreep, but because in season 1 PM genuinely did not seem to have any clue how to design IDs (stuff like IDs with literally impossible conditionals spring to mind). However there is one ID that got the right end of this, and ended up being so overtuned that it's viable even amongst today's better IDs:
The One Who Shall Grip Sinclair (Nclair) is the clear standout with his high damage multi-coin blunt skills. His clashing is also much better than it first appears because if now negative coins work; with it become stronger instead of weaker with each coin lost. For example his skill 3 appears to have a clash range of 0-30, but it's actually 18-30 (at the cost of losing a 2/3rds of it's damage from lost coins). His only notable downside (aside from a kinda weak skill 1) is that being a negative coin ID, he plays pretty different to most other IDs, and thus might be tricky for someone still learning the game.
Also of note is The One Who Grips Faust (N faust), her clash numbers have faded over the years but she still has solid support skills; having lots of ways to restore sp and a debuff on her skill 2 that causes the enemy to take 20% more damage from 2/3rds of all damage types. Even if she doesn't make the field, her support passive is one of the best in the game; giving reliable SP healing on lust resonance.
EGO
Season 1 EGO have aged considerably better, with PMs inexperience this time leading to many overtuned EGO instead. However despite having many solid options, once again there is one clear winner:
Fluid Sac Faust is generally considered the most powerful ego in the game; a 5 target AoE EGO that also heals you entire team's HP & SP by a significant amount. While there are other sources of HP & SP healing in the game, at the time of writing no others do both at the same time. Fluid Sac reliably heals off all the chip damage your team has taken while simultaneously ramping sp, or fixing your team's sanity after extensive EGO use (this includes itself). And with newer content introducing more sources of unavoidable damage it has only gotten stronger. It's only downsides are it's relatively high cost and rather low clashing for a HE EGO.
If for some reason you want something else there are a couple of other EGO worth considering:
Rime Shank Pretty mediocre until uptie 4 at which point it's sinking is upgraded to 5 potency and count for a total of 25 SP damage. It's even better when corroded, dealing 10 potency and 8 count for a whooping 80 SP damage, basically guaranteeing a panic on almost any opponent. Even outside of dedicated sinking teams Rime Shank is useful just to be able in practically invalidate most bosses with SP. And with a attack weight of 3 it can cripple multiple adds or chip away at multiple abnormality parts.
Legerdemain With a minuscule cost of 4 resources and 10 SP, Legerdemain a cheap and easily spamable 3 attack weight EGO. However it's main feature is the 4 paralyze on hit, get this in early and you can significantly weaken any following scary attacks (paralyze is so strong that it's almost completely absent from newer ID/EGOs).
WalpurgisnachtWalpurgisnacht is an event that occurs for a few weeks usually around once per season, where special IDs, EGO and Announcers are obtainable for the duration. Once the event has ended they once again become unobtainable until the next Walpurgisnacht. IDs and EGO are unable to be crafted during the Walpurgisnacht that they are introduced in, however they become dispensable in every future Walpurgisnacht.
You may see a lot of people recommend you save Lunacy for Walpurgisnacht, personally I consider this to be quite frankly terrible advice for new players. When you are new it is way more important to quickly build up a roster of good IDs, so you can progress through the story and unlock better farming stages. Storing lunacy for potentially months just to gain access to some Gacha 3-4 months before it is craftable is not a good use of a new player's resources. If it's only a week or so away then it may be wise to wait and see what there is, otherwise wait until you have a decent ID collection before you indulge your completionist urges.
Gacha (cont)
TypeExtractionDispenserand Availability While no Gacha in Limbus is permanently missable, whenever the season changes different IDs & EGO will become available/unavailable to extract or dispense following a slightly convoluted set of rules. So here is a handy table to see when they will be available:
Regular IDs/EGO (Standard Fare)Permanently AvailablePermanently AvailableSeason X IDs (Seasonal IDs are usually story relevant to their season's canto) Permanently Available Unavailable in season X+1, Permanently Available from season X+2 onwards Season X Battle Pass EGO)UnavailablePermanently Available from Season X+1 onwards Season X Event IDs/EGO (story relevant to an .5 event chapter)Available only during Season XUnavailable in season X+1, Permanently Available from season X+2 onwardsWalpurgisnacht IDs/EGOOnly available during WalpurgisnachtOnly available during consecutive Walpurgisnachts
One additional rule is that seasonal IDs cannot be dispensed until a week after their release.
Resource Management
Questions and tips on how to obtain and make the most of the progression resources in Limbus
Important resourcesIn general there are 5 major resources you need to worry about:
Enkephalin - Basically your "energy" resource, needed to actually play the game. While most story stage requires raw Enkephalin, basically everything else uses Enkephalin modules, so feel free to convert everything once you are done with the story.
Lunacy - Used for rolling on the gacha (extraction), and refilling energy.
Exp Tickets - Used to increase the level of your ID's, each level adds to an IDs base stats, increasing health and raising offense and defense levels by 1. A general rule of thumb is that every 3 offense levels is essentially 1 clash power, so if most of your clashes have been reading "Overwhelming" lately your sinners are probably underleveled.
Thread - Used to "Uptie" ID's and EGO, Uptieing increases the functionality of the ID; increasing the amount of effects skills have, and unlocking new skills/passives. Without Uptie 3 an IDs is missing out on key parts of their kit, Uptie 4 and EGO Upties are more expensive and usually less essential early on (but you will probably want them eventually). Base Sinner's & EGO unlock up to Uptie 3 for free by progressing through the story.
EGO Shards - Each sinner has their own shards, 400 of them can be spent to craft (Dispense) an EGO or 000 ID for that sinner. Are also spent in Uptie 4's, and can be converted into Thread at a 1:1 ratio.
Game modes and their rewards Inferno - The story game mode. Rewards lunacy for completing EX conditions, also unlocks new game modes and stages through progression (usually on chapter completion).
Exp Luxcavation - A singular regular battle, each stage has enemies which are vulnerable to one of the 3 damage types. Rewards Exp Tickets on completion.
Thread Luxcavation - An abnormality battle, each of the 7 days of the week has a different abnormality, each of which are vulnerable to one of the 7 sin affinities (colours). Rewards Thread on completion, the first 3 stages completed each day reward double the amount of Thread earned.
Mirror Dungeons - A sort of "Roguelike" mode with random enemies and relics (EGO gifts), a new dungeon updated mechanics is released a few weeks into the start of each season. Completion rewards some lunacy (up to 750 per week) and levels up Battle Pass; each level above 120 on the Battle Pass will reward a single Nominal Shard Crate (3 with paid battle pass), making this the primary method of farming Shards.
Refraction Railway - An Endgame boss rush mode intended for a fully levelled & Uptied team. Rewards are added to the Lost and Found tab the first time you complete each stage, which you must pay a one-time Module fee in order to access. You can also get cosmetic banners for finishing under a certain number of turns. Roughly halfway through each season the Railway is replaced with a new one with different enemies and mechanics.
How to get the most out of Mirror Dungeon weekly bonusesMirror Dungeons have 3 uses of a weekly bonus, which on completion of a dungeon you may choose to use to increase your rewards (you can also choose not to use them, which may be optimal to increase efficiency). Each use of a weekly bonus rewards 250 Lunacy along with increasing the BP earned for a finished normal (Simulation) run to from 30 to 45 for 5 modules (9 BP per module).
Weekly bonuses can also be used on hard (Ritornello) runs for higher BP rewards (the Lunacy rewards remain the same). After completing a hard run all 3 bonuses can used at once to gain 225 BP for 18 modules (12.5 BP per module). Alternatively each weekly bonus can be used separately on different hard run, with each earning progressively more BP (with the 1st being worth 75, the 2nd 80, and the 3rd 95, each costing 6 modules), totaling out at 250 BP (13.8˙ BP per module). Whether the extra 25 modules is worth the increased time investment is up to you.
Without any weekly bonuses hard dungeons reward the same 30 BP as normal dungeons, so there is no reason to farm hard over normal unless you prefer the challenge.
Sources of LunacyFinite
40 Lunacy for each story stage's EX condition completed, Lunacy is also gained when 33%, 66%, and 100% of all EX conditions in a chapter are completed.
40 Lunacy the first time a Luxcavation stage is beaten, note that different difficulties count as different stages, as well as each unique day of the week for Thread Luxcavations; so you may wish to do all stages at least once.
40 Lunacy when an ID is Uptied to 3.Repeatable
250 Lunacy for each use of the three weekly mirror dungeon bonuses (hard mode can use all 3 in a single run).
300 Lunacy as compensation for server downtime during weekly maintenance (10-12am KST).Other Sources
Some levels on the Battle Pass give Lunacy.
Some events have Lunacy included in the rewards.
Lunacy is often given as compensation for bugs and delays.
Should I be focusing on finishing the story first or doing other content?Obviously, you are free to do things in whatever order you would like, however if you want to min-max then it is usually best to get though the story as possible as quickly as possible (however if there is an event with rewards that are about to expire then you may wish to try that instead). The reason for this is that every time you finish a chapter you will unlock a new farming (Luxcavation) stage. If you hit a roadblock it's ok to stop and go farm until your team is better, just don't go overboard, or you'll be wasting energy that could have been spent on more efficient farming stages.
How you should spend EnkephalinEnkephalin refills at a rate of 1 every six minutes for a total of 240 each day, or 12 Modules. With the exception of story, the vast majority of content in Limbus requires Modules, which unlike base Enkephalin have no storage limit (technically there is one at 999), so if you have no story content to do it is recommended that you convert all your Enkephalin into modules (this will require logging in at least twice daily to not waste any).
As for what to do with these 12 daily Modules, it is generally recommended that you do one daily Exp luxcavation stage for the Battle Pass daily mission, as well as 3 thread luxcavation stages to take advantage of the daily bonus. Your remaining modules are probably best invested in Mirror Dungeons, although while you are new you may also want to do some extra Exp Luxcavations to level up your Identities. It can also be a good idea to keep a small stockpile of Modules just in case some are required for an event.
Resource Management (cont)
On refilling Enkephalin using LunacyIn a lot of games of this genre, spending premium currency to refill energy is a trap to get inpatient players to waste their resources; this is not the case in Limbus, to the point where it can actually be a more efficient use of lunacy than pulling on extraction.
400 EGO Shards can be spent to craft almost any EGO or 000 ID in the game, and a finished normal Mirror Dungeon run will earn you 3 nominal EGO Shard crates (or 9 with paid BP) for 5 modules. This means that unlike extraction which has a random outcome, Lunacy has a consistent conversion into Shards, and often at a better exchange rate. You just have to consider a few factors:
Farming Mirror dungeons is a lot more time consuming than Extractions (which is mostly why people still do extractions).
Each time you refill Enkephalin per day its cost is increased by an additional 26 Lunacy (base cost 26 Lunacy).
The amount of Enkephalin refilled is increased as your Enkephalin cap goes up with manager level.
The more IDs you own, the more likely you are to get duplicates of your 000 IDs, which only give 50 shards (1/8th of their value).As you can see, extractions become less efficient the longer you have been playing, whereas converting Lunacy into Enkephalin becomes more efficient.
How long does it take to finish the Battle Pass? While the answer to this question is "depends on how much you farm Mirror Dungeons (3 levels per normal run)", you can finish it with normal daily farming in 4-6 weeks, math below:
Battle pass has 120 levels, each which require 10 BP to finish, for a total of 1200 BP. The sources of BP are:
2 BP from each of the 5 daily missions for 70 BP per week.
4 BP from each of the 5 weekly missions for 20 BP per week.
5 or 8 BP from each of the 10 seasonal missions (you can scroll down to see more missions), for 65 BP total.
30 BP from a Mirror Dungeon run, with an extra 15 for each of the 3 weekly bonuses.
225 BP for one hard Mirror Dungeon run with all 3 weekly bonuses (hard is a more efficient use of weekly bonuses, but it may be a while before this is both available and beatable).
Doing all of the daily/weekly missions and 3 normal MDs will give 225 BP per week; completing Limbus pass in just over 5 weeks. Doing all of the daily/weekly missions and doing a hard Mirror Dungeon instead will complete the pass in 4 weeks (if you manage to do a hard MD on all 4 weeks).
Skipping Luxcavation stagesAfter you have beaten a Luxcavation stage for the first time you gain the option to skip it, instantly completing it for double the Module cost but only 1.5 times the rewards. This is obviously less resource efficient than doing them manually, in exchange for the benefit of saving time.
Personally, I would advise against skipping Exp stages, they are relatively quick, and a halfway decent team can win-rate most of them.
Thread stages are a bit more debatable, as they are focused encounters, and thus turns take longer to plan. If you don't want to spend the time a good compromise might be to only skip the more tedious stages (E.g. the enemies in the lvl 20/30 Friday fight can be killed in a single turn, whereas the lvl 20/30 Saturday fight has multiple phases). One other thing to note is that if you are planning on doing more than the 3 daily Thread stages, the rewards will be the same for skipping the first 3 stages as it would be for manually doing 6 stages, maths below:
Manual - rewards x (6 [attempts] + 3 [daily bonus]), module cost x 6 [attempts] = rewards x 9, module cost x 6
Skip - rewards x (3 [attempts] + 3 [daily bonus]) x 1.5 (skip bonus), module cost x 3 [attempts] x 2 [skip cost] = rewards x 9, module cost x 6
Narrative
Common questions relating to Limbus's story (no spoilers).
What other works are there in the setting, and what order should I play/read them?As of time of writing Project Moon currently has 5 pieces of media available (there is sort of a sixth, but we'll get to that later), while they can mostly be experienced in any order, if you want to try everything then the best order is probably the release order, which is also the chronological order. In order, they are:
Lobotomy Corporation - the first Project Moon product, where it all began. A monster management game where you have to properly manage creatures with various quirks in order to extract energy from them (think SCP Foundation mixed with a reverse Monsters Inc). The gameplay is pretty niche and it is both hard and somewhat grindy, so if the game isn't for you or if you get stuck or bored, there is always the option of finding the cutscenes on Youtube or watching a Let's Play (Personal recommendation to TeeQueue's Let's play[lpbeach.co.uk] , they have a great understanding of Lobotomy's gameplay mechanics).
Library of Ruina - A direct sequel to Lobotomy Corporation, however it does a very good job of explaining the events of that game for those who haven't played it. It uses a more in-depth version of Limbus Company's combat mechanics, so if you enjoy Limbus's gameplay, you will almost certainly enjoy Ruina.
The Distortion Detective[projectmoon.postype.com] - A webnovel focused on a group of fixers investigating the distortion phenomena. It is set concurrently with Ruina and there is some very minor crossover in characters and events. Due to its unexpected positive reception plans it was announced that the story would be converted into a Visual Novel instead of continuing as a Webnovel. However at time of writing no news has come forward and it seems to be indefinitely postponed.
Leviathan[projectmoon.postype.com] - A prequel webcomic/webnovel to Limbus Company focused on Vergilius. It can technically be read at any time, but there are a few references you may miss if you are unfamiliar with the prior games. The official translation isn't finished yet, but there is a fan translation of the remaining 5 chapters.
Limbus Company - If you are here, you should already know about this one.
There is/was also Wonderlab, a webcomic set in a branch L-Corp facility, that takes place concurrently with Lobotomy corporation. However it's unclear if this one is still canon as the artist had a rather public falling out with Project Moon, and did their best to try and purge the webcomic from the internet. If you want to read it you can probably find a copy hidden on the internet somewhere. It is probably best experienced when you have finished Lobotomy Corporation, but as long as you have a basic understanding of how L-Corp works in the setting you should be fine.
Who is Sinner number 10?It's Dante. On a related note if you look closely at the portrait for LCB Sinclair[www.prydwen.gg] , on his left shoulder the zero on NO.10 has been crossed out and replaced with a 1.
The order of the Sinners Canto'sThe sinner's focus chapters (excluding Dante) will be in the order:
Gregor > Rodion > Sinclair > Yi Sang > Ishmael > Heathcliff > Don Quixote > Hong Lu > Ryoshu > Meursault > Outis > Faust
This is the same order that they introduced themselves to Dante in the prologue, as well as the same order that their character art was first revealed on twitter. Also the Official Promotional Video briefly shows some numbers when introducing the sinners, which corresponds to this order.
The source material for the sinnersYou may have recognized some names when being introduced to the characters, each of the sinners is loosely based on a character (usually the protagonist) from various novels, each one written by an author of a different nationality. Here is a list of source materials along with their writers for each sinner:
Sinner No.1 - Yi Sang: The Wings - Yi Sang [Korean] (More specifically Yi Sang is based on the author himself)
Sinner No.2 - Faust: Faust - Johann Wolfgang von Goethe [German]
Sinner No.3 - Don Quixote: - The Ingenious Gentleman Don Quixote of La Mancha - Miguel de Cervantes [Spanish]
Sinner No.4 - Ryoshu: Hell Screen - Akutagawa Ryuunosuke [Japanese]
Sinner No.5 - Meursault: The Stranger - Albert Camus [French]
Sinner No.6 - Hong Lu: Dream of the Red Chamber - Cao Xueqin [Chinese]
Sinner No.7 - Heathcliff: Wuthering Heights - Emily Bronte [English]
Sinner No.8 - Ishmael: Moby-♥♥♥♥ - Herman Melville [American]
Sinner No.9 - Rodion: Crime and Punishment - Fyodor Dostoevsky [Russian]
Sinner No.10 - Dante: The Divine Comedy - Dante Alighieri [Italian]
Sinner No.11 - Sinclair: Demian - Herman Hesse [Swiss-German]
Sinner No.12 - Outis: The Odyssey - Homer [Greek] (Outis is the false name Odysseus uses to deceive the Cyclops Polyphemus)
Sinner No.13 - Gregor: The Metamorphosis - Franz Kafka (Bohemian/Czech)
Bonus - Vergilius: A Major character in The Divine Comedy. He isn't just a fictional character, the character in The Divine Comedy is based on the Roman poet Publius Vergilius Maro (October 15th, 70 BC - September 21st, 19 BC).
Links
Other useful links and resources.
Exp Chart[docs.google.com] - A chart for the amount of EXP required for each level, along with other useful exp info, such as the amount of exp given from each type of Ticket & Luxcavation stage.
Limbus Pass Rewards List - An overview of the rewards available on the Battle Pass, split into F2P and Paid categories for those who want to judge the value of the paid pass. This is technically for season 4, however the amount of rewards offered is almost identical each season (the main difference is that the level 40 ticket is upgraded).
Mirror Dungeons Abnormality Cheatsheet - A guide on the possible outcomes for Mirror Dungeon events.
E.G.O Gift Fusion & Upgrading Cheat Sheet - A guide for how fusion works in Mirror Dungeons, how to craft specific fusion gifts, and a list of EGO gifts and their changes when upgraded.
Kusoge Database[limbus.kusoge.xyz] - A database for Limbus Company, with all sorts of useful info and good search functionality.
Resource Hivemind[drive.google.com] - All sorts of useful resources, such as boss guides, advanced mechanics, ID/EGO breakdowns, etc...
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3345317336
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