Events
WARP Train Platform
You should buy a first class ticket.
- Gain a Keywordless E.G.O Gift depending on the result of the following choice.
Economy class isn't so bad.
- All Allies lost 12 SP.
You SHOULD buy a first class ticket.
- Envy/Sloth Advantage Check (≥ 11 A) (≥ 22 w/o A)
On Success: Gain E.G.O Gift Economy Class Discount Voucher
Eh, not really.
- All Allies lost 12 SP.
MultiCrack Office Fixer
"Are you from up north?"
- Gain a Keywordless E.G.O Gift depending on the result of the following choice.
"What are the benefits of having four arms?"
- Gain a Keywordless E.G.O Gift depending on the result of the following choice.
"Nothing. Have a nice trip."
Nothing happened.
Regardless of if you pick the first or second question, they'll both lead into each other.
Gain E.G.O Gift Canned Ice Cream.
Machine Bound Organism
Proceed with the authentication.
- Gloom/Pride Advantage Check (≥ 14 A) (≥ 28 w/o A)
On Success: Gain E.G.O Gift Biogenerative Battery
On Fail:
The Selected Identity takes 20 HP damage
The Selected Identity loses 15 SP
Gain E.G.O Gift Cardiovascular Reactive Module
Refuse the authentication process.
- Gain E.G.O Gift Cardiovascular Reactive Module
Immobilized Bloodbag
See if anything can be done to help.
- Pride/Envy/Gloom Advantage Check (≥ 20 A) (≥ 40 w/o A)
On Success: Gain E.G.O Gift Prosthetic Joint Servos
On Fail: Nothing happened.
Investigate if this has anything to do with a Bloodfiend.
- Gain E.G.O Gift Crystalized Blood
Abandoned Gear
Sneak by.
- Nothing happened.
Look for anything useful on the floor.
- Envy/Gluttony Advantage Check (≥ 15 A) (≥ 30 w/o A)
On Success: Proceed to next choice
On Failure: The Selected Identity takes 20 HP damage. Proceed to next choice.
Attempt a preemptive attack.
- Win an Encounter to gain E.G.O Gifts E-Type Dimensional Dagger and Portable Barrier Battery
A powerful-looking weapon.
- Gain E.G.O Gift E-Type Dimensional Dagger
A useful-looking gear.
- Gain E.G.O Gift Portable Barrier Battery
E.G.O Gifts
Economy Class Discount Voucher
Tier: I
Sin: Gluttony
Keyword: N/A
Turn End: among Identities with 5- Speed, the one with the Slowest speed gains 1 Haste next turn.
Canned Ice Cream
Tier: II
Sin: Sloth
Keyword: N/A
When an ally loses HP due to their own Attack Skill effect, heal half of the HP lost due to the Skill effect at the next Turn start. (rounded down)
When an ally heals HP due to an E.G.O. Skill effect, heal +12.5% more HP. (rounded down)
Cardiovascular Reactive Module
Tier: II
Sin: Gluttony
Keyword: Charge
When an ally with Charge Count loses a clash, gain Shield equal to Charge Count. (once per turn)
When at 50%- HP, gain (Charge Count x 2) Shield instead. (once per turn)
If a MultiCrack Office Identity received HP damage during this Encounter: next turn, they heal 33% of the HP lost last turn. (rounded down)
Biogenerative Battery
Tier: II
Sin: Lust
Keyword: Charge
Allies with Charge Count gain 1 Offense Level with every Clash. (max 6. Resets After Attack, or when Charge Count completely expires)
Turn End: Identities with 10+ Charge Count gain 1 Haste next turn. At 18+ Charge Count, gain 3 Offense Level Up as well.
Prosthetic Joint Servos
Tier: II
Sin: Envy
Keyword: Charge
Next turn: allies gain Haste and Charge Count equal to the number of Charge Count-gaining base Attack Skills they used this turn. (max 2)
When a MultiCrack Office Identity gains or consuems Charge Count with a base Attack Skill, they gain +1 additional Charge Count. (max 2)
Crystalized Blood
Tier: II
Sin: Wrath
Keyword: N/A
Turn End: If this unit has Bleed, halve the Bleed Potency on self and heal (Bleed Potency reduced x Bleed Count on self) HP. (rounded down. Can heal up to 10% of max HP at once)
E-Type Dimensional Dagger
Tier: III
Sin: Gloom
Keyword: Charge
Skill 1s that gain Charge Count gain Clash Power +1 and deal +5% more damage.
If that Skill 1 was a Single-coin Skill, gain Clash Power +1 and deal +12.5 more damage instead.
If a W Corp. Identity dealt damage to an enemy with an Envy Skill (including E.G.O. Skills), inflict 2 HP Healing Down. (does not stack)
Portable Barrier Battery
Tier: III
Sin: Pride
Keyword: Charge
Skill 1s that gain Charge Count gain Clash Power +2.
When using a Skill 1 that gains Charge Count, gain +2 Charge Count and 1 Charge Barrier. (once per turn)
If a W Corp. Identity due to any effect other than a direct damage, gain 5 Charge Barrier. (once per turn)
E.G.O Gift Fusions
Automated Joints
Tier: IV
Sin: Gloom
Keyword: Charge
Combination: Biogenerative Battery + Prosthetic Joint Servos
Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)
Base Attack Skills that consume Charge Count: gain Coin Power +1 and deal +(Charge Count consumed by that Skill x 4)% more damage. (max 40%)
Turn End: allies with Charge Count gain 1 Haste (max 2) and 1 Damage Up (max 3) for every instance they used a base Attack Skill that consumes Charge Count in this Encounter.
If a MultiCrack Office Identity has 5+ Charge, they gain Coin Power +1 to base Attack Skills.
Overcharged Battery
Tier: IV
Sin: Pride
Keyword: Charge
Combination: Biogenerative Battery + Crystalized Blood
Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)
Base Attack Skills that consume Charge Count: gain Coin Power +1 and deal +(Charge Count consumed by that Skill x 4)% more damage. (max 40%)
When allies with Charge Count engage in Clashes with base Attack Skills: Clash Power +2, gain +3 Charge Count upon Clash Win, and lose 6 Charge Count upon Clash Lose.
When winning a Clash with an Envy Affinity base Attack Skill, inflict 1 Envy Fragility. (stacks 3 times)
Perpetual Generator Servos
Tier: IV
Sin: Gloom
Keyword: Charge
Combination: Cardiovascular Reactive Module + Prosthetic Joint Servos
Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)
Base Attack Skills that consume Charge Count: gain Coin Power +1 and deal +(Charge Count consumed by that Skill x 4)% more damage. (max 40%)
When allies with Charge Count engage in Clashes with base Attack Skills: Clash Power +1; gain 2 Offense Level Up at Turn Start for every instance of Clash Win during this Encounter. (max 6)
In this Encounter, when an ally takes damage that would kill them, consume all Charge Count on self; then, immediately heal (10 + Charge Count consumed)% HP (once per Encounter); then, gain 3 Protection until the ally is defeated.
Hearts-powered Jewel
Tier: IV
Sin: Pride
Keyword: Charge
Combination: Cardiovascular Reactive Module + Crystalized Blood
Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge Count or 'Unique Charge' effects. (Not counting E.G.O Skills, only counts Identities on the field at Encounter Start)
Base Attack Skills that consume Charge Count: gain Coin Power +1 and deal +(Charge Count consumed by that Skill x 4)% more damage. (max 40%)
When allies have 15+ Charge Count: when they use a Skill 3 that consumes Charge, and if there are remaining Charge Count After Attack, consume all remaining Charge Count and deal (Charge Count consumed x 7.5)% fixed bonus damage. (max 75%)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3306453333
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