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Limbus Company
Cheat Codes:
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Submitted by: David K.
How to Re-Roll Your Account:
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Written by ThineOtaku
This will entail how to re-roll your account, and who you
should re-roll for.
-=What to Do=-
* Get the game on mobile.
-=What to Do Next=-
* Create a guest account (mobile) and skip tutorial.
* Use "New Manager's Welcome Extraction" twice and one of the
other banners with your remaining lunacy.
* If you don’t like what you have then just go into setting
-> Account -> close account.
* Then do step 1 again until you have your desired results.
* Who to get? I’d recommend trying to get at least one EGO and two 000.
* So maybe "Hex Nail", R Corp. 4th Pack Reindeer, and Kurokumo Wakashu.
* Get whatever you want though.
How to Fix Dungeon Issues:
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Written by EmotionalShockSentByLife
* Press "Windows" button.
* Settings (Gear icon).
* Then – this route:
Time & Language -> Region -> and try to choose any other
"Regional format"
(In my case – “English (USA)”).
* Restart Steam.
* Try to raid dungeon once again.
Tier List:
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Written by Kapitän zur See
Tier List for most recent version of the game.
-=Heroes
Important: Only spend your Upgrade Material on 3 Star Heroes!
-=S+Tier=-
* Heathcliff (Damage is insane)
-=S Tier=-
* Hong Lu
* Rodion
* Sinclair
* Ryoshu
-=A Tier=-
* Gregor
* Meursault
* Outis
-=B Tier=-
* Ishmael
* Quixote
* Faust
* Yi Sang
-=C Tier=-
* None.
How to Find Sinner’s Name:
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Want to know the sinner’s name but don’t know how to find it in the game?
Read the advice below.
-=How-To=-
* It’s quite easy.
* Go to the main menu.
* Click on “Theater”.
* Then "Identity Stories".
* This will show you the names of each Sinner.
How to Beat Kromer:
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* Make someone who currently has bad coins clash her gaze.
* Make characters who don’t have nails attack her nail stagger coin, use
ego on her 4 coin attacks.
* Also when the game says attacks using 2/3 coins are not favoured against
single coins, the games lying, statistically your odds are usually better.
* Also in her second phase, she uses block coins so it’s easier to break/
stagger certain parts.
* Once you get the event to stagger her, as long as you succeed you can just
burst her whole health bar down (also if you can use a quick attack to
inflict paralysis, that status is useful, as far as I’m aware it negates
damage on attacks).
How to Beat 3-13:
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The boss is weak to blunt!
* Using character like Heathcliff and Meursault are going to be better then
Ryoshu and other pierce damage dealing sinners.
* Hong Lu and Faust for the aoe egos are also good for helping with the earlier
waves.
How To Make Good Team:
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Written by RedCobra
This Guide was made Because many People Still Confuse how to play this game
because skip Tutorial and have no brain power then randomly Uga bunga Yolo
in game their team got wipe out, also complaining later, when the game
mechanic actually very easy to understand.
Hi Welcome to Limbus Company Guide, Here i will teach you how to make Team
and Teach You How to Play this game.
its okay to uga Bunga random yolo clash early game, but you need to move on
we are talking PROJECT MOON GAMES here. NOT AUTO IDLE GAMES. if you play
library of runia you know what im talking here. late - end game is HELL
Vertical difficulty vs Abnormality & GOD like being entity.
so enjoy your mid game chapter 3, hell coming soon, it will come because there
is many Nest wingSection / many town / organizations and CULT / LORE to Explore
/ Abnormality to Fight.
-=Affinity / Tokens=-
A Lets Over Simplified Okay so you don't need Brain Power to Remember what
this what that, just imagine POKEMON ELEMENT or REGULAR RPG ELEMENT.
1.Red is fire
2.Orange is D.N.A
3.Yellow is Earth
4.green is Grass
5.blue is Wind
6.Dark Blue is Blade.
7.Purple Is Electric
I said Affinity as Token because this game have Resource Mechanic to Active
E.G.O SKILLS, think Affinity as Token make it easier to understand, why you
Can or Cannot active Ego skill as you want anytime.
-=How to Build A Good Team=-
1.To Understand How to Build Good Team you must Understand To active E.G.O SKILL
NEED Resource and every Sinners have different Set Of Affinity / or just call
it different token to Generate Resource you need.
2.Look at THE RIGHT SITE AFFINITY Menu List / Token LIST, That Tell you Affinity
Resource generated in Battle & E.G.O SKILL COST .
3.Every Line in Affinity Menu must be Filled do not let "0 x E.G.O cost appear".
because that mean Affinity / Token not available, The Ego skill cannot be
activated because. you not generated the affinity / not generated the token.
4.so please don't just randomly pick sinner, good Synergy is "HUGE MATTER" to
win or lose in this game. don't blame the game if you lose Because you randomly
pick Team with 0 Synergy.
5.Rarity Does Not Matter, All Stats Equal, Base 1* is Strong + automatically
Level up their tier when defeating dungeon. what make Sinner good or bad is
their Skill set, and does it GENERATE AFFINITY RESOURCE THAT YOU NEED TO ACTIVE
E.G.O SKILL, Not rarity.
-=Note=-
6.if you still don't understand for example, sinner E.G.O skill need Earth,
wind and Blade For cost to activate, that mean i must bring Sinner that has
"Earth, wind and blade action skill set Affinity". to generate resource /
token for using the E.G.O Skill in battle.
-= Battle Mechanic Explained "How TO GET GOOD"=-
1.Before Go Unga Bunga Smash each Other, PRESS THE 3 ARROW Assist at THE RIGHT
CORNER BELOW SETTING BUTTON. It's TO KEEP TRACK WHO ATTACK WHO AND WHERE.
2.IF YOU ATTACK HAVE BIG NUMBER THAN ENEMIES YOU WIN, IF ENEMIES HAS BIGGER
NUMBER THAN YOU, YOU LOSE OR DIE RIGHT AWAY BECAUSE STAGGER + non stop multi
hit by enemies or Get Explode By Rupture.
3.IF ENEMIES HAVE BIGGER NUMBER THAN YOU, GUARD or EVADE TO AVOID DAMAGE / AVOID
GETTING STAGGER EASILY. or just call it " To not Die button".
4.ACTION THAT YOU CHAIN GENERATE RESOURCE.
5.You Need Resource To Active E.G.O Skills, This is Not MMO RPG Where you can spam
skill any time so strategically pick Affinity Action That Generate Resource That
you need for E.G.O SKILL.
6.Read Enemy / Boss Skill set, some have very dangerous Trait like Immune Blunt
Weapon, Immune Slash, Stagger, 100% crit, other ???????? ext ext. Analyze your
enemies and find priority which boss part need to destroy first. for example if
anomaly boss arm has Stagger Skill, Destroy The arm First.
Guide to Teambuilding and Mirror Dungeons:
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Written by Luminen Walker
-=Some Tips in Order=-
* Experiment regularly and pay attention to enemy strengths and weaknesses.
* Work with what you’re most comfortable with. Favourite characters are
recommended.
* I default to Faust, Don Quixote, Ryoshu, Rodion, and Gregor.
* Don’t auto unless it’s one enemy with one part.
I’m going to expand on this over time as I think of things.
-=Mirror Dungeon Clearing=-
Okay. So, this is what worked for me:
* Faust, preferably the Two star Lobotomy Corporation Remnant version,
if you can threadspin.
* Ryoshu, preferably the Three star Kurokumo Wakashu version, if you
can threadspin.
* Hong Lu, preferably the Two star Kurokumo Wakashu version, if you
can threadspin.
* Rip and tear, keep ripping and tearing.
* When you gain additional characters priorities should be Rodion and Gregor.
* Beyond that, whatever you’re most comfortable with.
-=My suggestion for pathing?=-
* Focus on upgrade stations, creatures, and one sword encounters in this order.
* Anything else is folly.
Guide to Easy Mirror Dungeon Navigation:
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Written by Fadeway
I will tell you which floors to pick.
-=The Guide=-
Generally, the upgrade floor is the best. The priority of the other floors
varies by act. Use common sense and heal if you have 50 health.
* In act 1, upgrade -> fight -> healing -> event.
* In act 2, upgrade -> recruitment -> fight -> abnormality fight -> healing
-> boss fight -> event.
* In act 3, upgrade -> recruitment -> fight -> healing -> abnormality fight
-> event -> boss fight.
The above is to prioritize winrate. If you prioritize clear speed, because
you have an amazing team and experience, you want to skip fights in favor of
events (since fights take time). Such people will know to disregard this guide.
-=Rationale
In mirror dungeons, levels matter the most. Getting 30 on 3 good characters is
enough to autoclear every act boss except maybe headless ichthys. Events are
fast and generally beneficial, but they add variance, and we don’t want to add
variance when levels are 100% consistent wins anyway. Similarly with boss and
abnormality fights, they have some potentially bad lineups and we don’t need
the upside so no point gambling for it.
In terms of level gain, upgrade gives the most upside and is risk-free compared
to fights. Recruitment gives you a level 10-15-20 character depending on the act,
so as long as you have a level 10 character that you are willing to swap out,
recruitment on acts 2 and 3 is equivalent to getting 5 or 10 levels. This is a
trivial requirement, as the character provided at end of act 1 is level 10 and
can be left that way. Similarly one of your first 3 sinners can be left at 10
for a long time. As a marginal benefit, recruitment also leaves you with a backup
body providing an extra passive. Fights are the third best choice at 5 levels
each.
-=Glossary=-
I call the floors by names which may not be clear to new players.
Here are descriptions of the floor icons, to help identify them:
* Fights have a single sword icon.
* Boss fights have two crossed swords in the icon.
* Anomaly fights have a cow icon.
* Healing has a question mark annotated with a heart.
* Recruitment has a question mark annotated with a person and a plus (+) sign.
* Upgrade has a question mark annotated with upward-facing arrows/triangles.
* Events have a question mark with no annotation.
How to Beat the Headless Ichthys Boss:
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Written by RyuukiNawa
You are like me who was stomped hard for this fish!? This guide is for you.
Remember! Unfortunately, that boss is a fight against time, so what you will
need is 3 things:
* One character multi-target EGO span.
* One character who hit damn hard (or a character who can put a lot of debuffs).
* (if possible) Another character who can spam EGO with a minimun of materials.
-=How to Do It=-
* Your goal is to stop the fins AND the sack. But to do that you need first and
foremost stop that thamn hands. So your cycle is:
* Damage the hands until became stargered.
* Go full on the sack or the fin (both can be destroyed. Focus on the fin first
because is the most easily destroyed).
* Repeat.
“B-but and that full blunt attack of the sack?” Because of that you will realy need
a AOE spammer. The idea of the AOE spammer is to attack not only the sack, but the
hands/fins too, became more easily to stop him spamming coins and destroying your
life.
And remember! Is a race about time, so you realy need to kill that fish before he
uses he’s AOE attack!
How to Kill My Form Empties:
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* You do not have meta IDs, so consider to drop LCCB Ishmael for other options
(Liu Gregor is also very good).
* Also, your damage burst is not very good as well, so it’s better to stack karma
and let the enemy dies with it. Every time you win clashes against some of the
the boss’ skils, it stack karma on its allies.
* Then, just defensively play around it until turn 10, where you will prob stack
enough karma to kill the mobs. It’s time for take down the boss. Just win clash
and carefully chip down its HP. Then when the “special action” starts. spam
everything you have on the staggered boss or it will start spamming AoE at you.
* Also, if needed, use AoE. This is the last stage, so do not save them. If you
need to win the clash, just throw the skill out.
* That’s it. Good luck!
Combat System Explained:
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Hi everyone, it took me a bit of observation and time to figure out exactly how
the combat works on a attack-by-attack basis, but I think I’ve finally figured
it out. Many people (including myself) seem to have a hard time understanding
how exactly clash calculations and ability effects are made.
-=The Explanation=-
Every attack has a set number of “coins” that can either add to, subtract from,
or multiply the initial attack’s value (I have only seen addition coins on sinners’
moves so far though). In addition to the initial value given to the move, during
a clash, any coins that land on heads will apply their effect to the moves final
calculation. What is not made very clear at first is that during any clash, all
coin slots are checked for heads/tails at the point of calculation. Some moves
will result in more than one clash. This is because all coins that are present in
a move have to be “exhausted” before the winner of a clash is determined.
A clash between two moves will continually occur until either side has no coins
left on their move. Draws in clashes result in a reroll, but no coins are lost
on either side. This may be easier to understand with an example.
Let’s say we have a move with initial value 4, 2 coin slots, and each coin gives
+2 to the final value of the move (let’s call this “strike”). Clashing against it,
we have a move with initial value 5, 1 coin slot, and the coin gives +4 to the
final value of the move (let’s call this “whack”).
-=1st clash=-
Both moves have all of their coins in tact. Let’s just say that “strike” rolls 1
head of its two coins and “whack” rolls a head. “strike” with initial value of 4
has +2 added to its final value for a total of 6. “whack” with a heads has initial
value of 5 +4 from the heads. In this case (strike) 6 < 9 (whack) so whack wins
the clash. In this case, one of strike’s coins is “exhausted” and a second clash
occurs (since both moves still have a coin), in which strike will only have 1 coin.
-=2nd clash=-
Strike has 1 coin and whack has 1 coin. Let’s say that strike hits heads (on its
now only coin) and whack hits tails. strike with an initial value of 4 and an
additional 2 from the coin has a total value of 6. whack with an initial value of
5 and no heads will have a final value of 5. (strike) 6 > 5 (whack), so strike
will win this clash. Because whack only has one coin left, it is burned after
losing the clash, and the character using strike proceeds to damage calculation.
-=Damage calculation=-
This part is pretty straightforward, save for a few things that gave me some
confusion due to how obscure the tutorials are. On moves with a coin symbol and
a number in the middle, this means that the effect next to it will only trigger
on the nth coin slot of the move. However, one thing of note is that moves are
not restored to their full versions after winning a clash–moves will only have
as many coins as they had kept after a clash during damage calculation. So in
our above example, strike would only have 1 coin to attack with on damage
calculation.
-=Multi-coin moves=-
Once damage calculation is reached, if an attack has multiple coins, they are NOT
all rolled at the same time as they are in clashes. Coins are rolled 1-by-1 and
will change the attack value based on the coin modifier (add/subtract/multiply).
Let’s say we have a move called “whirlwind”. It has an initial value of 4, 4
coins slots, and each coin adds 1 to the final value of the move. whirlwind wins
a clash, keeping all of its coins (Note that unopposed attacks always keep all
of their coins). We start at the first coin slot. Attack damage is calculated by
multiplying the move’s value by the attack damage multiplier against the enemy
it is being used on (e.g. by sin weakness/res or slash/pierce/strike damage
weakness/res). Let’s list how the attack’s value would change flip-by-flip:
* Flip 1: H (+1) or T (+0).
* Flip 2: 2 H (+2), 1 H and 1 T (+1), or 2 T (+0) (these are all the possible
permutations of 2 coin flips, disregarding order).
* Flip 3: 3 H (+3), 2 H and 1 T (+2), 1 H and 2 T (+1), or 3 T (+0).
* Flip 4: 4 H (+4), 3 H and 1 T (+3), 2 H and 2 T (+2), 1 H and 3 T (+1),
or 4 T (+0).
After each coin flip is made, the character will attack with the moves value
based on its initial value + the coin modifier. Let’s say we were attacking
with whirlwind with all 4 coins available and got H T T H.
* Flip 1: 1 H + I (initial value) = 5 atk.
* Flip 2: (1 T +) 1 H + I = 5 atk.
* Flip 3: (2 T +) 1 H + I = 5 atk.
* Flip 4: (2 T +) 2 H + I = 6 atk.
Total of 21 atk, multiplied by damage multiplier gives final damage.
That being said, now that you should fully understand how exactly the combat
system works, I think it will be much easier to come up with ways to make the
regular encounters more interesting. As many have pointed out, regular encounters
leave a lot to be desired in terms of player autonomy. Oftentimes it feels like
“Big number better, me take bigger number” due to the fact that there is no way
to redirect attacks at will.
One of the things that made LoR (Library of Ruina) such a tactically deep and
satisfying game is that all of the systems were made such that the player could
use them to their advantage, if they knew how to. The problem with normal
encounters is that possibly the most quintessential part of the game, combat
manipulation based on speed, has been practically gutted entirely, aside from
abnormality battles. Not only can you not direct where your units attack, the
worst part is that your fastest character will ALWAYS attack the slowest enemy,
which usually turns your biggest offensive/defensive asset into an unavoidable
misuse of the game’s mechanics.
-=Defensive Abilities=-
I’ve seen many players talk about the defensive option and how to use it, but
I feel that once you have all of your identities’ uptie levels to III, there
is almost never a scenario where defensive moves make sense. The defensive
tokens don’t change or get stronger based on identity (as far as I can tell),
and usually you can just win clashes with fully upgraded moves anyways. In
the very niche case that you have to use a defensive move, it will probably
have little impact on the way the battle turns out.
Defensive moves were an integral part of LoR that added even more depth to
the combat through the stagger system, but in this game, it feels pointless.
I think one interesting way to fix this would be by giving every identity an
uptie-scaling, identity-specific defensive move. Not only would this make
defensive moves more viable, it would make each identity more unique, possibly
giving players more incentive to get an identity they want.
How to Defeat Refraction Railway (Boss #8):
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Written by Reptiloid
You can’t clash with them because they have too many attacks and always
stack 2 attacks on one sinner. Even if you do clash, you end up having to
attack their stupidly OP heal crush skill.
-=How to Kill the Boss=-
Grab R-corp Heartcliff from somebody if you don’t have and kill them 1 by 1.
Ideal start would be with him having max speed and 3rd skill, so you can
clash it and cast fragile on some of the side inquistiors.
Ignore the middle one, his healing won’t be a problem if you don’t waste
attacks damaging him, just make sure to down his instinct on first turn a
bit and clash “adjust shell”.
After you’ve killed the side ones, gang up on him and beatdown. I’ve managed
to do like this with 9 turns.
Note: If you bring resistant dudes to slash/pierce, giving 1-2 instinct to
one of them isn’t much of a problem if you think you’ll manage to remove it
with ego or smth. Just don’t let them go 3+ stacks.
Tips for N Corp Sinclair:
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* You will Never Fear Get E.G.O corrosions , if N corp Sinclair not equip
any Gacha E.G.O.
* Just Equip default E.G.O Skill and let him Uga Bunga anytime you want
with any team comp.
* Never Fear He will go E.G.O Corrosion, Because it will never happen & the
fact when he losing coin flip actually still can win clash because his
Clash Power too powerfull even get Tails.
* You even can use him as Core Burn Team N corp sinclair + liu section
Gregor + liu sections Meursault + Liu Section Honglu.
* You don’t need to equip ego for Sinclair, he him self already too powerfull.
* Other major oversight is: he actually can recover sanity faster without N
corp Faust, because he win clash and gain sanity each kill by him self.
Tips for Mirror Dungeon:
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* Always try to get as far as you can. General rewards will scale with each
floor you’ve beaten, but starlight will care about how many nodes you can do.
* The only real time forfeit is used is when you’ve hit a wall and when you
reach floor 5 on MD3H without the hard reward.
* Also: Avoid elite (80 cost) nodes and pierce nodes on floor 4. They’re insane
and even people with level 40/uptie 4 units struggle on them.
* Hard has no bonus rewards apart from a 1.5x increase in starlight and a 5th
floor. There’s no BP exp increase, so don’t go in there unless you really
want starlight. You can still grind it if you want, but most people (Including
me) just do normal since it’s more fun.
* If you are going to do hard mode anyway, I’d recommend researching into those
tier 4 gifts that were recently added. Bleed/Poise are busted atm, though
you’ll need >5 identities on your team with bleed/poise in their skills.
Tremor will greatly help for Ricardo, so bring out your free 000 Outis (She’s
great in both clashing and damaging, and she provides lots of tremor burst).
As for the team, Yi Sang IV is okay, great s2 for blunts, not familiar with
that sexy hong lu, 00 don and meursalt are meh as their clash isn’t usable
enough after floor 4.
For MD3H, I’d recommend you to gather same debuff Identities first, so you can
make teams and make use of IV gifts.
00s are cheap and they can help alot too. 00 Hong Lu is the core of bleed team;
00 Sinclair a bit weak but stands good in a rupture run.
Most of 00 Fausts are great! Yuri Faust casually clashing with >30 with her S3
in a poise run, while I like to use her 00 W corp along with 00 W Hong Lu in
charge runs too.
For easier MD3H runs, making charge team or bleed team is recommended. Others
either go bumpy (poise) or very limited compositions (sinking).
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