Limbus Company – Speed and Sanity Before Combat Tips

The turn-based SRPG Limbus Company by Project Moon has received overwhelmingly good reviews from the gaming world in the little more than a week since its global release. Games like Library of Ruina and Lobotomy Corporation, created by the quirky Korean studio Project Moon, are well recognized. Prior to fight strategies, be aware of your speed and sanity.
These games have excellent fighting and a narrative that is as unique as they come. Players may immediately register an account to start receiving the delectable pre-registration delights and some maintenance prizes. Limbus Company is a game that can be downloaded and installed for free from the iOS App Store and the Google Play Market.

Speed and Sanity Before Combat Tips


Before to the commencement of the real combat, sinners and opponents are positioned in respect to their speed. The quicker they go, the farther away from the center the characters are positioned. The location of their attack skill is also affected by this positioning, which may allow or prevent resonances.
In conflicts against anomalies, Speed behaves similarly to the Library of Ruina.qual) speed are able to block strikes from foes with slower speed.

Strangely, in human combat, characters choose their targets depending on both their own and their opponents’ speeds. The slowest enemy is targeted by the quickest sinners as targeting moves go down the field from left to right. Once more, from left to right, the quickest sinners will be attacked by the adversaries who are moving the slowest.

This is rather easy if there are an equal number of foes and attacks. They will, however, “turn over” and begin fighting once again from left to right if there are any further attacks. Similar to this, if a character launches numerous attacks, those attacks will come before any other characters’ attacks before any more targets are picked.

This results in some strange targeting: although the quickest enemies are usually out of reach, the fastest sinners are usually the most targeted. The slowest sinners are surprisingly safe, whereas the slowest enemies often receive a lot of damage because to opponent targeting and one-sided attacks.


Sanity may vary from -45 to 45, can be earned or lost based on particular skills, and can be lost when allies are lost or beaten. Sanity can also be lost. Sanity provides two key functions. First, it acts as a resource for EGOs who are not Zayin.
The second concerns chance; the more rational you are, the greater the likelihood that your assault coins will land on heads. Remember that this isn’t always a good thing because the damage amount changes depending on whether a coin lands on heads or tails, making some opponent attacks that lose damage on heads stronger at low sanity.

A character’s sanity may be quickly ascertained by looking at the color-orb next to their health, with blue signifying a positive state and red a bad one. Nevertheless, the correct number may be found by choosing the pertinent character and consulting the character sheet. In anomalies, logic does not exist.

Combat Numbers Types

The bottom number represents the greatest damage an attack may cause, and the top number represents the least. The most important part of the whole affair is this. An offense has an edge over the defense if the number is greater. A benefit from the attack/defense stat is indicated when the fraction turns yellow.

Each character has a defense stat, and each assault has its own attack stat. When an attack stat surpasses a defensive number, benefits are given, making it easier for the attack to win battles by, I assume, giving more damage multipliers and having greater raw attack damage.
Claiming is a rather easy process. Each character’s attack coins are flipped, and the results are then confirmed. If there are still coins available, play continues until one side runs out of coins, at which point the larger number destroys the opposing attack coin.

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