
Limbus Company Thread Farming and Enhancement Guide
Where Thread comes from in Limbus Company, what Uptie and Threadspin cost, and which Sinners deserve your upgrades first.
Thread is the upgrade currency in Limbus Company, and it's usually the first thing an account runs dry on. Identities spend it on Uptie. E.G.O spend it on Threadspin. Everything past Tier 3 wants Egoshards on top of the thread, so the bill grows right when your roster is finally getting good.
The drip is steadier than it looks, though. Between Thread Luxcavation, the weekly Mirror Dungeon bonuses, and the shard exchange, a mid-game account pulls in a few hundred thread a week without trying very hard. Here's where all of it comes from, and how to spend it without regret.
How Thread Currency Works
Thread has exactly two jobs. It Upties Identities, which upgrades their skills and passives. It Threadspins E.G.O, which does the same for E.G.O skills. That's the whole list. Identity levels never touch thread - those run on EXP and Identity Training Tickets. New players mix this up constantly, so keep it straight: levels buy stats, thread buys skills.
Here's the full Uptie bill for one Identity:
| Uptie Tier | 1★ | 2★ | 3★ | | --- | --- | --- | --- | | Tier 2 | Free (Canto I) | 10 Thread | 20 Thread | | Tier 3 | Free (Canto II) | 40 Thread | 80 Thread | | Tier 4 | 50 Thread + 20 Shards | 100 Thread + 30 Shards | 150 Thread + 50 Shards | | Total | 50 + 20 Shards | 150 + 30 Shards | 250 + 50 Shards |
Two things jump out of that table. The LCB Sinner identities (the free 1★ ones every account owns) ride up to Tier 3 for free just by clearing Canto I and Canto II, which is a nice little handout early on. The other thing is where the money is: a 3★ costs 100 thread to reach Tier 3, then Tier 4 alone wants another 150 thread plus 50 shards. The last tier costs more than the first two combined, every single time.
E.G.O follow the same shape, priced by risk level:
| Threadspin Tier | ZAYIN | TETH | HE | WAW | | --- | --- | --- | --- | --- | | Tier 2 | 20 Thread | 25 Thread | 30 Thread | 35 Thread | | Tier 3 | 60 Thread | 70 Thread | 80 Thread | 90 Thread | | Tier 4 | 110 + 80 Shards | 130 + 90 Shards | 150 + 100 Shards | 170 + 150 Shards | | Total | 190 + 80 Shards | 225 + 90 Shards | 260 + 100 Shards | 295 + 150 Shards |
Tier 2 on a ZAYIN is 20 thread and it unlocks that E.G.O's passive. That's one of the cheapest power spikes in the whole game. At the other end, Tier 4 on a WAW costs 170 thread plus 150 shards, which is most of a full Identity Uptie. Tier 5 doesn't even take thread directly - you convert thread (or that Sinner's shards) into Spinchain at a 2:1 rate, and only certain E.G.O can go there.
So where does the stuff actually come from?
- Thread Luxcavation. The direct faucet. Three runs a day get doubled rewards, and each day of the week hosts a different Sin affinity stage.
- The Shard::Thread Exchange. Converts Egoshards into thread at 1:1. This matters more than people realize, because shards are basically frozen thread.
- Thread Crates. Each one rolls 1-3 thread. They pile up from passes and events, and duplicate Battle Announcers pay out 50 crates each.
- Season rollover. When a Season ends, half of every Sinner's Egoshards get converted to thread automatically, and half of your Egoshard Crates become Thread Crates.
- Battle Pass, event shops, attendance checks, and banner Ideality points all kick in thread on top.
Add it all up and maxing every Identity and E.G.O in the game runs about 64,690 thread, going by the wiki's math. Nobody does that in a season. Treat thread as a slow drip, plan your big purchases around it, and the account stops feeling broke.
Best Mirror Dungeon Runs for Thread Farming
Quick reality check first: the Mirror Dungeon doesn't drop thread directly, and that catches a lot of people off guard. What it does is feed the two systems that become thread - Egoshard crates and Limbus Pass levels. Farmed properly, it's your biggest indirect thread source by a wide margin.
The whole thing runs on weekly bonus charges. You get 3 per week. Spend them right and each one pays out a fat stack of Lunacy, Pass XP, and Manager XP:
| Setup | Modules | Lunacy | Pass XP | | --- | --- | --- | --- | | One Hard run, 3 charges stacked | 18 | 750 | 225 | | Three Hard runs, 1 charge each | 18 | 750 | 250 | | Three Normal runs, 1 charge each | 15 | 750 | 135 | | Any run, no charge spent | 5-6 | 0 | 30 |
So the Hard mode question is really a time question. Stacking all three charges into one Hard run costs the exact same modules as three separate runs and pays 25 less Pass XP. Project Moon tuned it that way on purpose - the stacked run is meant to be a slight discount for people in a hurry. If you've got twenty spare minutes, run them separately and pocket the extra XP. If you don't, stack them and move on with your day. Neither choice is wrong.
A few things that make the runs themselves faster and cheaper:
- Hard mode costs 6 modules per charge used, 5 with none used. Normal costs 5 flat. If your roster can't handle Hard yet, Normal still pays all 750 Lunacy across three charges.
- All the Lunacy comes from clearing Floor 4. You can skip the final floor and lose nothing but some Pass XP. Great trick when you're speed-running the weekly charges.
- Normal mode sets every Identity to a fixed level (55 in the current Mirror of Immortality). Your level 30 bench unit fights like a 55 in there. Hard mode caps at 55 instead of lifting you, so it respects your real levels. Thin roster? Normal is the friendlier farm, no question.
- Past your three charges, stop spending. A chargeless clear pays 30 Pass XP and 100 Manager XP, which is basically nothing. Entry is free, so wander in for fun if you like, but don't burn modules claiming rewards once the charges are gone.
Now the part that turns all this into thread. Every Pass level past the top reward tier drops a Nominable Egoshard Crate - one per level on the free pass, three per level on the paid one. Crates roll 1-3 shards each. That's the quiet engine underneath Mirror Dungeon grinding: more runs means more Pass levels, more Pass levels means more crates, and crates become either Uptie Tier 4 fuel or 1:1 backup thread. A 100% completion run also ends with a choice of 8 random crates or 5 nominable ones. Take the nominable ones unless you genuinely just need bulk, since shards you can aim at a specific Sinner beat randoms you can't.
Don't forget the direct faucet either, because it's on a real-world clock. Thread Luxcavation rotates one Sin affinity per day:
| Day | Sin Affinity | | --- | --- | | Sunday | Wrath | | Monday | Lust | | Tuesday | Sloth | | Wednesday | Gluttony | | Thursday | Gloom | | Friday | Pride | | Saturday | Envy |
Each day's stage has difficulty tiers from 20 up to 60, with the higher tiers locked behind story progress. A clear costs 2 Enkephalin Modules, and your first three runs each day get doubled rewards:
| Tier | Clear Cost | Base Thread | With Daily Bonus | | --- | --- | --- | --- | | Level 20 | 2 Modules | 2 | 4 | | Level 30 | 2 Modules | 3 | 6 | | Level 40 | 2 Modules | 4 | 8 | | Level 50 | 2 Modules | 5 | 10 | | Level 60 | 2 Modules | 6 | 12 |
You can also skip the battle for double the modules and a 50% reward bump - a Level 50 skip with the daily bonus pays 15 thread for 4 modules instead of 10 for 2. Clearing is more module-efficient, skipping is more minute-efficient. Pick based on which resource you're shorter on that day. Hitting all three bonus runs every day of the week at Level 50 is roughly 210 thread for 42 modules, or 315 if you skip everything. First clear of any stage also hands you 40 Lunacy, which is a nice one-time bonus.
Enhancing Identities and EGO Efficiently
The single biggest efficiency rule in this game: get your whole team to Uptie 3 before anything goes to Tier 4.
Tier 3 is where an Identity actually becomes itself. That's the tier that unlocks Skill 3 and the Support Passive, plus the upgraded skill numbers and the post-Uptie art. Tier 4 mostly pumps the numbers further and adds a Sin affinity to the Defense Skill. Good, but not transformational the way Tier 3 is.
Run the math on a 3★ team. Seven Identities at Tier 3 costs 700 thread total. A single Tier 4 costs 150 thread plus 50 shards. So for the price of maxing out two units, you could have the entire starting roster functionally complete. Nine times out of ten, the broad T3 base wins, and it's not close.
Same logic on the free stuff. Those LCB Sinner identities uptie to Tier 3 through story progress automatically - never spend early thread on them, they carry themselves.
A Support Passive is worth a quick word, because it changes who deserves Tier 3. A unit's support passive can prop up the rest of the squad even when you're lukewarm on its actual skills. So an Identity that never earns a main slot can still be worth Tier 3 purely as team glue. Check what the passive does before writing a unit off.
For E.G.O, the cheap end is where the value lives:
- Threadspin Tier 2 on a ZAYIN costs 20 thread and switches on that E.G.O's passive. Do this broadly - it's the best thread-per-power trade in the game.
- Tier 3 upgrades the Awakening and Corrosion skills (and gives you the full Abnormality background on the attack animation, which is honestly half the fun). Do it for E.G.O you actually fire in real fights.
- Tier 4 is selective. Read what the tier gives before paying. Some T4s add area damage or extra target slots and change how the E.G.O plays. Others add a couple points of power and nothing else. That difference is worth 150-ish thread of consideration.
- Your base ZAYIN per Sinner can't be manually spun until Tier 3 - story progress handles Tiers 2 and 3 for free. You only ever pay for its Tier 4.
Here's a worked example so the budget feels real. Say you pull a 3★ you actually want in the main lineup. Getting it functional from scratch: 20 thread for Tier 2, 80 more for Tier 3, then EXP tickets to level it. Call it 100 thread and you've got a fully operational unit. Tier 4 waits until the rest of the team is caught up, then costs another 150 thread and 50 of that Sinner's shards. Total bill spread over the account's life: 250 thread and 50 shards for a maxed 3★. That's the number to save toward.
Prioritizing Which Sinners to Level First
Community wisdom here has held steady since launch, and it's worth repeating: one good Identity per Sinner before you double up on anyone. Twelve Sinners, one solid pick each at Tier 3, then go deep on favorites. A roster of twelve functional units beats a roster with two superstars and ten benchwarmers, because the Mirror Dungeon drags all twelve of them in (seven on field, five as backups in the current dungeon).
So who gets the thread first? A few filters that matter more than raw tier placement:
Clash winners come first. Early and mid game, fights are decided by coin clashes. An Identity that wins its clashes keeps your team healthy and sane, which keeps everyone else hitting. A glass cannon that loses clashes is just a liability with nice damage numbers.
Then cover the roles. You want at least one unit propping up Sanity (SP) or healing, one big damage dealer, and enough Sin Affinity spread that someone can actually pay for your E.G.O skills. If your whole squad runs Lust skills and your best E.G.O needs Gloom, that E.G.O is a paperweight.
Then check a current tier list for your era. As of mid-2025, names that consistently ranked at the top include Wild Hunt Heathcliff, Dieci Association Rodion, Zwei Association Ishmael, T Corp Class 3 Collection Staff Don Quixote, Heishou Pack Faust, The One Who Shall Grip Sinclair, and Lobotomy E.G.O::Magic Bullet Outis. These lists shift every season, so treat any tier list as a snapshot rather than gospel - but they're a fine tiebreaker when you're choosing between two units you already own.
Don't sleep on 2★ picks. A 2★ costs 150 thread total to max versus 250 for a 3★, and some of them sit in top tiers anyway. Kurokumo Clan Wakashu Hong Lu is the classic example - a 2★ whose Cloud Cutter stacks bleed like nobody's business. Cheaper Uptie, real performance. That trade's fine.
On the leveling side (remember, EXP is separate from thread), the caps move with your story progress. New accounts can push Identities to level 40 no matter what. That ceiling rises by 5 for each Canto unlocked past Canto V, up to 55 in the current season once you've cleared Canto VII. What that means in practice: pushing the story is an upgrade. Every chapter you finish literally raises the stat ceiling on your whole roster, and it also unlocks the higher Thread Luxcavation tiers and Mirror Dungeon Hard mode along the way.
Two small EXP notes worth knowing. Every Identity in your loadout earns EXP from story battles - units that sat out still get around 70% of what the fighters earned, so drag your bench along. And EXP Luxcavation works like Thread Luxcavation: double modules to skip, 50% bonus rewards, and it's usually worth it once you can auto-clear the stage.
Avoiding Common Thread-Wasting Mistakes
Most thread problems aren't about farming too slowly. They're about leaking. Here's where the leaks usually are:
1. Letting the daily Thread Luxcavation bonus rot. Three doubled runs a day, every day, on whichever Sin stage is up. That's the single most reliable thread income in the game and it takes about five minutes. Skipping it is the most expensive habit in Limbus.
2. Blowing shards into the 1:1 exchange too early. 400 shards buys any 3★ Identity or E.G.O you name at the Dispenser. Converting those same 400 shards into thread gets you... 400 thread, which is one and a half Tier 4s. If you're anywhere near a Dispense you actually want, the exchange is the wrong button. Only convert genuine surplus, usually shards piled on a Sinner whose kit you're done with.
3. Ignoring the season rollover. When a Season ends, half your Egoshards auto-convert to thread and half your crates become Thread Crates. Great if you had no plans for them. Terrible if you were 300 shards into saving for something. Check the season calendar and spend down before the flip.
4. Tier 4ing everything that moves. Covered above, worth repeating because it's the most common leak by far. One T4 costs what two and a half T3s cost. Team-wide Tier 3 first, always.
5. Threadspinning E.G.O you never use. A WAW you fire once a month doesn't need 170 thread and 150 shards. Passives on your workhorse E.G.O, yes. Everything else can wait.
6. Spending LCB Identity thread early. Those free 1★ units walk to Tier 3 on their own through Cantos I and II. New accounts sometimes uptie them manually out of impatience and eat a cost the game would have covered for free.
7. Letting Enkephalin sit at cap. Regen is 1 point every 6 minutes, around 240 a day, and it stops completely at your cap. A full bar overnight is a full night of wasted income. If you can't play, convert the surplus into Enkephalin Modules (20 Enkephalin each) so the meter keeps moving. Modules don't expire, and they're the fuel for literally everything above.
8. Spending modules on Mirror Dungeon claims after the weekly charges are gone. That 30 Pass XP per clear doesn't come close to justifying 5 modules. Bank them for next week's charges or today's Thread Luxcavation instead.
The clean weekly loop, for reference: three Mirror Dungeon bonus charges early in the week, three doubled Thread Luxcavation runs every single day, and every shard you don't need for an Uptie Tier 4 left alone to grow into a Dispense. Do that consistently and thread stops being the bottleneck - the shard exchange sitting at 1:1 means every crate you open is already thread you own. The trick is just not cashing it in before it grows up into a guaranteed 400-shard Identity.