Building your Mirror Dungeon team based on the randomized starting EGO gift.
Preface: Dungeon #1: Mirror of Beginnings
Upon feeding the Mirror of Beginnings your three Enkephalin Modules, you’ll be presented with three randomly selected EGO gifts. You can only choose one. However, the other two have a chance of showing up elsewhere in the dungeon (though they also might not show up ever again at all).
Pick wisely, because while Floor 1 is a breeze and Floor 2 is generally not very difficult, surviving Floor 3 requires having a good balance of Sinner levels, good synergy between your Sinners, and (this can easily break Floor 3) good synergy between your Sinners and the EGO gifts collected in the dungeon.
This first EGO gift tends to dictate which direction you want your team building to go for the rest of the run.
Please use CRTL+F to hop around this guide (e.g. “Bleed”, “Rusty Commemorative Coin”, “Pet the fox”).
Mirror of Beginnings: EGO Gifts at a Glance, Part 1
Due to size constraints this table will be split into parts.
Table work-in-progress (~20/35).
Mirror of Beginnings: EGO Gifts at a Glance, Part 2
Table in-progress (~20/35).
Attack UpDefense Up
Preface: Picking Sinners for Your Team
You’ve picked your first EGO gift. But now which three Sinners should you pick?
There are a couple of different paths to beat Mirror Dungeon.
1. Sinner synergy and Sin resource refill (through EGO gifts) –> Healthy supply of EGO attacks willy-nilly
2. Status effect synergy with EGO gift –> Status effects do more destruction
3. Absolute Resonance EGO gift synergy with a specific sin –> proc the bonus effect of the EGO gift frequently
4. Attack-type synergy with EGO gift –> if your gift gives you gifts for Pierce destruction, pick Pierce Sinners to get the ball rolling
5. Single-Coin-based attack synergy with EGO gift –> EGO gift procs more frequently
6. etc
On Floor 1 you will probably be focusing on Sin or Status-effect-type synergy with the EGO gift, but if you pick up more EGO gifts you will probably incorporate a few of the above.
Here is a very quick and dirty look at our Sinners’ Identities. You can use it to have a rough idea on how to build your team.
As a quick note: if you are coming to Mirror Dungeon straight out of finishing CH2, you probably haven’t Upthreaded many Identities (while your default Identities are already Upthread III). You should probably stick to the default Identities as they have access to more skills & passives (read: Sin synergy) than your unpowered ones.
Sinners at a Glance, part 1
The following tables are ordered by Attack1’s Sin (descending), then Attack2, then Attack3.
(WIP, need to add weapon / status affinities)
(continued below)
Sinners at a Glance, part 2
(WIP, need to add weapon / status affinities)
(cont’d below)
Sinners at a Glance, part 3
(WIP, need to add weapon / status affinities)
(cont’d below)
Sinners at a Glance, part 4
Preface: Indistinguishable Space Event





Do note that the following EGO gifts do not appear to have an ISE in the game yet:
* Blood, Sweat, and Tears
* Carmilla
* Child within a Flask
* Gathering Skulls
* Homeward
* Illusory Hunt
* Little and To-be Naughty Plushie
* Today’s Expression
* Tomorrow’s Fortune
(WIP, I have not full explored the random events.)
Indistinguishable Space Events, part 1 (#1 – #10)
(Check failed) ???
Identities without Wrath Affinity heal 15 HP
(Check failed) Combat encounter, win to gain Wound Clerid
(Check failed) ???
(Check failed) ???
All Sinners Skill Power -1 (seemingly for the rest of the dungeon)
Indistinguishable Space Events, part 2 (#11 – #20)
Continue to next choice
Sinner who passed the challenge takes 10 SP damage
(Check failed) Sinner who failed the check takes 12 SP damage; retry check
(Check failed) Identities without Gluttony Affinity take 5 HP damage, try again. If failed again, combat encounter; if victorious then gain White Gossypium
Indistinguishable Space Events, part 3 (#21 – #30)
(Check failed) ???
All Sinners take 10 SP damage
After 0 “Give it more water”: Gain Thudnerbranch; Identities without
After 1 “Give it more water”: Gain Thunderbranch; All Allies heal 30HP and SP
After 2+ “Give it more water”: One random Identity without
Indistinguishable Space Events, part 3 (#31 – #35)
Gain Pinpoint Logic Circuit, continue to next choice
Continue to next choice
EGO Gift Detailed Breakdown, part 1 (A-I)
The following list is in progress. (~20/35)
At the start of the combat phase, if all enemies (or all Abnormality parts) have
Burn, inflict 2
Burn to all enemies.
Skills deal 10% damage to Staggered enemies.
At the start of the turn, apply 2 Damage Up to a random ally. Prioritizes allies with
Lust skills; apply an additional 1 Damage Up to said allies.
At the start of the turn, inflict 4
Rupture on a random enemy.
When activating
Gluttony Absolute Resonance, inflict 2
Rupture on all enemies at the start of the combat phase.
After defeating an enemy by using an
Envy or
Slash damage skill, gain 2
Slash Power Up for 2 turns.
When activating
Envy Absolute Resonance, apply 1 Attack Up and 1 Defense Up to all allies at the start of the combat phase.
Each turn, when dealing damage with a skill for the first time, deal half its damage as fixed damage to a random enemy.
If the skill’s Affinity was
Lust, deal said damage to two random enemies instead.
After defeating an enemy by using a
Pride or
Pierce damage skill, gain 2 Pierce Power Up for 2 turns.
After damaging a non-Staggered enemy by using a
Gluttony skill, or inflicting
Tremor using skill effects, randomly inflict a total of 4
Tremor on all enemies.
After dealing damage using a single-Coin skill, inflict 1
Bleed and 1 Defense Down on the target.
If the target already has
Bleed, inflict 3
Bleed in addition.
When entering a combat encounter, all participating allies heal 12% of their max HP.
When entering an Abnormality combat encounter, apply 2 Damage Up to all allies.
EGO Gift Detailed Breakdown, part 2 (J-Z)
After dealing damage with a
Pride or single-Coin skill, self-apply 1 Attack Up and 1 Defense Up.
Whenever an enemy is
Staggered, the lowest health ally heals 5% of their max HP.
Deal +10% damage and take -20% damage against enemies with
Bleed.
Allies with
Pride skills deal +20% damage and take -30% damage against enemies with
Bleed.
After dealing
Blunt damage, deal 5 SP damage to the target.
If the skill’s Affinity was
Pride, deal an additional 3 SP damage.
Source: Blue Star (O-03-93), Lobotomy Corporation
Inflict 3 Defense Down on enemies affected by
Tremor’s burst.
At the start of the battle, inflict 4
Tremor with 4
Count on all enemies.
When dealing damage with an
Envy skill, inflict 2
Tremor on the target.
After defeating an enemy by using a skill, gain 1 E.G.O. resource of that skill’s Affinity.
If said skill’s Affinity was
Wrath, gain 1 E.G.O resource of all Affinities that the user has instead.
Skills deal +15% damage to single targets.
When activating
Gloom Absolute Resonance, apply 1 Attack Up to all allies at the start of combat.
After dealing damage to enemies by using skills, heal 6.5% of the character’s missing HP (Once per character per turn).
If the skill’s Affinity was
Wrath, heal 15% of missing HP instead.
When dealing damage using an
Envy or
Burn-effect skill, inflict additional
Burn by half the skill’s total Coins. (Rounded up)
At the start of the 3rd turn, the lowest health ally heals 15% of their max HP.
When activating a
Pride Absolute Resonance, the lowest health ally heals 10% of their missing HP at the start of the combat phase.
Source: Pride and Prejudice by Jane Austen
If the first single-Coin skill that an ally uses during the combat phase doesn’t defeat any enemies, use it one more time.
After defeating an enemy by using a
Sloth or single-Coin skill, the character gains +1 Skill Power next turn.
When dealing damage using skills, inflict 3
Rupture.
If the skill’s Affinity was Envy, inflict an additional 2
Rupture.
After dealing damage by using a
Gluttony or
Pierce skill, inflict 1 Defense Down on the target.
When activating
Sloth Absolute Resonance or using a skill that attacks multiple targets: All allies gain +2 Skill Power at the start of the combat phase.
After dealing 12+ HP damage with a single skill, inflict 2
Rupture on the target.
When inflicting
Rupture using skill effects, inflict 1 additional
Rupture and increase its
Count by 1.
After defeating an enemy by using a
Sloth or
Blunt damage skill, gain 2 Blunt Power Up for 2 turns.
Source: Today’s Shy Look (O-01-92), Lobotomy Corporation
Increase the number of options by 1 when choosing an E.G.O. Gift.
At the start of the turn, un-Stagger enemies, and inflict (8 + Stagger LV x 4)
Bleed on them, then inflict +2
Bleed Count.
After dealing damage to enemies by using a
Wrath or
Bleed-effect skill, inflict 3
Bleed on targets.
At the start of the turn, deal 3 fixed damage to all enemies.
Enemies with 33% or less HP are inflicted with 1 Attack Power Down.
Thanks to sorcrane for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.
Related Posts:
- Limbus Company: Mirror Dungeons Abnormality Cheatsheet
- Limbus Company: All Identities List
- Limbus Company: Damage Type Weakness & E.G.O Affinity Weakness And Immunity Given
- Limbus Company: How to Move your Game Files from AppData
- Limbus Company: Tactics, Teambuilding, and Mechanics Guide