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Leveling Guide

Limbus Company Leveling Guide: Identity Levels, Uptie & Threadspin

Leveling in Limbus Company is three systems wearing one name. Manager Level grows your stamina cap. Each Identity has its own level, raised almost entirely with Training Tickets. And each Identity and E.G.O has an Uptie or Threadspin tier, raised with Thread and — at the top tier — Egoshards. Mixing the three up is how new Managers waste their scarcest resources, so this guide takes them in order, with the wiki’s published costs for each.

Updated October 18, 2026 · 8 min read · Leveling Guide
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Three Tracks, Not One

Levels, Uptie and Threadspin are separate investments, and none of them refunds. Training Tickets spent on an Identity do nothing for its Uptie; Thread spent on Uptie does nothing for its level; and a different Identity of the same Sinner shares neither. Decide which Sinners are your team before you spend on any of the three tracks — the costs below are per Identity, and there are twelve Sinners with dozens of Identities between them.

A sourcing note, in the spirit of this site: Project Moon does not publish an official leveling manual, so the numbers in this guide come from the community wiki’s item and cost tables (limbuscompany.wiki.gg), attributed as such throughout, cross-checked against Project Moon’s own update notices on Steam — the game is currently on Ver. 1.117.0, from the October 15, 2026 Scheduled Update. Where the wiki itself lists a figure as unknown — one does, below — this guide says so instead of filling the gap.

The short version: Manager Level is account-wide and raises your Enkephalin cap. Identity level runs to a current cap of 60, bought with Training Tickets from EXP Luxcavation. Uptie (Identities) and Threadspin (E.G.O) run Tier I to IV, cost Thread at every step, and add Egoshards at Tier IV. E.G.O have no level at all — Threadspin is their only track.

Manager Level: Your Account Level

Manager Level is the one track that belongs to you rather than to a Sinner. Clearing stages pays Manager XP — a Mirror Dungeon claim pays 100 Manager XP with no weekly bonus and 120 per bonus spent, up to 360 on the community wiki’s table — and each level raises your Enkephalin cap, the fuel every farm burns. The wiki’s table starts the cap at 60 at level 1, adds +3 per level early on, then tapers until it reaches 183 at level 200, the last level listed.

Two consequences follow. A bigger cap is a bigger overnight battery: Enkephalin regenerates at 1 every 6 minutes and stops at the cap, so higher levels waste less of your sleep. And every level-up refills the bar completely, so young accounts level into free farming sessions. Manager Level will never make an Identity hit harder — it decides how much of the other two tracks you can afford per day.

Identity Levels: Tickets to the Cap of 60

Each Identity levels individually, and the current cap is level 60: the community wiki’s Mirror Dungeon page fixes Sinner levels at 60 in the current dungeon’s Normal mode and caps them at 60 in Hard, the fingerprint of a game-wide cap — the previous dungeon generation used 55 the same way, before the cap rose. Levels are bought with Identity Training Tickets, because battle XP alone is, in the wiki’s words, a low amount next to what high levels take. The ticket ladder:

Training TicketXP grantedMain source
Ticket I50 XPEXP Luxcavation, early stages
Ticket II200 XPEXP Luxcavation
Ticket III1,000 XPEXP Luxcavation, mid stages up
Ticket IV3,000 XPEXP Luxcavation, later stages, pass, events

The farm is EXP Luxcavation, detailed in our Thread and EXP farming guide: on the wiki’s table its stages pay from 1,700 XP for 2 modules up to 12,600 XP for 3 modules at the sixth, so farm the highest stage story progress has opened. Tickets also arrive from the pass and event shops. One curve note the wiki preserves from Project Moon’s Season 5 announcement: XP per level grows linearly rather than exponentially past level 45. This guide prints no total-XP-to-60 figure — no current, verifiable total was available, and a stale one would mislead your ticket budgeting.

Uptie: The Tier System That Unlocks Kits

If levels are stats, Uptie is the kit itself. Raising an Identity’s Uptie tier strengthens its skills, widens its Speed range and unlocks what the tier below was missing — community guides consistently describe Tier III as the breakpoint: it unlocks Skill 3 and the support passive, with Tier II adding the combat passive before it, and Tier IV a further, Identity-specific improvement whose value varies enough that you should read its preview before paying. The base LCB Identities are the exception to budget for differently: their early Upties arrive free through story progress. Everyone else pays Thread, on the community wiki’s cost table:

Identity rarityTo Tier IITo Tier IIITo Tier IVFull total
00 (2-star)10 Thread40 Thread100 Thread + 30 Egoshards150 Thread + 30 Egoshards
000 (3-star)20 Thread80 Thread150 Thread + 50 Egoshards250 Thread + 50 Egoshards
Base (1-star)— (story)— (story)50 Thread + 20 Egoshards50 Thread + 20 Egoshards

Spending order follows from the table. Tier III first, across your core team: at 100 Thread for a 000 it is less than half the full price and it completes the kit. Tier IV, at 150 Thread plus 50 Egoshards that could otherwise go toward a 400-shard Dispenser craft, is a per-Identity decision, not a default. There is one small rebate for the climb: viewing an Identity’s Uptie story for the first time pays 40 Lunacy — the wiki lists it among Lunacy’s one-time sources. Where the Thread itself comes from is the farming guide’s subject; the short answer is Thread Luxcavation’s daily bonuses, every day.

E.G.O & Threadspin: Power Without Levels

E.G.O break the pattern new players expect: they have no level and cannot be fed Training Tickets — tickets level Identities only. An E.G.O’s entire upgrade track is Threadspin, the Uptie equivalent, running Tier I to Tier IV and priced by the E.G.O’s risk level on the community wiki’s Thread table:

E.G.O risk levelTo Tier IITo Tier IIITo Tier IV
ZAYIN20 Thread60 Thread110 Thread + 80 Egoshards
TETH25 Thread70 Thread130 Thread + 90 Egoshards
HE30 Thread80 Thread150 Thread + 100 Egoshards
WAW35 Thread90 Thread170 Thread + 150 Egoshards
ALEPHNot listedNot listedNot listed

The ALEPH row is this guide keeping its read-first promise: the wiki lists those costs as unknown, so they are not guessed at here. In battle an E.G.O is spent, not just equipped — using one consumes the Sin resources on its cost line. The Egoshards in the Tier IV column come from crates and duplicate extractions; the wiki prices their alternative use at 400 shards for any E.G.O or 000 Identity at the Dispenser, so every Tier IV is also a craft deferred. Budget them per Sinner — Egoshards are Sinner-specific.

Putting It Together: A Sane Upgrade Order

With all three tracks priced, the order that wastes least: First, push story — it unlocks Luxcavation stages, raises the Identity cap’s usefulness, pays Manager XP and one-time Lunacy, and hands the base Identities their free Upties. Second, pick a core team — the Sinners and Identities you actually field — and take them to the current level cap with EXP Luxcavation tickets; an underleveled Identity loses clashes no Uptie tier can rescue. Third, Uptie that same core to Tier III, so every member has Skill 3 and both passives online. Fourth, Threadspin the E.G.O that team actually casts, to Tier III on the same logic.

Only then does Tier IV enter the conversation, one Identity or E.G.O at a time, preview open, Egoshard balance checked against your next Dispenser craft. Everything outside the core team waits — a wide roster at Tier II is the classic Limbus trap. Every material comes from the loop in our farming guide: modules in, Mirror Dungeon first, Luxcavation second, pass over everything.

Buying Leveling, Boosting & Accounts

There is no legitimate shortcut to sell you here. Project Moon’s Terms of Service, Article 10, ban paid proxy play — “proxy fostering” — by name, alongside account sales and sharing, with suspension or termination as the stated remedy; our Limbus Company buying guide quotes the clauses in full. No reviewed marketplace offers Limbus Company boosting at all, and the accounts that do trade on PlayerAuctions and IGVault hand over a stranger’s platform login, recovery path included — the full picture is on the Limbus Company page. A maxed account also skips the one thing this guide is actually about: a roster built around teams you understand. The leveling route above is measured in weeks of dailies, and it is the only one that stays yours.

Frequently Asked Questions

What is the Identity level cap in Limbus Company?

Level 60, as of the October 2026 patch cycle. The community wiki’s Mirror Dungeon page fixes Sinner levels at 60 in the current dungeon’s Normal mode and caps them at 60 in Hard — the same way the previous generation reflected the old 55 cap. Project Moon raises the cap over time, so treat 60 as the current figure, not a permanent one.

How much Thread does it cost to max an Identity?

For a 000 Identity, 250 Thread in total — 20 to Uptie II, 80 to Uptie III, 150 to Uptie IV — plus 50 of that Sinner’s Egoshards at Tier IV (community wiki cost table). A 00 Identity totals 150 Thread plus 30 Egoshards. Tier III alone, the breakpoint that unlocks Skill 3 and the support passive, costs 100 Thread for a 000.

Do E.G.O level up with Training Tickets?

No. Training Tickets level Identities only — E.G.O have no level. Their upgrade track is Threadspin, priced by risk level in Thread (for example, a WAW E.G.O costs 35 to Tier II and 90 to Tier III) with Egoshards added at Tier IV. The community wiki lists ALEPH Threadspin costs as unknown, and this guide does not guess them.

What does Manager Level actually do?

It raises your Enkephalin cap — 60 at level 1, rising on the community wiki’s table to 183 at level 200, the last level listed. Enkephalin regenerates at 1 per 6 minutes and stops at the cap; each level-up refills the bar in full. It does not raise any Identity’s stats.

Sources

Checked October 18, 2026. Game systems change with patches, so confirm numbers in game.

MD
MMODude Editorial Team
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