Agent Leveling is a mechanic that allows agents to reach higher levels in a specific stat. The agent can reach higher levels though 2 different ways, either by spending LOB Points to train the stat or through experience points via the associated work.
Lob Points[]
Base Level | I | II | III | IV | V | EX |
Values(Minimum) | <29 | 30 | 45 | 65 | 85 | 100+ |
LOB Points Cost | X | 1 | 2 | 3 | 4 | 6 |
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X | 3 | 6 | 9 | 12 | 18 |
Lob Upgrade Range | 15+(title) | 30-37 | 45-55 | 65-75 | 85-92 | 110-130 |
Experience[]
Experience is a hidden value of the Agents which help them to increase their stats. The experience will affect how much the Agents stat levels will increase at the end of the Management Phase. Each Virtue ( Fortitude,
Prudence,
Temperance and
Justice) gain experience points from working on their corresponding work (
Instinct,
Insight,
Attachment and
Repression).
The Experience gained is calculated via the PE-boxes acquired * Damage Modifier * Level Modifier * Training Modifier. [1]
Damage Modifier[]
Each work has its associated damage type linked to it, with Fortitude being HP damage,
Prudence being SP damage, and
Temperance being the average of both HP and SP. When an employee is damaged, with the corresponding damage type, by the Abnormality they are working on or through external means, the employee will receive a higher damage modifier.
This damage modifier is calculated by (Remaining HP and/or SP)/(Max HP and/or SP) * 100
Remaining % | Modifier |
≥ 90% | 0.4 |
≥ 80% | 0.6 |
≥ 70% | 0.8 |
> 20% | 1 |
> 10% | 1.3 |
≤ 10% | 1.5 |
Damage already on the Agent does not count for this calculation, therefore there is no benefit to sending injured Agent to work. Any Fear Damage applied to the Agent does count towards this modifier. Any healing done to the agent does the opposite effect, reducing the damage taken during the work. [2]
Justice always applies a 0.5 modifier, regardless of the damage taken.
Level Modifier[]
The level modifier is the level of the employee vs the level of the Abnormality. The higher the Abnormalities level against an agents level, the higher the modifier. Here is a table with all the modifiers for each level vs risk level:
Level Modifier | Abnormality level | |||||
ZAYIN | TETH | HE | WAW | ALEPH | ||
Stat Level | I | 0.60 | 0.60 | 0.72 | 0.84 | 0.60 |
II | 0.44 | 0.55 | 0.55 | 0.66 | 0.77 | |
III | 0.30 | 0.40 | 0.50 | 0.50 | 0.60 | |
IV | 0.18 | 0.27 | 0.36 | 0.45 | 0.45 | |
V | 0.08 | 0.16 | 0.24 | 0.32 | 0.40 |
If the agent has gathered enough Experience to be put into a higher stat level at the end of the day, they will start using the higher stat level to calculate further growth immediately, even if the day has not yet been completed. [2] In other words, there is no benefit to rushing from level 1 to 5 in a single day.
Training Modifier[]
Base Modifier is x1 or 100%.
The research Supply Educational Manuals grants +50% experience (x1 -> x1.5).
Clerk Benefits provide +1% (level 1), +3% (level 2) and +5% (level 3) experience respectfully.
Continued Service Benefits provide +5% (level 1), +10% (level 2), +15% (level 3) experience respectfully. The Captain does not receive any experience bonuses.
Both the Office Worker Effect and Continuous Service add to the Base Modifier, resulting in the maximum Training Modifier being x1.7.
Trivia[]
- The experience point formula has stayed the same since version 0.1, with super minor tweaks to the modifiers for a few updates. (needs verifying)
References[]
- ↑ NEET Penguin "How Stats Really Increase". Google Doc.
- ↑ 2.0 2.1 TeeQueue "Mechanics Talk 2 - Agent Growth". Lparchive. Retrieved on 20 November 2021
Facility X-394
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Mechanics | Abnormalities - Bullet Research - Challenge Mode - Daily Cycle - ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Departments | Asiyah: ![]() ![]() ![]() ![]() Briah: ![]() ![]() ![]() Atziluth: ![]() ![]() ![]() |
Characters | X - Angela - Malkuth - Yesod - Hod - Netzach - Tiphereth - Gebura - Chesed - Binah - Hokma - A - B - C |