Stats

**Stats** are different values for Employees and Abnormalities that have different effects and functions in the game, such as limitations, productivity, strength, and more. These statistics, although minor numerically, are very important to consider when playing.

## Employees

The employees have a different list of Stats. The 'Stat Levels' of the Agents, which can be seen in their info, are divided in 4 main Stats:  **Fortitude**,  **Prudence**,  **Temperance**, and  **Justice**. These levels can be improved by performing the works:  **Instinct**,  **Insight**,  **Attachment** and  **Repression**.

The 'Basic Stats', which can be seen in the Agent's info, affect and are affected by the 7 Level Stats: **Level**,  **Health**,  **Sanity Points**,  **Success Rate****,**  **Work Speed**, **Attack Speed** and  **Movement Speed**. There are 2 additional types for Battle stats: **Damage** and **Resistance**.

Titles and E.G.O. Gifts can buff or debuff the basic stats of the Agents. Equipment changes the values of the Agent's Damage and Resistance.

### Level *(I, II, III, IV, V, and EX)*

There are two types of levels, **Agent Level** and **Stat Level**. Agent Level is the overall level of the employee, which is determined by the sum of the total of the Stat Levels. The Stat Levels are the levels of  Fortitude,  Prudence,  Temperance and  Justice, individually for each one and can be increased by performing certain works or by spending LOB Points to increase their Level. The new hired Agents will start at Level 1 and the maximum Level is 5. The Agent's Stat Level increase when the stat value gets to a certain amount. The increase in the stats through working will only be applied at the end of each day, and their promotion may take place at the end of the day as well. When hiring an Agent, the player can also choose which level to increase with LOB Points and also to train them after being hired. The higher the level, the higher the price.

There is a hard cap to how much an Agent's stats can advance via training or using LOB points, which by default, the value cap is 100, and tend to vary between employees. When this cap is reached, the numeral V will be replaced with EX in the relevant stat. Later on the player will find different means to increase the maximum stat cap via research, Titles/Personalities or core suppression rewards. For calculation purposes with regard to stat levels, this is treated as **Level V** and has no impact on the game's calculations. It is purely to indicate that the Agent has "Maxed out" in that field of expertise. This pertains to base stats only. Additive bonuses from E.G.O. Gifts and other sources will be applied as 'bonuses', not affecting the base stat value, regardless of the stat cap. They're indicated via blue numbers for positive bonuses and red numbers for negative bonuses.

#### Experience

**Experience** is a hidden value of the Agents which help them to increase their stats. The experience will affect how much the stats of said Agent will increase and are only affected by certain research.

###  **Fortitude**

**Fortitude** is a main Stat which represents itself as a level and is affected by the  Health stat. In intervals of 25, this stat level will increase by 1, up to Level 5. Example: At 50  Max HP, the employee will have Fortitude at Level 3. The stats of this level can be increased by performing  Instinct work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

####  **Health**

**Health**, Max Health or Max HP, is the amount of  Red Damage,  Black Damage or  Pale Damage that the employee can take before reaching zero. When this bar is depleted, the employee dies. This value is present as 'Max HP' in the Agent's Info and extra additions (represented as '+ x') are next to the value, not in count as part of the base stat. The player can't see the gauge bar above the Agents until they unlock the research 'G.O Visualization' of the  Information Team Department. Once done, a red gauge will appear above the Agents, representing their current health, with their name on it. The bar turns darker and lose a portion of itself when receiving damage and the same bar can be see when selecting them for a work, but this time with their current and max amount.

Employees recover  Health when standby in the main department room. The amount of recovery vary depending of their  Max Health and the recovery rate. If all the agents die, the game must be restarted from a previous checkpoint.

###  **Prudence**

**Prudence**is a main Stat which represents itself as a level and is affected by the  Sanity Gauge stat. In intervals of 25, this stat level will increase by 1, up to Level 5. The stats of this level can be increased by performing  Insight work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

####  **Sanity Points**

The **Sanity Points**, Sanity Gauge, SP or Max SP, is the amount  White Damage or  Black Damage that the employee can take before reaching zero. When this gauge is depleted, the employee enter into a **Panic** state, acting according under the Panic Response and unable to be controlled. Other agents must suppress the panicked employees with  White or  Black Damage weapons to ' heal' their Max SP to the maximum value and turn them back to normal. Depending of their Panic Response, they can cause different effects around the facility. When an employee lose all its SP while interacting with certain Abnormalities, other effects may occur instead panicking. Example: Fragment of the Universe breach after an agent panics in their room, Alriune dealing  White Damage to employees and killing them when their SP is depleted.

There are 4 **Panic** **States** that trigger by the highest stat of the agent: **Murder** ( Fortitude), which makes the employee seek for other employees or entities to kill with their own weapon. **Suicide** ( Prudence), making the employee kill themself instantly after an amount of time unless returned to normal. **Wandering** ( Temperance), makes the employee wander across the facility in panic, dealing constant  White Damage to other employees in the same room. And **Sabotage/Shutdown** ( Justice), that will make them to reach for containment units with  Qliphoth Counters and after a time of channeling, they will decrease it by 1.

The player can't see the gauge bar above the Agents until they unlock the research 'G.O Visualization' of the  Information Team Department. Once done, a light blue bar gauge will appear above the agents, below the Health Bar. When selecting an Agent to work, the Sanity Gauge will be below the  HP bar but with their current and max value. When the agents suffer  White or  Black Damage, the gauge will decrease by a portion, turning darker. Their 'Max Mental' is presented in their Agent's Info and extra additions (represented as '+ x') are next to the value, not in count as part of the base stat.

Employees recover  Sanity Points when standby in the main department room. The amount of recovery vary depending of their  Max SP and the recovery rate. If all the agents are panicked, the game must be restarted from a previous checkpoint.

###  **Temperance**

**Temperance**is a main Stat which represents itself as a level and is affected by the  Success Rate and  Speed Rate stats. In intervals of 25, this stat level will increase by 1, up to Level 5; regardless of which stat reached that amount first. The stats of this level can be increased by performing  Attachment work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

####  **Success Rate**

**Success Rate** or **Work Success Rate** increase the work's success of the Agent when performing any work with an Abnormality. This increase the chances of  'Positive Enkephalin Boxes' (PE-Boxes) in the work gauge and will reduce the probability of 'Negative Enkephalin Boxes' (NE-Boxes) and of receiving damage. As more  PE-Boxes are at the end of the work, the change of the Abnormality's mood will be higher. Usually, the Success Rate on an Abnormality is identify by the next types, from lowest to highest probability: Very Low, Low, Normal, High and Very High. This stat is displayed in the Agent's Info by the same name and extra additions are next to the value, not counted as part of the base stat.

Every 1 point of success rate equals 0.2% chance of the bonus to  Success Rate.

####  **Work Speed**

**Work Speed** or **Speed Rate** is how fast the agent will complete or fill the work gauge when working with an Abnormality. This increase the speed that an agent works, taking less time to perform the whole work, but doesn't increase the efficiency of the agent, this mean that they can get NE-Boxes more quickly too. This stat can be see in the Agent's Info. This stat is displayed in the Agent's Info by the same name and extra additions are next to the value, not counted as part of the base stat.

Every 1 point of work speed equals 1% of the bonus to  Speed Rate.

###  **Justice**

**Justice**is a main Stat which represents itself as a level and is affected by the Attack Speed and  Movement Speed stats. In intervals of 25, this stat level will increase by 1, up to Level 5; regardless of which stat reached that amount first. The stats of this level can be increased by performing  Repression work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

#### **Attack Speed**

**Attack Speed** represents how fast an employee can attack with their current weapon between certain intervals. This value reduce their time needed between attacks to attack again and only takes effect while equipping a weapon. The base Attack Speed of the E.G.O. Weapons can be: Very Slow, Slow, Normal, Fast and Very Fast. This stat is displayed in the Agent's Info by the same name and extra additions are next to the value, not counted as part of the base stat.

Every 1 point of attack speed equals ~0.87% of the bonus to Attack Speed.

####  **Movement Speed**

**Movement Speed** is how fast an agent can move through the facility, the hallways and other rooms; to reach faster its location. This value, beside of being increased by the stat, acts as debuff by other Abnormalities, like when walking on the vines of Snow White's Apple. This stat is displayed in the Agent's Info by the same name and extra additions are next to the value, not counted as part of the base stat.

Every 1 point of movement speed equals 1% of the bonus to  Movement Speed.

### **Damage**

The **Damage**'s value is the amount of 'Damage' than an agent can deal when suppressing Abnormalities, Ordeals and panicked employees, subtracting an amount of certain gauges. This value is calculated by the weapon that the agent is currently using: Their Damage Type and values. With more damage, the agents will reduce the  HP of the breaching Abnormality or recover the  SP of panicked employees faster. In the latter case, this may lead to killing the employee instead if using a non- White weapon. This value can be see in the Agent's Info, the Deployment Phase and in the List of E.G.O. Weapons.

The damage is calculated by the next formula: *Risk Level of the target* (Abnormality, Ordeal, Minion or Suit) - *Risk Level of the user's E.G.O. Weapon*

With  ZAYIN being 1, increasing by 1 up to  ALEPH being 5. Depending of the result, it will be the total percentage of damage applied:

**4** = 40%; **3** = 60%; **2** = 70%; **1** = 80%; **0** = 100%; **-1** = 100%; **-2** = 120%; **-3** = 150%; **-4** = 200%

### **Resistance**

**Resistance** are the defenses of the Agent and also Abnormalities (See further) against damage. This are 4 values, affecting individually each of the 4 Damage Types:  Red,  White,  Black and  Pale. The values are a multiplier which can decrease or increase the damage that the user might take or even nullify it. This value is affected by the E.G.O. Suit that the agent has equipped and the values can be checked in the E.G.O. List and the Agent's Info but in the latter, is reduced to simple terms and no numerical values.

The defenses can be: Absorbed (-2.0 ~ -0.1), Immuned (0.0), Resistant (0.1 ~ 0.4), Endured (0.5 ~ 0.9), Normal (1.0), Weak (1.1 ~ 1.9), Vulnerable (2.0)

## Abnormalities

Abnormalities have different type of stats, more about its containment instead than of them escaping or fighting. Some of these stats may stack up with similar stats of the agents. There are 8 types of stats: **E-Box Output**, **Mental Status Result**, **Damage**, **Fear Level**, **Work Success Rate**, **Work Speed Rate**, **Qliphoth Counter** and **Breach Stats**.

###  **E-Box Output**

The **E-Box Output** is a value that determine the amount of  Enkephalin Boxes (E-Box) that can be gathered of an Abnormality, and is represented as a gauge on the left side of the containment room which is filled by the boxes or blocks while working with the Abnormality.

After some intervals while working with the Abnormality, there is a chance to get a *Positive Enkephalin Box* (PE-Box) or a *Negative Enkephalin Box* (NE-Box), which deals damage to the employee once getting it each time. At the end of the work, the PE-Boxes are collect, adding them to the Abnormality's stacks and the  Energy Gauge. For each Abnormality individually, the PE-Boxes are saved for the rest of the game, even in different saves, and can be spend in their research or to create E.G.O. Equipment.

The only way to collect boxes is by performing works with the Abnormalities. The boxes are collected once the work is finished or interrupted. When enough energy is gathered, the day can be finished but the player can still perform works with Abnormalities and gather more Boxes, but these will not be added to the energy bar.

###  **Mental Status Result**

The **Mental Status** are the result of the works performed, getting a certain Mental Result depending of how many PE-Boxes were gathered. This value vary for each Abnormality. There are 3 Types of Mental Results:  Good/Happy,  Normal/Neutral and  Bad/Distressed. These 'moods' take effect for some seconds after the work ends, flashing in the containment room, which block any more works to be performed in that time, and once the waiting time is done, effects might take place, like triggering the Abnormalities' abilities or decreasing their  Qliphoth Counter.

### **Damage**

Abnormalities' **Damage** is determined by their Damage Type. When in containment, if an agent fail while working, they might receive a specific type of damage:  Red,  White,  Black and  Pale, depending of the Abnormality. When escaping, the amount of damage that they deal can also change and their damage dealt is only visible with a specific research of the Information Team. The Abnormalities can deal damage constantly to a single or multiple targets once escaping. They may also deal damage when using their abilities.

### **Fear Level**

**Fear Level** is a status which is determined by the Risk Level, starting from Level 1 ( ZAYIN) to Level 5 ( ALEPH). When an employee encounters an Abnormality, while in containment or breaching, the Fear Level will make that employee to suffer a subtraction of  SP as a percentage, which can be mitigated by the employee being of higher level. This only occurs once per Abnormality breaching, until they are contained again. Clerks tend to panic almost instantly when meeting an abnormality of level  TETH or higher, however, a research can increase their Fear Level resistance up to  WAW Abnormalities.

Employees also suffers from Fear Damage when witnessing the death or panicking of another Agent. The higher the level of the dying/panicked Agent, the higher the Fear Level damage. Witnessing Agents only receive this damage once per Agent, they must witness the death of the Agent; see once the Agent in panic, and will not repeat until is back to normal and panics again.

The way to calculate Fear Level is by the next formula: *Abnormality/Ordeal Risk Level or (Dead/Panicking Employee Level + 1) - Employee's Level.*

The subtraction of  SP percentage depends of the previous value and follow the next results.

*\*  Reverence has only been shown exclusively through WhiteNight with its increased Fear Level by interacting with a Level 3 or lower employee.*

###  **Work Success Rate**

**Work Success Rate** is a value that increase the chances of an Agent to successfully complete a certain work with the specific Abnormality. This affect each work individually, also known as Preferences; and all works have an unique base Success Rate for each Stat Level of the related Work, like  Instinct to  Fortitude. This value can stack up with the Agents' own  Work Success stat but cannot exceed 95%\*.

After finishing a work with a  WAW or  ALEPH Abnormality, they receive a special penalty called **Qliphoth Overload**, that decrease the  Success Rate of all the works on that Abnormality until the next  Qliphoth Meltdowns start, resetting it. This value can stack after consecutive works performed, 4% on  WAW Abnormalities and 6% on  ALEPH Abnormalities. If all the Agents of the same Department are dead, all the Abnormalities of that Department receive a penatly of -50%  Success Rate until the end of the day.

\**Qliphoth Overload Penalties and the penalty for a departments agents being dead also decrease the success rate cap.*

###  **Work Speed Rate**

**Work Speed** **Rate** is how fast E-Boxes can be harvested and the work be completed. This affect all the works equally for the same Abnormality. This value can be stacked with the agents' own  **Work Speed** stat.

###  **Qliphoth Counter**

The **Qliphoth Counter** is a numerical counter above the containment room, for triggering Abnormalities' abilities and giving a warning before they happen. The counter can start at 1 or higher, or don't possess it at all, marked with an X; depending of each Abnormality's room.

During certain actions or results, mostly by getting a mental state  Normal or  Bad, the  Qliphoth Counter will decrease by 1. This also change depending of the Abnormality. Once it reaches 0, the Abnormality will trigger their ability. Their abilities will vary from breaching, possession, facility effects, etc. When their effects are done, like when successfully suppressed during a breach, their counter will reset back to their original number. Abnormalities with a X in their Qliphoth counter will trigger their abilities independently of mental results and tend to activate their abilities under other conditions, like employees' stats or by performing certain works.

Some Abnormalities might affect the  Qliphoth Counter of other Abnormalities, like by Nameless Fetus' cry, reducing the  Qliphoth Counter of other Abnormalities in the same department.

### **Breaching Stats**

These stats are exclusively for the Abnormalities that are able to '**Breach**'. Breaching is a term when an Abnormality escape from its containment and becomes a threat to the facility and/or employees.

 **Health** is how many damage they can take before being defeated. Its bar can only be seen with a research of the Information Team. The  HP bar appear below the breaching Abnormality, along with their Risk Level. Their  Health is reduced by damage dealt by employees and other Abnormalities and once their  HP is depleted, the Abnormality will be defeated and will be returned to its containment room after a short time. Unlike the employees, all the types of damage affect their  HP bar due to not having an  SP bar.

**Damage**, as explained before, can also be dealt by Abnormalities breaching containment, and often vary in amount of damage, type and amount of targets, or simply, don't do any damage at all.

**Resistance** are the defenses of the Abnormalities against damage, but are only applied to Abnormalities which can breach. This are 4 values, affecting individually each of the 4 Damage Types:  Red,  White,  Black and  Pale. The values are a multiplier which can decrease or increase the damage that the creature might take, even nullify or heal from it. This value is different for each Abnormality and can change by abilities or forms.

The defenses can be: Absorb (-2.0 ~ -0.1), Immuned (0.0), Resistant (0.1 ~ 0.4), Endured (0.5 ~ 0.9), Normal (1.0), Weak (1.1 ~ 1.9), Vulnerable (2.0)

 **Movement Speed** is how fast an Abnormality can move through the space, however, not all the Abnormalities use this type of movement and instead, they can also teleport from one point of the facility to another without moving across hallways and other rooms.

## Trivia

* Don't Touch Me is the only Abnormality that doesn't possess most of the basic stats due to its ability.
* WhiteNight and CENSORED are the only Abnormalities that have their own, increased Fear Level. WhiteNight is six and CENSORED is eight, and CENSORED's minion is seven even though it's not even an Abnormality
* The 0.2% per stat point value that Lobotomy Corp tells you for the stats  **Work Speed**, **Attack Speed**, and  **Movement Speed** is actually incorrect. Here are the proper equations for the stats  **Work Speed**, **Attack Speed**, and  **Movement Speed**:
	+ creature.GetCubeSpeed() \* (1f + (float)(creature.GetObserveBonusSpeed() + agent.workSpeed) / 100f)
	+ 0.8f + this.attackSpeed / 143f
	+ 4f + num + this.movement / 25f
* The main stats  **Fortitude**,  **Prudence**,  **Temperance**, and  **Justice** reference the 4 Cardinal Virtues from ancient Greek philosopher Plato's literary work Republic:
	+ ἀνδρεία (meaning "courage" or "fortitude")
	+ φρόνησις (meaning "wisdom" or "prudence")
	+ σωφροσύνη (meaning "restraint" or "temperance")
	+ δικαιοσύνη (meaning "fairness" or "justice")

**Notice About the Article "Stats":**
 Are you looking for the old version of this page: Stats (Legacy)

 "Stats" is using information from the Newest version of the game (v0.1). The information here is from a newer version of the game including the most recent gameplay changes.