Agent Quickstart Guide: Difference between revisions
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! | !Risk Level | ||
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== The most important part == | == The most important part == | ||
Life as an agent means you must work with other people, therefore it is best to help facility instead of caring only by yourself, handling abnormalities, meltdowns and saying out when you do so while also planning together with your agents on how to handle threats and preparing accordingly. With that said, may you reach the end of your shift. | Life as an agent means you must work with other people, therefore it is best to help facility instead of caring only by yourself, handling abnormalities, meltdowns and saying out when you do so while also planning together with your agents on how to handle threats and preparing accordingly. With that said, may you reach the end of your shift. | ||
== Agent Classes == | |||
After a recent breakthrough in the company's technology, Agents' personalities and talents are now further reflected in their capabilities. Extraction has provided the following quick reference so that Agents may adapt accordingly, should they be subject to these changes. Any abilities that have adverse effects on the user's mental state are marked with an asterisk. | |||
{| class="wikitable" | |||
|+ | |||
!Agent Class | |||
!Status Modifiers | |||
!Ability One | |||
!Ability Two | |||
!'''Ability Three''' | |||
|- | |||
!Healer | |||
| -10 Power Modifier | |||
|'''Soothing*''' | |||
|'''Healing*''' | |||
|'''N/A''' | |||
|- | |||
!Defensive | |||
| -10 Work Modifier | |||
|'''Hunker Down*''' | |||
|'''Parry*''' | |||
|'''N/A''' | |||
|- | |||
!Ranged | |||
|0.8x Melee Attack Speed | |||
Half of Justice Damage Multiplier added to Bullets | |||
|'''Autoloader*''' | |||
|'''Smokedash*''' | |||
|'''N/A''' | |||
|- | |||
!Skirmisher | |||
| -15 Health and Sanity | |||
|'''Assault*''' | |||
|'''Blitz*''' | |||
|'''Dash''' | |||
|- | |||
!Artificer | |||
| -5 Power Modifier | |||
|'''Charge*''' | |||
|'''Smokedash*''' | |||
|'''N/A''' | |||
|- | |||
!Captain | |||
|None | |||
|'''Warbanner''' | |||
|'''Warcry''' | |||
|'''N/A''' | |||
|} |
Revision as of 03:56, 1 February 2025
The start of Agents Life
When you first start as an agent, you are going to be confused, but worry not, I am going to show you how to reach the light. Upon spawning as agent your goal is to train stats on abnormalities. The stats are the following:
- Fortitude. Increases your maximum health.
- Prudence. Increases your maximum sanity.
- Temperance. Increases your working capabilities on abnormalities.
- Justice. Increases your move speed and attack power.
You can track all four of stats and the attributes with IC tab on top right and using view attributes.
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How to not die
Each abnormality, be it in containment or on breach has their own gimmick, follow and play along with these or else you might find yourself dead right after the work, refer to Records to learn what each abnormality does in containment, and learn from either experience or words of others on breach cases.
Face the Grind, Build the stats
Your goal is to train your stats in order to move up to the next tier of abnormalities while also generating PE to generate EGO, be sure to change your EGO suits to match work damage types or breaches in order to not perish painfully. Always make sure that you got what it takes to work the abnormality you are facing from TETH and above. Refer to table below to understand how your training works.
Risk Level | Limit |
---|---|
ZAYIN | Up to 40. |
TETH | Up to 60. |
HE | Up to 80 |
WAW | Up to 100 |
ALEPH | Until max stats. |
The most important part
Life as an agent means you must work with other people, therefore it is best to help facility instead of caring only by yourself, handling abnormalities, meltdowns and saying out when you do so while also planning together with your agents on how to handle threats and preparing accordingly. With that said, may you reach the end of your shift.
Agent Classes
After a recent breakthrough in the company's technology, Agents' personalities and talents are now further reflected in their capabilities. Extraction has provided the following quick reference so that Agents may adapt accordingly, should they be subject to these changes. Any abilities that have adverse effects on the user's mental state are marked with an asterisk.
Agent Class | Status Modifiers | Ability One | Ability Two | Ability Three |
---|---|---|---|---|
Healer | -10 Power Modifier | Soothing* | Healing* | N/A |
Defensive | -10 Work Modifier | Hunker Down* | Parry* | N/A |
Ranged | 0.8x Melee Attack Speed
Half of Justice Damage Multiplier added to Bullets |
Autoloader* | Smokedash* | N/A |
Skirmisher | -15 Health and Sanity | Assault* | Blitz* | Dash |
Artificer | -5 Power Modifier | Charge* | Smokedash* | N/A |
Captain | None | Warbanner | Warcry | N/A |