Agent Quickstart Guide

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Revision as of 03:56, 1 February 2025 by Reaped Oni (talk | contribs) (Added Agent Class Table)
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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.

The stats of an agent on spawn, may vary depending on how far is round.

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