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Statistics, more commonly referred to as Stats, are various 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[]

StatsAgentInfo

An Agent's Info

The employees have a different list of Stats. The 'Stat Levels' of the Agents, which can be seen in their info, are divided into 4 main Stats referred to as Virtues: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance, and JusticeIcon Justice. The levels of these Virtues can be improved by performing the works: Instinct Instinct, Insight Insight, Attachment Attachment and Repression Repression.

The Virtues, which can be seen in the Agent's info, affect and are affected by the 7 Level Stats: Level, HPIcon Health, SPIcon Sanity Points, WorkSuccessIcon Success Rate, WorkSpeedIcon Work Speed, Attack Speed and MovementSpeedIcon Movement Speed. There are 2 additional types for stats relating to combat: Damage and Resistance.

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

Level (I, II, III, IV, V, and EX)[]

There are two types of levels, Agent Level and Stat Level. The Agent Level is the overall level of an employee, which is determined by the sum of their Stat Levels. The Stat Levels are the individual levels of FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice, and these can be increased by performing specific works or by spending LOB Points to increase their Level. Newly hired Agents will start at Level 1, and the maximum Level attainable is 5. An Agent's Stat Levels will increase when their stat value reaches 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, as well as anytime on the Deployment Menu, the player can choose to increase them with LOB Points. 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 and 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 effectively "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 are indicated via blue numbers for positive bonuses and red numbers for negative bonuses. 

Base Level I II III IV V EX
Values (Minimum) <30 30 45 65 85 100+
LOB Points Cost to Upgrade

to the respective Level

X 1 2 3 4 6
JusticeIcon Justice Upgrade X 3 6 9 12 18
Total Stat Levels to Upgrade

the Agent's Level

4 6 (2) 9 (3) 12 (4) 16 (5) X

Experience[]

Experience is a hidden value of the Agents which helps 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.

FortitudeIcon Fortitude[]

FortitudeIcon

Fortitude is a Virtue which represents itself as a level and determines the HPIcon Health stat. The stats of this level can be increased by performing Instinct Instinct work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of a certain level.

HPIcon Health[]

Health, Max Health or Max HP, is the amount of RedDamageTypeIcon Red Damage, BlackDamageTypeIcon Black Damage or PaleDamageTypeIcon Pale Damage that an Agent can take before reaching zero. When this bar is completely depleted, the Agent will die. This value is present as 'Max HP' in the Agent's Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat. The player is unable to see the gauge bar above the Agents until they unlock the research 'G.O Visualization' of the YesodArmband 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 decreases in size upon receiving damage. When selecting an Agent for a work, the same bar can be seen, but this time with their current and max amount.

Employees recover HPHealing Health when standby in the main department room. The amount of recovery varies depending on whether an Abnormality is present in the Main Room as well as which NetzachArmband Safety Team research has been unlocked. If all Agents in the Facility die, the game must be restarted from a previous checkpoint; typically the start of the Day.

PrudenceIcon Prudence[]

PrudenceIcon

Prudenceis a Virtue which represents itself as a level and determins the SPIcon Sanity Gauge stat. The stats of this level can be increased by performing Insight Insight work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

SPIcon Sanity Points[]

The Sanity Points, Sanity Gauge, SP or Max SP, is the amount of WhiteDamageTypeIcon White Damage or BlackDamageTypeIcon Black Damage that an Agent can take before reaching zero. When this gauge is completely depleted, the Agent will enter a state of Panic, acting according to their Panic response and becoming uncontrollable. Other agents must suppress the panicked employees with WhiteDamageTypeIcon White or BlackDamageTypeIcon Black Damage weapons to 'SPHealing heal' their Max SP to the maximum value, which will return them to normal. Depending on their Panic response, panicking Agents can cause different effects around the facility. When an employee lose all its SP while interacting with certain Abnormalities, other effects may occur instead of panicking. For example: Fragment of the Universe breaches after an Agent panics in its Containment Unit, and Alriune kills Agents that panic due to its attacks when breaching.

There are 4 Panic Responses that trigger based on an Agent's highest stat:

  • Murder (FortitudeIcon Fortitude): Murderous panics cause Agents to gain a x1.X increase to their Attack Speed (where X is the Agent's Level) and relentlessly pursue and attack other entities.
  • Suicide (PrudenceIcon Prudence): Suicidal panics cause Agents to shiver in place for 30-60 seconds, before killing themselves. Other employees in the same room who witness the suicide will take 20*X WhiteDamageTypeIcon White Damage (where X is the Agent's Level).
  • Wander (TemperanceIcon Temperance): Wandering panics cause Agents to gain a x1.X increase to their MovementSpeedIcon Movement Speed (where X is the Agent's Level) and wander across the facility, dealing consistent WhiteDamageTypeIcon White Damage equal to their Agent Level to other employees in the same room.
  • Sabotage (JusticeIcon Justice): Sabotaging panics cause Agents to gain a x1.X increase to their MovementSpeedIcon Movement Speed and a (1-0.X)x modifier to their Resistance (where X is the Agent's Level) and run to a random Abnormality's Containment Unit. Once there, they will hit the Containment Unit door with a crowbar. Each hit has a (15*X)% chance to decrease the Abnormality's QliphothCounterIcon Qliphoth Counter by 1. Upon depleting the Abnormality's Qliphoth Counter to 0 or hitting the door five times, they will move to a different Abnormality.

The player is unable to see the gauge bar above the Agents until they unlock the research 'G.O Visualization' of the YesodArmband 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 HPIcon HP bar but with their current and max value. When the agents suffer WhiteDamageTypeIcon White or BlackDamageTypeIcon Black Damage, the gauge will decrease by a portion, turning darker. An Agent's 'Max Sanity' is presented in their Agent Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat.

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

TemperanceIcon Temperance[]

TemperanceIcon

Temperanceis a Virtue which represents itself as a level and determines the WorkSuccessIcon Success Rate and WorkSpeedIcon Speed Rate stats. For the purpose of calculating an Agent's Temperance level, the greater of the two stats is used. The stats of this level can be increased by performing Attachment Attachment work. This feature is used by Abnormalities and E.G.O. Equipment to limit or target employees of certain level.

WorkSuccessIcon Success Rate[]

Success Rate or Work Success Rate provides a bonus to an Agent's chance of success when performing any work with an Abnormality. This increase the chances of EBoxIcon 'Positive Enkephalin Boxes' (PE-Boxes) in the work gauge and will reduce the probability of 'Negative Enkephalin Boxes' (NE-Boxes). The Success Rate of an Abnormality is generally identified by the following descriptors, from lowest to highest probability: Very Low (0-19%), Low (20-39%), Normal (40-59%), High (60-79%) and Very High (80-95%). This stat is displayed in an Agent's Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat.

Every 1 point of Success Rate grants +0.2% WorkSuccessIcon Success Rate.

WorkSpeedIcon 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 performance of the agent, meaning that they can get NE-Boxes more quickly too. This stat is displayed in an Agent's Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat.

Every 1 point of Work Speed grants +1% WorkSpeedIcon Speed Rate.

JusticeIcon Justice[]

JusticeIcon

Justiceis a Virtue which represents itself as a level and determines the Attack Speed and MovementSpeedIcon Movement Speed stats. For the purpose of calculating an Agent's Justice level, the greater of the two stats is used. The stats of this level can be increased by performing Repression 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 reduces the time interval between each attack 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 an Agent's Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat.

Every 1 point of Attack Speed grants roughly +0.87% Attack Speed.

MovementSpeedIcon Movement Speed[]

Movement Speed is how fast an agent can move through the facility, the hallways and other rooms to reach their destination, and the value of this stat grants a bonus to Movement Speed. Outside being increased by the stat, Movement Speed can also be decreased by external factors like certain Abnormalities, such as when walking on the vines generated by Snow White's Apple. This stat is displayed in an Agent's Info and extra additions (represented as '+ x') are next to the value, not counting as part of the base stat.

At 0 Justice, an Agent has a Movement Speed of 40 (4 in the code). Every 1 point of Movement Speed grants +1% MovementSpeedIcon Movement Speed.

Damage[]

The Damage value is the amount of damage that an agent can deal when suppressing Abnormalities, Ordeals and panicked employees, which will decrease a specific amount of a certain gauge. This value is calculated by the weapon that the agent is currently using: specifically the weapon's Damage Type and damage values. With more damage, the agents will reduce the HPIcon HP of the breaching Abnormality or recover the SPIcon SP of panicked employees faster. In the latter case, this may lead to killing the employee instead if using a non-WhiteDamageTypeIcon 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 following formula also takes effect: Risk Level of the target (Abnormality, Ordeal, Minion or Suit) - Risk Level of the user's E.G.O. Weapon

Risk Zayin ZAYIN is calculated as 1, increasing by 1 up to Risk Aleph ALEPH being 5. Depending of the result, the total percentage of damage applied is as follows:

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

Resistance[]

Resistances represent the defenses of Agents and Abnormalities against damage. Resistances consist of 4 values, affecting each of the 4 Damage Types: RedDamageTypeIcon Red, WhiteDamageTypeIcon White, BlackDamageTypeIcon Black and PaleDamageTypeIcon Pale. The values are a multiplier which can decrease or increase the damage that the user might take, and can even nullify the damage entirely. 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, the values are reduced to simple terms with 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, which relate more to its containment instead than of their escaping or combat stats. Some of these stats may bear similarities with certain Agent stats. 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.

EBoxIcon E-Box Output[]

The E-Box Output is a value that determines the amount of EBoxIcon Enkephalin Boxes (E-Box) that can be gathered from 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 a work with the Abnormality is in progress.

After some intervals while working with the Abnormality, there is a chance to obtain either a Positive Enkephalin Box (PE-Box) or a Negative Enkephalin Box (NE-Box), the latter of which deals damage to the employee once obtained. At the end of the work, the PE-Boxes are collected, adding them to the Abnormality's Unique PE-Boxes and contributing to the EBoxIcon Energy Gauge. Each Abnormality's Unique PE-Boxes are saved for the rest of the game (unless stolen by certain entities), even upon using the Memory Repository or resetting to Day 1, and can be used for research or to create E.G.O. Equipment.

The only way to collect E-Boxes is through performing works with the Abnormalities. The E-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; these Boxes, however, will not be added to the energy bar.

GoodResultNormalResultBadResult Mental Status Result[]

The Mental Status of an Abnormality represents the result of the work performed on it, with a certain Mental Result obtained depending on the number of PE-Boxes that were gathered. This value varies for each Abnormality. There are 3 types of Mental Results: GoodResult Good/Happy, NormalResult Normal/Neutral and BadResult Bad/Distressed. When these 'moods' are displayed a timer will flash in the containment room, preventing any more works from being ordered for that period of time. The waiting time is generally 10 or 15 seconds. Once the waiting time is done, effects relating to an Abnormality's abilities may take place, or its QliphothCounterIcon Qliphoth Counter may decrease if certain conditions are met.

Damage[]

An Abnormality's Damage is determined by its Damage Type. When in containment, if an agent obtains an NE-Box while working, they will receive a specific type of damage: RedDamageTypeIcon Red, WhiteDamageTypeIcon White, BlackDamageTypeIcon Black and PaleDamageTypeIcon Pale, depending on the Abnormality. While escaping, the amount of damage that they deal can also change and their damage dealt is only visible with a specific research obtained from the Information Team. Abnormalities can deal damage to a single target or multiple targets when escaping. They may also deal damage when using certain other abilities.

Fear Level[]

Fear Level is a status which is determined by the Risk Level, starting from Level 1 (Risk Zayin ZAYIN) to Level 5 (Risk Aleph ALEPH). When an employee encounters an Abnormality, while in containment or breaching, the Fear Level will cause the employee to suffer Fear Damage equal to a percentage of their maximum SPIcon SP, which can be mitigated by the employee being of higher level than the Abnormality. During breach, Fear Damage can only occur once per Abnormality, until it is recontained. Clerks tend to panic almost instantly when encountering an abnormality of Risk Level Risk Teth TETH or higher, however, a research can increase their Fear Level resistance up to Risk Waw WAW Abnormalities.

Employees also suffer from Fear Damage upon witnessing the death or panic of another Agent. The higher the level of the dead/panicking Agent, the higher the Fear Damage. Employees will only receive one instance of Fear Damage per dead/panicking Agent.

Fear Level can be calculated using the following formula: Abnormality/Ordeal Risk Level or (Dead/Panicking Employee Level + 1) - Employee's Level.

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

Abnormality Risk Level / (Employee Level + 1) - Employee Level Fear Level Fear Damage
Under 0 EmergencyLevel0Icon Relaxed None
0 EmergencyLevel0Icon Calm None
1 EmergencyLevel1Icon Nervous 10% of SPIcon Max SP
2 EmergencyLevel2Icon Terrified 30% of SPIcon Max SP
3 EmergencyLevel3Icon Hopeless 60% of SPIcon Max SP
4 EmergencyLevel4Icon Overwhelmed 100% of SPIcon Max SP (Insta-Panic)
5 EmergencyLevel5Icon Reverence* 100% of SPIcon Max SP (Insta-Panic)

EmergencyLevel5Icon Reverence has only been shown exclusively through WhiteNight with its increased Fear Level by interacting with a Level 3 or lower employee.

WorkSuccessIcon Work Success Rate[]

Work Success Rate is a value that sets 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 relating to each Stat Level of the related Work, like Instinct Instinct and FortitudeIcon Fortitude. This value can stack with the Agents' own WorkSuccessIcon Work Success stat but cannot exceed 95%*.

After finishing a work with a Risk Waw WAW or Risk Aleph ALEPH Abnormality, they receive a special penalty called Qliphoth Overload, that decreases the WorkSuccessIcon Success Rate of all the works on that Abnormality until the next QliphothMeltdownIcon Qliphoth Meltdown occurs, which will reset the Overload. This value can stack after consecutive works performed, with 4% on Risk Waw WAW Abnormalities and 6% on Risk Aleph ALEPH Abnormalities, up to -32% and -30% respectively. If all the Agents of the same Department are dead, all the Abnormalities of that Department receive a penalty of -50% WorkSuccessIcon Success Rate until the end of the day.

*Qliphoth Overload Penalties and the penalty for a Department's Agents being dead also decreases the Success Rate cap.

WorkSpeedIcon Work Speed Rate[]

Work Speed Rate determines fast E-Boxes can be harvested and the work be completed. This affects all works equally for any particular Abnormality. This value can be stacked with an Agent's WorkSpeedIcon Work Speed stat.

QliphothCounterIcon Qliphoth Counter[]

QliphothCounter 1

The Qliphoth Counter is a numerical counter above the containment room that relates to triggering Abnormalities' abilities and provides a warning before they happen. Some Abnormalities do not have a Qliphoth Counter at all; instead, the Qliphoth Counter is marked with an X.

During certain actions or results, typically through obtaining a NormalResult Normal or BadResult Bad mental state, the QliphothCounterIcon Qliphoth Counter will decrease by 1. The exact conditions for the lowering of a Qliphoth Counter vary depending on the Abnormality. Once the Qliphoth Counter reaches 0, the Abnormality will usually trigger a specific ability. Their abilities will vary from breaching, possession, affecting the facility, etc. When an Abnormality's effects have concluded, such as when a breaching Abnormality is successfully suppressed, its counter will reset back to its original number. Abnormalities with a X in their Qliphoth counter will trigger their abilities independently of mental state and tend to activate their abilities under other conditions, like employees' stats or by performing certain works.

Some Abnormalities can affect the QliphothCounterIcon Qliphoth Counter of other Abnormalities, such as Nameless Fetus' cry, which reduces the QliphothCounterIcon Qliphoth Counter of other Abnormalities in its Department.

Breaching Stats[]

These stats are exclusively for the Abnormalities that are capable of 'breaching'. Breaching is an event where an Abnormality escapes from its Containment Unit and becomes a threat to the facility and/or the employees.

HPIcon Health represents how much damage an Abnormality can take before being suppressed. Its bar can only be seen after the corresponding Information Team research has been obtained. The HPIcon HP bar will appear below the breaching Abnormality, alongside its Risk Level. Their HPIcon Health is reduced by damage dealt by Agents and other Abnormalities and once their HPIcon HP is depleted, the Abnormality will be suppressed and will be returned to its containment room after a short time. Unlike Agents, all types of damage dealt to Abnormalities affect their HPIcon HP bar due to them not having an SPIcon SP bar. In addition, PaleDamageTypeIcon Pale Damage dealt to Abnormalities will not deal percentile damage to them.

Damage, as explained before, can also be dealt by Abnormalities breaching containment, and often vary in amount, type and amount of targets hit. Some Abnormalities simply do not deal any damage at all.

Resistance represent the defenses of Abnormalities against damage. but are only applied to Abnormalities which can breach. Resistances consist of 4 values, affecting each of the 4 Damage Types: RedDamageTypeIcon Red, WhiteDamageTypeIcon White, BlackDamageTypeIcon Black and PaleDamageTypeIcon Pale. The values are a multiplier which can decrease or increase the damage that the Abnormality might take, and can even nullify or heal from damage. This value is different for each Abnormality and can change through various abilities or different forms.

The defenses are as follows: 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)

MovementSpeedIcon 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 does not 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's is six and CENSORED's is eight, with CENSORED's minions being seven.
  • The 0.2% per stat point value that Lobotomy Corporation lists for the stats WorkSpeedIcon Work Speed, Attack Speed, and MovementSpeedIcon Movement Speed in-game is incorrect. The proper equations for the stats WorkSpeedIcon Work Speed, Attack Speed, and MovementSpeedIcon Movement Speed are as follows:
    • Work Speed: creature.GetCubeSpeed() * (1f + (float)(creature.GetObserveBonusSpeed() + agent.workSpeed) / 100f
      • Can be read as: (Abnormality base work speed) * (1 + [(Observation Bonus + Work Speed Stat)/100])
    • Attack Speed: 0.8f + this.attackSpeed / 143f
      • Can be read as: 0.8 + (Attack Speed Stat/143)
    • Movement Speed: 4f + num + this.movement / 25f
      • Can be read as: 4 + (Movement Speed Stat/25)
  • The main stats FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance, and JusticeIcon 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")
Facility X-394
Mechanics Abnormalities - Bullet Research - Challenge Mode - Daily Cycle - RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon Damage Type - EmergencyLevel3Icon Emergency Level - Employees - Equipment - Hiring - LOB Points - Missions - Ordeals - QliphothMeltdownIcon Qliphoth Meltdown - RabbitTeamIcon Rabbit Team - Research - RiskUnknown Risk Level - Sephirah Meltdown - FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stats
Departments Asiyah: MalkuthArmband Control Team - YesodArmband Information Team - NetzachArmband Safety Team - HodArmband Training Team
Briah: TipherethArmband Central Command Team - GeburaArmband Disciplinary Team - ChesedArmband Welfare Team
Atziluth: HokmaArmband Record Team - BinahArmband Extraction Team - KetherArmband Architecture Team
Characters X - Angela - A - B - C - Malkuth - Yesod - Netzach - Hod - Tiphereth - Chesed - Gebura - Hokma - Binah
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.


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