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		<title>Zero at 02:13, 20 December 2025</title>
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		<updated>2025-12-20T02:13:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;amp;diff=165&amp;amp;oldid=163&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;diff=163&amp;oldid=prev</id>
		<title>Zero: Created page with &quot;[https://www.youtube.com/watch?v=xRIyKJnDPw8 '''Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&lt;nowiki&gt;*&lt;/nowiki&gt;)''']  {| class=&quot;wikitable&quot;  |- ! S...&quot;</title>
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		<updated>2025-12-19T22:30:36Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;[https://www.youtube.com/watch?v=xRIyKJnDPw8 &amp;#039;&amp;#039;&amp;#039;Lobotomy Corporation&amp;#039;s weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)&amp;#039;&amp;#039;&amp;#039;]  {| class=&amp;quot;wikitable&amp;quot;  |- ! S...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[https://www.youtube.com/watch?v=xRIyKJnDPw8 '''Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)''']&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! Notable On-screen blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| In a previous video, I showed this formula on screen...&lt;br /&gt;
&lt;br /&gt;
...then went on to say that you shouldn't pay too much attention to it and instead just work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Turns out I was right, had I explained all of this properly, I would've derailed that video and easily doubled it in length. &lt;br /&gt;
&lt;br /&gt;
But at the same time, turns out I was also wrong: after spending some time going through the rabbit hole of Lobotomy Corporation's code, I learned about a mistake that almost every player makes when grinding for XP, and it goes against the advice I gave.&lt;br /&gt;
&lt;br /&gt;
So if you've already finished the game and you're just here for the clickbait, skip to the timestamp on screen.&lt;br /&gt;
&lt;br /&gt;
For the rest, I'll be giving you a tour of the game's weirdly complicated Stats and Leveling mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vt3CXBgKDhs Lobotomy Corporation - Essential Beginner Tips]&lt;br /&gt;
|-&lt;br /&gt;
| First, I'll run through some basics about Agent Stats, including the game's Color system.&lt;br /&gt;
&lt;br /&gt;
Next we'll go over the main topic, the Leveling process.&lt;br /&gt;
&lt;br /&gt;
Then we'll expand upon what we just covered and see how deep the Stats rabbit hole goes.&lt;br /&gt;
&lt;br /&gt;
Like with most of my guide videos, I will be avoiding spoilers.&lt;br /&gt;
&lt;br /&gt;
However, I have to spoil some early game Abnormalites to show some concrete examples on how the mechanics work.&lt;br /&gt;
&lt;br /&gt;
If this is still too much of a spoiler for you, come back later once you've fully researched most of them.&lt;br /&gt;
&lt;br /&gt;
Another problem with avoiding spoilers is I also have to avoid talking about some gameplay mechanics that change in the late game.&lt;br /&gt;
&lt;br /&gt;
Rather than wait for another video, I'll just shove them to a short Appendix at the end of this one.&lt;br /&gt;
&lt;br /&gt;
I strongly suggest skipping this part until you've reached the final stretch of the game.&lt;br /&gt;
| '''What We'll Cover'''&lt;br /&gt;
(Spoiler-free)&lt;br /&gt;
&lt;br /&gt;
* Basics of Agent Stats&lt;br /&gt;
* How leveling Stats work (ie. XP calculation formula)&lt;br /&gt;
* Other Stat-related topics&lt;br /&gt;
&lt;br /&gt;
+APPENDIX (full spoilers)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A bit of a disclaimer before we continue…&lt;br /&gt;
&lt;br /&gt;
Most of the info I'll be discussing comes from decompiling the latest version.&lt;br /&gt;
&lt;br /&gt;
While I've verified them through testing, and I will show examples throughout this video, there's a possibility that the decompiled code is inaccurate or more likely, I read the code wrong and the examples may just be a coincidence.&lt;br /&gt;
&lt;br /&gt;
Long story short, don't treat this video as 100% correct and check the comments for any major corrections.&lt;br /&gt;
&lt;br /&gt;
| Decompiled version: Steam v1.0213f1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Agent Stats Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's start with the basics.&lt;br /&gt;
&lt;br /&gt;
Your agents have 4 Primary Stats, or Virtues in game terms:&lt;br /&gt;
&lt;br /&gt;
Fortitude, Prudence, Temperance, and Justice.&lt;br /&gt;
&lt;br /&gt;
Each corresponds to 1 or more Secondary Stats:&lt;br /&gt;
&lt;br /&gt;
Fortitude determines the Agent's base max HP in game, with each point equal to 1 HP.&lt;br /&gt;
&lt;br /&gt;
Prudence does the same for SP.&lt;br /&gt;
&lt;br /&gt;
The next two aren't as simple. &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Temperance affects the Work Success Rate and Work Speed.&lt;br /&gt;
&lt;br /&gt;
This is what you see when you order your Agents to work on Abnormalities.&lt;br /&gt;
&lt;br /&gt;
...after you unlock all the Work Preferences.&lt;br /&gt;
&lt;br /&gt;
This info window doesn't tell you the actual Success Rate; instead, the text gives you the ranges where your Agent's Success Rate falls into,&lt;br /&gt;
&lt;br /&gt;
with “Very Low” meaning there's less than 20% chance of success per attempt at extracting a Positive Enkephalin box,&lt;br /&gt;
&lt;br /&gt;
“Low” less than 40%,&lt;br /&gt;
&lt;br /&gt;
“Common” at the middle at less than 60%,&lt;br /&gt;
&lt;br /&gt;
then “High”, and finally “Very High” at greater than or equal to 80%.&lt;br /&gt;
&lt;br /&gt;
Success Rate is capped at 95%, and some penalties are applied after that ceiling.&lt;br /&gt;
&lt;br /&gt;
Now that we've explained the mechanics, let's go back to Temperance and the Success Rate stat.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each point of the Virtue leads to 0.2% better chance of work success.  &lt;br /&gt;
&lt;br /&gt;
That may not seem much, and in many cases it really isn't, but since the game adds it to the base Success Rate rather than multiplying it, the effects of a high Success Rate stat can be huge.&lt;br /&gt;
| 125 extra Temperance = +25%&lt;br /&gt;
&lt;br /&gt;
Added to base 50%, the bonus is effectively +50% (50% vs 75%)&lt;br /&gt;
&lt;br /&gt;
On a 25%, it's +100% (25% vs 50%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each Temperance point also contributes to 1% faster work speed.&lt;br /&gt;
&lt;br /&gt;
I won't go into detail with the numbers because it's a bit more complicated than Success Rate, but basically a 130 Work Speed Agent will work twice as fast as one as a 15 Work Speed Agent.&lt;br /&gt;
| Work Time is rounded up, the real values are 28.99s and 14.49s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Justice, contributing to Attack and Movement Speed.&lt;br /&gt;
&lt;br /&gt;
These are even more complicated than the Temperance stats, being tied to Unity's physics engine.&lt;br /&gt;
&lt;br /&gt;
But to keep things simple, you can also treat them as “1 point equals to 1%”, with the same 15 vs 130 comparison.&lt;br /&gt;
&lt;br /&gt;
The numbers don't quite match if you look real closely, but it's close enough for practical purposes.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A stat's value also determines its Level, as shown by the following table:&lt;br /&gt;
&lt;br /&gt;
Starting with Level 1 for stats less than 30,&lt;br /&gt;
&lt;br /&gt;
up to 5 for stats 85 and up.&lt;br /&gt;
&lt;br /&gt;
The game uses these levels to look up success rates for working with Abnormalities, and also uses it in other places, like requirements for equipping E.G.O.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Adding up stat levels gives you the Agent Level.&lt;br /&gt;
&lt;br /&gt;
Similar to the stats, this goes from Level 1 for Agents with total stats less than 6&lt;br /&gt;
&lt;br /&gt;
to Level 5 for those with a total of 16 or higher.&lt;br /&gt;
&lt;br /&gt;
Like Primary Stat levels, Agent levels are used all over the game, like how more senior Agents take less SP damage when working on or suppressing Abnormalities.&lt;br /&gt;
| Higher leveled Agents take less Fear damage on Work or Suppression&lt;br /&gt;
&lt;br /&gt;
* Abnormality Risk &amp;lt;= Agent level = no fear damage&lt;br /&gt;
* 1 Risk level higher = 10% SP fear damage&lt;br /&gt;
* 2 levels higher = 30% SP fear damage&lt;br /&gt;
* 3 levels higher = 60% SP fear damage&lt;br /&gt;
* 4 levels higher = automatically panic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Work and Damage Types (Color System)''&lt;br /&gt;
|-&lt;br /&gt;
| Before we talk about Work, we might as well talk about the 4 colors and the damage types.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed, Lobotomy Corporation doesn't use the usual classical elements for its types,&lt;br /&gt;
&lt;br /&gt;
but instead goes for the biblical Four Horsemen of the Apocalypse.&lt;br /&gt;
&lt;br /&gt;
Fortitude is Red.&lt;br /&gt;
&lt;br /&gt;
And to no one's surprise, Red damage affects HP.&lt;br /&gt;
&lt;br /&gt;
Prudence is White, and White affects SP, both damaging it or healing it.&lt;br /&gt;
&lt;br /&gt;
Temperance is Black, but since Black can be a challenge to show in games, it's represented by dark purple.&lt;br /&gt;
&lt;br /&gt;
Black damage is a combination of the previous two, damaging both.&lt;br /&gt;
&lt;br /&gt;
Or healing SP in the case of panicking agents.&lt;br /&gt;
&lt;br /&gt;
And finally, Justice is Pale.&lt;br /&gt;
&lt;br /&gt;
The in-game color might not match some translations of arguably the most popular horse, but light cyan has its own ties to Death.&lt;br /&gt;
&lt;br /&gt;
Anyway, Pale deals percent damage of the target's max health.&lt;br /&gt;
&lt;br /&gt;
So if after all the attack and defense calculations we end up with 1 Pale damage, it will deal 1% of the target's max HP.&lt;br /&gt;
&lt;br /&gt;
| Revelations 6:1-8&lt;br /&gt;
| Classical Elements:&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Four_elements_representation.svg&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Wuxing_diagram.svg&lt;br /&gt;
&lt;br /&gt;
Four Horsemen Shin Megami Tensei III: Nocturne Maniax sprites from https://megatenwiki.com/&lt;br /&gt;
* https://megatenwiki.com/images/f/f0/SMT3NM_White_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/8/8d/SMT3NM_Red_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/2/20/SMT3NM_Black_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/5/5c/SMT3NM_Pale_Rider_Artwork.png&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Leveling Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Ok, let's discuss what most of you are here for, the leveling and experience mechanics.&lt;br /&gt;
&lt;br /&gt;
Whenever an Agent works on an Abnormality, they earn experience for the Primary Stat they used.&lt;br /&gt;
&lt;br /&gt;
So if they did Instinct work which corresponds to Fortitude or Red, they'll improve that Primary Stat.&lt;br /&gt;
&lt;br /&gt;
Same thing for Insight with Prudence/White, Attachment with Temperance/Black, and Repression with Justice/Pale.&lt;br /&gt;
&lt;br /&gt;
This experience is added to the stat at the end of the day.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately, this value is hidden.&lt;br /&gt;
&lt;br /&gt;
You can see it with a mod - and for this video I'll be using the More Detailed Info Mod by Yentis from Nexus Mods.&lt;br /&gt;
| The UI doesn't show Experience values until the end of the day&lt;br /&gt;
| [https://www.nexusmods.com/lobotomycorporation/mods/47 More Detailed Info Mod by Yentis (Nexus Mods)]&lt;br /&gt;
|-&lt;br /&gt;
| And by the way, there's a maximum value for the stats.&lt;br /&gt;
&lt;br /&gt;
If a Virtue goes over 100 at the end of the day, the base stat will stay at the 100 ceiling.&lt;br /&gt;
&lt;br /&gt;
Simple enough so far? Let's go a bit deeper...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game stores Primary Stats as integers, or whole numbers for normal people.&lt;br /&gt;
&lt;br /&gt;
The experience, on the other hand, is stored as floating point numbers AKA not whole numbers.&lt;br /&gt;
&lt;br /&gt;
To see this, let's quickly modify the mod to show the raw value up to 3 decimal places.&lt;br /&gt;
&lt;br /&gt;
And there it is.&lt;br /&gt;
| Temperance XP is NOT +2, it's actually +2.14&lt;br /&gt;
&lt;br /&gt;
not gonna detail what I modified, just watch the video&lt;br /&gt;
| Source: https://github.com/Yentis/LobotomyCorporation-MoreDetailedInfo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;What about rounding?&amp;quot; you might ask.&lt;br /&gt;
&lt;br /&gt;
Well, it just uses the default rounding operation in Unity, round half to even.&lt;br /&gt;
&lt;br /&gt;
Not what some are used to, but that's just how it is.&lt;br /&gt;
| aka Banker's Rounding&lt;br /&gt;
| Rounding references:&lt;br /&gt;
* https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Mathf.RoundToInt.html&lt;br /&gt;
* https://en.wikipedia.org/wiki/IEEE_754#Rounding_rules&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Experience Calculation Formula''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpLevelingGuide.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
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