How Agility works

How Agility works

Demo 0.11.2

How it works

Running a course

  1. A run pays the course entry cost unless Entry cost preservation chance keeps it, then attempts the path's obstacles in order, one every Interval.
  2. An obstacle succeeds with 0.95^(d ÷ 2), where d = max(0, Obstacle difficulty − its technique level + 1); at d = 0 it always succeeds. An obstacle without a technique succeeds with 0.6, a trap with Trap success chance, and one with a built shortcut always.
  3. After a success, Skip Obstacle Chance also clears the next obstacle.
  4. A failure deals between 1 and the obstacle's damage, uniformly, × (1 + Percent damage taken) rounded and at least 1, unless Avoid Damage Chance avoids it. The run then restarts at the first obstacle and pays the entry cost again, unless Repeat Failed Obstacle Chance retries the same obstacle. A held obstacle reward is lost unless Keep obstacle reward on fail.
  5. Dying on a course restores full health, takes max(1, trunc(0.1 × quantity)) from one random toolbelt slot holding a stack, or unequips the tool in it, and stops the run.
  6. Completing the path pays Item rewards, Currency rewards and XP, and rolls the fastest timed reward the run beat at that reward's chance. On a course that gives technique XP, each technique among its obstacles gains the path's technique XP, 0.25 of it for techniques other than the primary one, at least 1.
  7. Completion also places an obstacle reward on one random obstacle of the path: with chance equal to the sum of that obstacle's Obstacle rewards chances, its highest-chance reward, as the roll does not stop at the first match. Clearing that obstacle on a later run collects it, doubled with Output Doubling Chance.

Game messages

Technique bonuses are applied to all obstacles, regardless of what Technique provides it.

Above the techniques of a course.

Formulas

Base experience
Path base experience
Base item rewards
Course completion rewards items
Base obstacle rewards
Path random obstacle products
Base currency rewards
Course completion rewards currencies
Item rewards
Quantitymax(1, trunc(Base item rewards quantity × (1 + Percent reward quantity)))
Obstacle rewards
Chanceclamp((Base obstacle rewards chance + Flat obstacle reward chance) × (1 + Increased obstacle reward chance), 0, 1)
Quantitymax(1, trunc((Base obstacle rewards quantity + Flat obstacle reward quantity) × (1 + Percent obstacle reward quantity)))
Currency rewards
Quantitymax(1, trunc(Base currency rewards quantity × (1 + Percent reward quantity)))
Interval
floor((Obstacle base interval + Interval (Flat)) × (1 + Interval (%)))
Obstacle difficulty
max(Obstacle difficulty + Flat obstacle difficulty, 0)
Technique XP for level
0 if Level < 1, otherwise floor(1 ÷ 6 × (Level^2 − Level + 600 × (2^(Level ÷ 3.25) − 2^(1,260 ÷ 4,095)) ÷ (2^(1,260 ÷ 4,095) − 1)))

Base values

Base trap success chance
0.8
Trap success chance cap
0.95

Modifiers

ModifierGranted by
Output Doubling ChanceYour chance to double the outputNone in the demo
Entry cost preservation chanceNone in the demo
Interval (Flat)The adjustment to the base intervalGlobal flat action intervalNone in the demo
Interval (%)The adjustment to the base intervalGlobal percent action intervalNone in the demo
Percent reward quantityNone in the demo
Percent obstacle reward quantityNone in the demo
Flat obstacle reward quantityNone in the demo
Increased obstacle reward chanceNone in the demo
Flat obstacle reward chanceNone in the demo
Avoid Damage ChanceYour chance to avoid taking damage when failing an obstacleNone in the demo
Repeat Failed Obstacle ChanceYour chance to repeat a failed obstacle instead of restarting the whole CourseNone in the demo
Flat trap success chanceNone in the demo
Skip Obstacle ChanceYour chance to skip an obstacleNone in the demo
Flat obstacle difficultyNone in the demo
Percent damage taken
Keep obstacle reward on fail
  • KoAstrologyMajor 3Agility Marks no longer disappear when failing obstacles