Training and halls
How gym training works: Energy per train, Mood, the gain formula, the newcomer boost and all 8 training halls with their multipliers and unlock costs.
- Halls
- 8
- Energy per train
- 5 to 50
- Mood used
- 40% to 60% of the Energy
- Newcomer boost
- +25%
You train one battle stat at a time in a training hall. Each train spends the hall's Energy cost and some Mood, and raises the stat. Better halls cost more Energy per train but multiply the gain by much more, so they are better value per point of Energy.
The gain formula
gain per Energy = hall multiplier x mood factor x (stat^0.4 + 40) x (1 + bonus%)
mood factor = 0.0029 x (ln(Mood + 200) - 3)The stat is raised to the power 0.4, so gains keep growing as you get stronger but more slowly at the top: a veteran's lead does not run away forever. The +40 gives a new character meaningful gains from the very first train.
| Stat now | Rustbucket Boxing (5E) | Stacks Rooftop (10E) | Neon Mile (10E) | Glass Quarter (25E) | Harbor Titan (50E) |
|---|---|---|---|---|---|
| 0 | 2.37 | 6.88 | 9.01 | 30.84 | 71.17 |
| 100 | 2.75 | 7.96 | 10.44 | 35.7 | 82.39 |
| 1,000 | 3.31 | 9.61 | 12.59 | 43.06 | 99.37 |
| 10,000 | 4.73 | 13.73 | 17.99 | 61.53 | 142 |
| 100,000 | 8.3 | 24.08 | 31.55 | 107.94 | 249.09 |
Mood
Mood multiplies every train. Each train uses between 40% and 60% of the Energy it cost in Mood, so a long session slowly drains it. Mood regenerates toward your max on its own, and your home sets that max (see housing). Boosters can push Mood above the max; it then decays back. See bars.
| Mood | Gains compared with 100 Mood |
|---|---|
| 0 | 85% |
| 100 | 100% |
| 500 | 131% |
| 1,000 | 151% |
| 2,500 | 181% |
| 5,000 | 206% |
| 10,000 | 230% |
Halls
Each hall unlocks once you have spent enough total Energy training, and costs a one-off fee. You keep every hall you unlock.
| Hall | District | Energy | Power | Guard | Agility | Finesse | Unlock after | Fee |
|---|---|---|---|---|---|---|---|---|
| Rustbucket Boxing Shed Sandbags filled with actual sand. Free for everyone. | Saltmarsh | 5 | 1x | 1x | 1x | 1x | 0 Energy | Free |
| Tidewater Lifting Club Dockworkers lifting anchor chains between shifts. | Docks | 5 | 1.3x | 1.25x | 1.15x | 1.15x | 250 Energy | $3,000 |
| Stacks Rooftop Gym Parkour lines and pull-up bars eleven floors up. | Stacks | 10 | 1.45x | 1.4x | 1.6x | 1.55x | 1,500 Energy | $20,000 |
| Ironworks Forge Fitness Train beside the furnaces. Hot, loud, effective. | Ironworks | 10 | 1.8x | 1.75x | 1.6x | 1.6x | 5,000 Energy | $250,000 |
| Neon Mile Dojo Above a noodle bar. The sensei is 81 and undefeated. | Neon | 10 | 1.9x | 1.9x | 2.2x | 2.2x | 15,000 Energy | $1,500,000 |
| Cathedral Hill Athletic Marble pool, clay courts, membership by referral. | Cathedral | 25 | 2.3x | 2.3x | 2.3x | 2.3x | 40,000 Energy | $8,000,000 |
| Glass Quarter Performance Lab Sensors on everything. Your coach is a dashboard. | Glass | 25 | 2.6x | 2.7x | 2.6x | 2.5x | 100,000 Energy | $30,000,000 |
| Harbor Titan Arena Where Ashport champions are made, in a converted dry dock. | Docks | 50 | 3x | 3x | 3x | 3x | 250,000 Energy | $100,000,000 |
Bonuses
Bonus percentages add together, then multiply the gain:
- Newcomer boost: +25% while your battle stat total is below the city's median, so new players catch up.
- Gym Rat merit: +1% gym gains per level. (merits)
- Discipline faction perk: +2% gym, +4% gym, +7% gym, +10% gym, +15% gym (faction perks)
- Job perk: +5% Power gym gains (Dockworker: Crane Operator)
- Job perk: +5% Guard gym gains (Dockworker: Foreman)
- Home gym fit-out in your home (housing).
- Addiction: -1% per 10 points of drug addiction, at most -30% (drugs).
Training in jail
In jail you can still use the yard: Guard only, at 50% of the first hall's gains.
Questions
Does Mood affect gym gains?
Yes. Mood multiplies every train through the mood factor, and each train uses 40% to 60% of its Energy in Mood.
How do I unlock a better gym?
Spend enough total Energy training, then pay the hall's one-off fee. You keep every hall you unlock.