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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.

Power gained by one train at 1,000 Mood, no bonuses
Stat nowRustbucket Boxing (5E)Stacks Rooftop (10E)Neon Mile (10E)Glass Quarter (25E)Harbor Titan (50E)
02.376.889.0130.8471.17
1002.757.9610.4435.782.39
1,0003.319.6112.5943.0699.37
10,0004.7313.7317.9961.53142
100,0008.324.0831.55107.94249.09

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.

MoodGains compared with 100 Mood
085%
100100%
500131%
1,000151%
2,500181%
5,000206%
10,000230%

Halls

Each hall unlocks once you have spent enough total Energy training, and costs a one-off fee. You keep every hall you unlock.

HallDistrictEnergyPowerGuardAgilityFinesseUnlock afterFee
Rustbucket Boxing Shed
Sandbags filled with actual sand. Free for everyone.
Saltmarsh51x1x1x1x0 EnergyFree
Tidewater Lifting Club
Dockworkers lifting anchor chains between shifts.
Docks51.3x1.25x1.15x1.15x250 Energy$3,000
Stacks Rooftop Gym
Parkour lines and pull-up bars eleven floors up.
Stacks101.45x1.4x1.6x1.55x1,500 Energy$20,000
Ironworks Forge Fitness
Train beside the furnaces. Hot, loud, effective.
Ironworks101.8x1.75x1.6x1.6x5,000 Energy$250,000
Neon Mile Dojo
Above a noodle bar. The sensei is 81 and undefeated.
Neon101.9x1.9x2.2x2.2x15,000 Energy$1,500,000
Cathedral Hill Athletic
Marble pool, clay courts, membership by referral.
Cathedral252.3x2.3x2.3x2.3x40,000 Energy$8,000,000
Glass Quarter Performance Lab
Sensors on everything. Your coach is a dashboard.
Glass252.6x2.7x2.6x2.5x100,000 Energy$30,000,000
Harbor Titan Arena
Where Ashport champions are made, in a converted dry dock.
Docks503x3x3x3x250,000 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.