# NXX Headquarters

This article is about the NXX HQ game mechanic. For details about the location and organization, see NXX Investigation Team.

NXX Headquarters is unlocked after Main Story 04-02. Players can gather resources and also level up their headquarters for additional stat gains.

## Headquarters Level

In-game explanation of NXX HQ Level. Click to expand.

The NXX Headquarters can be leveled up to unlock to upgrade the various features in the headquarters.

Headquarters EXP is gained through upgrading cards. Certain tasks are only available for certain rarities of cards, and may give different amounts of points depending on rarity.

Task EXP
R SR SSR
Acquire card 3 8 15
Enhance a card to Lv. 40 2 2 3
Enhance a card to Lv. 70 3 3 4
Enhance a card to Lv. 100 - 5 5
Evolve a card 1 time(s) 2 2 3
Evolve a card 2 time(s) - 4 5
Upgrade a card 1 time(s) 1 3 5
Upgrade a card 2 time(s) 1 3 5
Upgrade a card 3 time(s) 1 3 5
Upgrade a card 4 time(s) 1 3 5

Gaining Headquarters levels will grant additional upgrades to the Resource Requisition, File Room, and Study Room. The Study Room is locked until the player finishes Main Story Episode 4-15

HQ Level EXP to next level Upgrades
1 30 Resource Requisition [I] (2000 Stellin and Oracle of Justice II x6)

File Room [I] (Level B cases, 4 simultaneous Case Analyses)

Study Room [I] (20 Max CL)

2 30 Resource Requisition Upgrade [II] (2400 Stellin and Oracle of Justice II x8)
3 30 File Room Upgrade [II] (Level A Cases, 4 simultaneous Case Analyses)
4 60 Study Room Upgrade [II] (30 Max CL)
5 60 Resource Requisition Upgrade [III] (2800 Stellin and Oracle of Justice II x10)
6 60 File Room Upgrade [III] (Level S Cases, 4 simultaneous Case Analyses)
7 90 Resource Requisition Upgrade [IV] (3200 Stellin and Oracle of Justice II x12)
8 90 Study Room Upgrade [III] (40 Max CL)
9 90 Resource Requisition Upgrade [V] (3600 Stellin and Oracle of Justice II x14)
10 120 File Room Upgrade [IV] (Level S Cases, 5 simultaneous Case Analyses)
11 120 Resource Requisition Upgrade [VI] (4000 Stellin and Oracle of Justice II x16)
12 120 Study Room Upgrade [IV] (50 Max CL)
13 150 File Room Upgrade [V]
14 150 Study Room Upgrade [V] (60 Max CL)
15 150 File Room Upgrade [VI] (Level S cases, 5 simultaneous Case Analyses, Further increased chances for higher-tier cases)
16 200 Study Room Upgrade [VI] (70 Max CL)
17 200 Study Room Upgrade [VII] (80 Max CL)
18 200 File Room Upgrade [VII] (Level S cases, 5 simultaneous Case Analyses, Further increased chances for higher-tier cases)
19 200 Study Room Upgrade [VIII] (90 Max CL)
20 - Study Room Upgrade [IX] (100 Max CL)

## NXX-OS

Players can view the System Log, Case Files, and Personnel Files for the NXX Organization here. These include ongoing NXX cases, as well as the player's completed cases from the Main Story.

## Resource Requisition

In-game explanation of Resource Requisitions. Click to expand.

To ensure confidentiality of NXX investigations, please use an alias or shell company when applying for funding or resources.

A resource request automatically goes out every 4 hours for Stellin, Oracle of Justice II, or both depending on player choice. The base amount returned on each request increases as HQ level increases. Selecting both returns half the base amount for each of Stellin and Oracle of Justice II.

HQ Level Resource Requisition Stellin Oracle of Justice II
1 I 2000 6
2 II 2400 8
5 III 2800 10
7 IV 3200 12
9 V 3600 14
11 VI 4000 16

Once a request finishes, the resource request rewards will take up a slot until a player claims it. A player starts off with 3 slots, meaning a player can go 12 hours until all slots are filled and no more resource requests will automatically start.

Additional slots are unlocked at Headquarters Lv. 2, Lv. 7, and Lv. 11, pushing this maximum to 24 hours, increasing rewards, and unlocking additional resource requisition options. Purchasing the Monthly Pass will also unlock an additional slot. A maximum of 7 slots are available at any given point in time.

## File Room

In-game explanation of the File Room. Click to expand.

Data from the Big Lab shows a marked increase in the incidence of missing persons and mental illness cases in Stellis over the past three years. Careful analysis of these cases is necessary to discern the root cause.

Players can obtain Research Materials and Impression items through the File Room. The case levels available and the number of available case analysis slots go up as HQ level increases.

HQ Level File Room Cases
1 I Unlock Level B cases. Conduct up to 4 simultaneous Case Analyses.
3 II Unlock Level A cases. Conduct up to 4 simultaneous Case Analyses.
6 III Unlock Level S cases. Conduct up to 4 simultaneous Case Analyses.
10 IV Unlock Level S cases. Conduct up to 5 simultaneous Case Analyses.
13 V Unlock Level S cases. Conduct up to 5 simultaneous Case Analyses. Increased chances for higher-tier cases.
15 VI Unlock Level S cases. Conduct up to 5 simultaneous Case Analyses. Further increased chances for higher-tier cases.

Players start out with 4 case analysis slots, which can range from Level S to Level C, and take 4-6 hours to complete. The level determines how the quality and quantity of items given. Players can refresh one of the case analyses at a time, for a total of up to three refreshes per day. The level will remain the same, but the item drop may change. Purchasing the Monthly Pass will unlock an additional case analysis slot.

Case Level Research Materials Other Items (1x skill up item or 2x Impressions) Requirements Time
S 60 Impression III Level 40+ cards 6 hrs
A 30 Impression III Level 25+ cards 4 hrs
B 20 Impression II Level 10+ cards 4 hrs
C 10 Impression I Level 1+ cards 4 hrs

Additionally, players must assign Cards for each analysis. The higher level and rarity of the cards, the higher the chance of performing a Deep Analysis. A successful Deep Analysis grants 3x the rewards for that case analysis.

## Study Room

Unlocked after Main Story Episode 4-15. Research Materials gained from the File Room can be used to increase Confidence Level (CL). A player's Study Room has an initial cap of 20 CL, which can be increased as Headquarters Level increases.

HQ Level Study Room CL Cap
1 I 20
4 II 30
8 III 40
12 IV 50
14 V 60
16 VI 70

### Confidence Level

In-game explanation of the Study Room. Click to expand.

Leveling up Confidence Level requires Research Materials from the File Room. Every level grants a Confidence Point (CP) and increases the player's base HP Level.

CL Research Materials
to Next Level
HP
1 0 100
2 40 200
3 80 300
4 120 400
5 160 500
6 240 600
7 280

700

8 320 800
9 360 900
10 400 1000
11 460 1200
12 520 1400
13 580 1600
14 640 1800
15 720 2000
16 800 2200
17 880 2400
18 960 2600
19 1040 2800
20 1160

3000

21 1280 3300
22 1400
...

The required exp to the next level is ${\displaystyle (}$previous level's required EXP${\displaystyle ) + ceiling((CL + 1)/10)*40}$. The HP gained is ${\displaystyle (}$previous level's HP${\displaystyle ) + ceiling(CL/10)*100}$.

For example, at level 21, it is ${\displaystyle 1160 + ceiling(22/10)*40 = 1160 + 3*40 = 1280}$ EXP needed to the next level, and ${\displaystyle 3000 + ceiling(21/10)*100 = 3000 + 3*100 = 3300}$ HP.

### Talents

Confidence Points can be used to learn Talents. Leveling up a talent costs 1 CP. Talents are buffs that are helpful during debates, for example boosting a player's Influence (Attack) and Defense.

Talents are arranged in a skill tree and have a minimum CL Lv. required to unlock. Some talents also require a previous entry in the skill tree to be raised before the talent can be raised.

Icon CL Lv.
Required
Skill Details
1 Boost the Influence of Empathy cards by 4/7/10%
1 Boost the Influence of Intuition cards by 4/7/10%
1 Boost the Influence of Logic cards by 4/7/10%
5 Boost Defense of Empathy cards by 8/14/20%
5 Boost Defense of Intuition cards by 8/14/20%
5 Boost Defense of Logic cards by 8/14/20%
10 Boost damage dealt to Empathy arguments by 4/7/10%
10 Boost damage dealt to Intuition arguments by 4/7/10%
10 Boost damage dealt to Logic arguments by 4/7/10%
10 Reduces the time of your next logical thinking by 20/35/50% after reorganizing your cards.
10 Reduces the time of your next logical thinking by 8/14/20% after refuting an argument.
10 Grants a 20% chance to reduce the time of your next logical thinking by 16/28/40% after trumping an argument.
15 Reduce damage taken from Empathy argument attacks by 4/7/10%
15 Reduce damage taken from Intuition argument attacks by 4/7/10%
15 Reduce damage taken from Logic argument attacks by 4/7/10%
20 Recover HP by 1/2/3% after reorganizing your cards
20 After refuting an argument, recover HP equal to 1/2/3% of damage dealt.
20 5/10/15% chance to recover HP by 1% after trumping an argument.
30 Boost damage dealt to Core arguments by 8/15%
35 Increase your Influence by 1% for 2 turns after trumping an argument
40 Recover HP by 10% when HP reaches 0
50 Boost the Influence of all cards by 1/2/.../50%

#### Logical Thinking Talents

Logical Thinking refers to the thought bubble that appears over the MC's head during debates. This bubble starts filled up at 50%. Without talents, this bubble fills back up to 50% each time a player uses a card.

If a player has a talent that reduces the time of the next logical thinking, then the bubble will fill up by the talent's given %. Once the bubble is filled to 100%, a player will be able to take two turns in a row without the enemy counterattacking in between.

For the talent skills, the following are the trigger effects:

• Reorganizing cards refers to refreshing your deck.
• Refuting an argument refers to destroying an argument.
• Trumping an argument refers to attacking an argument with the attribute with increased effectiveness against it (e.g. using a logic argument on an empathy argument).

#### Recommended Talent Order

It is generally recommended to prioritize offensive skills first. This is because due to the limited turn mechanics during debates, it is recommended to hit the enemy as hard as possible rather than try to defensively turtle a fight. Defense skills may still be warranted though if a player finds themselves getting killed by the enemy.

After offensive skills, the talent skill choices are more flexible and may vary player to player depending on preference.

Order Talent Explanation
1 Boost the Influence of <Attribute> cards Prioritize offensive skills first.
2 Boost damage dealt to <Attribute> cards Prioritize offensive skills first.
3 Reduce the time of your next logical thinking after refuting an argument. Reducing the time of your next logical thinking allows you to attack twice, meaning you take less damage from the enemy. On a lesser note, the talent can also slightly speed up Auto runs by reducing enemy turn animation time.

The main draw is the next talent this unlocks.

4 After refuting an argument, recover HP equal to 1/2/3% of damage dealt. Allows the player to heal after refuting an argument. Another defensive skill helpful if a player needs to heal up HP during close fights. For stronger enemies, this can gain you extra turns where you otherwise would've been defeated.
5
• Boost Defense of <Attribute> cards
• Reduce damage taken from <Attribute> arguments
The order these can be leveled is flexible. Unlike the other logical thinking skills which may only happen a few times during a fight, defense talents are a passive skill that will always take effect and don't require a trigger.

When you reach CL 29 though, prioritize #6.

6 Boost damage dealt Prioritize this skill by saving a point at CL 29 and then using both points when unlocked at CL 30.
7 Everything Else -