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[edit | edit source]
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 ![]() ![]() File Room [I] (Level B cases, 4 simultaneous Case Analyses) Study Room [I] (20 Max CL) |
2 | 30 | Resource Requisition Upgrade [II] (2400 ![]() ![]() |
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 ![]() ![]() |
6 | 60 | File Room Upgrade [III] (Level S Cases, 4 simultaneous Case Analyses) |
7 | 90 | Resource Requisition Upgrade [IV] (3200 ![]() ![]() |
8 | 90 | Study Room Upgrade [III] (40 Max CL) |
9 | 90 | Resource Requisition Upgrade [V] (3600 ![]() ![]() |
10 | 120 | File Room Upgrade [IV] (Level S Cases, 5 simultaneous Case Analyses) |
11 | 120 | Resource Requisition Upgrade [VI] (4000 ![]() ![]() |
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[edit | edit source]
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[edit | edit source]
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 | ![]() |
![]() |
---|---|---|---|
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[edit | edit source]
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. |
18 | VII | 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 | 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[edit | edit source]
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 |
17 | VII | 80 |
19 | VIII | 90 |
20 | IX | 100 |
Confidence Level[edit | edit source]
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 [math]\displaystyle{ ( }[/math]previous level's required EXP[math]\displaystyle{ ) + ceiling((CL + 1)/10)*40 }[/math]. The HP gained is [math]\displaystyle{ ( }[/math]previous level's HP[math]\displaystyle{ ) + ceiling(CL/10)*100 }[/math].
For example, at level 21, it is [math]\displaystyle{ 1160 + ceiling(22/10)*40 = 1160 + 3*40 = 1280 }[/math] EXP needed to the next level, and [math]\displaystyle{ 3000 + ceiling(21/10)*100 = 3000 + 3*100 = 3300 }[/math] HP.
Talents[edit | edit source]
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.
Logical Thinking Talents[edit | edit source]
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[edit | edit source]
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 |
|
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 | - |