Agents (Guide)

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What needs work: Missing challenge and reward info for new plots released on January 21, 2026.


St mountainssmall.png Late PoSI Content and Onwards

For the profession, see Agent (Profession).

Agents can be managed in their own game tab. You can loan your equipment to agents, and let them run Plots on your behalf.

Directing the agents and reaping the rewards does not cost actions; you advance the Plots by spending regular actions in-game, and an in-game pop-up notifies you when one is finished. The conclusion of a Plot is a Report, which is structured like a Storylet in the Agent tab parallel to regular gameplay. Reports may have multiple branches with different requirements, rewards, or challenges, and may involve a succession of branches, although they do not cost Actions. Challenges are made against your Agent's stats rather than your own, which is the reason to loan them equipment.

Once you have unlocked the feature, a new tab shows up (between "Possessions" and "Bazaar" on desktop, and as a new sub-entry next to "Possessions" on mobile).

Unlock[edit]

You need to be a tier 2 Person of Some Importance, that is, garnish your A Person of Some Importance quality with one of the specialisations available for having 200 in Watchful one Shadowy of the Dangerous base Persuasive stats.

Agents and Plots are group together into three Concerns: Nautical, Intelligencier (spies), and Silvered. You can unlock them in any order.

To get your first nautical agent The Luckless Captain, play A Zailor Down on his Luck in The Blind Helmsman, and later Venturing into the Shipping Business in Wolfstack Docks.

Items required to unlock your first nautical agent:

To get your first spy agent The Mild-Mannered Mondaine, play the branch For yourself with at least Dramatic Tension 1 in Playing the Game at Wilmot's End, go through the carousel, and play A Spy in Silks.

Items/qualities required to unlock your first spy agent:

To get your first silvered agent The Nectared Proprietor, play A Golden Opportunity in The Singing Mandrake.

Items/qualities required to unlock your first silvered agent:

Summary of the requirements for additional agents:

  • Nautical:
  • Spy:
  • Silvered:
    • The Silent Partner can be obtained by collecting 3 x Parabolan Breadcrumb, completing An Expedition to the Shadow of a (Lodgings), then seeking them out in your Parabolan Base-Camp.
    • The Numeric Nightmare (FATE) can be obtained by buying A Half-Dreamt Equation for 12 x Memory of a Tale at Mr Chimes' Lost & Found and using the item in your inventory.

In addition to the above perennially available Agents, HALLOWMAS 2025 introduced two new Agents available only during the event. See Hallowmas (Guide) for detailed information.

It is unknown whether these Agents will be available in the future after Hallowmas; if so, they will likely cost FATE.

Plotting[edit]

Plots progress based on your actions spent in other activities, but do not cost actions in and of themselves. These can be pursued by Agents supplied with Equipment to improve their own Qualities.

Plotting is independent of your in-game location.

Equipment[edit]

At the end of a plot, your agent has to pass challenges, for which they can use their own attributes, but also equipment you loan them. Loaned-out equipment is unavailable to you or other agents while the plot is in progress. However, actions that require owning an item rather than having it equipped (for example, Compel the Ghillie to extend your visit) are still available to you. Your agents can borrow any equipment they have slots for except the Weasel of Woe.

If your agent fails an action and the result gains Menaces(s), menace-reducing items only work if you, not your agent, have them equipped.

Equipping items to agents does not prevent you from losing the item, if a story would cost it.

Triggered Plots[edit]

There are enough standard Plots that are always available to keep your Agents busy, but several Plots or Reports are only available when certain conditions are met. Those conditions are varied, with some connecting to other Plots and others connecting to regular gameplay.

Plots with a Cooldown[edit]

Some Plots set a lock-out quality when completed, which is reduced by running any other Plot. This effectively sets a "cooldown" by preventing the Plot from being run repeatedly. All known Plots reduce all known cooldowns. Because the lock-out quality is set at the conclusion of the Plot, its cooldown is not affected by other Plots completing while it is running. If you ever happen to have multiple Plots conclude at exactly the same time, receive the Report for the cooldown Plot first so as not to waste a cooldown.

Rare Plots[edit]

All Plots have a small chance to add one or more bonus Qualities related to their Concern, which unlock Reports for a different standard Plot. These are all repeatable, and the Quality is reset by the Report that it unlocks. There is also one extra-special bonus that requires two qualities to unlock, and two Plots to redeem.

In case you blink and miss the Quality, Plots will have additional Game Instructions in the Plot selection interface when they have a special Report unlocked.

Nautical
All Plots may set Reports of Promising Salvage, which unlocks a special Report on Found at Zee.
Silvered
All Plots may set A Visitor to Your Honey-Den, which unlocks a special Report on The Dreams of London.
All Plots may set A Dream of Scheming, which see below.
Intelligencier
All Plots may set An Inkling of Intrigue, which see below.

If you have acquired both A Dream of Scheming and An Inkling of Intrigue, that unlocks the special Plot Chess, from a Distance. Completing that Plot unlocks a special Report on A Disposable Network.

Regular Gameplay[edit]

Some Plots have conditions that interact to varying degrees with the systems of regular gameplay.

Agents[edit]

Agent Qualities Unlock Requirements/Cost
The Luckless Captain
The Clay Breaker
The Wily Bathyphile
The Mild-Mannered Mondaine
The Unilluminated Mole
The Nectared Proprietor
The Silent Partner 3 x Parabolan Breadcrumb
Perforated Zubmariner
The Ragged Recusant
FATE
Numeric Nightmare

Plots[edit]

Plot Requirements Actions Challenges Min for 100% Rewards Rewards on failure EPA (success / failure)
A Trusted Deputy
(tutorial plot)
No An Orchestrator of Agents 10 Shadowy 5 Shadowy 9 1 x Uncanny Incunabulum 50 x Whispered Hint 1.250/.050
Nautical plots
A Consignment without Contract 80 Zeefaring 2 Zeefaring 7 8 x Tale of Terror .100/.050
16 x Journal of Infamy
16 x Correspondence Plaque
Found at Zee 125
  • Watchful 75

  • Salvaging 10
1 x Legal Document 16 x Tale of Terror .100/.064
13 x Whisper-Satin Scrap .152/.052
Zailors, Astray 185
  • Exploration 10

  • Dangerous 75
2 x Puzzling Map 1 x Puzzling Map .135/.068
  • Exploration 10

  • Watchful 75
10 x Zee-Ztory[3]
Naval Intelligence

Nautical Ventures Nautically Ventured 5

125
  • Zeefaring 7

  • Watchful 125

  • Shadowy 50
3 x Extraordinary Implication[4] .144/.060
Beneath the Waters

Nautical Ventures Nautically Ventured 5

125
  • Watchful 84

  • Exploration 10
  • Watchful 84

  • Watchful 92
3 x Partial Map[5] .120/.060
.159[6]/.060
.548/.096
An Escort Through the Sea of Voices 250 Dangerous 65 Dangerous 109 5 x Aeolian Scream .150/.050
.164/.080
Making Your Own Work 300
  • Shadowy 92

  • Salvaging 10?
  • Watchful 92
4950 x Stashed Treasure 4450 x Stashed Treasure[11] .165/.148
3000 x Stashed Treasure[12] .165/.100
2000 x Stashed Treasure[13] .165/.067
5250 x Stashed Treasure 4750 x Stashed Treasure[11] .175/.158
3500 x Stashed Treasure[12] .175/.117
3000 x Stashed Treasure[13] .175/.100
FATE
Tales of the Tabernacle (Guide)

Tracking the Pale Tabernacle exactly 1

300
  • Watchful 75

  • Exploration 11
.130/.120
Intelligencier plots
Reawakening a Network
(one-time required plot)
180 n/a n/a 1 x Uncanny Incunabulum n/a net loss E 37.5
Breaking and Entering

No A Network Under Scrutiny[14]

185 Shadowy 55 Shadowy 92 .162/.108
Infiltrating (Target) 500
per
cycle
.100/.075
.145/.120
.177/.145
.220/.165
.249/.183
.267/.200
.292/.216
  • 8 cycles (Maximum possible):
  • N/A
.310
A Disposable Network

Tremors Upon the Web 5

500 A Player of Chess 0 A Player of Chess 5 4 x Vital Intelligence
A Latent Network 0/.100 OR 0/.132[19]
.040/.100[21] OR .048/.132[19]
[23]
A Gathering of Luminaries

Tremors Upon the Web 7

560 Persuasive 70 Persuasive 117 Bottle of Fourth City Airag: Year of the Tortoise 1 x Bottle of Fourth City Airag 1 x Bottle of Fourth City Airag: Year of the Tortoise

+9 CP Scandal

.112 OR .142[27]
Shadowy 70 Shadowy 117 1 x Much-Needed Gap
  • E 0 + Assortment of Khaganian Coinage 125 
  • (equivalent to .112)
OR .142[27]
The Markets of the Rattus Faber 110 .164/.068
The Secrets of Hearth and Home 250
  • Persuasive 100

  • A Player of Chess 8
With Current Domicile as A Spire-Emporium of the Bazaar (Lodgings) A Spire-Emporium of the Bazaar or Premises at the Bazaar
[29] .154/.100 OR .202/.132[30]
With Current Domicile as A Sanctum at the Brass Embassy (Lodgings) A Sanctum at the Brass Embassy or A guest room at the Brass Embassy A Guest Room at the Brass Embassy
[29] .154/.100 OR .202/.132[31]
With Current Domicile as A Suite at the Royal Bethlehem (Lodgings) A Suite at the Royal Bethlehem or A Room at the Royal Bethlehem Hotel
[29] .154/.100 OR .202/.132[32]
With Any Current Domicile
[33] .060
A Fresh-Faced New Employee
(one-time plot)
250 Persuasive 50 Persuasive 84 The Unilluminated Mole ?
Silvered plots
The Operation of (a Veilgarden Honey-Den) 120 Persuasive 45 Persuasive 75 1 x Comprehensive Bribe .104
Shadowy 45 Shadowy 75 .058
Watchful 45 Watchful 75 Preparations for a Trip through the Mirror 2 x Preparations for a Trip Preparations for a Trip through the Mirror 1 x Preparations for a Trip 0
An Expedition through the Briars of Dream [34]

Preparations for a Trip through the Mirror 1 x Preparations for a Trip

250
  • Dangerous 75
  • Glasswork 5
.129[35][36]

Preparations for a Trip through the Mirror 2 x Preparations for a Trip[37]

250
  • Dangerous 92
  • Glasswork 6
.142[35] OR .153[19]

Preparations for a Trip through the Mirror 3 x Preparations for a Trip[37]

250
  • Dangerous 92
  • Glasswork 7
.151/.145[35][36] OR .197/.192[38]
The Dreams of London 180
  • Watchful 75
  • Glasswork 6
.028
  • Dangerous 75
  • Glasswork 6
.069
  • Persuasive 75
  • Glasswork 6
.136/.067
An Expedition to the Shadow of a (Lodgings) 300 Enables recruiting The Silent Partner from Parabolan Base-Camp
Wading into the War[41] 250
  • Dangerous 75
  • Glasswork 8
.140/.100
235 .149/.106
Chess, from a Distance 300 Glasswork 3[44] Glasswork 8[44] 0
  1. Set with unknown probability when you complete a Nautical Plot.
  2. 2.0 2.1 The challenge type ( Dangerous or Watchful) appears to be chosen randomly when you receive the agent's report.
  3. If both challenges are failed on the Watchful branch.
  4. If one or two challenges are failed.
  5. If the final Watchful challenge is failed.
  6. Assuming an extra action to Offer a well-packed keg of scintillack snuff cash out Scintillack Snuff at E 17.5.
  7. Rare success chance appears to be roughly 5% based on community testing.
  8. If only the second Exploration + Watchful challenge is failed.
  9. 9.0 9.1 Completing this plot sets Regrowing Clay to 3-6 (exact range unknown), then immediately lowers it by one. Completing any other plot also lowers it by one.
  10. 10.0 10.1 Set with unknown probability when you successfully Strike them down and claim a pirate bounty. Starting any other plot lowers it by one.
  11. 11.0 11.1 If only the initial Shadowy challenge is failed.
  12. 12.0 12.1 If only the final Salvaging + Watchful challenge is failed.
  13. 13.0 13.1 If both challenges are failed.
  14. Completing this plot sets A Network Under Scrutiny to 4, and then immediately lowers it to 3. Completing any other plot lowers it by one.
  15. Persuasive difficulty starts at 45 and increases for subsequent cycles: 65, 72, 79, 86, 92, 99.
  16. 16.0 16.1 When an agent completes this plot, you can choose either the Persuasive challenge to repeat the plot with greater rewards and increased difficulty, or the Shadowy challenge to recall the agent and collect all accumulated rewards. Note that the Shadowy check is only for avoiding Suspicion gain upon ending the mission- the rewards remain the same regardless of pass or fail. Thus, for maximum profit, Persuasive should be optimized as much as possible.
  17. Min. Persuasive for 100% starts at 75 and increases for subsequent cycles: 109, 120, 132, 144, 154, 165.
  18. Not counting second chances.
  19. 19.0 19.1 19.2 19.3 19.4 If selling Vital Intelligence at the Rat Market.
  20. Assuming five extra actions to cash out all second chances via The end of battles and Trade your Collection of Curiosities for five Puzzling Maps.
  21. Assuming an extra action to A convenient meeting cash out Favourable Circumstances for a Favour worth E 7.5.
  22. Set when you successfully complete the plot Chess, from a Distance.
  23. Sets A Dream of Scheming, An Inkling of Intrigue, and A Scheme in Motion each to 0.
  24. If A Disposable Network is run in parallel with Chess, from a Distance, amortizing over 500 Actions.
  25. 25.0 25.1 If selling Mortification of a Great Power at the Rat Market.
  26. If A Disposable Network is run sequentially after completing Chess, from a Distance, amortizing over 800 Actions.
  27. 27.0 27.1 Assuming the item is cashed out via Crackling Trade.
  28. 28.0 28.1 28.2 28.3 Challenge is easier with a Rat Agent.
  29. 29.0 29.1 29.2 If only the A Player of Chess challenge is failed.
  30. If selling Uncanny Incunabulum at the Rat Market.
  31. If selling Unlawful Device at the Rat Market.
  32. If selling Storm-Threnody at the Rat Market.
  33. 33.0 33.1 If the initial Persuasive challenge is failed.
  34. Note that all stat checks on this mission only affect whether Nightmares are gained on completion (and in one case, whether you receive a single Glass Gazette). The impact on rewards is negligible. There is little risk in sending a very under-equipped Agent on this mission if you cannot spare the gear.
  35. 35.0 35.1 35.2 Assuming Preparations for a Trip through the Mirror Preparations are sourced from The Operation of (a Veilgarden Honey-Den) -> '...by taking every pain...'.
  36. 36.0 36.1 Valuing Glass Gazette at E 2.5.
  37. 37.0 37.1 Only one preparation is required and consumed when beginning the mission; the remainder are required and consumed when completing it.
  38. If Oneiromantic Revelation Oneiromantic Revelations are upconverted to Parabolan Parable Parabolan Parables and sold at the Rat Market.
  39. 39.0 39.1 Set with unknown probability when you complete a Silvered Plot.
  40. Gained with unknown probability when you complete a Silvered Plot.
  41. See Wading into the War (non-Feline) for non-feline version.
  42. Feline Agents can only fight on the side of cats.
  43. Set with unknown probability when you complete an Intelligencier Plot.
  44. 44.0 44.1 Each point of A Player of Chess adds 1 point of Glasswork.

Multitasking[edit]

Initially, you can only run 1 plot at a time, or 2 concurrent plots if you are an Exceptional Friend.

To unlock an additional concurrent plot (the second one for free players or the third one for EFs), you first need to:

Once both conditions are met, you will see a purple storylet An Opportunity for Expansion, followed by the Expanding Your Operation storylet in the Bazaar Side-Streets. The latter lets you spend a lot of resources to unlock an extra plot.

There are 5 branches, each with their own shopping list of items worth a total of E 100, but you only need 3 of them (and no, you can't do the same branch twice. For completionists, neither can you play more than 3 branches).

The branch costs are:

Branches Item cost
Fortify your fieldcraft Searing Enigma, Puzzling Map, Queen Mate
Shore up your support network Favour in High Places, Comprehensive Bribe, Rookery Password, Blackmail Material, Presbyterate Passphrase
Create a complex web of legal entities Legal Document, Bazaar Permit, Chimerical Archive, Lost Research Assistant
Cultivate your capacity for management Memory of a Much Stranger Self, Oneiromantic Revelation, Direful Reflection, Uncanny Incunabulum
Reward loyal service Cellar of Wine, Bottle of Fourth City Airag: Year of the Tortoise, Cave-Aged Code of Honour, Vital Intelligence

Equipping your agents[edit]

How best to equip agents for success? On one hand, perhaps it simply amuses you to send a minion out with a Pair of Lenguals, and that is a perfectly great way to approach the issue. For an enterprising sort, however, it is worth considering that the current maximum agent EPA achievable is only 0.28 EPA in general and 0.4 EPA for Exceptional Friends. The cost of acquiring equipment, therefore, can be rightfully thought of as an investment which will take a certain number of actions to pay itself off before accruing actual profit for you.

Dividing the cost of the acquisition by your agent EPA after updating your agent's equipment, it is quickly apparent that expensive pieces will take a long time to pay off. Purchasing a Smock of Four Thousand Three Hundred and Eight Pockets at its Bazaar price of E 420 would require at best 1050 actions (420/0.4) to pay off. While the benefit to EPA that better equipment brings does last forever, considering the fact that current max EPA is low and top-of-the-line equipment typically has markedly worse stat boost per echo-cost when compared to mid-tier equipment, cheaper equipment should be favored by the budget-minded mastermind.

In other words, the same effect of Watchful +10 from the smock can also be achieved with a Pair of Luminous Neathglass Goggles and an Avid Glove, which combined only cost E 25.3 and thus have a payback period only 6% as long as getting a smock.

At the extreme end, the payback period for an Übergoat is 58564 actions, meaning if you played every action available per day, it would take you nearly 581 days to start making a profit on your investment, 407 days if you are an EF -- and remember, all of these numbers assume that your success chance is otherwise 0%, which is not true in practice. The fact that you still get a reward upon failure and that you still have chances of success means that in practice the item will take significantly longer to pay itself off.

Other acronyms[edit]

Due to how the presence of agents changes how we must describe their EPA, introducing the idea of two independent uses of a single action, a variety of acronyms have been made to represent the concept of "Agent EPA", which may be seen in the comment sections or on other social areas. Listed below is a non-exhaustive list of some of them (feel free to add to this list)

  • XPA - eXtra (echoes) Per Action
  • XEPA - eXtra Echoes Per Action
  • ExPA - Extra (Echoes) Per Action
  • EEPA - Extra Echoes Per Action
  • AEPA - Agent/Additional Echoes Per Action
  • EPB - Echoes Per 🅱️ction/Bonus
  • HMMOSEtAUStIAiaOFDbHLOMWBCSI - How Much Money One Should Expect to Accrue Upon Selling the Items Acquired in an Optimal Fashion Divided by How Long One Must Wait Before Collecting Said Items
  • EPUOTCOTMWAAIOWBG - Echoes Per Unit Of Time Consisting Of Ten Minutes Wherein An Action Is Or Would Be Gained
  • ÆA - Agent's Echoes (per Normally Used) Action(, With Which Rewards of Varying Value May Be Acquired After a Certain Amount of Time In Which Actions are Efficiently Expended, Ranging from One to Several Days)
  • TTAQoCWaSPYDbtTNoBoTMIoTNtYtAAoCWROtRaWWAAFtUoAiEotNEoA - The Total Accumulated Quantity of Currency Which a Single Plot Yields, Divided by the Total Number of Blocks of Ten Minute Increments of Time Necessary to Yield the Aforementioned Amount of Currency, Which Represents Overall the Rate at Which Wealth Accrues From the Use of Agents in Excess of the Normal Expenditure of Actions
  • PEA: Parallel Echoes per Action
  • THIS TOAST BY AN ACTOR: The Helpful Incarnate Stuff, Totally Often Accumulated over Some Time, By Your Agents (Not Always Currency, Too: Often Resources)
  • AGENT EPA: Agents Garrulously Extracting Notably Tangible Echoes Per Action
  • EPAA - Echoes Per Agent Action