- it can be extremely fast to level Shadowy with grinding Vitreous Almanacs and turning them in at the Dome of Scales
- no locations beyond stats 130 are currently listed
Step one is to understand the basic mechanic of gaining Change Points. The amount of CP (change points, basically experience) you earn for your main attributes ( Watchful, Shadowy, Dangerous, Persuasive) is based on the difficulty of the challenge you're trying (see Table 1).
The CP needed to raise any attribute a single level is typically the same as the level it's reaching. To go from level 1 to 2 requires 2 CP, and going from level 2 to 3 requires 3 CP. The total CP to move from level 0 to 3 is 6 CP since it's 1 + 2 + 3. This means that even though an action dropping you from level 3 to 0 looks like more of a hit than dropping from level 6 to 5, they are in fact the same.
Once you reach level 70 in the main attributes ( Watchful, Shadowy, Dangerous, Persuasive), every level thereafter also requires 70 CP. Attaining level 80 will require 70 CP, and so will level 150. Dropping whole levels from 81 to 80 or 95 to 94 will also be the same amount of CP: 70.
template = Template:Calculator/CP form = CPCalc result = CPCalcResult param = level0|Initial Level||int|0-250 param = level|Target Level|200|int|1-250 param = threshold|Level Threshold|70|int|50-70
So how do I raise my stats?
These options require a friend, or dummy account, to assist in trading actions, but offer the easiest grinding opportunity. Note that the social actions used to increase Dangerous (Sparring) and Watchful (Chess) have now been retired.
Epistolary Matters, the ability to exchange letters with your acquaintances, has been added to the game. These letters give a very large amount of CP, initially comparable to masterclasses from a Paramount Presence, that is reduced with each letter you read. This reduction is reset by Time, the Healer. The following table shows the amount of CP given at each level of Mired in Mail. The amount of Mired in Mile varies depending on the letter read.
|Mired in Mail||1–4||5||6||7||8||9||≥10|
Reading letters can also be used to gain Second Chances, which can be spent to raise stats as laid out below.
At Your Social Engagements, you can trade 5 second chances for between 1 and 50 CP in main stat, and 1 CP in two other's stats, for an average of 27.5 CP per trade-in.
Relevant actions are:
- Watchful: Attend to Matters of Watchfulness and Nightmares - Every stone
- Shadowy: Attend to Matters of Shadows and Suspicion - Tricks traps and treats
- Dangerous: Attend to Matters of Danger and Wounds - The strength of scars
- Persuasive: Attend to Matters of Persuasion and Scandal - An easy confidence
The easiest way to grind second chances is via Social Actions, which have a guide here. Confident Smiles and Hastily Scrawled Warning Notes can be most easily gained by social actions, but the actions for Sudden Insights and Hard-Earned Lessons are only available with their respective menace at or above three. All second chances can also be gained by reading letters, as mentioned before. This comes at the expense of not gaining any potential income outside of the CP.
Second Chances outside of Social Actions:
In general second chances are harder to get without using social actions, but here are some of the better non-social options:
- Talk to the Porters (part of the University carousel, which you are locked out of at the conclusion of the Making Your Name storyline) gives Sudden Insights (one of the only repeatable grinds in the game) in addition to being somewhat profitable, and so is highly recommended.
- With Hedonist 8, "I myself am my only true friend!" gives one of each Second Chance.
- The Everyone deserves a second chance option of the A contact in the Great Game has a tale for you conflict card offers one of each second chance, plus 7.5 echos worth of items and other benefits, in exchange for two Favours: The Great Game. Other cards exist which allow earning a Favours: The Great Game for roughly 1 turn. Thus two turns of earning Favours, one turn of Everyone Deserves a Second Chance, and (eventually) a turn spent trading in second chances for stats works out to four adventures for four second chances and thus of 4.5 CP per turn while also maintaining a decent echo per turn ratio. This is one of the few options offering close to max CP/turn efficiency that doesn't sacrifice income and generally should always be done whenever possible by those emphasising CP growth. Unfortunately as it's tied to cards, it can not be reliably farmed.
Because 5 second chances can be traded in for an average of 27.5 CP, if an action is spent to gain a second chance, the second chance is roughly worth 4.5 cp (4.16 in main stat) per action after trading in. This is better than can be achieved on average from normal adventures, even with the riskiest approach. This means someone focused on CP grinding over income should usually opt for outcomes that lead to second chances whenever possible, and do everything they can to decrease the odds of failing challenges that will yield second chances.
It's possible to receive a class from a patron, which offers up to 70 CP for a single action while the protégé has a (modified) level below 100 in said stat. The attribute that is boosted depends on the specialisation of the patron. This will expend Free Evenings, which are limited to five a week, and also require finding a patron willing to sacrifice an action on training their protégé when they receive nothing in return. To find a patron one must Seek a Patron! The best way for finding patrons willing to help is by asking in one of the Fallen London forums.
Beatrice's Tea Shop
If both you and a friend have a Free Evening, you can Share a pot of tea at Beatrice's Tea Shop. Any one of the teas chosen will increase your Persuasive by 35 CP, except for The Khaganian White, which increases your Persuasive by 65 CP - making it the best tea choice for those interested only in raising their Persuasive. Any tea will also reduce one of your menaces by 2 CP, give you some Making Waves, and increase a Quirk.
Training professions are a good way to gain 250 cp of stats, approximately 3.6 full levels, in a single highway stat once a week so long as that stat is no more than level 70. Please note that the level check for whether or not these stat gains are applied by the profession payment checks your natural unmodified stats, not your overall modified stat value including equipment. This changed in February 2014; previously, you could stay in a training profession until your stats were around 100 by using a Talkative Rattus Faber and other stat-reducing equipment to reduce the quality being trained below 70.
When your stats are above 70, use the Resign from your Profession storylet in your lodgings under the main menu of write letters to quit your training profession. If you have no profession quality, then a new pinned storylet will appear in your lodgings to allow you to adopt a training profession. You can enroll in any of the available training profession from this storylet at any time, even after receiving a professional payment. The cash in storylet for professional payments only checks what your current profession is, not what it used to be. Changing professions will not cause you to lose your earnest of payment should you currently have one. For more information on each training profession please follow the links below.
There are three main strategies to increase the stats efficiently. It may sometimes be helpful to use stat-reducing gear to get harder challenges, and thus more CP on average. A Talkative Rattus Faber pet is notable as the most potent stat-reducing equipment.
|TABLE 1||CP on success||CP on failure||CP on average|
|Very Modest (71-80%)||2||1||1.8|
|Very Chancy (41-50%)||3||1||2|
|Almost Impossible (1-10%)||6||4||4.2|
1. The high item-gain, low-CP route
Aim for close to 90% (but never more!) in any challenge. This way you advance quickly through stories or item grinding, but still retain a decent ~2 CP gain for each action (twice from what you would have gotten had you been doing the actions at 91-100% success chance). At exactly 90% chance of success your average CP yield would be 1.9 per action.
2. The low item-gain, high-CP route
To get about 2x the CPs you'd get from the above method, do actions at at least High-Risk difficulty, either as close to 30% as possible, or at 10% or less. At 30% success your CP gain is 3.6 per action, and only slightly less if your chance drops a single % or two, while you still gain about 1/4 of the max loot. On the other hand, if you can't get near the 30%, try to get to 10% or below instead. For example, with 11% success you'll get only 3.22 CP/A, but 10% is a sweet spot with 4.2 CP/A, dropping to a solid ~4 CP/A as you get to 1%; you won't get any noticeable loot this way though. It's best to do this with storylet branches that doesn't penalize you with main Menaces, because it's plainly risky and much more expensive due to the need to reduce them later on.
3. The 100%-only route
Use social actions to gain CP, and only do challenges when you can 100% them. (If you can't, level more until you can, or until you hit 200.) This is the technically optimal strategy, although some may not find it as interesting. The reason is that at 90%, each challenge takes an average of 10/9 actions to complete, and gives 2 + 1/9 CP. So compared to 100%, it takes an extra 1/9 of an action and gives an extra 10/9 CP, for an incremental gain of 10 CPA. But all the social actions give much more than 10 CPA, so you out-do the benefit by leveling faster and then never having to repeat challenges.
If one accounts for the menaces gained through failure of whatever action is being ground, it should be noted that the efficiency of each of the routes varies, depending on how much actions are required to negate the increase in menaces. To be more precise, CP/A gain rate is maximized at 10% success chance if it takes 1.78 actions or less to compensate ill effects from a single failure, and it gets better at 90% success chance if it takes 1.79 actions or more.
Where to Grind
Hardest stat challenges without gaining menaces:
- 178: Seek out spy-holes in the Sunken Embassy beneath Moloch Street
- 178: Assist with assembly at L. B. Industries beneath The Blind Helmsman
- 150: Classic bone market grind: Build on the Human Ribcage and break it down in The Bone Market
- 230: Suggest that they define knowledge at the Spider Symposium beneath The Singing Mandrake
Other challenges without menaces that may be of interest for some reason:
- without access to Bone Market: you can alternate between Defect to the Dagger ( 125 ) and Defect to the Flint ( 125 ).
- 120 Lurk in the eaves in Polythreme Streets, success awards x 12
- 78 A distinctly cautious approach
- 95 A stroll around the quad
- 68 A little light legerdemain
- 74 Boast about your wounds in a dockside tavern
- : The Fighting Rings can give 10-30 CP depending on the ring, even on failure, but only up to level 80 modified Dangerous
- 89 Attend courtly functions
- 150 Sift through the pages
- : Turn a blind eye (a repeatable action at the conclusion of the Concord Square carousel) gives 5 CP
- : Planning a Heist on The mansion of an Unsympathetic Landlord which gives 35 CP upon completion
- : guiding dreamers in the Viric Jungle and cashing in the rewards for 250 CP at The Dome of Scales
|This article is incomplete. You can help the Fallen London Wiki by expanding it.
Watchful Related Locations
- Ladybones Road ( 1 - 70 )
- The Forgotten Quarter (60+)
- The University (80 - 110)
- Wilmot's End (110 - 120) Wilmot's End is also a Persuasive and Shadowy related location.
- Corpsecage Island (120 - 130) Corpsecage Island is also a Dangerous related location.
- Bullbone Island (120 - 130) Bullbone Island is also a Dangerous related location.
- Grunting Fen (120 - 130) Grunting Fen is also a Dangerous related location.
- Hunter's Keep (120 - 130?) Hunter's Keep is also a Persuasive related location.
- The Sunken Embassy (120 - 200)
Shadowy Related Locations
- Spite (1 - 70) & (120+)
- The Flit (60 ~ 100)
- Mahogany Hall (100 ~ 120) Mahogany Hall is also a Persuasive related location.
- Wilmot's End (110 ~ 130) Wilmot's End is also Persuasive and Watchful related location.
- Doubt Street (120 ~ 130)
- Polythreme Streets (120-130) Polythreme is also a Persuasive related location.
Dangerous Related Locations
- Watchmaker's Hill (1 ~ 70)
- Wolfstack Docks (60 ~ 100)
- The Labyrinth of Tigers (97 ~ 125)
- The Broad Unterzee
- Corpsecage Island (120 ~ 130) Corpsecage Island is also a Watchful location.
- Ladybones Road, with On the Velocipede Squad (120 ~ 130)
Persuasive Related Locations
- Veilgarden (1 - 60)
- The Shuttered Palace (60 - 90)
- The Empress' Court (85 - 100) Special location - check the page for more detail.
- Mahogany Hall (100 - 120) Mahogany Hall is also Shadowy related location.
- The Foreign Office (120 - 130)
- Hunter's Keep (120 - 130) Hunter's Keep is also Watchful related location.
- Polythreme Streets (120-130) Polythreme is also a Shadowy related location.