R.E.P.O.R.E.P.O.wiki

Guide

Reading what a level will hold

What decides how much loot and how many monsters a level in R.E.P.O. sends, so a run can be planned around the level rather than discovered halfway through it.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Expect the loot to be decided by the level, not by luck alone.
    a director decides the valuables in a level, with an amount curve for each size
  2. Treat each size of valuable as having its own chance as well as its own amount.
    each size has a chance of its own beside its amount
  3. Plan around a changing level rather than a fixed one.
    each size has a second amount curve and the total value of a level has two curves of its own
  4. Pick the difficulty with the monster count in mind.
    the level has an enemy director with three difficulty settings of its own
  5. Expect pressure to come in waves rather than steadily.
    each difficulty has its amount curves in pairs, with a curve for the pause between spawns
  6. Know that a monster is only allowed to stay for a while.
    there are two curves for how long it may stay before it despawns, and despawns decrease with time given in minutes and as a percentage
  7. Remember that which monsters appear is set up separately from how many.
    an enemy set-up holds a list of things to spawn
  8. Expect some monsters to be unlocked by progress rather than to be present from the first run.
    a set-up can be gated by levels completed with a lowest and a highest value, and it counts runs played

Common mistakes

Related entries

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.