


A BepInEx mod for R.E.P.O. that lets you level up your character stats by using them in the field — capped by your Improve level.
Where Improve is the wealth axis (bank your lifetime haul → earn points → buy stat
levels), Train is the mastery axis: practise a stat during a run and it levels itself up.
The two stack — your final in‑game stat is base + Improve allocation + Train level.
Train is a companion to Improve, not a replacement. Improve does not need Train; Train reads your Improve level as the ceiling for everything it can train.
Each stat has a lifetime progress counter measured in use‑points. The total progress
needed to be at trained level L is a single threshold:
threshold(L) = L × factor factor = 9 for levels 1–3
= 25 for levels 4–10
= 100 for levels 11+
| Level | Total use‑points | Level | Total use‑points |
|---|---|---|---|
| 1 | 9 | 7 | 175 |
| 2 | 18 | 8 | 200 |
| 3 | 27 | 9 | 225 |
| 4 | 100 | 10 | 250 |
| 5 | 125 | 11 | 1100 |
| 6 | 150 | 12 | 1200 |
The tier boundaries are deliberate walls (level 3→4 jumps 27→100; level 10→11 jumps 250→1100):
early levels come fast, late levels are a serious grind. Your effective trained level is
min(level‑from‑progress, Improve level), so progress you bank above the ceiling unlocks the
instant your Improve level rises.
Discrete actions earn 1 point each; continuous stats convert raw activity to points via a configurable unit, so the same curve is fair for everyone.
| Stat | Counted action |
|---|---|
| Tumble Launch | each launch |
| Extra Jump | each air/extra jump |
| Throw | each throw (planned — see note below) |
| Grab Range | each grab |
| Grab Strength | each heavy grab |
| Tumble Climb | each tumble‑climb |
| Tumble Wings | time gliding (planned — see note below) |
| Health | damage taken + health restored (any source) |
| Sprint Speed | distance sprinted |
| Stamina | distance walked + standing stamina regen |
| Crouch Rest | stamina regained while crouching |
Throw and Tumble Wings don't accumulate progress yet — the stats are listed in the Train menu, but their counting arrives in a future version. You can still raise them through Improve as usual.
Map Player Count and Death Head Battery are not trainable (no natural in‑field action). They remain point‑buyable in Improve.
Counting happens only inside a level — never in the truck, the shop, between maps, or in menus — and your progress is never reset by dying or finishing a run.
Train.dll into your BepInEx/plugins folder (alongside Improve
and MenuLib).This project is licensed under the MIT License — see the LICENSE file for details.
These mods (all) generated by using AI tools. If there's anything wrong use NexusMods to give a feedback, I use there more than ThunderStore.