Finance
What is the Finance role?
Finance is one of 9 departments, with 90 health and Budget Freeze as its starting skill. Its executive action is Write-Down, on a 100-second cooldown. It has eight skills of its own, of which 1 can evolve. Its career tracks are Audit, Treasury, M&A.
Show me the variance.
Write-Down: Everything within eight metres is deleted. No explosion. Off the books.
Which skills does it have?
These are the eight skills only Finance can draw. They turn up on level-up cards more than twice as often as shared ones. Numbers are at rank 5 with no bonuses, and a skill with a partner listed can evolve once you own that passive at rank 5.
| Skill | Shape | Rank 5 dmg/s | Evolves with | What it does |
|---|---|---|---|---|
| Budget Freeze | Ring | 24.5 | The Red Pen → Zero-Based Budget | For five seconds nothing inside the ring can merge, grow, rebrand or breed. |
| The Audit | Beam | 23.2 | None | A thin, exact line. No splash. Everything it touches is checked and found wanting. |
| Expense Report | Bolt | 26.9 | None | Each hit returns a little XP to you. Resubmitted until accepted. |
| Reconciliation | Chain | 76.4 | None | Bounces between enemies until the numbers match. They never match. |
| Fiscal Year End | Nova | 9 | None | Everything around you is spent at once. It had to go before Friday. |
| Accrual | Aura | 46.8 | None | Damage accrues every second something stays near you. It builds. |
| Invoice | Lob | 30.1 | None | Lands on the horde and keeps charging for three seconds. |
| Clawback | Boomerang | 16.7 | None | Goes out, comes back, and takes what was paid with it. |
What are its career tracks?
Finance has three tracks: Audit, Treasury, M&A. Each holds ten talents, including three milestones that open at 10, 20 and 30 points in that track. You will earn up to 51 points in this department, so you can finish one track and get into a second.
Audit
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Variance | 5 | 0 | Crit chance +2% per point. Explain this. |
| 1 | Materiality | 5 | 0 | Damage +4% per point. Big enough to matter. |
| 2 | Finding (milestone) | 1 | 10 | Critical hits explode. Noted in the report. |
| 2 | Restatement | 5 | 5 | Crit damage +10% per point. The old number was wrong. So is this one. |
| 3 | Sample Testing | 3 | 10 | Pierce +1 per point. We checked twelve. Assume the rest. |
| 3 | Quarterly Close | 5 | 10 | Cooldown -3% per point. Four times a year, all night. |
| 4 | Forensic (milestone) | 1 | 20 | Bosses take extra. Every receipt, every year. |
| 4 | Control Deficiency | 4 | 15 | Crit chance +2% per point. Significant. |
| 5 | Qualified Opinion | 5 | 20 | Damage +4% per point. Except for. |
| 6 | Material Weakness (milestone) | 1 | 30 | Elites take extra. The board has been informed. |
Treasury
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Interest | 5 | 0 | PTO gained +6% per point. PTO on PTO. |
| 1 | Cash Sweep | 5 | 0 | Pickup range +10% per point. Everything in the account by 5 p.m. |
| 2 | Lockbox (milestone) | 1 | 10 | Pickups come to you. Deposited same day. |
| 2 | Hedged | 5 | 5 | Luck +6% per point. Both ways. Somehow it still lost. |
| 3 | Reserves | 5 | 10 | Max health +6% per point. For a rainy quarter. |
| 3 | Float | 3 | 10 | Health per second +0.4 per point. The money between leaving and arriving. |
| 4 | Dividend (milestone) | 1 | 20 | Every kill heals a little. Paid quarterly. |
| 4 | Compounding | 4 | 15 | PTO gained +6% per point. Small, then not. |
| 5 | Rainy Day Fund | 5 | 20 | Armour +1% per point. It is raining. |
| 6 | Liquidity Event (milestone) | 1 | 30 | Kills refund cooldown. Everything is suddenly available. |
M&A
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Scale | 5 | 0 | Area +4% per point. Bigger is the strategy. |
| 1 | Lock-Up Period | 5 | 0 | Duration +6% per point. Nothing leaves for eighteen months. |
| 2 | Acquisition (milestone) | 1 | 10 | Summons double. Welcome to the family. |
| 2 | Synergies | 5 | 5 | Damage +4% per point. Two plus two equals headcount. |
| 3 | Fast Close | 5 | 10 | Skill speed +4% per point. Before the regulator reads it. |
| 3 | Roadshow | 3 | 10 | Move speed +3% per point. Nine cities, one deck. |
| 4 | Spin-Off (milestone) | 1 | 20 | Lobbed things split on landing. Two entities, one problem. |
| 4 | Integration | 4 | 15 | Area +4% per point. Year three of a six-month plan. |
| 5 | Deal Flow | 5 | 20 | Cooldown -3% per point. Another one is already in the room. |
| 6 | Divestiture (milestone) | 1 | 30 | Kills burst. Non-core. |
What gear does it have?
Finance has 54 gear pieces: one for each of 9 slots at each of 6 rarities. Everything above Standard Issue belongs to a set, so wearing pieces of the same rarity builds a set bonus. Its five sets are Month-End, Compliance Champion, Middle Manager, Bean Counter, Shadow IT.
| Slot | Standard Issue | Approved | Expensed | Executive | Grandfathered | Legacy |
|---|---|---|---|---|---|---|
| Laptop | Imaging Laptop (Still Imaging) Damage +3% | The Loaner Damage +4.8% | The One With the Good Keyboard Damage +7.2%, Cooldown -2.9% | The Thin One Damage +10.2%, Cooldown -4.1% | Running the Old Build Damage +13.8%, Cooldown -5.5%, Crit chance +2.8% | The Only Machine That Runs It Damage +18%, Cooldown -7.2%, Crit chance +3.6% |
| Headset | Wired Headset (One Ear) Cooldown -2% | The Approved Headset Cooldown -3.2% | Noise-Cancelling (Expensed) Cooldown -4.8%, Area +4.3% | Executive Earpiece Cooldown -6.8%, Area +6.1% | The Headset From 2014 Cooldown -9.2%, Area +8.3%, Duration +7.4% | The Switchboard Cooldown -12%, Area +10.8%, Duration +9.6% |
| Lanyard | Temporary Badge Holder Luck +4% | Approved Lanyard Luck +6.4% | Conference Lanyard (Expensed) Luck +9.6%, Pickup range +8.6% | Executive Floor Access Luck +13.6%, Pickup range +12.2% | Lanyard With the Old Logo Luck +18.4%, Pickup range +16.6%, XP gained +5.5% | The Pen Pocket Luck +24%, Pickup range +21.6%, XP gained +7.2% |
| Mug | Foam Cup Health per second +0.25 | The Approved Mug Health per second +0.4 | Branded Mug (Expensed) Health per second +0.6, Max health +5.8% | Executive Espresso Cup Health per second +0.85, Max health +8.2% | The Mug Nobody Washes Health per second +1.15, Max health +11%, Duration +7.4% | Mug From the Last Audit Health per second +1.5, Max health +14.4%, Duration +9.6% |
| Chair | Folding Chair Max health +4% | The Approved Chair Max health +6.4% | The Good Chair (Expensed) Max health +9.6%, Armour +1.4% | Executive Leather Max health +13.6%, Armour +2% | The Grandfathered Chair Max health +18.4%, Armour +2.8%, Health per second +0.46 | The Chair of the Person Who Left Max health +24%, Armour +3.6%, Health per second +0.6 |
| Bag | Tote From the Conference Pickup range +6% | Approved Laptop Bag Pickup range +9.6% | The Expensed Backpack Pickup range +14.4%, PTO gained +5.8% | Executive Briefcase Pickup range +20.4%, PTO gained +8.2% | Briefcase With the Old Logo Pickup range +27.6%, PTO gained +11%, Luck +7.4% | The Cardboard Box Pickup range +36%, PTO gained +14.4%, Luck +9.6% |
| Shoes | Interview Shoes Move speed +2% | Approved Flats Move speed +3.2% | Expensed Trainers Move speed +4.8%, Skill speed +4.3% | Executive Loafers Move speed +6.8%, Skill speed +6.1% | The Shoes Under the Desk Move speed +9.2%, Skill speed +8.3%, Cooldown -3.7% | Slippers (Remote, Grandfathered) Move speed +12%, Skill speed +10.8%, Cooldown -4.8% |
| Monitor | The One Monitor Area +3% | Second Monitor (Approved) Area +4.8% | The Ultrawide (Expensed) Area +7.2%, Crit chance +2.2% | The Third Monitor Area +10.2%, Crit chance +3.1% | The CRT in the Corner Area +13.8%, Crit chance +4.1%, Damage +5.5% | The Monitor That Shows the Deck Area +18%, Crit chance +5.4%, Damage +7.2% |
| Suit | Business Casual Armour +1% | The Approved Blazer Armour +1.6% | The Expensed Suit Armour +2.4%, Crit damage +8.6% | Executive Tailoring Armour +3.4%, Crit damage +12.2% | The Suit From the Old Company Armour +4.6%, Crit damage +16.6%, Max health +7.4% | The Lanyard Is the Suit Armour +6%, Crit damage +21.6%, Max health +9.6% |