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Stats

  1. Primary

    The character is defined by 7 primary stats (6 visible and 1 hidden): Stamina, Charisma, Strength, Intelligence, Wisdom, Skill and Speed.

    Stats

    Each primary stat is split in 5 sub-stats: Base, Effective, Displayed, Bonus and Penalty.

    When a primary stat is used by the game engine and no additional information is given about the concerned sub-stat (base, effective, displayed, ...), the effective one is taken into account.

    Primary statDescription
    Stamina

    Used by: Level Up for Effective, Inebriation for Effective.

    Affected by: Stamina Spell for Bonus, Slimed! Disease for Base.

    Charisma

    Used by: Charm for Effective.

    Affected by: Charm for Base, Potion of Charisma for Base, Potion of Ugliness for Base, Glamour Spell for Bonus.

    Strength

    Used by: Combat Strength Bonus for Effective, Encumbrance for Effective.

    Affected by: Potion of Strength for Base, Potion of Weakness for Base, 'a bone-chilling touch' Disease for Base, Attack & Lunge Initialization for Base, Strength Spell for Bonus.

    Intelligence

    Used by: Trick for Effective.

    Affected by: Trick for Base, Potion of Intelligence for Base, Potion of Dumbness for Base, Intelligence Spell for Bonus.

    Wisdom

    Used by: Potion Sip for Effective.

    Affected by: Wisdom Spell for Bonus.

    Skill

    Used by: Hit Probability for Effective.

    Affected by: Dexterity Spell for Bonus, Warmth for Penalty.

    Speed
    (Hidden)

    Speed is revealed when the character receives the base speed bonus of the Blue Wizards' guild.

    Used by: Walking Speed for Effective, Leave for Effective.

    Affected by: Potion of Fleetness for Base, Potion of Slowness for Base, Physical Speed Spell for Bonus, Digestion for Penalty, Warmth for Penalty, Encumbrance for Malus.

    Sub-StatDescription
    Base
    (real)

    This is the intrinsic value of the stat. It evolves throughout the game.

    Affected by: Level Up, Guilds Bonuses for Base.

    Effective
    (integer)

    This is the real value of the stat, including the bonus and penalty values:

    • effective value = integer part of the base value + bonus - penalty
    Displayed

    This is the perceived value by the player and shown in the upper stats bar.
    Same as the effective value when the character is not affected by delusion.

    Affected by: Delusion State.

    Bonus

    The bonus is added to the effective value to reflect a temporary stat enhancement.

    Penalty

    The penalty is subtracted to the effective value to reflect a temporary stat penalty.

    Affected by: Hunger, Fatigue, Thirst.

  2. Secondary

    In addition to the primary stats, the character features several secondary stats:

    Secondary statDescription
    General
    Level

    Used by: Opponent Creation.

    Affected by: Level Up.

    Hit Points

    Used by: Opponent Actions.

    Affected by: Level Up, Delusion State for onscreen display, Casting Spells, Inns Jobs, Taverns Jobs, Banks Jobs, Damage Resolution, Sleeping, Guilds Bonuses, Heal Service,
    Potion of ACID!, Potion of Weak Poison, Potion of Poison!, Potion of Strong Poison!, Potion of DEADLY POISION!, Potion of Healing Minor Wounds, Potion of Healing Wounds, Potion of Healing Major Wounds, Potion of Healing All Wounds,
    Healing Minor Wounds Spell, Healing Moderate Wounds Spell, Healing Major Wounds Spell,
    Gangrene Disease, Rabies Disease, Brown Mold Disease, Slimed! Disease.

    Hit Points Maximum

    Used by: .

    Affected by: Level Up, Guilds Bonuses.

    Experience

    Used by: Level Up.

    Affected by: Experience Reward.

    Required Experience

    Used by: Level Up.

    Affected by: Level Up.

    Alignment

    An unfinished section of code exists using a minimum or maximum alignment for activating entity effects.

    Actually, it seems the only way to increase alignment is by offering something to a pauper. The assembly code used to handle jobs and increase alignment is (voluntary?) bugged.

    Used by: Opponent Actions, Offer.

    Affected by: Attack & Lunge Initialization, Trick, Charm, Offer, Inns Jobs, Taverns Jobs, Banks Jobs.

    Stealth

    Used by: Awareness.

    Affected by: Guilds Bonuses for Base.

    Unnoticeability

    Used by: Encounter Frequency.

    Affected by: Potion of Noticeability, Potion of Unnoticeability, Noticeability Spell.

    Treasure Finding

    Used by: Treasure Reward.

    Affected by: Treasure Reward, Potion of TREASURE FINDING, Luck Spell.

    Walking Speed

    The character walking speed is proportional to his effective speed:

    • walking speed = ((effective speed + 5) / 6) * 2

    Because the character starts with a base speed of 13, initial walking speed is 6.

    Maximum value is 36.

    Affected by: Effective Speed.

    Metabolism (see Metabolism for more details)
    Hunger

    Used by: Waitress, Primary Stats for Penalty.

    Affected by: Hunger Rate, Waitress, Foods, Food Packet, Curing Hunger Spell.

    Hunger Rate

    Used by: Hunger.

    Affected by: Sleeping.

    Thirst

    Used by: Barkeeper, Primary Stats for Penalty.

    Affected by: Thirst Rate, Barkeeper, Drinks, Water Flask,
    Potion of Water, Potion of Milk, Potion of Fruit Juice, Potion of Mineral Water, Potion of Saltwater, Potion of Vinegar,
    Curing Thirst Spell.

    Thirst Rate

    Used by: Thirst.

    Affected by: Sleeping, Warmth.

    Fatigue

    Used by: Primary Stats for Penalty.

    Affected by: Fatigue Rate, Sleeping, Casting Spells.

    Fatigue Rate

    Used by: Fatigue.

    Affected by: Sleeping, Warmth, Encumbrance, Inns Jobs, Taverns Jobs, Banks Jobs, Endurance.

    Digestion

    Used by: Speed for Penalty.

    Affected by: Foods, Food Packet, Water Flask.

    Alcohol Blood Concentration

    Used by: Inebriation, Awareness, Coordination, Balance, Coordination, Blackout Duration.

    Affected by: Inebriation, Tavern Foods & Drinks, Remove Alcohol Service, Removing Alcohol Spell,
    Potion of Wine, Potion of Spirits, Potion of Inebriation.

    Alcohol Intestine Concentration

    Used by: Inebriation.

    Affected by: Inebriation, Tavern Foods & Drinks, Remove Alcohol Service, Removing Alcohol Spell.

    Alcohol Digestion Rate

    Used by: Inebriation.

    Affected by: Inebriation, Remove Alcohol Service, Removing Alcohol Spell.

    Alcohol Blackout Duration

    Duration of the blackout.

    Affected by: Inebriation, Stamina for Effective, Remove Alcohol Service, Removing Alcohol Spell.

    Coordination

    When affected, bottom status screen randomly changes.

    Affected by: Inebriation, Stamina for Effective.

    Balance

    When affected, movement is hampered (Random moves).

    Affected by: Inebriation, Stamina for Effective.

    Warmth

    Used by: Speed for Penalty, Skill for Penalty, Thirst Rate, Fatigue Rate, Clarity State.

    Affected by: Clothes, Weather Temperature.

    Encumbrance

    Used by: Speed for Penalty, Fatigue Rate.

    Affected by: Items, Strength for Effective.

    Temporary
    Clarity State

    Used by: Nothing?

    Affected by: Warmth, Restore Clarity Service.

    Delusion State

    When the character suffers delusion, all his primary displayed stats and hit points are faked:

    • primary displayed stat += Random [0; 255]
    • onscreen hit points ~= Random [0; 65535]

    This update has a probability of 1/256 % to occur every 1/60 real seconds.

    Affected by: Potion of Delusion, Clear Vision Spell, Remove Delusions Service.

    Invisibility State

    Used by: Opponent Creation.

    Affected by: Potion of Invisibility, Rain.

    Paralysis

    Number of remaining turns the player stays paralyzed. Decreased by 1 each turn. If a combat ends with remaining paralyzed turns, the next combat the character will begin paralyzed.

    Used by: Combat Sequence.

    Affected by: Combat Sequence, 'its poisonous tail' Poison.

    Magical Protection

    Character magical protection for each damage type (Blunt, Sharp, Earth, Air, Fire, Water, Power, Mental, Cleric, Evil (?)).

    Used by: Combat Magical Protection.

    Affected by: Potion of Protection+1 (*), Potion of Protection+2 (*).

    Magical Protection Efficiencies

    Character magical protection efficiency (Low, Normal, High, Immune) for each damage type (Blunt, Sharp, Earth, Air, Fire, Water, Power, Mental, Cleric, Evil (?)).

    Used by: Combat Magical Protection.

    Affected by: Potion of Invulnerability Blunt, Potion of Invulnerability Sharp, Potion of Invulnerability Earth, Potion of Invulnerability Air, Potion of Invulnerability Fire, Potion of Invulnerability Water, Potion of Invulnerability Power, Potion of Invulnerability Mental, Potion of Invulnerability Cleric,
    Stone Flesh Spell, Deflecting Weapons Spell, Iron Flesh Spell, The Force Field Spell, The Ice Shield Spell, The Energy Shield Spell, The Flame Shield Spell.

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