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Opponent
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Frequency
A check is done every 12.5 seconds (0.83 real second):
- The character meets an opponent if a random number between 0 and his unnoticeability is 0 (probability = (1 / (unnoticeability + 1) %).
For example, at each check:
- A character having an unnoticeability of 32 (initial value) has a probability of 3% to meet an encounter.
- A character having an unnoticeability of 0 always meets an opponent.
The higher the unnoticeability, the lower the encounter frequency.
The checks are done in establishmeents too, that's why the character often encounters someone when leaving.
The following graph gives the cumulated probabilities for various unnoticeability values.

We can see that:
Unnoticeability | ~99% reached at |
Real | Ingame |
16 | 1 mn | 15 mn |
32 | 2 mn | 30 mn |
48 | 3 mn | 45 mn |
If the character heading is near a wall, another heading is chosen to let the opponent come in (there's no relationship with being surprised).
Creation
The opponent is chosen according to the situation:
- The location of the character: indoor or outdoor.
- The weather: rainy or not.
- The character invisibility (if raining, the character invisibility is cancelled just before the selection).
- The current time of the day.
Location | Rainy | Invisible | Time | Situation |
Indoor | | N | 6h - 19h | Day |
19h - 6h | Night |
Y | | Invisible |
Outdoor | N | N | 6h - 19h | Day |
19h - 6h | Night |
Y | | Invisible |
Y | | | Rainy |
The opponent type is randomly selected among the list of the current situation:
Day |
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% | Opponent type |
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10.16 % | Thiefs |
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13.67 % | Fighters |
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39.06 % | Citizens |
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7.81 % | Nobility |
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29.30 % | Spellcasters and Assassin |
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Night |
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% | Opponent type |
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17.58 % | Thiefs |
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11.72 % | Fighters |
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1.56 % | Citizens |
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0.78 % | Nobility |
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3.91 % | Spellcasters and Assassin |
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11.72 % | Fantasy |
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9.77 % | Wandering Animals |
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7.81 % | Slims |
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1.95 % | Specials |
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33.20 % | Undeads |
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Rainy |
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% | Opponent type |
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8.98 % | Thiefs |
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8.59 % | Fighters |
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17.19 % | Spellcasters and Assassin |
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16.41 % | Fantasy |
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7.81 % | Wandering Animals |
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41.02 % | Undeads |
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Invisible |
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% | Opponent type |
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74.61 % | Undeads and Ghost |
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1.95 % | Spellcasters and Assassin |
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23.44 % | Undeads |
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Then the opponent is randomly chosen among the list of the previously selected type:
Thiefs |
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% | Opponent |
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39.45 % | Mugger |
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19.53 % | Cutthroat |
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9.77 % | Thief |
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4.69 % | Robber |
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3.52 % | Brigand |
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23.05 % | Master Thief |
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Fighters |
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% | Opponent |
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21.48 % | Fighter |
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17.97 % | Swordsman |
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16.41 % | Warrior |
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11.72 % | Gladiator |
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7.81 % | Knight (v1) |
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1.95 % | Weaponmaster |
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22.66 % | Champion |
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Citizens |
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% | Opponent |
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4.30 % | Pauper |
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15.63 % | Courier |
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19.53 % | Commoner |
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19.53 % | Merchant |
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41.02 % | Guard (v1) |
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Nobility |
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% | Opponent |
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23.83 % | Nobleman |
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15.63 % | Guard (v2) |
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60.55 % | Knight (v2) |
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Spellcasters and Assassin |
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% | Opponent |
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23.83 % | Apprentice |
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23.44 % | Acolyte |
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15.63 % | Novice |
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10.94 % | Wizard |
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1.56 % | Mage |
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1.56 % | Assassin |
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23.05 % | Arch-Mage |
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Fantasy |
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% | Opponent |
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16.02 % | Gnoll |
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11.72 % | Goblin |
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11.72 % | Hobbit |
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11.72 % | Orc |
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11.72 % | Dwarf |
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7.81 % | Troll |
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29.30 % | Giant |
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Wandering Animals |
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% | Opponent |
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70.70 % | Giant Rat |
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29.30 % | Wolf |
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Slims |
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% | Opponent |
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58.98 % | Brown Mold |
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41.02 % | Black Slime |
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Specials |
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% | Opponent |
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70.70 % | Small Dragon |
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29.30 % | Nightstalker |
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Undeads |
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% | Opponent |
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20.70 % | Skeleton |
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18.75 % | Zombie |
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17.19 % | Gremlin |
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7.81 % | Imp |
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7.81 % | Ghoul |
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3.13 % | Wraith |
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1.56 % | Specter |
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23.05 % | Ghost (v1) |
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Undeads and Ghost |
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% | Opponent |
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4.30 % | Ghost (v2) |
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16.41 % | Skeleton |
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18.75 % | Zombie |
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17.19 % | Gremlin |
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7.81 % | Imp |
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7.81 % | Ghoul |
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3.13 % | Wraith |
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1.56 % | Specter |
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23.05 % | Ghost (v1) |
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The following table is obtained by combining the types with the situations. It gives the opponent distribution according to the situation:
Day |
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% | Opponent |
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16.02 % | Guard (v1) |
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7.63 % | Commoner |
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7.63 % | Merchant |
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6.98 % | Apprentice |
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6.87 % | Acolyte |
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6.75 % | Arch-Mage |
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6.10 % | Courier |
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4.73 % | Knight (v2) |
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4.58 % | Novice |
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4.01 % | Mugger |
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3.20 % | Wizard |
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3.10 % | Champion |
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2.94 % | Fighter |
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2.46 % | Swordsman |
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2.34 % | Master Thief |
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2.24 % | Warrior |
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1.98 % | Cutthroat |
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1.86 % | Nobleman |
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1.68 % | Pauper |
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1.60 % | Gladiator |
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1.22 % | Guard (v2) |
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1.07 % | Knight (v1) |
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0.99 % | Thief |
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0.48 % | Robber |
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0.46 % | Mage |
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0.46 % | Assassin |
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0.36 % | Brigand |
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0.27 % | Weaponmaster |
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Night |
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% | Opponent |
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7.65 % | Ghost (v1) |
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6.94 % | Mugger |
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6.90 % | Giant Rat |
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6.87 % | Skeleton |
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6.23 % | Zombie |
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5.71 % | Gremlin |
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4.61 % | Brown Mold |
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4.05 % | Master Thief |
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3.43 % | Cutthroat |
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3.43 % | Giant |
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3.20 % | Black Slime |
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2.86 % | Wolf |
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2.66 % | Champion |
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2.59 % | Imp |
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2.59 % | Ghoul |
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2.52 % | Fighter |
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2.11 % | Swordsman |
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1.92 % | Warrior |
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1.88 % | Gnoll |
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1.72 % | Thief |
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1.38 % | Small Dragon |
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1.37 % | Gladiator |
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1.37 % | Goblin |
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1.37 % | Hobbit |
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1.37 % | Orc |
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1.37 % | Dwarf |
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1.04 % | Wraith |
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0.93 % | Apprentice |
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0.92 % | Knight (v1) |
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0.92 % | Acolyte |
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0.92 % | Troll |
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0.90 % | Arch-Mage |
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0.82 % | Robber |
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0.64 % | Guard (v1) |
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0.62 % | Brigand |
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0.61 % | Novice |
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0.57 % | Nightstalker |
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0.52 % | Specter |
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0.47 % | Knight (v2) |
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0.43 % | Wizard |
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0.31 % | Commoner |
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0.31 % | Merchant |
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0.24 % | Courier |
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0.23 % | Weaponmaster |
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0.19 % | Nobleman |
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0.12 % | Guard (v2) |
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0.07 % | Pauper |
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0.06 % | Mage |
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0.06 % | Assassin |
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Rainy |
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% | Opponent |
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9.45 % | Ghost (v1) |
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8.49 % | Skeleton |
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7.69 % | Zombie |
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7.05 % | Gremlin |
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5.52 % | Giant Rat |
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4.81 % | Giant |
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4.10 % | Apprentice |
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4.03 % | Acolyte |
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3.96 % | Arch-Mage |
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3.54 % | Mugger |
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3.20 % | Imp |
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3.20 % | Ghoul |
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2.69 % | Novice |
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2.63 % | Gnoll |
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2.29 % | Wolf |
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2.07 % | Master Thief |
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1.95 % | Champion |
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1.92 % | Goblin |
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1.92 % | Hobbit |
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1.92 % | Orc |
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1.92 % | Dwarf |
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1.88 % | Wizard |
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1.85 % | Fighter |
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1.75 % | Cutthroat |
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1.54 % | Swordsman |
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1.41 % | Warrior |
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1.28 % | Troll |
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1.28 % | Wraith |
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1.01 % | Gladiator |
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0.88 % | Thief |
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0.67 % | Knight (v1) |
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0.64 % | Specter |
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0.42 % | Robber |
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0.32 % | Brigand |
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0.27 % | Mage |
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0.27 % | Assassin |
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0.17 % | Weaponmaster |
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Invisible |
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% | Opponent |
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22.60 % | Ghost (v1) |
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18.38 % | Zombie |
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17.09 % | Skeleton |
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16.85 % | Gremlin |
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7.66 % | Imp |
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7.66 % | Ghoul |
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3.21 % | Ghost (v2) |
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3.06 % | Wraith |
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1.53 % | Specter |
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0.47 % | Apprentice |
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0.46 % | Acolyte |
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0.45 % | Arch-Mage |
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0.31 % | Novice |
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0.21 % | Wizard |
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0.03 % | Mage |
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0.03 % | Assassin |
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Strength, intelligence, skill, speed and hit points stats are increased according to the character level:
- stat = Random [base stat minimum; base stat maximum] + character level / 2
A primary weapon (and armor) is chosen among the opponent weapons (and armor) list.
A secondary weapon (and armor) distinct from the primary is chosen if the list contains more than 1 item.
Even if the opponent holds 2 weapons and 2 pieces of armor, only the primaries are used.
Melody
The type of the melody played when the character encounters someone depends on the opponent alignment. The melody is then randomly selected among the type.
The 2 last ones of the type C are almost identical, human hearing can't discern the different tone used.
Type A (0 - 63) |
♫
♫
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Nightstalker
Specter
Wraith
Brown Mold
Gremlin
Black Slime
Zombie
Giant Rat
Orc
Imp
Wolf
Skeleton
Ghost (v1)
Assassin
Ghost (v2)
Ghoul
Gnoll
Goblin
Troll
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Type B (64 - 175) |
♫
♫
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Master Thief
Cutthroat
Brigand
Thief
Mugger
Robber
Fighter
Gladiator
Warrior
Small Dragon
Knight (v1)
Swordsman
Weaponmaster
Champion
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Pauper
Merchant
Hobbit
Dwarf
Giant
Commoner
Acolyte
Courier
Apprentice
Novice
Wizard
Mage
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Type C (176 - 255) |
♫
♫
♫
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Arch-Mage
Guard (v1)
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Nobleman
Knight (v2)
Guard (v2)
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Music of type A is only played with evil opponents. Type B is used by bad and neutral opponents (besides Arch-Mage and Guard). Type C corresponds to Arch-Mage, Guard and good opponents.
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