# ~ Alternate Reality ~

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## Banks

1. ### Opening Hours

BankOpening Hours
First City Bank08h to 15h
Granite Bank09h to 18h
Gram's Gold Exchange08h to 16h
2. ### Accounts

Three accounts can be opened in each bank, for a total of 9 accounts. An account is defined by its interest rate, mean failure rate and minimum balance.

BankAccount
type
InterestFailure
probability
Min balance
(in coppers)
First City BankLow0.5 %0.3 %2
Med.0.9 %0.9 %4
High2.6 %3.0 %4
Granite BankLow0.5 %0.2 %2
Med.1.0 %1.0 %4
High2.7 %3.1 %4
Gram's Gold ExchangeLow0.6 %0.1 %6
Med.1.3 %1.0 %8
High3.2 %3.3 %8

Failures and interests of bank accounts are computed when the character enters the establishment, even if it's closed:

• Failures are first checked, from low to high failure accounts. For each day since last visit, a failure occurs if a random number is < to the failure probability of the account. In this case, the account is closed and all the deposit lost.
• Next, interests are checked for remaining accounts, from low to high failure accounts. For each day since last visit, interests are added to the account balance.
• The algorithm seems to contain a bug: when a failure occurs, the last visit date becomes the day after the failure. This gives the following strange behavior:
```Days 1 2 3 4 5 6 7 8 9

Low  K K F . . . . . . Step 1: Checking failure for low failure account.
A failure occurs 3 days after the last visit. Following checks will start from day 3.
Med. . . K K K K K K K Step 2: Checking failure for medium failure account, starting at day 3 instead of day 1!
No failure occurs.
High . . K K F . . . . Step 3: Checking failure for high failure account, starting at day 3 instead of day 1!
A failure occurs at day 5. Following checks will start at day 5.
Int. . . . . % % % % % Step 4: Adding interests for medium failure accounts, starting at day 5 instead of day 1!
Low and high failure accounts have been closed because of their failure.
```

For each step, the start should be day 1.

3. ### Appraisal

Gems and Jewelry can be appraised and sold at any bank, but each one appraises differently and for a different cost.

BankGems Jewelry
Appraisal cost
(in coppers)
QuantityWorth each
(in gold pieces)
Average price
(in gold pieces)
Appraisal cost
(in coppers)
QuantityWorth each
(in gold pieces)
Average price
(in gold pieces)
First City Bank12[0; 3]
~ 1.5
3~ 4.5100[1; 32]
~ 8.75
(See formula below)
1 (50 %)
3 (50 %)
~ 2
~ 17.5
Granite Bank103 (50 %)
4 (50 %)
~ 3.5
~ 5.251201 (50 %)
3 (50 %)
~ 2
~ 17.5
Gram's Gold Exchange23 (37.5 %)
4 (12.5 %)
5 (37.5 %)
6 (12.5 %)
~ 4.25
~ 6.37541 (50 %)
2 (25 %)
3 (25 %)
~ 1.75
~ 15.3125

The formula used to get the number of Jewelry is:

• Random [0; 31] & Random [0; 31] + 1

For example:

• 25 & 12 + 1 = 11001b & 01100b + 1 = 01000b + 1 = 8 + 1 = 9

The probability depends on the number of bits set when "anding" both random numbers (without adding the 1):

• 0.75 ^ NbBitsAt0 * 0.25 ^ NbBitsAt1

For example with 8 (01000b):

• 0.75 ^ 4 * 0.25 ^ 1 = 7.91 %

This gives the following probabilities:

12345678910111213141516
23.73 %7.91 %7.91 %2.64 %7.91 %2.64 %2.64 %0.88 %7.91 %2.64 %2.64 %0.88 %2.64 %0.88 %0.88 %0.29 %
17181920212223242526272829303132
7.91 %2.64 %2.64 %0.88 %2.64 %0.88 %0.88 %0.29 %2.64 %0.88 %0.88 %0.29 %0.88 %0.29 %0.29 %0.10 %

4. ### Jobs

Every day, a roll is made for each bank to determine if it offers a job:

BankProbability to offer a job
/256%
First City Bank10240 %
Granite Bank17970 %
Gram's Gold Exchange2610 %

In the case a job is available, a random one is chosen.

JobIncome per hour
(in coppers)
RequirementFatigue rate
while working
Hurt probability
StatMinMinor wound (4 HP)Major wound (8 HP)Total
Guard30 to 36Strength150.687515.95 %3.97 %19.92 %
File Clerk50 to 56Intelligence200.56252.29 %0.05 %2.34 %
Coin Roller22 to 28Alignment1440.593752.29 %0.05 %2.34 %

Remarks:

• The duration of the job is randomly chosen between 3 to 8 hours.
• The character has to sober up before applying for a job (he must not be Drunk or Very Drunk, but Tipsy is allowed).
• The game contains unused (bugged?) code where the character alignment is increased by 1 after working (probability of 23.8%).
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