Secret stats

In addition to the values visible to the player, such as relationship points and army stats, the game keeps track of how the plot has progressed in many hidden categories that determine the future course of the plot. This page describes the stats not listed elsewhere.

WARNING: This page is full of spoilers. It's recommended that you read it only if you're a completionist.



Simon
Simon has three secret stats that affect some outcomes later on:

Economy

 * +1 for getting Robin's potions license.
 * +2 for investing in Megail's secret investment right after you rescue her.
 * +5 for investing in Yhilin Bank by the start of chapter 2.
 * +1 for investing in Premium Steel by the start of chapter 2.
 * +1 for investing in Bridge Repair by the start of chapter 2.
 * +2 for investing in Mine Processing by the start of chapter 2.
 * +1 for investing in Ardoheim Magic Trade before the end of Megail's route.
 * +1 for investing in Yhilini Supplier before the end of Megail's route.
 * +1 for investing in Aram Supplier.
 * +2 for investing in Eustrin Manufacturer.
 * +2 for investing in Eustrin Processing.
 * +2 for investing in Eustrin Supplier.
 * +3 for finishing chapter 2 in 15 days or less, OR +2 for finishing it in 16-29 days, OR +1 for finishing it in 30-49 days.
 * +2 for investing in Ivalan Bank.
 * +5 for joining Merchant's Guild.
 * +1 for convincing richer Givini to provide help in Ardoheim.
 * +2 for investing in Mercenary Flotilla.
 * +1 for finishing The Knights of Sx quest.
 * +1 for investing in Ardford Restaurant.
 * +3 for investing in Ardan Bank at 1M ProN, OR +4 for investing in Ardan Bank at 800,000 ProN, OR +5 for investing in Ardan Bank at or below 600,000 ProN.
 * +2 for getting at least 10 Victory Points in the Battle for Yhilin.
 * +2 for hearing Megail's backstory if she's already at 100 relationship points.
 * +2 for funding Infrastructure.
 * +1 for funding Succubus guild fees.
 * +5 for funding National succubus trade.
 * Up to +2 for succeeding in Eustrin Alliance.

Social

 * +1 for investing in Anti-corruption campaign by the start of chapter 2.
 * +1 for finishing Noble figurines quest.
 * +1 for returning all 6 mine papers on Aka's route.
 * +1 for investing in Desert Bounty Office in Aram.
 * +5 for finishing chapter 2 in 15 days or less, OR +3 for finishing it in 16-29 days, OR +2 for finishing it in 30-49 days, OR +1 for finishing it in 50-69 days, OR -1 for finishing it in 100 days or more.
 * +1 for paying Lexande to train you in diplomacy in Simon's path.
 * +1 for gaining the respect of the Ardan ambassador at Ardford summit (don't fall for any of her manipulations and talk to her after the last vote).
 * +2 for joining Merchant's Guild.
 * +1 for convincing richer Givini to provide help in Ardoheim.
 * +1 for investing in Ardan Bank at or below 400k ProN.
 * Up to +2 for getting at least 10 Victory Points in the Battle for Yhilin.
 * Up to +1 for raiding House Jade.
 * +1 for getting an evaluation "far stronger than anyone would have a right to expect" of your position from the ambassador.
 * +1 for funding Magic standardization.
 * +1 for funding Doom King statue.
 * +1 for funding Elven regions improvement.
 * +1 for funding Fighting Ring.
 * Up to +2 for succeeding in Eustrin Alliance.

Religion

 * +2 for finishing Slavery in Stineford quest.
 * +1 for investing in Shrine Renovation by the start of chapter 2.
 * +1 for finishing chapter 2 in 15 days or less.
 * +1 for finishing Magical Rifts quest in Ardford.
 * +2 for investing in Ivalan Bank.
 * Up to +2 for getting at least 10 Victory Points in the Battle for Yhilin.
 * Up to +3 for assisting Sarai with religious matters as much as possible in Yhilin.
 * +1 for observing the conversation between Carina and Bertricia in Ivala's Glade.
 * +3 for nullifying Andra IF the New Unpeople motion failed at Ardford summit, OR +2 for nullifying her IF the motion passed and Unpeople investigation is on, OR +1 otherwise.
 * +2 for funding Monastery conversion.

Orgasmic Empire training
During his stay in the Orgasmic Empire, Simon has the opportunity to gain additional skills based on his physical and sexual trainings:

Physical Training
10 points unlock Unified Strike.


 * +1 per iteration for exercising in your bed.
 * +1 per iteration for training in the palace armory.
 * +1 per iteration for sparring with Nalili in the Sparring Yards.
 * +1 for learning Cleavage in the Sparring Yards.
 * +1 for learning Dominate in the Sparring Yards.
 * +1 for learning Corrupt in the Sparring Yards.
 * +1 for learning Unified Strike in the Sparring Yards.
 * +3 for training with Nalili in the back of the Sparring Yards.
 * +2 per iteration for sparring with enhanced Nalili in the Sparring Yards.

Mental/Sex Training
5 points unlock Lust Renewal, 15 points unlock Increased SP gain, 25 points unlock King's Aura.


 * +1 per iteration for meditating in your bed.
 * +3 for helping the Lamia prisoner.
 * +1 per iteration for having sex in the Crimson Bordello, OR +5 for succeeding in Quick Release Training in the Crimson Bordello.
 * +5 per iteration for learning Nalili's lessons in the palace crypt.

Focuses
Simon gains focuses with shard contaminated people or shard bearers he has slept with. Focuses add extra days to his route.
 * Aka around day 28.
 * Carina just before the Empress leaves.
 * Esthera (no image but she's in sight).

Countries
Each country has a hidden stat as well, this seems to be the economic well-being of the country as affected by Simon's actions.

Yhilin
The early available investments must be completed by the time you leave the city for the first time in chapter 2 to count.


 * +1 for investing in Yhilin Bank by the start of chapter 2.
 * +2 for investing in Bridge Repair by the start of chapter 2.
 * +2 for investing in Mine Processing by the start of chapter 2.
 * +1 for investing in Anti-corruption campaign.
 * +1 for investing in Yhilini Public Works by the start of chapter 2.
 * +1 for copying Andrew.
 * +1 for copying the Kingsman clerk.
 * +1 for returning between 3 and 6 mine papers on Aka's route.
 * +2 for investing in Yhilini Public Works II after the Reunion.
 * +1 for helping the Ghenalese ambassador in exchange for his vote.
 * +1 for joining Merchant's Guild.
 * Up to +3 for getting at least 10 Victory Points in the Battle for Yhilin.
 * Up to -6 for getting 20 or more Chaos in the Battle for Yhilin.
 * Up to -6 for getting 20 or more Collateral Damage in the Battle for Yhilin.
 * -1 for dealing petitioners with overextended Janine's army.
 * Up to +3 for raiding House Jade.
 * +1 for meeting the Queensmen if their bar was not destroyed.
 * +5 for being a Yhilin Bank Core Lender and convincing the manager to keep their assets after the invasion.
 * +1 for assisting Sarai with religious matters as much as possible in Yhilin (contacting Janelle, making sure you helped the mystics during Aka's route, and not letting the elven ghetto burn down).
 * Up to +4 for getting the best evaluation of your position from the ambassador (requires doing more good than harm during the invasion, investing in a double campaign, letting the orc extermination pass and not building the bridge.
 * +1 for nullifying Andra IF the New Unpeople motion failed at Ardford summit, OR +1 IF the motion passed but Unpeople investigation is on.
 * +2 for funding Infrastructure.
 * +2 for funding Mercenary City Regulations.
 * +5 for funding Mercenary Countryside Regulations.
 * +2 for funding Magic standardization.
 * +2 for funding National succubus trade.
 * +1 for funding Doom King statue.
 * +1 for funding Monastery conversion.
 * +2 for funding Elven regions improvement.
 * Up to +4 for succeeding at the Trade Negotiations.
 * +1 for picking the Southern or Western site at those negotiations. (These have minor downsides.)

Poverty
This is a measure of how much you help the poor people of Yhilin. You can't get above 15 points and you lose Altina for even getting that.


 * -1 for copying the clerk of House Jade in the slums.
 * +1 for talking to the halfling clerk but not copying her, OR -1 for copying her.
 * +1 for cockwhore Altina speaking to the Elder after the Kingsmen, OR +2 for saner Altina speaking to the Elder after the Queensmen, OR +3 for loosing Altina (she leaves the party permanently to join the ghetto elves in Ari-Yhilina).
 * +1 for killing Big Man, OR +3 for copying Big Man.
 * +2 for copying Andrew.
 * +3 for resolving the mine situation using slums option.
 * +1 for speaking to Sarai about the inquisition threatening slums mages.
 * +1 for clearing the 1st cult summoning spell.
 * +1 for clearing the 2nd cult summoning spell.

Aram

 * +1 for investing in Desert Bounty Office.
 * +1 for copying the Aram clerk.
 * +1 for joining Merchant's Guild.
 * +1 for copying the Aramite rapist soldiers in Aram.
 * +1 for succeeding in Eustrin Alliance.
 * +1 for succeding in protecting the border during the border incident in Eustrin, OR -1 for failing in it.
 * +2 for assisting Aram IF the border is great.

Ardoheim

 * +3 for investing in Eustrin Embassy in Megail's path.
 * +3 for joining Merchant's Guild.
 * +2 for finishing Magical Rifts quest.
 * +1 for investing in Crystal Refiner.
 * +2 for convincing richer Givini to provide help in Ardoheim.
 * +2 for investing in Mercenary Flotilla.
 * +2 for for finishing The Knights of Sx quest.
 * +1 for investing in Order of Silence.
 * +1 for investing in Ardford Restaurant.
 * +2 for investing in Sanitation Mages Guild.
 * +1 for gaining the respect of the Ardan ambassador at Ardford summit (don't fall for any of her manipulations and talk to her after the last vote).
 * +5 for investing in Ardan Bank.

Eustrin

 * +1 for investing in Eustrin Manufacturer.
 * +1 for investing in Eustrin Processor.
 * +1 for investing in Eustrin Supplier.
 * +1 for investing in Eustrin Embassy.
 * +1 for joining Merchant's Guild.
 * Up to +3 for succeeding in Eustrin Alliance.
 * +1 for succeeding in protecting the border during the border incident in Eustrin, OR -1 for failing to protect the border.

Ghenalon

 * +1 for joining Merchant's Guild.
 * +1 for helping the Ghenalese ambassador in exchange for his vote on War Vaults motion.
 * Up to +3 for succeeding at the Trade Negotiations.

Zirantia

 * +1 for joining Merchant's Guild.
 * +1 for being honest with the Zirantian ambassador and then talking to him after the last vote is done.
 * Up to +2 for bringing back 24 artifacts from Zirantian Ruins.
 * +5 for having at least a Zirantia investigation score of 20, OR +3 for at least 10, OR +1 otherwise.

Darghelon

 * +1 for joining Merchant's Guild.
 * +1 for finishing Murder Investigation quest by talking to the child in Theltiar.
 * Up to +2 for tricking the Mother's Guards in the Twisted Glen.
 * +1 for Aka assassinating a guard in the Forest of the First Root if you sided with Orilise.

Gheldaron

 * Up to +2 for tricking the Mother's Guards in the Twisted Glen.
 * +1 for Aka assassinating a guard in the Forest of the First Root if you sided with Orilise.

Tatseni

 * +1 for joining Merchant's Guild.

Stenai

 * +1 for joining Merchant's Guild.

Orgasmic Empire

 * +1 for for copying the succubus in the negotiation hall.
 * Up to +3 for succeeding at the Trade Negotiations.

Occupation of Yhilin
Along with some other stats above, like the Yhilin score, four stats measure how well you're doing when invading and occupying Yhilin as part of the Doomed King plot. See Yhilin Battle Guide for values from the invasion stage.

Victory Points
This variable seems to mostly represent your control of the nobility (whether by killing opposition nobles or merely influencing them) and progress toward the goal of reforming Yhilin.
 * +1 for hearing Megail's backstory if she's already at 100 relationship points.
 * +3 per iteration for funding noble liaison campaign, OR +6 per iteration for funding noble liaison double campaign.
 * +2 for choosing Northern Site at the Trade Negotiations.

Chaos

 * -5 per iteration for funding Chaos recovery.
 * -1 for getting a sufficiently good evaluation of your position from the ambassador.
 * -1 for being a Yhilin Bank Core Lender and convincing the manager to keep their assets after the invasion.
 * -1 for meeting the Queensmen if their bar was not destroyed.

Collateral Damage

 * -5 per iteration for funding Collateral Damage recovery.

Acceptance
Yhilin's acceptance of your rule. Note that most of these are listed as they become available, but many remain available on subsequent iterations.


 * Any iteration (immediate)
 * +1 for just talking to the Succubus Brothels petitioner.
 * +3 for funding Succubus Brothels.
 * +5 for funding FANCY WALK.
 * +2 for speaking to the manager of the second House of Petitions.
 * +3 for funding Arcane/sexual magical agreement.
 * +7 for funding Large celebration, OR +3 for Medium celebration, OR +1 for Small celebration.
 * Any iteration (delayed)
 * +1 for funding Infrastructure.
 * +2 for funding Succubus immigration.
 * +1 for funding Succubus guild fees.
 * +2 for funding National succubus trade.
 * +2 for funding Doom King statue.
 * +2 for funding Elven regions improvement.
 * +2 for funding Succubus ring.
 * During Govern Yhilin
 * Up to +2 for raiding House Jade.
 * +1 for hearing Megail's backstory if she's already at 100 relationship points.
 * +2 to -2 based on evaluation of your position from the ambassador.
 * +1 for hearing Palace maid complaint about dirty orc boots.
 * +2 for being a Yhilin Bank Core Lender and convincing the manager to keep their assets after the invasion.
 * Unmissable +1 for meeting with Lady Rose.
 * +1 for hearing Outskirts man complaint about message boards.
 * +1 for meeting the Queensmen in their bar if it was not destroyed.
 * During Govern Yhilin II
 * +1 for meeting Head of House Thelon if he survived the battle.
 * +2 for nullifying Andra if the New Unpeople motion failed at Ardford summit, OR +1 if the motion passed.
 * During Govern Yhilin III
 * +1 for getting best result from Orcent's transformation.
 * -1 for copying the old guy at the Trade Negotiations.
 * -1 for choosing Southern Site at the Trade Negotiations, OR -2 for copying also the relevant woman in Yhilin Bank.
 * During Eustrin Alliance
 * -1 for completely failing to protect the border, OR +1 for partially failing to protect the border, OR +2 for succeeding in protecting the border.
 * During Govern Yhilin IV
 * +3 to +6 for focusing on Yhilin IF the border is great.
 * +3 to +4 for assisting Aram IF the border is great.
 * +3 to +4 for focusing on Yhilin IF the border is average.
 * -2 to +5 for stalling Aram at the border IF the border is average.
 * -2 to +6 for stalling diplomatically IF the border is average.
 * -1 to 0 for retreating from Aram IF the border is a disaster.
 * -2 to +5 for confronting Aram is the border is a disaster.

Eustrin Impact
Much like with the previous kingdoms, a hidden score tracks your progress in Eustrin on how much you've helped the citizens.
 * +1 for using either letters or magic to contact the queen Neranda (diplomats do nothing).
 * +2 for talking to Strevin if you invested in Megail's secret investment, OR +1 if you didn't.
 * +1 for talking to the young dwarven weaponsmith if Min is recruited, as he shares his mass production techniques.
 * +1 for talking to the dwarven couple in the northwest shop and opening trade for succubus lubricants.
 * +1 for talking to the northern magic shop shopkeeper, then talking to the owner in the meeting room who immediately agrees to trade with you.
 * +1 for reading the help signboard, then talking to the dwarven helm-maker in the western shop and opening trade for Ardan war magic.
 * +1 for talking to the dwarf in the central library and opening scholarly trade between Eustrin and the elven kingdoms.
 * +1 for having Galvia go into the southwestern dress shop and open trade for succubus wares.
 * +1 for having buying the Aramite Shining Armor at the southeastern armor shop, triggering a conversation about orders for the armor as you leave.
 * +1 for returning the pick from the mines to the shopkeeper in the southeastern armor shop and opening trade between Eustrin and Darghelon.
 * +1 for talking to the ore merchant and arranging an exchange with the elven kingdoms.
 * +1 for talking to the Guild master in the eastern shop after helping at least three other shops.
 * +1 for talking to the smoke channeler and offering magical suggestions.
 * Up to +3 for clearing out the Southern tunnels ("...seems you pretty much scoured the place..." for best results, but "The tunnels seem a lot clearer..." also gives full points for Eustrin Impact even if it doesn't give full affection boost).
 * +1 for killing the Blight Chimeras in the Blight tunnels in the desert.
 * +1 for reporting the Blight Chimeras destruction to the dwarf in the meeting hall who expressed worries about losing dwarves to poison.
 * +1 for copying the Aramite rapists in the desert cave.
 * +1 for talking to the dwarf in the Maranite camp.
 * +2 for talking to the guard in the kitchen of the Aramite fort and arranging for a better supply deal if the Aramite Jade clerk was copied in Aka's route, OR +1 if the clerk wasn't copied.

Maximum score: 23, with a result of 18 or higher giving the biggest affection boosts when making an alliance with Neranda.

The Border Incident
The alliance process is interrupted by a succubus raid on the Aram-Yhilin border. The exact state of the border is determined by previous preparations and is used to build up a hidden score called Border Incident. The score then determines how the scene looks:
 * +5 for funding Aram Border reinforcement, which causes succubi and orcs to appear and guard the southern edge of the map.
 * +2 for funding Infrastructure.
 * +3 for having orcs with a discipline of 10 or higher, OR +2 for a discipline of 8 or 9, OR +1 for a discipline between 5 and 7, OR -2 if Orc discipline is lower than 5.
 * There's a bonus based on the hidden Attractiveness score from Orc breeding (which is increased by point for each of the following: having the Impaler, having Ralke, and researching Orc Evolution), governing how the people react to the orcs. +2 for a score of 2 or higher, +1 for a score of 1 or higher, but a -1 penalty if you didn't get any of those options at all.
 * +2 for funding National succubus trade, which causes the succubus trader and a merchant caravan to appear on the northern part of the map.
 * Nothing for funding FANCY WALK, one orc will demonstrate the fruits of their training by doing a fancy walk around one of the tents (provided it's not a total disaster).

3 or less means that the border is a total disaster, with fire and starving succubi fights. This reduces Acceptance by 1 and reduces both Aram and Eustrin's scores by 1 each.

Between 3 and 9 means that there are still some succubi wandering around to be fought, and the effects on hidden stats are determined by the score. 4 to 6 only increases Acceptance by 1, while 7 to 9 increases Acceptance by 2 and boosts Aram and Eustrin's scores by 1 each.

10 or more means that things have gone great, and Simon's party only has to fight the initial succubus ambush and then talk to people. This increases Acceptance by 2 and boosts Aram and Eustrin's scores by 1 each.

Despite giving slightly more EXP from fights, later consequences of the border event make it clear that the 7 to 9 range is not as good as the top result, which gives better outcomes and options later. Some of this is detailed below, and more is in the guide to the impending war.

You will have different comments and rewards based on your orcs and the state of the border:
 * One man offers a Steel Sword he's not cut out for wielding.
 * A woman offers a reward based on the Attractiveness of your orcs - a regular Health Potion for a score of 1 to 2, OR a Large Health Potion for a score of 3 or more.

Back in Yhilin, the outcome of the border incident determines both how Aram responds to Yhilin and how you can direct Yhilin's response in return. No matter what the choice is, the outcome is further modified by having several of the following (which the characters will helpfully mention) boosters.

Hidden Boosters
As Janine then mentions, this may provoke a backlash from the people if they still don't accept the Doom King, which basically means that your Yhilin Acceptance score will affect how well you do things.
 * 1) Janine's affection of 90 or higher ("I'm hopeful I can bend Aram towards a less disastrous response...").
 * 2) Neranda's affection of 35 or higher ("I think I have enough latitude to stall Aram a little...").
 * 3) 25 or more Victory Points ("Fortunately, we mostly have control of the Yhilini nobility...").
 * 4) Having funded Infrastructure ("One thing in our favor is that thanks to our improved infrastructure...").

Border is great
If the border is in great shape, Aram actually turns its attention towards the Incubus Emperor and begins moving troops away from the border. Simon can then choose to either Focus on Yhilin or Assist Aram:
 * Focus on Yhilin
 * +3 to the new War Preparation score.
 * +3 to Acceptance and +2 to Border Incident score; OR +6 to Acceptance and +5 to Border Incident score IF you have two or more boosters.
 * A Border Incident bonus based on Acceptance: +9 for 40 or higher, OR +6 for 30 to 39, OR +3 for 20 to 29, OR -1 for under 20.
 * Assist Aram
 * +2 to Aram score.
 * +1 to Acceptance and +3 to Border Incident score; OR +3 to Acceptance and +6 to Border Incident score IF you have two or more boosters (Janine/Neranda/VP/Infrastructure).
 * A Border Incident bonus based on Acceptance: +15 for 40 or higher, OR +10 for 30 to 39 (but a code typo lists it as 20 or higher as of v28.2), OR +5 for 29 to 20, OR -1 for under 20.

Border is average
If the border incident neither went great nor turned into a disaster, Aram is still amassing troops but hasn't attacked just yet, and you can choose to once again Focus on Yhilin, Stall Aram at the border, or Stall diplomatically:
 * Focus on Yhilin
 * +3 to the new War Preparations score.
 * +3 to Acceptance and +1 to Border Incident score; OR +4 to Acceptance and +3 to Border Incident score IF you have two or more boosters.
 * Border Incident bonus based on Acceptance: +5 for 40 or higher, OR +3 for 30 to 39, OR +1 for 20 to 29, OR -1 for under 20.
 * Stall Aram at the border
 * -2 to Acceptance and -3 to Border Incident score; OR +5 to Acceptance and +3 to Border Incident score IF you have three or more of the boosters.
 * Border Incident bonus based on Acceptance: +8 for 40 or higher, OR +4 for 30 to 39, OR -5 for 20 to 29, OR -10 for under 20.
 * Stall diplomatically
 * -2 to Acceptance and -5 to Border Incident score; OR +6 to Acceptance and +4 to Border Incident score IF you have all four boosters.
 * Border Incident bonus based on Acceptance: +10 for 50 or higher, OR +5 for 40 to 49, OR +2 for 30 to 39, OR -5 for 20 to 29, OR -10 for under 20.

Border is a disaster
If the border incident was a total disaster then Aram is gathering troops and will be rolling over the Yhilin borders shortly, meaning the only options are to either Retreat from Aram and yield ground but save lives, or Confront Aram with your own forces and risk a total disaster:
 * Retreat from Aram
 * +2 to the new War Preparations score.
 * -1 to Acceptance and +1 to the Border Incident score; OR +2 to the Border Incident score IF you have three or more boosters.
 * Border Incident bonus based on Acceptance: +6 for 40 or higher, OR +4 for 30 to 39, OR +2 for 20 to 29, OR -1 for under 20.
 * Confront Aram
 * -2 to Acceptance and -3 to Border Incident score; OR +5 to Acceptance and +3 to Border Incident score IF you have three or more of the boosters.
 * Border Incident bonus based on Acceptance: +5 for 50 or higher, OR +3 for 40 to 49, OR -2 for 30 to 39, OR -10 for 20 to 29, OR -15 for under 20.

War Preparations
After your return from Eustrin, you have to prepare for the incoming war with the Incubus Emperor. This combines into a hidden War Preparations score, which will come into play later on:
 * Up to +3 for choosing to Focus on Yhilin or Retreat from Aram in the previous section, which comes with its own trade-offs in terms of border score.
 * Up to +3 for interacting with the throne and talking to each of the representatives for the Army, Mages, and City about preparations.
 * Up to +2 for doing Yarra's quest after talking to her in the royal chambers. She's looking for volunteers for her joint knight/succubus squad to engage in battle after a... team-building exercise. Each volunteer grants +1 to War Preparations score: the succubus in the throne room nursing a crush on Yarra, and the succubus outside the guard's bar in the Court who finally gets to live out her dreams.
 * +1 for talking to Wynn in Archon Inn, who wants to avenge Wendis by putting an end to the Incubus Emperor.
 * +1 for talking to Stark in the palace tunnels and having Balia give him a body for the war.
 * +1 for talking to the succubus priestess in the cathedral library about how their church can help in the war.
 * +1 for talking to the leader of House Rose about how to help out at home.
 * +1 for talking to the mage in the Order of Thaumaturgy about civilian magic defenses.
 * +1 for talking to the elf in the slums near the House of Petitions about working out magical cooperation between different spellcasters.
 * +1 for talking to the leader of the cult the Goddess of Magic about preparations.

Other
Many quests and tasks also use hidden stats, but their values are not typically used after you are done with that portion of the game:


 * The Empress' mood score during Simon's stay in the Orgasmic Empire.
 * Nalili's discipline score during the same events.
 * Zirantia investigation score during Simon's stay in Zirantia.
 * Trade Negotiations score.

=== Empress Variable === Empress Variable is given:

+1 for the futa guard sex scene if Qum mood is >= 3

+1 for the orc council sex scene AND +1 if Qum mood is >= 3

+1 for the gathering orgy sex scene AND +1 if Qum mood is >= 3 AND +1 if Yarra affection =100

+1 for Fheliel investigation

+1 for the succubi negotiation

+1 for succesfully sneaking in Lustlord's palace

+1 for finishing the endgames if endgames points >=8 AND +1 if endgames points >=12

Up to 11 points. We need 10 points for the best result. This can be obtained without Yarra's affection at 100 or with Qum's affection between 90 and 100.

Target Ratings
The game uses RPGMaker VX Ace's standard TGR system. This means that the base chance of each person being targeted is based on the sum of the party's tgr (x person's tgr / party's tgr = chance to be hit):-

Simon = 110% tgr

Altina = 90% tgr

Yarra = 90% tgr

Qum = 80% tgr

Robin = 70% tgr

Varia = 90% tgr

Carina = 70% tgr

Hilstara = 110% tgr (additionally, Shieldwall amps this by 10 times which is effectively 1100% TGR)

Both Chosen = 110% tgr

Anyone not mentioned has base (100%) tgr.

So Carina in a party of Simon, Hilstara, Nalili and Carina for example has 70/110+110+100+70 or slightly less than 18% chance to targeted by enemies. This plummets to about 5% if Hilstara has Shieldwall up.

Inbuilt Resistances
Every character has some innate resistances to stats(or weaknesses in Orcent's case...), of particular interest is Simon literally nullifying the Drunk state making things like Mana Wine and Lust Wine useable on him. The rest of the party has minor(10% to 25%) resistance to sex skills and several of them resist lust related statuses. Listing them all seems a bit unnecessary. Succubi take 25% additional damage from anti-sex skills.

Simon Null: Drunk, Lust Mad, Lust Stun, Lust Death, Sexbind

50%: Confusion 25%: Blind, Silence, Sleep, Stun

10%: Antisex 50%: Sex

Orcent 300% damage taken: Physical, Fire, Anti-Sex

250% damage taken: Ice, Thunder, Poison

200% damage taken: Sex

Can drink Orc Potion.

Vhala Null: Sex (damage and healing)

50%: Orc Potion healing.