Stats

**Statistics**, or **stats** for short, are a measure of a character's well-being. All characters in Evil Genius have five main statistics: Health, Loyalty, Smarts, Attention, and Endurance.

## Main Stats

### Health

Health is a measure of a character's physical wellness. Minions can restore their health in the infirmary room.

When a character's health falls to zero, they will die. Agents and tourists will leave behind a body bag.

Henchmen and Super Agents are an exception; when they are reduced to zero health they will be unconscious for a few minutes, but will not die. However, if 80% of the damage to the henchman's health was caused by a Super Agent, the henchman will lose one life. After losing three lives, they will be die permanently. Super Agents, on the other hand, cannot be killed by normal means.

### Loyalty

Loyalty is a measure of a character's devotion to their mission.

Minions with low loyalty may steal gold from the strongroom. If their loyalty falls low enough, they will desert the evil organization and leave the island permanently. Unlike other stats, there is no dedicated room in which minions can restore their own loyalty.

Agents with low loyalty will temporarily forget about their mission, and will wander the island acting like tourists. They may return to normal if they witness something suspicious, however.

Loyalty has no apparent effect on tourists and henchmen.

### Smarts

Smarts are a measure of a character's intelligence. Minions can restore their smarts in the archives room.

If a character's smarts are reduced to zero they will be temporarily incapacitated and will stand still, scratching their head. Social minions will escort stupefied minions to the archives, and escort agents and tourists out of the base.

Characters with low smarts are more likely to accidentally trigger sensors.

Agents and tourists who have had their smarts reduced to zero will forget what they have seen, and will lose all heat they have accumulated. Panicked tourists will also become calm again.

### Attention

Attention is a measure of a character's awareness of their surroundings. Minions can restore their attention in the staff room.

The attention stat behaves very similarly to smarts; if a character's attention is reduced to zero they will be temporarily incapacitated. Social minions will escort oblivious minions to the staff room, and escort agents and tourists outside. Characters with low attention are also more likely to accidentally trigger sensors.

Agents and tourists who have had their attention reduced to zero will forget which parts of the island they have already seen, and panicked tourists will be calmed.

### Endurance

Endurance is a measure of a character's fitness and energy. Minions can restore their attention in either the barracks or the mess hall.

If a character is tagged for capture, minions and henchmen will deal damage to their endurance instead of their health.

If a character's endurance is reduced to zero, they will be knocked out. Social minions will carry unconscious minions to the barracks. Characters tagged for capture will be taken to a holding cell by a construction worker, military minion, or henchman.

## Armor

All characters also have a hidden armor value for each of their five main stats. For each point of armor, incoming damage to that stat is reduced by 1%, e.g. a construction worker with 15 health armor will take 15% less health damage from attacks.

## Difficulty

The game difficulty setting will scale the values of certain characters' stats:

 Agentstats and armor | -20% | +0% | +20%