Every player character has five stats that shape how the world reacts to them: Agility, Visibility, Comfort, Swag and Sus. They start from your chosen character, are changed by what you wear (Clothing & Apparel) and by temporary statuses such as drunkenness or a snake bite (Drug Effects & Status System). They are not meters that drain or refill over time, and the tables contain no decay rates or alert thresholds for them.
Contents: The five stats · What the stats do · Starting stats by character · Status effects on stats · Other stat-like values · Not found in the game files
The five stats
| Stat | Range | Better when | What it does |
|---|---|---|---|
| Agility | 0–100 | Higher | Affects mobility and how well you perform parkour. |
| Visibility | 0–100 | Lower | How conspicuous you are. |
| Comfort | 0–100 | Higher | Affects how quickly well-being regenerates and shortens the duration of negative statuses. |
| Swag | 0–100 | Higher | Affects negotiations, NPC conversations and reputation bonuses, and adds prestige. |
| Sus | 0–100 | Lower | How suspicious you look. |
Visibility and Sus are the two stats where lower is better. The stat ranges are the displayed range in the tables (0–100); the game files do not document whether values are clamped in code.
What the stats do
- Swag and reputation. Swag can boost the reputation you earn from actions by up to 15% (flag
SWAG-MAX-REP-BONUS). Meetings with influencers in bars, clubs and restaurants also weigh your outfit and the prestige of the venue when your partner considers your requests. - Clothing build and movement. What you wear changes your movement speed by a multiplier between 0.7 and 1 of normal, and changes stamina use by up to ±15%. See Stamina, Health & Rest.
- Agility is described in-game as affecting mobility and parkour. Parkour manoeuvres cost a fixed amount of stamina that also takes your clothing into account.
- Comfort is described in-game as affecting well-being regeneration and shortening negative statuses, so a comfortable outfit shortens the time you stay bitten, beaten or hurt.
- Visibility and Sus are described as how conspicuous and how suspicious you look. Police stops show a percentage chance when you try to talk your way out; the tables do not say which stats feed that chance, so treat a link between Sus and stop outcomes as likely but unconfirmed. See Wanted Level, Militia Raids & Arrests.
- Clothes affect stats is a cartel setting. If it is turned off, every player uses average stats affected only by medicine and drugs. See Cartel Settings & Difficulty Presets.
Starting stats by character
The six playable characters start with these base values. More about each character is on Playable Characters.
| Character | Agility | Visibility | Comfort | Swag | Sus |
|---|---|---|---|---|---|
| Eddie | 35 | 50 | 25 | 35 | 0 |
| Rick | 45 | 45 | 25 | 20 | 0 |
| Danny | 30 | 40 | 25 | 25 | 0 |
| Lisa | 50 | 35 | 25 | 15 | 0 |
| Becky | 35 | 45 | 25 | 20 | 0 |
| Charon | 40 | 40 | 25 | 35 | 0 |
Status effects on stats
Temporary statuses add or subtract stat points while they last. The values below are the maximum effect stored for each status; how much of it applies at a given moment depends on the status level, which is set by a curve that is not stored in the tables.
| Status | ID | Total duration | Stat changes |
|---|---|---|---|
| Snake bite | SNAKE-BITE | 5 min | Agility -40, Comfort -10 |
| Broken leg | BROKEN-LEG | 8 min 20 s | Agility* -80, Comfort -20 |
| Twisted ankle | TWISTED-ANKLE | 5 min 50 s | Agility* -50, Comfort -10 |
| Beaten | BEATEN | 5 min | Agility* -60, Comfort -20 |
| Soaked | MOKRA-WLOSZKA | 1 min 30 s | Comfort -5, Agility -1, Sus +3 |
| Drunk | DRUNK | 3 min | Agility -30, Swag +15 |
| Cigarette | CIG-HIGH | 2 min 30 s | Agility -15, Swag +15 |
| Marijuana | WEED-HIGH | 2 min 30 s | Agility -15, Sus +5, Swag +30 |
| Amphetamine | AMPH-HIGH | 3 min 20 s | Agility +20, Swag -5, Sus +20 |
| Opium | OPIUM-HIGH | 3 min 20 s | Agility -20, Sus +5, Swag +15 |
| Methamphetamine | METH-HIGH | 2 min 30 s | Agility +10, Swag -10, Sus +30 |
| Cocaine | COKE-HIGH | 4 min 10 s | Agility +30, Swag -5, Sus +15 |
| Cocaine | COCAINE-HIGH | 4 min 10 s | Agility +30, Swag -5, Sus +15 |
| Sated | SATED | 2 min 30 s | Agility +5, Comfort +3 |
| Refreshed | REFRESHED | 2 min 30 s | Agility +2, Comfort +2 |
| LSD | LSD-HIGH | 3 min 20 s | Agility -50, Sus +30, Swag +15 |
| Mushrooms | SHROOMS-HIGH | 3 min 20 s | Agility -50, Sus +30, Swag +15 |
| Hash | HASH-HIGH | 2 min 30 s | Agility -30, Sus +5, Swag +30 |
| Crack | CRACK-HIGH | 1 min 40 s | Agility +40, Swag -8, Sus +25 |
*Broken leg, Twisted ankle and Beaten store their agility penalty under the misspelled key AGLITY instead of AGILITY. Whether the game reads that key is unconfirmed, so those penalties may not apply in play. Cocaine also appears twice (COKE-HIGH and COCAINE-HIGH) with identical values.
Consumables that apply these statuses are listed on Consumables Catalog.
Other stat-like values
Hideout stats
Hideouts and furniture carry their own separate values: Visibility (how noticeable your actions are to the community and authorities, lower is better), Security (chance of break-ins and minor thefts, and how much time you get before a raid), Comfort (comfort and well-being of the place), Power (watts), Hideout stash and Substance storage. Furniture lists are on Hideout Equipment and hideout details on Hideouts & Properties.
Employee skills
Hireable employees carry five skills scored 0–100: Athlete (parkour, movement speed, stamina), Businessman (sales, negotiation, prices), Scientist (drug production, crafting), Thug (robberies, break-ins, assaults) and Trapper (wilderness, snake-bite resistance). Player characters do not have skill values. See Characters & NPCs.
Also on clothing
Clothing can also carry Snake-proof (up to 50%, chance of being attacked by a snake), Damage resistance and Gas resistance. See Snakes, Tall Grass & Environmental Hazards.
Not found in the game files
The tables contain no "Exposure" stat, no stat decay rates and no threshold alerts for Agility, Visibility, Comfort, Swag or Sus. The perk table also holds only unfinished placeholder entries, so perks are not documented here.
Source: game DataTables (PlayerCharacterDatabase, FactorStatusesDatabase, ItemPropertyDatabase, IS_CharacterDatabase, BalanceFlagsDatabase). Values are as stored in the current Steam build; bolivars are written with a leading B.