By Zombie
Most of the tabes listed on this page can be downloaded here. (18kb Excel Worksheet).
Core Stats | Skill Level Stats | Calculating Stats from the Core | Strange and Interesting Facts | A Word About The OSG
What the Mind Probe and Psi-Amp Don't Tell You | Editing Alien Stats | Additional Stats | Acknowledgments
From
the surface, alien stats seem like a straight-forward idea. As most of
us know, there are 5 skill levels to the game and as the difficulty
increases, so do enemy stats. Why then do most stat listings around the
net only cover one? Even worse, the guides which show all skill levels
have values which are unsubstantiated and/or just pull the OSG's
(Official Strategy Guide, by David Ellis) numbers at face value.
Perhaps it is just easier to blindly copy information than it is to
verify.
In any event, the X-COM community deserves better. For
this reason, I set out on a long journey to gather all the stats at
each skill level one summer day. Six months and countless hours later,
I had the data. Unfortunately, this was only for the Collector's
Edition of the game. What about the other versions though? Collecting
stats from them would be possible, just not practical. There had to be
a better (and faster) way.
Thanks to some research by a few forum members, it was determined that alien stats reside in the executable. Not only that, but there is only one set of numbers, not five. This had a couple of important implications:
After checking the executables of as many game versions as possible, all the alien stats matched. Therefore, any information presented here will apply to your version of the game! Here then, are the base values:
| Alien Race/Rank | TU | Sta | He | Br | Rea | FA | TA | Str | PST | PSK | Fr | L/R | Re | Un | EnR | VPS | Agg | Mel | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Floater Soldier | 50 | 90 | 35 | 80 | 50 | 50 | 58 | 40 | 35 | 0 | 8 | 6 | 4 | 12 | 30 | 12 | 2 | 70 | 4 |
| Floater Navigator | 50 | 90 | 35 | 80 | 50 | 50 | 58 | 40 | 35 | 0 | 8 | 6 | 4 | 12 | 30 | 14 | 2 | 70 | 5 |
| Floater Medic | 50 | 90 | 35 | 80 | 50 | 50 | 58 | 40 | 35 | 0 | 8 | 6 | 4 | 12 | 30 | 16 | 1 | 70 | 6 |
| Floater Engineer | 50 | 90 | 35 | 80 | 50 | 50 | 58 | 40 | 35 | 0 | 8 | 6 | 4 | 12 | 30 | 18 | 2 | 70 | 7 |
| Floater Leader | 55 | 95 | 40 | 80 | 60 | 60 | 58 | 47 | 40 | 0 | 16 | 12 | 8 | 12 | 30 | 25 | 0 | 70 | 8 |
| Floater Commander | 60 | 100 | 45 | 80 | 66 | 63 | 65 | 48 | 45 | 0 | 24 | 18 | 12 | 16 | 30 | 35 | 0 | 76 | 8 |
| Sectoid Soldier | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 40 | 0 | 4 | 3 | 2 | 2 | 30 | 10 | 2 | 76 | 3 |
| Sectoid Navigator | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 40 | 0 | 4 | 3 | 2 | 2 | 30 | 12 | 2 | 76 | 4 |
| Sectoid Medic | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 40 | 0 | 4 | 3 | 2 | 2 | 30 | 14 | 1 | 76 | 5 |
| Sectoid Engineer | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 40 | 0 | 4 | 3 | 2 | 2 | 30 | 16 | 2 | 76 | 6 |
| Sectoid Leader | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 50 | 50 | 4 | 3 | 2 | 2 | 30 | 20 | 1 | 76 | 7 |
| Sectoid Commander | 54 | 90 | 30 | 80 | 63 | 52 | 58 | 30 | 50 | 60 | 4 | 3 | 2 | 2 | 30 | 25 | 0 | 76 | 8 |
| Snakeman Soldier | 40 | 80 | 45 | 80 | 45 | 58 | 65 | 47 | 40 | 0 | 20 | 18 | 16 | 12 | 30 | 15 | 2 | 54 | 2 |
| Snakeman Navigator | 40 | 80 | 45 | 80 | 45 | 58 | 65 | 47 | 40 | 0 | 20 | 18 | 16 | 12 | 30 | 17 | 2 | 54 | 3 |
| Snakeman Engineer | 40 | 80 | 45 | 80 | 45 | 58 | 65 | 47 | 40 | 0 | 20 | 18 | 16 | 12 | 30 | 20 | 2 | 54 | 4 |
| Snakeman Leader | 40 | 80 | 45 | 80 | 55 | 65 | 65 | 47 | 45 | 0 | 20 | 24 | 22 | 20 | 30 | 28 | 2 | 54 | 5 |
| Snakeman Commander | 45 | 84 | 55 | 80 | 65 | 58 | 65 | 47 | 50 | 0 | 26 | 26 | 22 | 20 | 30 | 36 | 2 | 54 | 6 |
| Ethereal Soldier | 68 | 96 | 55 | 80 | 75 | 74 | 80 | 48 | 50 | 40 | 35 | 35 | 35 | 35 | 40 | 20 | 1 | 85 | 6 |
| Ethereal Leader | 68 | 96 | 55 | 80 | 75 | 74 | 80 | 48 | 60 | 45 | 40 | 40 | 40 | 40 | 40 | 30 | 1 | 85 | 7 |
| Ethereal Commander | 68 | 96 | 55 | 80 | 75 | 74 | 80 | 48 | 65 | 50 | 45 | 45 | 45 | 45 | 40 | 40 | 1 | 85 | 8 |
| Muton Soldier | 56 | 90 | 125 | 80 | 60 | 54 | 62 | 70 | 25 | 0 | 20 | 20 | 20 | 10 | 40 | 15 | 2 | 78 | 2 |
| Muton Navigator | 56 | 90 | 125 | 80 | 60 | 54 | 62 | 70 | 25 | 0 | 24 | 24 | 24 | 15 | 40 | 17 | 2 | 78 | 3 |
| Muton Engineer | 56 | 90 | 125 | 80 | 60 | 54 | 62 | 70 | 25 | 0 | 28 | 28 | 28 | 20 | 40 | 19 | 2 | 78 | 4 |
| Reaper | 62 | 90 | 148 | 90 | 64 | 0 | 0 | 90 | 35 | 0 | 28 | 28 | 28 | 4 | 34 | 25 | 2 | 80 | 2 |
| Chryssalid | 110 | 140 | 96 | 100 | 70 | 0 | 0 | 110 | 50 | 0 | 34 | 34 | 34 | 34 | 40 | 25 | 2 | 80 | 4 |
| Silacoid | 40 | 80 | 114 | 100 | 40 | 0 | 0 | 70 | 80 | 0 | 50 | 50 | 50 | 10 | 40 | 20 | 2 | 80 | 3 |
| Celatid | 70 | 90 | 68 | 90 | 40 | 100 | 0 | 70 | 60 | 0 | 20 | 20 | 20 | 20 | 40 | 20 | 2 | 80 | 4 |
| Sectopod | 62 | 90 | 96 | 110 | 64 | 60 | 0 | 90 | 100 | 0 | 145 | 130 | 100 | 90 | 50 | 30 | 1 | 80 | 4 |
| Cyberdisc | 62 | 90 | 120 | 110 | 64 | 60 | 0 | 90 | 100 | 0 | 34 | 34 | 34 | 34 | 50 | 20 | 1 | 80 | 5 |
Below you will find the stats to each skill level. Click on a tab to expand the selection.
From the tables above it quickly became apparent that some stats change while others do not. The ones which never change are:
The stats which do change are:
"How exactly are the changing stats calculated?" That was the big question on my mind while looking at the data. First I compared Beginner against Experienced. A ratio between the two stat levels yielded a rough percentage, but in order to nail it down exactly a comparison between all the skill levels was necessary. What I came up with was rather surprising; most stats increase with a constant percentage while a couple stats are strange. The stats which change by constant percentage include:
Those which are different include:
To
arrive at an equation linking the core to the different skill levels
required a little creative thinking on my part. Since the Beginner
skill level numbers match the core group exactly, no modification is
necessary. For this reason, I assumed the modifier would be 0 for the
lowest skill level and something simple (think: integer) for the higher
levels. Turns out, this was a valid theory which led me to introduce a
new term in the equation to bridge skill levels called the Skill Level Multiplier, or SLM for short.
SLM values
With
this last piece of data in-hand I was able to formulate a generalized
equation to describe the stats which change and have Beginner levels
equal to the core.
Skill Value = INT(Core Value * (100 + (Percentage * SLM)) / 100)
As
an example, let's assume we want to find the number of Time Units a
Superhuman Chryssalid has. The core TU for the Chryssalid is 110 while
the percentage is 4% and the Skill Level Multiplier is 4. Now it is
just a matter of substituting these values into the equation:
Superhuman TU = INT(110 * (100 + (4 * 4)) / 100)
= INT(110 * (100 + 16) / 100)
= INT(110 * 116 / 100)
= INT(12760 / 100)
= INT(127.60)
= 127
This
number agrees with the Chryssalid's TU during an actual Superhuman
mission. (Note: The "INT" function is a necessary part of the equation
because it models how the game handles numbers with decimals. Since
X-COM was programmed using declared variables as Integer to save space,
the INT function serves as the liaison between a real-world calculation
and a number given in the game. Therefore, fractional parts of the
number are dropped or truncated).
Alien Stats (Characterestics) start on pg 249 and continue to pg 260.
The Beginner Skill level is fine except for a few small errors.
However, at the higher difficulty levels the OSG's data falls far short
of expectations. I have a suspicion the author failed to recognize what
effect integer rounding would play or wasn't privy to the exact
equation. In any event, be aware that the OSG's alien stat tables
should not be used due to massive errors. The information presented
here supersedes that from the OSG through rigorous tests.
Often, during the heat of a battle, you may decide to use the Mind
Probe or Psi-Amp to look at an alien's stats. These devices really only
touch the tip of the iceberg in terms of what is possible to know. And
although Soldier and Tank attributes can be accessed directly, they
have the same limitations placed on them as the aliens. This is due to
the fact that only so much information can be presented on one screen.
Below
is a table of the data which isn't normally shown. Note: For stats
which change due to skill level such as Melee and Psi, the core values
are given. Also, psionic stats will only be shown in-game when Psionic
Skill is > 0. Most units have no skill in this area and thus have
missing stats.
| Alien Race/Rank | Mel | EnR | St | Kn | Flt | Dmf | PSk | Pst | Msb | VPS | Agg | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Floater Soldier | 70 | 30 | 21 | 16 | 2 | 1 | 0 | 35 | 4 | 12 | 2 | 4 |
| Floater Navigator | 70 | 30 | 21 | 16 | 2 | 1 | 0 | 35 | 4 | 14 | 2 | 5 |
| Floater Medic | 70 | 30 | 21 | 16 | 2 | 1 | 0 | 35 | 4 | 16 | 1 | 6 |
| Floater Engineer | 70 | 30 | 21 | 16 | 2 | 1 | 0 | 35 | 4 | 18 | 2 | 7 |
| Floater Leader | 70 | 30 | 21 | 16 | 2 | 1 | 0 | 40 | 4 | 25 | 0 | 9 |
| Floater Commander | 76 | 30 | 21 | 16 | 2 | 1 | 0 | 45 | 4 | 35 | 0 | 8 |
| Sectoid Soldier | 76 | 30 | 16 | 12 | 0 | 1 | 0 | 40 | 3 | 10 | 2 | 3 |
| Sectoid Navigator | 76 | 30 | 16 | 12 | 0 | 1 | 0 | 40 | 3 | 12 | 2 | 4 |
| Sectoid Medic | 76 | 30 | 16 | 12 | 0 | 1 | 0 | 40 | 3 | 14 | 1 | 5 |
| Sectoid Engineer | 76 | 30 | 16 | 12 | 0 | 1 | 0 | 40 | 3 | 16 | 2 | 6 |
| Sectoid Leader | 76 | 30 | 16 | 12 | 0 | 1 | 50 | 50 | 3 | 20 | 1 | 7 |
| Sectoid Commander | 76 | 30 | 16 | 12 | 0 | 1 | 60 | 50 | 3 | 25 | 0 | 8 |
| Snakeman Soldier | 54 | 30 | 18 | 18 | 0 | 5 | 0 | 40 | 4 | 15 | 2 | 2 |
| Snakeman Navigator | 54 | 30 | 18 | 18 | 0 | 5 | 0 | 40 | 4 | 17 | 2 | 3 |
| Snakeman Engineer | 54 | 30 | 18 | 18 | 0 | 5 | 0 | 40 | 4 | 20 | 2 | 4 |
| Snakeman Leader | 54 | 30 | 18 | 18 | 0 | 5 | 0 | 45 | 4 | 28 | 2 | 5 |
| Snakeman Commander | 54 | 30 | 18 | 18 | 0 | 5 | 0 | 50 | 4 | 36 | 2 | 6 |
| Ethereal Soldier | 85 | 40 | 20 | 15 | 0 | 6 | 40 | 50 | 4 | 20 | 1 | 6 |
| Ethereal Leader | 85 | 40 | 20 | 15 | 0 | 6 | 45 | 60 | 4 | 30 | 1 | 7 |
| Ethereal Commander | 85 | 40 | 20 | 15 | 0 | 6 | 50 | 65 | 4 | 40 | 1 | 8 |
| Muton Soldier | 78 | 40 | 21 | 16 | 0 | 7 | 0 | 25 | 4 | 15 | 2 | 2 |
| Muton Navigator | 78 | 40 | 21 | 16 | 0 | 7 | 0 | 25 | 4 | 17 | 2 | 3 |
| Muton Engineer | 78 | 40 | 21 | 16 | 0 | 7 | 0 | 25 | 4 | 19 | 2 | 4 |
| Reaper | 80 | 34 | 23 | 16 | 0 | 10 | 0 | 35 | 4 | 25 | 2 | 2 |
| Chryssalid | 80 | 40 | 21 | 16 | 0 | 9 | 0 | 50 | 4 | 25 | 2 | 4 |
| Silacoid | 80 | 40 | 10 | 10 | 0 | 8 | 0 | 80 | 4 | 20 | 2 | 3 |
| Celatid | 80 | 40 | 12 | 12 | 6 | 1 | 0 | 60 | 4 | 20 | 2 | 4 |
| Sectopod | 80 | 50 | 23 | 16 | 0 | 11 | 0 | 100 | 4 | 30 | 1 | 4 |
| Cyberdisc | 80 | 50 | 15 | 15 | 2 | 12 | 0 | 100 | 4 | 20 | 1 | 5 |
| Zombie | 80 | 20 | 18 | 18 | 0 | 13 | 0 | 80 | 4 | 18 | 2 | 3 |
| Civilian | 50 | 20 | 21 | 16 | 2 | 1 | 0 | 5 | 4 | 10 | 0 | 1 |
| Tank | 70 | 50 | 16 | 16 | 0 | 4 | 0 | 100 | 30 | 20 | 2 | 3 |
| Hovertank | 70 | 50 | 12 | 12 | 6 | 4 | 0 | 100 | 30 | 20 | 2 | 3 |
Melee (Mel): All units have
this ability but only the Reaper, Chryssalid, Silacoid and Zombie can
use it. The melee value is a percentage used to calculate the base
chance of "hitting" the target.
Energy Recharge (EnR): Determines how fast a unit recovers Energy (aka Stamina) lost through movement during a round.
Standing Height (St): Standing height of the unit.
Kneeling Height (Kn): Kneeling height of the unit. Only X-COM soldiers can kneel so technically this stat goes unused for the aliens.
Floating Height (Flt):
Determines how high the unit is above the ground. Celatids and
Hovertanks are the high-fliers at 6 units while the Floater and
Cyberdisc are ground-huggers at 2 units. Surprisingly, Civilians
actually float, but you never notice this on a mission.
Damage Modifier (Dmf): This number represents a category each unit uses for determining the susceptiblity to weapons in the game.
Psionic Skill (PSk):
Most units have no Psionic Skill and therefore are unable to wage
psionic attacks. Sectoid Leaders and Commanders have this ability as do
all Ethereals. If you are lucky enough to capture and interrogate one
of these aliens your soldiers can also get this ability through
training.
Psionic Strength (Pst): A number between 0 and 100 which indicates how well a unit can use and resist psionic attacks.
Motion Scanner Blip Size (Msb):
For every tile a unit moves, it gets this value added to a counter in
unitref.dat. The bigger the number, the bigger the blip the Motion
Scanner will show.
Victory Points (VPS): Points received when you kill that unit.
Aggression (Agg):
A rating of 0-2 which determines how aggressive an alien is. High
ranking aliens have low aggression while the "grunts" get the higher
numbers.
Intelligence (Int): A number between 2 and 8 which indicates how long an alien will remember the location of a unit once spotted.
If you have a Geoscape and Tactical executable, alien stats start at non-offset byte 379,729 in the Geoscape. The CE version has a single unified executable called "UFO Defense" in which the alien stats start at non-offset byte 480,145. Both have 33 records of 39 bytes each.
|
|
† This column represents the theoretical stats for the
Zombie which may or may not be found in the executable. All stats were
collected by looking at unitref offsets which should hold.
§ Flying ability and size information are not found in unitref, but we can safely derive them through logic.
‡ These
values do not have a corresponding unitref offset but since all the
aliens have the same value it should be safe to assume the Zombie
inherits them too.
As of yet, there are still eight unknown byte fields. They are summarized below.
The following information is found in the UFO Defense executable starting at non-offset 447,868 consisting of 8 records having 20 bytes each. Or if you have the DOS version, it can be found in tactical.exe starting at 391,278. These stats are mainly the in-built weapon turrets for tanks and aliens. Accuracy and TU costs are given as percentages.
| Unit | Damage Type | Ammo Type | Damage | Snap Acc. | Snap TU's | Auto Acc. | Auto TU's | Aim Acc. | Aim TU's | Blaster Eff? |
|---|---|---|---|---|---|---|---|---|---|---|
| Tank/Cannon | 0 | 4 | 60 | 60 | 33 | 0 | 0 | 90 | 80 | 0 |
| Tank/Rocket Lnchr | 2 | 12 | 85 | 55 | 45 | 0 | 0 | 115 | 75 | 0 |
| Tank/Laser Cannon | 3 | 17 | 110 | 50 | 33 | 0 | 0 | 85 | 75 | 0 |
| Hovertank/Plasma | 4 | 36 | 110 | 86 | 30 | 0 | 0 | 100 | 60 | 0 |
| Hovertank/Launcher | 2 | 40 | 140 | 0 | 0 | 0 | 0 | 120 | 80 | 1 |
| Celatid | 7 | 38 | 140 | 75 | 30 | 0 | 0 | 110 | 60 | 0 |
| Cyberdisc | 4 | 34 | 130 | 75 | 30 | 0 | 0 | 110 | 60 | 0 |
| Sectopod | 3 | 34 | 100 | 75 | 30 | 50 | 35 | 110 | 60 | 0 |
|
Turret damage types for aliens and tanks follow the same damage types for normal weapons. With a little testing on my part, it was determined that the value of 6 was melee. Editing these values only changes the type of damage the weapon inflicts, not what the bolt looks like coming out of the turret. It is interesting to note that the Sectopod's damage type is 3 which corresponds to laser, not plasma as is often assumed. |
Firing "Accuracy" is a little confusing, but hopefully this will clear
up any confusion. The first type of accuracy is weapon firing accuracy.
This is the accuracy of the weapon iteslf. Next is unit firing
accuracy, which is how well (or how proficient) the unit can fire a
weapon. These two accuracies are then multiplied together to get a
"base chance to hit" (or BCTH). BCTH is the unmodified accuracy you see
when clicking on a weapon.
Terrorist
with integrated weapons have a firing accuracy which works in the same
manner. The "turret" weapon accuracy is multiplied by the terrorists
firing accuracy leading to a BCTH. These numbers are what the unit will
see during a mission for firing accuracy.
| Alien | Shot Type | Beg. | Exp. | Vet. | Gen. | Sup. |
|---|---|---|---|---|---|---|
| Celatid | Auto | DNA | DNA | DNA | DNA | DNA |
| Snap | 37% | 79% | 84% | 88% | 93% | |
| Aimed | 55% | 116% | 123% | 129% | 136% | |
| Sectopod | Auto | 15% | 31% | 33% | 35% | 37% |
| Snap | 22% | 47% | 50% | 52% | 55% | |
| Aimed | 33% | 69% | 73% | 77% | 81% | |
| Cyberdisc | Auto | DNA | DNA | DNA | DNA | DNA |
| Snap | 22% | 47% | 50% | 52% | 55% | |
| Aimed | 33% | 69% | 73% | 77% | 81% |
There are four aliens in the game which rely on melee (or Hand To Hand) as their primary attack method. It was determined that a single HTH attack costs a constant 15 TU no matter what the alien, their stats, or the skill level. It is therefore possible to construct a table showing how many attacks each alien could wage in a single round:
| Alien | Damage | Beg. | Exp. | Vet. | Gen. | Sup. |
|---|---|---|---|---|---|---|
| Reaper | 90 | 4 | 4 | 4 | 4 | 4 |
| Chryssalid | 110 | 7 | 7 | 7 | 8 | 8 |
| Silacoid | 70 | 2 | 2 | 2 | 2 | 3 |
| Zombie | 84 | 2 | 2 | 2 | 2 | 2 |
Accuracy of melee attacks is not guaranteed to be a
successful event, even though the alien needs to be standing on a tile
next to your unit. Calculating melee accuracy is very similar to firing
accuracy determinations (see above), except that in melee accuracy, you
multiply the melee accuracy stat by the units strength rating. The
result is the infamous base chance to hit. Note that because both of
these stats increase with respect to skill level, the BCTH jumps fairly
fast. In fact, at Genius and Superhuman skill levels, the Chryssalid is
more than 100% accurate leading to automatic success (zombification).
| Alien | Beg. | Exp. | Vet. | Gen. | Sup. |
|---|---|---|---|---|---|
| Reaper | 72% | 75% | 79% | 84% | 89% |
| Chryssalid | 88% | 92% | 98% | 103% | 108% |
| Silacoid | 56% | 58% | 61% | 65% | 69% |
| Zombie | 67% | 67% | 67% | 67% | 67% |
There are two alien races which possess psionic abilities: Ethereals and Sectoids. All Ethereals and the Sectoid Leaders and Commanders have this attribute. It was determined that a single psionic attack costs a constant 26 TU no matter what the alien, their stats, or the skill level. It is therefore possible to construct a table showing how many attacks each alien could wage in a single round:
| Alien | Beg. | Exp. | Vet. | Gen. | Sup. |
|---|---|---|---|---|---|
| Sectoid Leader | 2 | 2 | 2 | 2 | 2 |
| Sectoid Commander | 2 | 2 | 2 | 2 | 2 |
| Ethereal Soldier | 2 | 2 | 2 | 2 | 3 |
| Ethereal Leader | 2 | 2 | 2 | 2 | 3 |
| Ethereal Commander | 2 | 2 | 2 | 2 | 3 |
To generalize, each alien can wage two psionic attacks per round. Only Superhuman Ethereals can wage three.
A project of this size and magnitiude could never be completed without
some help. I would like to extend my deepest thanks and gratitude to
the following individuals:
NKF for his "lemon" psi stat viewer.
Bomb Bloke for his "dump" unitref viewer/logger.
Hatfarm for his excellent editors.
Stewart for providing the original 1.0 executable for testing.
MikeTheRed for for cracking the core stats from each executable version and invaluable technical assistance.
Seb76 for deciphering three unknowns in the alien stats (Loftemps Indexes and MCD Index).