I didn't know where to put it, so now it's here. What I am basically asking you more experienced modders/people who know the engine is, how the following formula/mechanic works in the game: You go into a random encounter, with, say 2 Farmers and their kids. You attack the farmers, they attack you, you eventually kill them etc. Then, 4-5 levels and better equipment later, you get the same "Farmer" encounter with the same NPC/Protos. Now, they simply run away from you! I tried to give my character "godlike" stats, then all the npc run away from you as soon as you initiate combat. Now my questions: how is that "fear" determined? Directly through the AI files? How does the exact formula look for that? Are there any stats/skills/items checked against the enemy? Are these rolls, or simply hard checks? Does it work the other way around (if an enemy is ridicolously strong/overpowered stats - does the PC suffer any penalties? Many players I asked for this don't even know such a thing exists/never experienced it. No wonder, you never actually see a formula for that in your character sheet and it happens only when two very uneven enemies clash each other. I'd like to lower that treshold and make that formula actually a bit worthwhile in combat. Some example: Your level 12 character already seen its fair share of fighting in the wastes. While being on some routine quest, you get jumped by some centaurs. Judging on that formula, it may happen you get a bad roll against your "fear" (for a lack of a better name). You get some slight penalty on your tohit chance, or maybe lose 1-2 AP for 1 round, because your character is shocked etc. The same should apply vice versa ofcourse. Your ideas/suggestions? I'd be very grateful for someone explaining this a bit indepth.