The nine stats
| Stat | Short | Can you train it? | Main jobs |
|---|---|---|---|
| Speed | SPD | No | Race ability in short races, Roller Display, hawk target weight, escort bird, sell price |
| Stamina | STA | Yes | Race ability in long races, Timed Flight, Altitude Cup, Endurance Marathon, anchor and high flyer lure |
| Navigation | NAV | Yes | Race ability (always), every loss risk, chance a lost bird finds home, hawk target weight and catch risk |
| Recovery | REC | No | Race ability (small), loss risk, flying event score, show condition |
| Power | PWR | No | Race ability (small), Altitude Cup, escort bird |
| Intelligence | INT | No | Bond growth, homing, tournament scores, show posture, roller skill |
| Agility | AGI | No | Roller Display, roller lure |
| Temperament | TMP | No | Bond growth, tournament discipline, show posture, show lure |
| Fertility | FER | No | Chance that an egg is fertile |
Source: scripts/bird_data.gd, scripts/loft.gd. The older name for Recovery was Vitality; old saves are converted automatically.
Where each stat counts
Speed
- Races: weighs
1 - km/600of the ability score. That is 83% of the speed-or-stamina part in the 100 km Club Sprint and 0% in the 600 km Classic. See race ability. - Roller Display: 15% of a bird's trick skill.
- Hawk: a lower speed makes a bird more likely to be picked (free roam hawk). A bird with Speed and Power both above 70 guards the flock and cuts the hawk's catch chance by 25%.
- Selling: counts in the average and in the best-stat part of the price.
Stamina
- Races: weighs
km/600(capped at 1) of the ability score. The 600 km Classic is all stamina. - Flying Meet: 50% of Timed Flight, 55% of Endurance Marathon, 35% of the Altitude Cup altitude score.
- Lure: half of the Anchor and High flyer strength.
- Training: goes up by tosses and by free roam, up to its potential.
Navigation
- Races: adds
0.45 x NAVto the ability of every race, short or long. - Risk: the loss chance of a race is multiplied by
1.6 - NAV/100. Training tosses use1.5 - NAV/100. In tournaments it counts 40% of "homing" (with Intelligence 30% and bond 30%). - Lost birds: the chance that an astray bird ever finds its way home is
40% + 20% x NAV/100(lost birds). - Hawk: low Navigation raises both the pick weight and the catch chance (hawk).
Recovery
- Races: adds
0.15 x RECto the ability, and the loss chance is also multiplied by1.25 - REC/200. - Tournaments: 15% of Timed Flight, 20% of Endurance, 15% of the Altitude score; the same loss factor; 25% of a show bird's Condition mark.
- Lure: half of the Anchor strength.
Power
- Races: adds
0.2 x PWRto the ability. - Flying Meet: 10% of Timed Flight and Endurance, 25% of the Altitude score.
- Hawk: with Speed above 70 it makes an escort bird.
Intelligence
- Bond: adds
INT/20bond points every day (a bird with INT 80 gains 4 extra points a day). - Tournaments: "discipline" is the average of Intelligence and Temperament (25% of Timed Flight, 15% of Endurance); 15% of the Altitude score; 40% of the landing mark; 25% of Roller trick skill; 30% of a show bird's Posture.
- Wild strays: a smarter stray is warier in the Trap (30% of its Intelligence adds to wariness).
Agility
- Roller Display: 40% of trick skill. Lure: half of the Roller strength.
Temperament
- Bond: adds
(TMP - 50)/25bond points a day, so a calm bird (TMP 75) gains 1 more and a nervous one (TMP 25) loses 1. - Tournaments: half of "discipline", 10% of the Altitude score, 30% of the landing mark, 20% of Roller skill, 40% of a show bird's Posture, half of the Show lure strength.
Fertility
- Chance that an egg is fertile:
88% + (FER sire + FER dam - 100)/400. See breeding. Rarer racing lines are harder to breed.
Starting stats
Every bird belongs to one or two breeds (a "line mix"). A new shop bird is a main breed at 100%, 90% or 75% (equal chance), and the rest is another breed of the same class.
Examples: a 100% Janssen has base speed 76, so its speed is between 68 and 84. A bird bred from two parents uses a different rule, see how chicks inherit stats. A wild stray has 90% of the stats a shop bird of that breed would have.
Potential: the training ceiling
Only Navigation and Stamina grow during a bird's life, and each stops at its potential:
Example
A 100% Janssen has base Navigation 72 and Stamina 53. Its potential is 72 + 25 = 97 for Navigation and 53 + 25 = 78 for Stamina. A shop Janssen that rolled Stamina 50 can train 28 points; one that rolled 58 can train only 20.
A bird already above its potential (a lucky roll, or a good parent) never loses points; training just does nothing for that stat. A bird's age does not change its stats. All other stats (speed, recovery, power, intelligence, agility, temperament, fertility) are fixed for life, so choose them by buying or breeding.
Training: tosses and free roam
A bird must be a batcher (bond 100%) to be tossed or sent outside. Both ways train the same two stats, Navigation and Stamina.
Training tosses
Once per bird per day you can toss it 1, 5 or 20 km. Each toss has a loss chance of base x (1.5 - NAV/100), clamped between 0.5% and 50%. If the bird comes home, Navigation and Stamina each gain a random amount in the range shown (never above potential).
| Toss | Base loss | Loss at NAV 30 | NAV 50 | NAV 70 | NAV 90 | Gain per stat |
|---|---|---|---|---|---|---|
| 1 km | 2% | 2.4% | 2.0% | 1.6% | 1.2% | 0 to +1 |
| 5 km | 6% | 7.2% | 6.0% | 4.8% | 3.6% | +1 to +2 |
| 20 km | 15% | 18.0% | 15.0% | 12.0% | 9.0% | +2 to +3 |
A lost bird is always "astray" (a toss never kills a bird); see lost birds. Racing a bird also counts as its toss for the day.
Example: a 20 km toss for a Navigation 50 bird
15% to get lost; 85% to come home with +2 to +3 Navigation and +2 to +3 Stamina. The average gain is 2.5 points of each stat on a successful toss. A 5 km toss (6% risk, +1 to +2) is the safer way to train a valuable bird.
Free roam
Birds flying outside train slowly and for free. Every 15 real seconds (not game time) each roaming bird rolls once for Navigation and once for Stamina. Each roll succeeds with 30%, or 40% when 3 or more birds are outside, and adds +1 (up to potential). Details are on the free roam page.
Breed traits in races
Each breed has a trait. The race is one speed number, so the code averages a trait that works on part of the race over the whole race. The text in the shop and bird details can read bigger than the real effect; the table shows what the race code does (Races.trait_effects). "Short" means 200 km or less; "long" means 350 km or more.
| Breed (trait) | In-game text | Real effect in a race |
|---|---|---|
| Janssen (Sprint Burst) | +12% speed in the first 25% | Final speed x1.03 (about +3%) in every race |
| Van Loon (Steady Flight) | -8% stamina use mid-race | Stamina x1.04 |
| Houben (Consistent Racer) | -15% bad race luck | The bad side of the random swing x0.85, and loss chance x0.85 |
| Meulemans (Endurance Reserve), Slenderbill (Hidden Endurance) | +12% stamina, long races | Stamina x1.12 in long races (350 km and up); none in short ones |
| Vandenabeele (Champion's Pace) | +10% speed vs better rivals | Speed x1.10 only if the bird's own ability is below the rivals' average ability |
| Jan Aarden (Marathon Specialist) | -20% stamina use, long races | Stamina x1.15 in long races |
| Leo Heremans (Lightning Start) | +20% acceleration at the start | Final speed x1.04 in every race |
| Van Den Bulck (Explosive Wings) | +15% speed, end of sprints | Final speed x1.03, short races only |
| Best Kittel (Ultimate Sprint) | +15% speed, end of sprints | Final speed x1.045, short races only |
| Jan Hooymans (Elite Bloodline) | +8% all stats, big races | Speed, stamina, navigation and recovery x1.08 in the 600 km Classic only |
The flying and fancy traits work in the tournaments; the Sky Marathon, Cloud Climber and similar traits do nothing in a race.