Stats guide
Your character’s numbers drive survival, careers, and special storylines. Life Simulator Reloaded separates status meters (what you feel today) from core stats (long-term potential) and dynamic stats (context-specific reputation).
Status meters: health, energy, morale
| Meter | Range | What it means |
|---|---|---|
| Health | 0 up to your maximum (you start at 100; some upgrades raise that cap) | Physical condition. |
| Energy | 0 up to your maximum | Stamina for actions and the day. |
| Morale | 0 up to your maximum | Mental well-being and motivation. |
- Death: If any of these three hits 0, your character is considered dead—not only health.
- Danger zone: When any meter is 20 or below, you are in danger (warnings and risky outcomes can follow). Stay above that line when you can.
Restore meters with rest, food, safe activities, and items or events that explicitly refill them. Pushing every day without recovery is how runs spiral.
Treat 20 as your “red line” for health, energy, and morale. Heal and rest before you scrape the floor.
Core stats: intelligence & looks
| Stat | Range | What it does |
|---|---|---|
| Intelligence | 1–200 | Higher intelligence helps you learn skills faster, so jobs and training pay off sooner over a long career. |
| Looks | 1–200 | Higher looks eases promotion checks—employers judge you a bit more favorably on skill requirements, so social investment can open higher pay tiers. |
New characters start with both stats in a starter band; training, education, life choices, and items can move them over time. Upgrades that raise your maximum health, energy, or morale give you more room to work with during hard chapters (crime, fame grind, illness, and similar).
High intelligence compounds over a long career; high looks softens promotion walls. Plan early if you want a specialist build vs. a social-climber build.
Dynamic stats
Some story paths add dynamic stats (they use the same kind of scale as your other stats while they matter), for example:
- Prison reputation — how inmates see you; affects intimidation, fights, and opportunities behind bars.
- Fame — celebrity visibility; amplifies outcomes in star-related content (films, events, public life).
These often rise from actions tied to that storyline (fights, performances, quests). They are not always visible from day one; they show up when the relevant content is in play.
Quick reference: raising stats
| Goal | Typical levers |
|---|---|
| Health / energy / morale | Sleep, eat, low-risk routines, medical or wellness actions, story rewards. |
| Intelligence | School, reading, courses, brainy jobs and decisions. |
| Looks | Grooming, fitness, fashion, social and beauty-adjacent actions. |
| Prison rep | Dominance, winning fights, prison social actions (crime storyline). |
| Fame | Celebrity career path, media and public events (celebrity storyline). |
Mechanics may receive balance updates; when in doubt, check in-game tooltips and patch notes.