Gun Manor/Difficulty

The way items and creatures in Gun Manor are scaled is done slightly differently from the normal game. A global house difficulty value is created on first entry to the DLC that attempts to match the overall difficulty to how far you have gotten in the main game. This factor is then used to scale monsters and tests of different forms, and is also used to construct multiple enchantment tables that are then used to define the strength of various house items.

Difficulty
The main house difficulty value governs almost everything you encounter in the house. The difficulty value is based on your main game experience as you first enter the DLC (and does not change thereafter). The decision process consists of the following steps:
 * 1) Difficulty is initialized to a default value of 0.
 * 2) The difficulty value is first attempted to be set based on the hardest region of the main game in which you have a combat winning streak greater than 1. Region A gives a value of 1, Region B a value of 2, and so on up to Region H with a value of 8.
 * 3) If you do not have a winning streak of length at least 2 in any region, difficulty is instead set based on the hardest region in the main game in which you had any random encounter. Again, Region A gives a value of 1, Region B a value of 2, and so on up to Region H with a value of 8.

This gives a difficulty value of between 0 and 8 inclusive. Depending on the main difficulty value, dependent thresholds required to enable specific conversation options, open locks and other interactions are set as described below. Note that once the below dependent values are initialized (but before they actually used), a 0-value in difficulty is changed to 1, so in the game house difficulty has a practical range of 1 through 8.

M-Stat Tests
Options limited by your Muscle, Mysticality, or Moxie require a minimum stat value of Difficulty * 5 + 5. Given the range of difficulty values, this means all stat checks require a base of between 5 and 45 in the corresponding stat. Note that some tests require a value higher, computed by adding onto the base stat check value.
 * {| class="wikitable"

! style="text-align:right" | Difficulty: ! style="text-align:right" | Base M-Stat Threshold
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
 * 5 || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45
 * }

Speech Tests
Options limited by your speech abilities, Intimidatin', Hornswogglin', or Outfoxin' are also scaled based on difficulty.
 * {| class="wikitable"

! style="text-align:right" | Difficulty: ! style="text-align:right" | Speech level req:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
 * 1 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 4
 * }

Lockpickin' Tests
The complexity of locks you may need to pick open are also scaled based on difficulty.
 * {| class="wikitable"

! style="text-align:right" | Difficulty: ! style="text-align:right" | Lockpickin' Expertise level req:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
 * 1 || 1 || 2 || 2 || 2 || 2 || 3 || 3 || 3
 * }

Experience Rewards
Finally, the base number of experience points rewarded for completing tasks or combats is also scaled based on difficulty. In this case, since the XP scaling factors used in the 8 main regions of the game are reused, it also affected by whether you are in Hard Mode or not, giving two possible base XP values for each difficulty level.
 * {| class="wikitable"

! style="text-align:right" | Difficulty: ! style="text-align:right" | XP reward units (normal - hard):
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
 * }
 * }

Enchantments
The actual enchantment of an item or potion/food/booze effect is scaled based on a set of tables of enchantment values. Each effect uses a specific table which is then indexed by the overall house difficulty value. Possible enchantment values are divided into 4 categories, depending on what enchantment it is being used for. Note that this is a nominal intention, and non-exhaustive as well, and thus tables are sometimes used outside their designated categories.


 * The enchantment tables are defined up to a difficulty of 9, JUST IN CASE. 8, however, is the practical maximum currently possible in the game.

Table 1
This table is mainly used in computing Moxie, Muscle, and Mysticality modifiers.
 * {| class="wikitable"

! colspan="11" | Ench1 ! style="text-align:right" | Difficulty: ! style="text-align:right" | Value:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
 * 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11
 * }

Table 2
This table is mainly used in computing melee damage, spell damage, pistol damage, speed, and Armor modifiers.
 * {| class="wikitable"

! colspan="11" | Ench2 ! style="text-align:right" | Difficulty: ! style="text-align:right" | Value:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
 * 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19
 * }

Table 3
This table is mainly used in computing meat gain, item-finding bonus, and HP modifiers.
 * {| class="wikitable"

! colspan="11" | Ench3 ! style="text-align:right" | Difficulty: ! style="text-align:right" | Value:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
 * 5 || 10 || 10 || 15 || 15 || 20 || 20 || 25 || 25 || 30
 * }

Table 4
This table is mainly used in computing AP modifiers.
 * {| class="wikitable"

! colspan="11" | Ench4 ! style="text-align:right" | Difficulty: ! style="text-align:right" | Value:
 * 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
 * 1 || 1 || 1 || 2 || 2 || 2 || 3 || 3 || 3 || 3
 * }