Stats

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Stats determine the player's health, resources, damage, defense, accuracy, turn order, random outcomes, and recovery. They include core numerical parameters, percentage-based rates, and temporary or persistent modifiers.

Each stat name below links to its detailed mechanics, permanent gains and penalties, relevant equipment, forge upgrades and food or state modifiers. Equipment bonuses apply while worn; they are distinct from permanent changes to the character.

For the full order of operations and exact combat formulas, see Combat Calculations.

Core stats

Stat What it does Important interactions
HP Health. Reaching 0 HP causes defeat. Maximum HP also provides a small amount of physical vitality mitigation.
MP Resource spent by most Skills and Rituals. Maximum MP also provides a small amount of magical vitality mitigation.
Attack Determines physical damage. Used by Basic Attacks and physical Skills.
Defense Reduces physical damage. Physical damage uses a curved formula, so a percentage change to Defense does not cause the same percentage change to final damage.
Magic Attack Determines most magical damage and some recovery formulas. Primarily used by Rituals.
Magic Defense Reduces magical damage. Separate from Defense.
Agility Influences opening initiative and the consistency of player damage. Higher Agility narrows and raises the custom player-damage range. It does not grant recurring extra actions.
Luck Influences Die Rolls, state and debuff application, gathering quality, fishing checks, and the consistency of incoming damage. For state application, every 10 Luck of advantage changes the Luck factor by 1%.

Combat rates

Rate Default Effect
Hit Rate Varies by equipment and effects Multiplies a physical action's listed success rate. Physical attacks then make a separate Evasion check.
Critical Rate Varies Chance that a critical-capable action deals triple damage before variance and Guard.
Counter Rate Varies Chance to replace an incoming physical action with a counterattack.
Reflect Rate Varies Chance to reflect a magical action.
Physical Damage Rate 100% Multiplier to physical damage received. Lower values reduce damage.
Magical Damage Rate 100% Multiplier to magical damage received. Lower values reduce damage.
Recovery Effect 100% Multiplier on healing received by the target. It also affects item recovery.
Food Effect 100% Multiplies HP/MP item recovery from items used by the character; does not strengthen food buffs or ritual healing.
MP Cost 100% Multiplier on MP costs. Lower values are beneficial.
EXP Rate 100% Multiplier on experience received.

Buffs, debuffs, Blessings, and Curses

The game uses several different modifier systems:

Type Typical duration Stacking rule Example
Built-in battle buff or debuff A listed number of turns Up to two normal stages; each stage is 25% A standard Attack buff
Battle-only named state Usually a listed number of turns or until battle ends State-specific; many allow only one stack Three-turn Weakness applies −20% Defense
Persistent Blessing or Curse Until bathing, a timed removal, or a special reset Common stat effects stack up to five times Persistent Weakness applies −10% Defense per stack
Permanent stat change Permanent Adds directly to the character's base growth A sleep event or Mystery granting +1 Attack

Modifiers of the same parameter can combine multiplicatively rather than adding their displayed percentages. For example, two separate 90% Defense-rate traits produce 81% of the original Defense, not 80%.

Restoring HP and MP

HP and MP can be restored through Bathing, certain Moon Events, food, items, Skills, Rituals, regeneration, and event-specific recovery.

Recovery Effect belongs to the character receiving healing. Food Effect and item-use modifiers follow their own rules; see Combat Calculations for exact formulas.

Stat limits

Different values have different practical limits. Normal buff and debuff stages stop at +2 and −2. Common persistent stat Blessings and Curses stop at five stacks. Critical Rate, Hit Rate, elemental rates, and other percentage traits are not all governed by one shared cap.

See also