Stats
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.
