Stats and Attributes
Stats and Attributes determine the player character's gameplay-relevant properties. They can be inspected at the Character Status page, where the game separates them into the following categories:
Attributes
These are the 8 attributes that can be increased by leveling up. Some affect base stats.
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Vigor | Determines maximum HP, fire damage negation, Immunity. |
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Mind | Determines maximum FP and Focus. |
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Endurance | Determines maximum Stamina, Equip Load and Robustness. |
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Strength | Determines the bonus damage gained from str-scaling weapons and Physical defense. |
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Dexterity | Determines the bonus damage gained from dex-scaling weapons, the casting speed of Spells, and reduces fall damage. |
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Intelligence | Determines the bonus damage gained from int-scaling weapons, the damage dealt by Sorcery Spells and Magic defense. |
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Faith | Determines the bonus damage gained from fth-scaling weapons and the damage dealt by Incantation Spells. |
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Arcane | Determines the bonus damage gained from arc-scaling weapons, Discovery, Holy defense, Vitality, and Status Effects buildup. |
Base Stats
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HP | health points. When reduced to 0, the character dies. |
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FP | focus points. Required to cast Spells, Ashes of War, Ashes, and to use specific consumables. |
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Stamina | required to perform most actions. |
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Equip Load | influences the character's running speed, jumps and basic dodge roll. |
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Poise | determines how easily the character can be staggered by attacks. |
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Discovery | item discovery. The chance at which enemies drop rare loot. |
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Memory Slots | the number of Spells that can be equipped. Can only be increased by collecting Memory Stones. |
Attack Power
Depending on the weapon or shield wielded, a specific type of damage is done.
Note that Attack Power and damage dealt is not the same thing, with the latter depending how the former compares with Defense. More specifically, if Attack Power is more than eight times as large as Defense then damage dealt is equal to 90% of Attack Power while if Attack Power is less than an eighth of Defense damage dealt is equal to 10% of Attack Power. In between these breakpoints the damage scaling is more granular: if Attack Power is greater than an eighth of Defense but less than the total Defense then damage dealt is equal to a point between 10% and 40% of Attack Power, if Attack Power is greater than the total Defense but less than two-and-a-half times the Defense then damage dealt is equal to a point between 40% and 70% of Attack Power, and if Attack Power is greater than two-and-a-half times the Defense but less than eight times the Defense then damage dealt is equal to a point between 70% and 90% of Attack Power.
Damage Types | ||
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Standard | Standard Physical Damage refers to physical damage done by standard weapons such as straight swords and axes. |
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Strike | Usually effective against heavily armored or stone opponents.
Strike Physical Damage refers to damage done by blunt weapons such as maces, hammers, and fists. |
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Slash | Usually effective against unarmored opponents.
Slash Physical Damage refers to harm done by sharp weapon attacks such as curved swords, katanas , and claws. |
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Pierce | Usually effective against light armored or scaled enemies.
Pierce Physical Damage refers to harm done by thrusting attacks such as spears and a few lunge attacks done by swords. |
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Magic | Magic damage done by weapon upgrades, spells, items, or Ashes of War. |
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Fire | Fire damage done by weapon upgrades, spells, items, or Ashes of War. |
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Lightning | Lightning damage done by weapon upgrades, spells, items, or Ashes of War. |
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Holy | Holy damage done by weapon upgrades, spells, items, or Ashes of War. |
Attack Multipliers | ||
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Critical | Increases the damage dealt by critical attacks. |
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Range | Increases the range of ranged ranged weapons and items. |
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Sorcery Scaling | Increases power of Sorceries. |
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Incantation Scaling | Increases power of Incantations. |
Guarded Damage Negation
A weapon or shield's ability to reduce incoming damage when blocking.
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Physical | |
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Magic | |
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Fire | |
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Lightning | |
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Holy | |
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Guard Boost | Reduces the stamina drained from successfully blocking attacks. |
Defense
Damage Negation (obtained through armor or items) and Defense (obtained through stats) both reduce the damage of incoming attacks. Each Damage Type has a corresponding defense stat and damage negation stat that governs its mitigation.
First, an incoming attack's Attack Power is compared with the target's Defense and a certain percentage of the Attack Power is left through as damage depending on the ratio (see the Attack Power section for further details). Afterwards, that damage is multiplied by the difference of one and the target's Damage Negation to determine the final damage dealt.
Damage Negation | ||
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Standard | Mitigated by most types of armor. |
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Strike | Mitigated primarily by medium or heavy armor. |
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Slash | Mitigated primarily by heavy armor. |
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Pierce | Mitigated primarily by heavy armor. |
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Magic | Mitigated by sorcerer robes and sorcerer armors. |
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Fire | Mitigated primarily by heavy armor, and to a lesser extent by sorcerer robes. |
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Lightning | Mitigated primarily by robes and garbs, with very few heavy armors offering protection. |
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Holy | Mitigated primarily by robes and garbs, with very few armors offering protection. |
Physical | Includes Standard, Slash, Strike, and Pierce damage, and excludes all other damage types. Obtained through Spells or Tools. | |
Non-Physical | Includes Magic, Fire, Lightning, and Holy damage, and excludes all other damage types. Obtained through Spells or Tools. |
Status Effects
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Frostbite | Deals damage, lowers target's damage absorption and slows stamina recovery. |
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Hemorrhage | Take damage equal to percentage of Max HP. |
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Madness | Target loses FP, takes health damage, and does an agonizing animation for a few seconds. |
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Sleep | Puts the target to sleep; player is stunned and loses FP. |
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Poison | Lowers HP in steady increments for a period. |
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Scarlet Rot | Greatly lowers HP in steady increments for a period. |
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Death Blight | Player dies instantly. |
Resistances
Determine the character's defense against Status Effects. Can by increased by armors, Talismans, and items.
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Immunity | Poison and Scarlet Rot defense |
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Robustness | Frostbite and Blood Loss defense |
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Focus | Sleep and Madness defense |
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Vitality | Death Blight defense |