Stats

Statistics, or Stats, are types of data that apply to the player, farm monsters, and companions, and include how much attack a character may deal, how much a character can defend against attacks, among other things. For example, one stat type is Intuition, which governs the character's Defense level and will decide how much damage they will receive from an attack. Higher intuition will result in them receiving less damage, and a lower intuition will result in them receiving more damage.

Stat Labels

 * Physique - Governs how much Damage a character can deal. Higher Physique will deal more damage than that of a lower Physique.
 * Stamina - Governs how many Health Points (or HP) a character will have. Higher Stamina will result in a higher HP level than that of a lower Stamina.
 * Intuition - Governs how much Damage a character can receive, and therefore how much HP they will lose from an opposing attack. Higher Intuition will result in less received damage/HP loss than that of a lower Intuition.
 * Swiftness - Governs how fast the Action Bar refills. Higher Swiftness will result in the Action Bar refilling faster than it would with a lower Swiftness.
 * XP/Experience - Allows the player or companion to level up. Upon each level up, the player may select which stats they would like to increase.

Stats

 * Damage - Decreases the Health Stat. How much Damage one can deal to another will depend on their Physique level as well as the other's Intuition level.
 * Health - Allows the character to continue using actions. The character will no longer be apart of an encounter if their HP reaches 0.
 * Defense - Protects the character from a part of received attacks.
 * Action Bar - Decides when a character may act. A character may not act when their Action Bar is not full, and will only act when it has become full.

Invisible Stats

 * Critical Rate/Hit Damage - Determines the rate and damage multiplier of a Critical Hit when one attacks another.

Farm Monsters

 * Loyalty - Determines the monster's loyalty to the protagonist, displayed when the player pets a monster through heart bubbles. Darker/purple hearts indicates a negative loyalty, the more hearts that pop up, the lower the loyalty and therefore the more likely a monster is to run away from the farm. Pink hearts indicate normal loyalty, with the more hearts popping up, the more loyal the monster is to the player. Golden hearts indicate maxed loyalty, and guarantee that the monster will stay on the farm after graduating (so long as the player attends their graduation).
 * Feral/Tame Meter - Level of tameness/feral-ness. High tameness/low feral-ness will result in higher quality byproducts from milking/breeding and fewer traits and negative quality traits, whereas low tameness/high feral-ness will result in lower quality byproducts and more traits as well as high quality traits.

Companions

 * Friendliness - The relationship meter of companions towards the protagonist. In the process of being implemented.