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 - Increases Damage and Healing of abilities.
 * Stamina - Increases Hit Points and Debuff Resistance.
 * Intuition - Increases Defense, Debuff Resistance, Crit Chance, and DoT Damage.
 * Swiftness - Increases Crit Chance, and determines time between turns. Time between turns is relative to Swiftness of other units.
 * EXP/Experience - Allows the Protagonist and Monsters to level up. Upon each level up, the player may select which stats they would like to increase for the Protagonist and Companions.
 * Companions do level up and earn stat points, but do not earn EXP from fights; instead they all level up automatically with the Protagonist even if they are not in the current party.
 * Monsters do level up on their own but do not earn stat points. All monster stats are permanently increased by eating stat-boosting foods and automatically increased from leveling. Both methods contribute to half of a monster's maximum stat: if a monster has a maximum Stamina of 600, half of the Stamina gains must come from food and the other half must come from leveling.

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

 * Crit Chance - Determines the chance an attack will become a Critical Hit, inflicting bonus damage (see Crit Damage below). Crit Chance is partly determined by a character's Intuition and Swiftness stats, defined as:
 * Example:, or +54% Crit Chance
 * Example:, or +54% Crit Chance


 * Crit Damage - Determines how much bonus damage a Critical Hit inflicts.
 * Debuff Resistance - Reduces the chance an enemy's debuff attack will succeed.
 * DoT Damage - Increases damage of attack debuffs that inflict Damage Over Time, such as Poison, Bleed, and Burn.

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).
 * Domesticity Meter - Level of Domesticity. 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.