// Stats & Leveling
Your character has seven stats that govern combat, movement, and survival. Stats increase by allocating points earned on level-up. Some stats are also boosted by rings you have equipped.
| Stat | Label | What it does | Starting value |
|---|---|---|---|
| Max HP | HP | Your maximum hit point pool. Can be increased directly with stat allocation points, and is also boosted by HP-granting rings. | 20 |
| Strength | STR |
Added to every attack roll. Your minimum and maximum damage per hit is
STR + weapon base to STR + weapon base + weapon range - 1.
Crits multiply both ends by 1.2 (rounded up).
|
1 |
| Defense | DEF |
Absorbs floor(DEF / 4) damage from every incoming hit.
Stacks additively with armor defense and ring bonuses.
|
5 |
| Persuasion | PRS | Percentage chance that a Persuade attempt succeeds. You start with 2 attempts per combat encounter. Equipping the Ring of Amplified Audio raises this to 3. | 15 |
| Endurance | END |
Reduces incoming damage by min(40%, END × 0.2%).
Also increases your carry weight limit: 100 + END × 0.75 kg.
|
0 |
| Speed | SPD |
Controls how fast you can take actions. Higher SPD means shorter input delay
(formula: max(100ms, 2000ms × (1 - SPD × 0.05))).
Also affects turn order in co-op combat. Carry weight penalizes speed when load
exceeds 50% of your limit.
|
12 |
| Luck | LUK | Critical hit chance as a percentage. | 17 |
Your maximum HP starts at 20 and increases each time you level up.
The Valentine's Day Ring and Bloodstream Nosering add flat bonus HP.
Healing tiles restore 30% of your max HP on contact.
Companions are healed for 10% of their max HP from the same tile.
You earn EXP by defeating enemies. Each enemy has a fixed EXP reward.
The EXP required to reach the next level is current level × 10.
When you have enough EXP and are not in combat, a stat allocation menu opens automatically.
At level-up you receive 6 stat points to allocate across your seven stats. Each individual stat may only receive a maximum of +2 points per level-up. Your first character (before your first level-up) allocates a one-time budget of 15 stat points with no per-stat cap. Choose carefully — you currently cannot redistribute points later.
Every item in your inventory has a weight. Your carry limit is 50 + (END × 0.75).
The interface shows three thresholds:
| Load % | State | Effect |
|---|---|---|
| 0 – 49% | Normal | No penalty |
| 50 – 79% | Caution | Speed starts to degrade; cracked floors crack further on contact |
| 80 – 100% | Danger | Severe speed penalty; stepping on cracked floor = instant death |
Persuaded enemies join your party as companions. They have their own level, HP, and DEF. Companions gain EXP from kills alongside you and level up independently. Each level-up gives them +1 max HP and +1 DEF. Companions that die in combat are removed from your party at the end of the fight.
| Companion stat | Starting value | Per level-up |
|---|---|---|
| Max HP | Scales with the enemy's base HP | +1 |
| DEF | max(1, 3 + floor(current_floor / 2)) | +1 |
| EXP required to level | level × 10 | — |
Companions that join on deeper floors start with extra EXP (pre-scaled to the current floor) so they are not immediately useless.
Rings modify your stats additively. Both equipped ring slots (left hand, right hand) contribute. The game always displays your effective stat (base + ring bonus) in the sidebar. See Rings for a full list of stat bonuses per ring.