// 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.

Core Stats

StatLabelWhat it doesStarting 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

HP & Max HP

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.

Leveling Up

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.

Carry Weight

Every item in your inventory has a weight. Your carry limit is 50 + (END × 0.75). The interface shows three thresholds:

Load %StateEffect
0 – 49%NormalNo penalty
50 – 79%CautionSpeed starts to degrade; cracked floors crack further on contact
80 – 100%DangerSevere speed penalty; stepping on cracked floor = instant death

Companion Stats (Pending Implementation)

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 statStarting valuePer level-up
Max HPScales with the enemy's base HP+1
DEFmax(1, 3 + floor(current_floor / 2))+1
EXP required to levellevel × 10

Companions that join on deeper floors start with extra EXP (pre-scaled to the current floor) so they are not immediately useless.

Effective Stats & Ring Bonuses

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.