A small attribute layer that gear, skills, classes, and stances all pull on, so that builds are a vector, not a menu, and every number means what it says.
Derived stats, all visible by name: HP, Focus, Attack, Ink Attack, Defense, Accuracy, Evasion, Crit Rate, Crit Damage, Speed (turn order, cooldown recovery), Resistances per damage type, Threat, Carry Weight.
No character level. Displayed progress is Total Level (sum of skill levels) and Ascendant Rank (highest Seal). Combat power is Gear Score ⟨T⟩ plus stats.
Stats come from skill levels (each skill feeds two), class tier, gear, stance weights, achievements, and oaths. Soft caps per floor: past the cap a point buys a quarter.
Hidden
There is more to this system than the rules above. Nobody has registered a discovery yet.
Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.