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Stats

Stats, rituals, gods, stock and game systems.

Source revision: 3588Wiki snapshot · 10 September 2026

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Stats in Welcome to Elderfield determine the player's effectiveness in combat, exploration, and resource management. Stats are divided into two categories: core stats, which represent fixed values, and rate modifiers, which are percentage-based multipliers that affect various gameplay systems.

Core Stats

Stat Description
HPThe player's health points. When HP reaches zero, the player is defeated.
MPThe player's mana points. Consumed when using skills and rituals.
AttackDetermines physical damage dealt to enemies.
DefenseReduces physical damage taken from enemies.
Magic AttackDetermines damage dealt by magical abilities.
Magic DefenseReduces magical damage taken from enemies.
AgilityAffects the player's speed in combat.
LuckInfluences the outcome of die rolls throughout the game, including Mysteries and Sleep Events.
Hit RateDetermines the chance of successfully landing an attack.
Crit RateDetermines the chance of landing a critical hit.
Counter RateThe chance to counter an enemy's physical attack.
Reflect RateThe chance to reflect a magical attack.

Rate Modifiers

Rate modifiers are percentage-based multipliers that default to 100% and can be increased or decreased by Blessings and Curses, equipment, and other effects. A modifier of 100% means the base value is unaltered.

Modifier Default Description
Physical Damage100%Multiplier applied to damage dealt by skills and the standard basic attack. This is a flat modifier applied after all other calculations.
Magical Damage100%Multiplier applied to damage dealt by rituals.
Recovery Rate100%Multiplier for the amount of HP and MP restored by skills and rituals.
Food Effect100%Multiplier for the amount of HP and MP restored by food items.
MP Cost100%Multiplier for the amount of MP consumed by skills and rituals. A higher value means greater MP consumption.
EXP Rate100%Multiplier for the amount of experience gained when defeating enemies. For example, the Heavy Eyelids de-buff reduces this to 85%.

Blessings and Curses

Blessings and Curses are the primary way the players stats are impacted. Blessings provide beneficial adjustments, while Curses impose penalties. These can be acquired through various means throughout the game. Blessings and Curses can be either last for a few days even with a bath or non-permanent. Non-permanent effects are cleared when the player takes a bath.

Curses

Curse Effect Source Impact
Heavy EyelidsNoStaying awake for 2+ days (Sleep Events). Can only be cured by sleeping.EXP Rate reduced to 85%
Insomnia No Sleep events. All healing effects are reduced by 25% for two full days
Doom Yes Mining, enemy attacks, sleep events. Luck reduced by 10% per stack (max 5 stacks)
Sickness Yes Mining, enemy attacks, sleep events. Attack reduced by 10% per stack (max 5 stacks)
Weakness Yes Mining, enemy attacks, sleep events. Defence reduced by 10% per stack (max 5 stacks)
Chaos Yes Mining, enemy attacks, sleep events. Magic attack reduced by 10% per stack (max 5 stacks)
Hex Yes Mining, enemy attacks, sleep events. Magic defence reduced by 10% per stack (max 5 stacks)
Dread Yes Mining, enemy attacks, sleep events. Agility reduced by 10% per stack (max 5 stacks)
Fear Yes Mining, enemy attacks, sleep events. Hit rate reduced by 10% per stack (max 5 stacks)
Carrion Yes Unpaid taxes (random) Crows will eat 10% more crops. (max 1 stack) Lasts until Tax Man returns.
Blight Yes Unpaid taxes (random) Crop Quality/Quantity reduced by 10%. (max 1 stack) Lasts until Tax Man returns.
Tax Plague Yes Unpaid taxes (random) Attack and M. Attack reduced by 10%. (max 1 stack) Lasts until Tax Man returns.
This table is incomplete. If you know of additional Blessings or Curses, please help by expanding it.

Blessings

Blessing Effect Source
Cat’s mystery Yes Talk to Mysterious Cat from news report +5% evasion for 2 days, not removed by bathing
Plenty Yes Pay taxes (random) Chance of good rolls when sleeping increased by 25%. (max 1 stack) Lasts until Tax Man returns.
Tax Boon Yes Pay taxes (random) Defense and M.Defense Increased by 10%. (max 1 stack) Lasts until Tax Man returns.
Burgeoning Yes Pay taxes (random) Crop quality +5%. (max 1 stack) Lasts until Tax Man returns.
Growth Yes Pay Taxes (random) Crop quantity +5%. (max 1 stack) Lasts until Tax Man returns.
Greed Yes Player spells, Sleep events Luck increased by 10% per stack (max 5 stacks)
Brutalism Yes Player spells, Sleep events Attack increased by 10% per stack (max 5 stacks)
Stubbornness Yes Player spells, Sleep events Defence increased by 10% per stack (max 5 stacks)
Zealotry Yes Player spells, Sleep events Magic attack increased by 10% per stack (max 5 stacks)
Skepticism Yes Player spells, Sleep events Magic defence increased by 10% per stack (max 5 stacks)
Daring Yes Player spells, Sleep events Agility increased by 10% per stack (max 5 stacks)
Panic Yes Player spells, Sleep events Hit rate increased by 10% per stack (max 5 stacks)
Angler's Luck Yes Angler's Potion Fish +15%. (Max 1 stack)
This table is incomplete. If you know of additional Blessings or Curses, please help by expanding it.

Other

Other Effect Source
Gift of Whispers Yes Random event with Black Goat being weird. (Sorry can't figure out a better description LOL) Crit rate +5%, EXP gain +10%, MP +50%, Luck -100%. (Max 1 stack)

Combat points

When battling, certain rituals/skills can add combat points to four effects represented by a different symbol visible above the HP bar. The higher the value, the more likely the effect will trigger in response of an specific action (each stack granting 4% change for the effect to trigger):

-Defensive (Heart): The higher the value the more likely the player will recover 25% of maximum HP and MP when triggered. After recovering HP/MP resets the value to 0.

-Swift (Spiral): The higher the value the more likely the player is to evade an enemy attack. After evading resets the value to 0.

-Fatal (Sword): The higher the value the more likely the player's attack will deal double damage. After triggering resets the value to 0.

Restoring Stats

There are several ways to restore HP and MP:

  • Bathing: Using the bath in the player's home fully restores HP and MP, and clears all non-permanent Blessings and Curses.
  • Soul Moon: When a Soul Moon appears during the midnight transition, the player's HP and MP are fully restored and their blessings and curses are removed.
  • Food: Consuming cooked food restores HP and MP, with the amount influenced by the Food Effect modifier.
  • Skills and Rituals: Certain abilities restore HP and MP, with the amount influenced by the Recovery Rate modifier.

See Also

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