WELCOME TO ELDERFIELD · REFERENCE
Stats
Stats, rituals, gods, stock and game systems.
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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 |
|---|---|
| HP | The player's health points. When HP reaches zero, the player is defeated. |
| MP | The player's mana points. Consumed when using skills and rituals. |
| Attack | Determines physical damage dealt to enemies. |
| Defense | Reduces physical damage taken from enemies. |
| Magic Attack | Determines damage dealt by magical abilities. |
| Magic Defense | Reduces magical damage taken from enemies. |
| Agility | Affects the player's speed in combat. |
| Luck | Influences the outcome of die rolls throughout the game, including Mysteries and Sleep Events. |
| Hit Rate | Determines the chance of successfully landing an attack. |
| Crit Rate | Determines the chance of landing a critical hit. |
| Counter Rate | The chance to counter an enemy's physical attack. |
| Reflect Rate | The 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 Damage | 100% | Multiplier applied to damage dealt by skills and the standard basic attack. This is a flat modifier applied after all other calculations. |
| Magical Damage | 100% | Multiplier applied to damage dealt by rituals. |
| Recovery Rate | 100% | Multiplier for the amount of HP and MP restored by skills and rituals. |
| Food Effect | 100% | Multiplier for the amount of HP and MP restored by food items. |
| MP Cost | 100% | Multiplier for the amount of MP consumed by skills and rituals. A higher value means greater MP consumption. |
| EXP Rate | 100% | 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 Eyelids | No | Staying 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.