Stats

This page explains all the stats units have. Some stats only exist for your Daughters, but the majority exists for enemies as well.

## Health Points

Health points (HP) represent how much damage a unit can take. They are also used to execute certain skills that don't use AP. Once this value reaches 0 the unit dies.

There are several ways to modify a Daughter's HP values:

* **Restoration:** Sacrifice another Daughter with same or higher level to heal the current Daughter (see Sacrifice / Regeneration)
* **Restoration (On Dream difficulty):** Waiting for the Next Day (Rest & Prepare) will heal half of the Daughter's maximum health.
* **Increase:** Levelling up; although the lost HP amount remains the same with level up, available HP will increase as well as maximum health.
* **Increase:** Remembrances and traits that increase maximum HP.

The difference between a level 1 Daughter's HP and that of a level 15 Daughter of the same class is about 6-9 times depending on class.

Enemy HP is random in a range of approximately 5%; for example Scavenger has 352-368 HP, Curse Therapist has 410-420 HP and Plague Guard has 1170 - 1230 HP.

## Action Points

Action Points (AP) are the resources spent to move and perform skills that cost AP; they are the primary means of planning and executing actions in battle. By default, daughters have 100 AP to spend on every turn, though this value can be changed later in the game by acquiring certain traits. AP doesn't change with level up, however higher levels unlock certain traits that increase AP.

Ending a turn with at least 50 AP for any daughter will place her next turn on the timeline using the standard End of Turn Delay (ETD) value (Explained further down in this page).

### Burst

**Burst** state occurs when going below the 50 AP mark. When this happens, the daughter's next turn will be placed further down the timeline a number of initiative units equal to twice her regular End of Turn Delay value (displayed as a second ETD value next to the standard one). The **Burst** mark is always at 50 AP, and this does not change even if you increase your maximum AP bar.

## Experience Points

Experience Points (EXP) are a numerical stat pertaining to a Daughter's battle experience. This stat increases when completing a synapse and also with each enemy killed by the respective unit. Once the experience requirements are met, a Daughter levels up.

## Level

A Daughter's level is indicative of how much she has improved from her baseline form. Gaining more levels by acquiring experience points causes Daughters to improve many of their stats and, sometimes, unlock new skills. By default, germinated Daughters will be at level 1, and the maximum level they can attain is 15.

Interesting fact: Broken Music Box (XP generated 25% faster) + Suffering Parasite (XP generated 50% faster) rememberances will get your daughters advantage of 1-2 level max.

## Armor

This is the amount by which damage values will be reduced. This step happens all the way at the end of the damage calculation. This means small attacks on units with higher armor might deal 0 damage, but backstabs and critical hits will actually land considerable damage. Armor values cannot be reduce into the negative ranges; 0 is the minimum value for the stat.

Armor and AP are the only Daughter stats that don't improve with level up. Can be changed with traits.

In combat this is the number under the shield icon.

**Known Bug**: Due to a bug, bonus armor gained during a synapse is counted twice when the game performs damage calculations. So if an enemy started with 50 armor and just gained 100 more, they have 150, but the game calculates and applies damage as if they had 250. However, critical hits seem to ignore the bugged extra armor, being instead calculated with the actual value.

**Known Bug**: The Armor icon (shield icon) in a Daughter's skill menu and hover window may have the upward and/or downward arrows signifying a temporary increase or decrease (respectively) in armor value even when the stat did not suffer any changes from the base value.

## Dodge

The dodge stat shows how likely the target is to dodge an attack. This stat is only affected by the location the attack is coming from. A *backstab* negates dodge, while a *flanking* attack halves the dodge value. Keep in mind that high dodge does not equal invulnerability; even a Daughter with a high dodge value will be vulnerable once they are swarmed and attacked from multiple angles.

Note: Most Daughter skills ignore Dodge. It seems like only the basic Daughter skills are affected by the Dodge stat: Shot, Slash and Lunge.

In combat, this is the number under the lightning icon.

**Known Bug**: Sometimes during a Synapse, an active Daughter's skill window (on the top left) and hover window (on the top right) will show different dodge values. The difference in values is usually around 1%.

## Initiative Push Resistance

This stat reduces any delay that attacks force on the target. A unit with 40% Initiative Push Resistance being attacked with Slam (Delay the target by 25 initiative) will instead only be delayed by 15.

In combat, if the unit has any Initiative Push Resistance, it will show the number under the shield Icon with a clock.

## Mission Start Initiative

Decides when the target’s first action will happen on the timeline.

## End of turn delay

End of Turn Delay (ETD) determines how much time it takes before your daughter gets to act again after ending the turn. Typically presented as two values (X / Y), where the first one represents the standard ETD value for units that don't enter Burst state, while the second value, twice as large as the first one, is used for characters in Burst state. See the End of Turn Delay Guide for a more detailed explanation

## Damage Bonus

This influences how much damage all your skills do. This only seems to exist for your Daughters, not enemies. Enemies have set damage values.

Difference between level 1 Daughter Damage Bonus and level 15 of the same class is 8-9 times.

For more details please check the Damage calculation section.

## Critical Chance

Number, usually a percentage, that determines the odds that an attack will inflict additional damage, or critical damage. Varies depending on class and character, and can be affected by traits or memories.

## Critical Damage

Decides the damage multiplier when getting a critical attack. As an example if the stat is 25% a crit will do x1.25 damage. This stat varies from character to character and can be affecte by traits and memories.