Stats

A Vulpin's **Stats** determine how it will perform in battle. The player can increase their Vulpin's stats by using ability points, which can be obtained by defeating Monsters. The various stats affect different aspects of a Vulpin's performance in battle. Maxing up all your Vulpin's stats will grant you the Diligent achievement.

### HP:

A Vulpin's HP, or health points, range from ten to one hundred. When a Vulpin's HP reaches zero, they are out of commission and cannot battle, lowering their happiness all the way to zero and forcing them to return Home to recover.

The higher the Vulpin's HP, the more hits they can take from enemy monster's moves. When the HP stats reaches 100, the player will no longer be able to increase them. The only way to achieve the highest possible HP is simply increasing the HP stat in the stats screen.

### Strength:

The Strength stat impacts how much damage a Vulpin is capable of dealing in battle. The higher a Vulpin's strength stat, the more damage they will deal to opposing monsters when they use a move. When the strength stat reaches 20, the player will not be able to increase them.

The highest possible strength is achieved with maxed base strength stat along with any body item, the Blue Flame, the Fluffpuff Antennae, Spiny Earring, and the Ducky Spoon (The Gold Ducky Spoon if you are playing on Flash Game Nexus.)

### Defense:

A Vulpin's Defense determines how much HP they lose when they're hit by an enemy moves. The higher the defense, the less damage they will take. However, enemies with high strength stats can still deal serious damage. When the defense stat reaches 20, the player will not be able to increase them.

The highest possible defense is achieved with maxed base defense stat along with any body and hand item, the Gold Ring, the Ice Horn/Nose Horn/Monocle (First 2 are the same stat-wise, and the Monocle is the best), the Flower Earring.

### Speed:

The Speed stat impacts how fast a Vulpin can move in battle. The faster a Vulpin is, the more likely that it will be able to strike before its opponent do. When the speed stat reaches 20, the player will not be able to increase them.

The highest possible speed is achieved with maxed base speed stat along with any body, tail, and hand item, the Glasses, and Heart Earring.

## Ability Points:

A Vulpin's Ability Points determine what Stats they can level up, and by how much. The higher a particular stat, the more Ability Points, or AP, is required to level it up. For instance, a level 1 stat would require 1 AP to level up, a level 2 stat would require 2 AP to level up, and so on.

Ability Points can be obtained by defeating Monsters and Boss Monsters. The higher-tier a monster is, the more AP it typically awards. For instance, the Mot, the weakest enemy monster, only rewards the player with one AP, while the Darkdragon, a rarer and stronger enemy type, rewards the player with five AP.

Ability Points cannot be directly applied to Moves to make those particular abilities stronger; instead, to make Moves do more damage, the player should use their current AP on the Strength stat.

## Health Points:

A Vulpin's Health Points are what determine how much more damage a it can take at any point in time. Health Points, often shortened to HP, are depleted when the Vulpin is hit by a damage-dealing Ability. A Vulpin can have a maximum of 100 health points, after their health stat is increased by using Ability Points. However, they always starts out with only 10 HP.

A Vulpin's health can be restored in three ways. The first, and the most common, is that the player and their Vulpin return to their Home, which automatically restores all of a their HP and mana points. The second is by the use of a Banapple, a healing item that the player can feed to their Vulpin (this will also increase its happiness level). The third method is through the use of the Heal ability, which restores a small amount of a Vulpin's health, but consumes two MP in the process.

Monsters also have HP, but the majority of them can't restore their own HP after being hit by a Moves. However, there are several monsters (usually in the later sections of the game) that do have the Heal ability, and are thus able to heal themselves by a small amount.

## Mana Points:

    A Vulpin's Mana Points, often shortened as MP, determine what Moves  it is able to use at any certain moment in battle. More powerful Moves consume more MP, while the less powerful Abilities consume less MP. Only two moves consume no MP, and those abilities are the Attack and Defend abilities.

Though the player can increase a Vulpin's maximum health points, there is no way for the player to increase a Vulpin's maximum Mana Points. Thus, a Vulpin is always limited to having a maximum of five MP at any point in time.

Enemy Monsters appear to have no MP restrictions, as they are never seen restoring their MP, or they can use endless Abilities in a row that consume MP without getting tired.

There are no abilities that consume all five of a Vulpin's Mana Points.

### Abilities that consume no MP:

* Attack
* Defend

### Abilities that consume one MP:

* Meditate
* Frost Strike
* Vortex Strike
* Flame Strike
* Leaf Strike

### Abilities that consume two MPs:

* Heal
* Bubble Fountain
* Bolt
* Blaze
* Swarm

### Abilities that consume three MPs:

* Lunar Rain
* Sunburst

### Abilities that consume four MPs:

* Aqua Breath
* Hurricane Breath
* Fire Breath
* Boulder Breath