Stats & Bonuses

How your Kami's numbers actually work — from birth traits to endgame stacking.

Your Kami's Five Stats

Every Kami in the game is defined by five stats. These aren't just numbers on a screen — they determine how you harvest, how you fight, how long you survive, and how much gear you can carry. Understanding them is the first step toward building a Kami that fits your playstyle.

StatWhat It Does
HealthYour hit points, and the fuel a harvest burns. Hitting zero does not kill your Kami — it strands it, unable to collect or stop, and open to liquidation. Higher Health means longer harvests and more time to react.
PowerDrives your harvest rate (Fertility) and determines how much Musu you loot from combat (Spoils).
ViolenceYour offensive edge. Higher Violence makes it easier to liquidate other Kamis and gives you an Intensity bonus while harvesting.
HarmonyYour defensive backbone. Harmony protects you from being liquidated, reduces strain damage, and speeds up healing.
SlotsA trait-derived stat (e.g. Octahedron body +2, Cube body +1). Regardless of Slots, every Kami can wear exactly one equipment item — see Equipment below.

The Numbers You Are Actually Working With

Before diving into formulas, calibrate your intuition. A Kami's base stats are fixed at mint: it starts from a hardcoded floor and each of its five traits adds whatever that trait carries. Nothing afterwards changes the base — skills and gear stack on top of it. The floor and the ceiling below are what the trait catalogue allows; the middle column is what an average roll comes to.

StatFloor (no trait contributes any)Average rollBest possible roll
Health50~89360
Power10~1544
Violence10~1442
Harmony10~1438

Two things follow. First, the top of the range is far away from the middle — a stat of 20+ on an ordinary roll is already good, and the record-holding traits (a Wings hand alone carries 90 Health) are what separate a great Kami from a good one. Second, the ceilings are still small numbers. If a guide or calculator assumes stats like “Harmony 100,” it is not describing this game.

Skills and equipment then do the rest. Work it through for a defensive build: take an average Health roll of about 90, max two of the +10-per-level Health skills (+100 across ten skill points), and equip an Elder Critter pet (+50), and you have 240 effective Health. Harmony climbs more slowly because its skills are worth one to five points each rather than ten: the same average roll of 14 plus the Guardian tree's Defensiveness (+5) and Anxiety (+3) lands at 22, and an Ancient Ledger pet takes it to 27.

At the theoretical ceiling — a best-case trait roll with every relevant skill and the best pet — effective Health reaches 510 (the 360 base roll, +100 from the two maxed Health skills, +50 from an Elder Critter) and Harmony reaches 61 (38 base, +13 from the Guardian Harmony line, +5 from Index Funds, +5 from an Ancient Ledger). Those are build ceilings, not what you should expect to meet.

How Stats Are Built Up

Your Kami's final stat values aren't just one number — they're assembled from layers of modifiers stacking on top of each other. Think of it like this: your Kami is born with a set of base stats determined by its traits. Then, as you play, various sources add flat bonuses (called shifts) and percentage multipliers (called boosts) on top of that foundation.

The game first adds up all your flat bonuses, then applies the percentage multiplier to the combined total. So if you have a base of 50, a +10 shift from a skill, and a +50% boost from equipment, the game calculates (50 + 10) multiplied by 1.5, giving you an effective stat of 90 — not 85.

Where Do Modifiers Come From?

Modifiers flow in from all corners of the game. Your traits establish your base stats at birth — different trait combinations give different starting spreads, and you can't change these afterward. Consumable items like potions and tonics can permanently raise your shifts or instantly restore depleted stats like Health. Skills from the four skill trees grant bonuses as long as you have them learned — they are the channel that does the heavy lifting on a built Kami. Equipment provides bonuses while it is worn, and unequipping it removes the bonus immediately. Finally, temporary effects from food, combat, or timed consumables give short-lived buffs that expire when certain game events happen (like finishing a harvest or dying).

The Bonus System in a Nutshell

Behind the scenes, every modifier on your Kami — whether from a skill, a piece of equipment, a food buff, or a combat effect — is tracked as a bonus. Each bonus has a type (like "Health Shift" or "Power Boost") and a value. When the game calculates your effective stats, it sums up all bonuses of each type and folds them into the formula.

Some bonuses are permanent — they stick around as long as their source exists (an equipped pet, a learned skill). Others are temporary — they disappear when a specific event happens, like finishing a harvest or dying.

Equipment: One Pet Per Kami

All current Kami equipment goes into a single pet slot — every Kami can wear exactly one pet at a time. Pets come from the sacrifice pipeline: sacrificing a Kami at the Temple of the Wheel draws a pet item from the sacrifice droptables, which is the only source of them (see Liquidations → Sacrifice for the tables and odds). They arrive in themed sets of three tiers with the bonus scaling by tier — Critters grant +30/40/50 Health, Ledgers +3/4/5 Harmony, Wraths +3/4/5 Violence, and other lines carry harvest or defense bonuses. Because you only get one slot, pet choice is a real decision: a +50 Health pet is a different build than a +5 Harmony pet. (The “Slots” stat some traits grant does not add extra equipment capacity.)

Strategic Considerations

Harmony vs Health

Both keep you alive, but they multiply rather than compete. Think of harvesting as slowly burning your Kami's HP for Musu: Harmony lowers the price (less HP lost per Musu harvested, faster HP regeneration while resting, and a higher bar for predators trying to liquidate you), while Healthis the size of the fuel tank (how much total Musu one harvest cycle can produce before your Kami needs to rest or be fed). A high-Harmony, high-Health Kami can sit on a node for many hours unattended — which is exactly what the popular tanky “intensity” builds do. If either stat is low, your Kami spends a low percentage of its life harvesting and a high percentage resting or dead.

Violence vs Power

Both are “income” stats, through different engines. Power drives the steady, constant part of your harvest rate (Fertility) — it pays from the first minute and is the core stat for fast active harvesters. Violence is the kill stat for predators, but it also seeds the Intensity part of the harvest rate, which ramps up the longer a single harvest runs — so it pays on Kamis durable enough to stay parked for hours. Predator hopefuls want 20+ base Violence; dedicated harvesters want high Power with enough Harmony to keep strain affordable.