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Version-matched official guide

Stats, Skills & Proficiencies Guide

Core SystemsSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

A complete player-build reference for Chronoromancer V0.9.6.1_FUTURE: what every stat does, how effective values and resource soft caps work, what each starting proficiency actually grants, where skills come from, and how the three specialist combat paths scale.

Community credit: The Specialist Combat Paths section was informed by the player-created Specialist Class wiki guide, available under CC BY-SA 4.0. Its rank research was used as a foundation, then rechecked, corrected, and expanded against the current game source.

This is a mechanics guide, so it names late-game characters, locations, relationship requirements, and story gates. The first half is safe for a new player; the specialist and exclusive-skill sections contain progression spoilers.

Contents


The short version

  1. Your proficiency chooses your starting numbers, two free skills, starting equipment, a private bedroom action, and access to a proficiency career. It is not a conventional level-locked class.
  2. A base stat is the stored number on the character. An effective stat adds temporary consumables and live key-item bonuses.
  3. Most action visibility and job-pay formulas use effective stats, but formal skill requirements and many unlock checks use the base stat. If a boosted stat reveals something but does not satisfy the final requirement, raise the base stat.
  4. Ordinary stats do not have a universal hard cap of 50. Many activities stop granting easy growth around their own thresholds, but permanent rewards can take stats higher.
  5. Health, energy, and calm use progressive reduction and late soft caps. The displayed soft-cap targets are not absolute maximums; flat and percentage bonuses are added afterward.
  6. Learned skills are permanent. Their effects may still be conditional: a skill can unlock one action, trigger only on one attack, improve one job, or double relationship gains with a particular character.
  7. Blademaster, Assassin, and Sorcerer are separate late-game combat paths. They do not replace the starting proficiency and all three can coexist on one character.

Player stats

The ten primary stats

Stat Main uses
Strength Physical power, basic attacks, Power Strike, strength checks, and max health.
Intelligence Research, analysis, many technology/economic skills, jobs, max calm, and starting wealth.
Charm Persuasion, social and intimate options, relationship checks, jobs, and max calm.
Stamina Endurance, physical resilience, max health, max energy, and max satiation.
Ability Agility, coordination, Quick Attack, Stormslash, evasion-oriented skills, and dexterity checks.
Creativity Performance, music, artistic work, invention, and cooking-related options.
Perception Awareness, appraisal, observation, ranged themes, and encounter checks.
Mystic Magic damage and healing, spell and ritual skills, and supernatural checks.
Technology Hacking, engineering, future-era actions, technical jobs, and starting wealth.
Luck Random outcomes, games, loot-oriented checks, and starting wealth.

Vocational stats

Stat Main uses
Cooking Food preparation, cooking yield, Chef work, culinary skill gates, and some relationship checks.
Commerce Business, investments, Broker work, economic skills, and commercial checks.
Communication Customer-facing work, social checks, relationship content, and the Tamer requirement.
Rogue Theft, infiltration, heists, criminal actions, and Thieves Guild-oriented checks.

These four are genuine player stats, not subskills. They begin much lower than the primary stats and often need deliberate training.

Skill-unlocked stats

Stat How it appears Main use
Taming Learning Tamer creates the stat at 1. Monster capture and taming-session performance; taming content can raise it.
Leader Learning Leadership creates the stat at 1. A tracked leadership specialty used by content that requests the Leader stat.

These stats do not exist on a fresh character. This is why they are absent from starting-stat tables.

Separate resources and progress trackers

The following are displayed beside stats but are not ordinary core stats:

  • Health, Energy, Calm, Satiation, Wealth, and Attractiveness are direct player values.
  • Beast and Vampire are supernatural progress values with their own checks.
  • Fighting, Erotic, and Working Experience are permanent progression trackers.
  • Good, Evil, and Neutral alignment are separate moral axes.
  • Sorcerer, Assassin, and Blademaster points exist only after their respective paths are acquired.

Base stats, effective stats, and caps

Effective-stat formula

For an ordinary stat:

effective stat = base stat
               + permanent flat modifier
               + active consumable modifier
               + live key-item bonus

Attractiveness has the same structure but is stored outside the ordinary stat dictionary. Beast accepts its active consumable modifier. Vampire currently returns its base value without a separate modifier layer.

The character sheet shows modifier totals separately, so a value such as 30 (+6) means base 30 and effective 36.

What uses effective values?

Effective values are used by action visibility, proficiency-career visibility, career pay, most ordinary income formulas, and many combat calculations. Temporary buffs are therefore useful for earning more money and revealing effective-stat-gated actions.

What still uses base values?

Formal skill objects check the stored base stat. The standard unlocked_by_stats action gate also checks the base stat. Derived health, energy, calm, and satiation formulas read base stats rather than temporary or key-item-boosted effective values.

Practical rule: use buffs to improve performance, but train the base number for reliable unlocks and skill learning.

Is 50 the stat cap?

No. There is no universal hard cap in the core stat-adjustment method. Individual activities have their own limits, visibility conditions, success caps, or diminishing availability, but permanent rewards can push a stat beyond 50 and late content explicitly checks values such as 60, 75, 85, and 100.

Live percentage key-item bonuses

These are calculated from the unmodified base value. Each individual bonus has a minimum of +1, and bonuses from different items add rather than compounding with each other.

Key item Effective-stat bonus
Magic Spectacles +10% Intelligence and +10% Attractiveness.
Ornate Locket +10% Charm and +10% Attractiveness.
Awesome Crown +2% Strength, Intelligence, Charm, Stamina, Ability, Creativity, Perception, Mystic, Technology, Luck, Cooking, and Commerce.

Communication and Rogue are not boosted by the Awesome Crown.

Twenty-four-hour consumable buffs

Consumable Temporary effect
Focus +25 Intelligence, Mystic, Technology, and Perception.
Cologne +10 Charm and +10 Attractiveness.
Luck +50 Luck.
Desire +200 Erotic Experience immediately; in Experimental Mode, +50 Beast for the buff duration.

The Time, Antidote, Power, and Shield consumables also maintain timed buff states, but their effects are handled by their relevant systems rather than the ordinary stat-modifier table. A buff expires after 24 in-game hours and does not stack with another copy of itself while active.


Health, energy, calm, satiation, and starting wealth

The shared raw-stat total

Several resource formulas use this sum:

all-stats total = Strength + Intelligence + Charm + Stamina + Ability
                + Creativity + Perception + Mystic + Technology + Cooking

Luck, Commerce, Communication, Rogue, Taming, and Leader are not included.

Raw resource formulas

health total    = (Strength + Stamina) × 3 + floor(all-stats total ÷ 2)
energy total    = Stamina × 8 + floor(all-stats total ÷ 2)
calm total      = (Charm + Intelligence) × 3 + floor(all-stats total ÷ 2)
satiation raw   = Stamina × 4 + floor(all-stats total ÷ 4)
starting wealth = (Intelligence + Luck) × 2 + Technology

Satiation is linear through 100. Above 100, only half the excess is retained:

max satiation = 100 + floor((raw - 100) ÷ 2), when raw > 100

Progressive reduction and soft caps

Health, energy, and calm first pass through a progressive reduction:

reduction percentage = 0.10 + total/7500 + total²/7,500,000
base result          = total - floor(total × reduction percentage)

Late totals then approach a soft-cap target asymptotically:

Resource Raw-total threshold Soft-cap target Curve constant
Health 1,100 750 0.0025
Energy 1,300 775 0.0020
Calm 1,100 750 0.0025

These are soft-cap targets before final bonuses, not absolute limits.

Bonuses applied after the curve

Resource Post-curve bonuses
Health Persistent health_max rewards; Queenstone +1 per level; Heart of the Ocean +50; Eye of Batman +50; Vital Heartcap +50; The Second Pulse ×1.10 after flat bonuses; Bio-Reactor Core +1% per level after everything before it.
Energy Persistent energy_max rewards; Aether Stone +1 per level; Heart of the Ocean +50; Eye of Batman +50; Mnemonic Battery +1% per level.
Calm Persistent calm_max rewards; Aether Stone +1 per level; Heart of the Ocean +50; Eye of Batman +50.

Void and crystal content can grant additional persistent maximum-resource modifiers. Because these are added after the soft-cap curve, the final displayed maximum can exceed 750 or 775.

Loss-reduction skills

  • Iron Constitution reduces ordinary health penalties by 10%.
  • Endurance Training reduces ordinary energy penalties by 10%.
  • Inner Peace reduces ordinary calm penalties by 10%.

These apply when the shared variable-stat adjustment route is used. A system that performs a direct deduction can have its own rules.


Starting proficiencies

Chronoromancer has eleven selectable starting proficiencies. The profile labels—main, secondary, and weakness—describe the starting specialization. They do not create a permanent experience multiplier or prevent another stat from being trained later.

Starting primary stats

Proficiency Str Int Cha Sta Abi Cre Per Mys Tec Luck Attr
Body Builder 29 8 9 21 11 12 10 1 8 6 9
Scholar 7 30 8 10 6 18 20 12 9 13 5
Salesman 8 11 28 10 1 9 13 6 7 20 17
Computer Expert 6 17 8 1 15 12 9 10 27 11 7
Musician 9 10 18 8 13 27 1 11 6 12 18
Martial Artist 15 8 6 15 29 2 15 13 10 9 8
Player 11 13 30 10 12 8 16 1 6 18 20
Games Master 8 18 1 12 10 15 26 9 13 29 9
Athlete 24 9 11 28 15 6 8 10 1 12 12
Magician 7 15 13 9 11 22 20 28 12 8 8
Jack of All Trades 12 16 17 13 10 18 11 14 12 18 14

Starting vocational stats

Proficiency Cooking Commerce Communication Rogue
Body Builder 1 3 2 2
Scholar 1 6 4 2
Salesman 1 15 10 3
Computer Expert 1 8 3 5
Musician 1 4 7 3
Martial Artist 1 3 2 2
Player 1 10 9 7
Games Master 1 8 4 4
Athlete 1 5 3 2
Magician 1 2 3 3
Jack of All Trades 1 12 5 3

Starting package and private action

Proficiency Main / secondary / weakness Actual free skills Extra starting equipment Private bedroom action
Body Builder Strength / Stamina, Creativity / Mystic Power Strike; Endurance Training Armor Lift Weights: +1 Strength, 45 min, -30 Energy
Scholar Intelligence / Creativity, Perception / Strength Arcane Knowledge; Researching Formal Outfit Study Research Papers: +1 Intelligence, 45 min, -15 Energy, -15 Calm
Salesman Charm / Luck, Intelligence / Ability Silver Tongue; Networking Formal Outfit Practice Sales Pitch: +1 Commerce, 45 min, -15 Energy, -15 Calm
Computer Expert Technology / Intelligence, Ability / Stamina Engineering Genius; System Hacking Ranged Weapon Work on Code Projects: earn Intelligence ×2, 45 min, -15 Energy, -15 Calm
Musician Creativity / Charm, Intelligence / Perception Musical Virtuosity; Master Performer Dating Outfit Practice Guitar: +1 Creativity, 45 min, -15 Energy, -15 Calm
Martial Artist Ability / Stamina, Perception / Creativity Martial Arts; Combat Reflexes Melee Weapon Practice Martial Forms: +1 Ability, 45 min, -20 Energy, -10 Calm
Player Charm / Luck, Perception / Mystic Seduction; Reading People Dating Outfit Practice Social Skills: +1 Attractiveness, 45 min, -10 Energy, -20 Calm
Games Master Luck / Intelligence, Perception / Charm Tactical Awareness; Cheating Plan Game Strategies: +1 Luck, 45 min, -15 Energy, -15 Calm
Athlete Stamina / Strength, Ability / Technology Endurance Training; Adrenaline Rush Armor Aerobics Workout: +1 Stamina, 45 min, -30 Energy
Magician Mystic / Creativity, Perception / Strength Elemental Blast; Illusion Weaving Crystal Meditation: +1 Mystic, 45 min, -15 Energy, -15 Calm
Jack of All Trades None / Intelligence, Charm, Creativity, Luck / None Improvisation; Cultural Adaptation Practice Various Skills: +1 Perception, 45 min, -15 Energy, -15 Calm

Every proficiency also starts with its own upgradeable proficiency item and a Casual Outfit. “Extra starting equipment” lists only the additional ordinary slot.

Jack of All Trades

Jack of All Trades can see all ten proficiency-specific careers. It earns 70% of the ordinary career result on those jobs unless verified supporter access bypasses the penalty. The penalty does not apply to universal jobs such as Chef or Broker. Its advantage is access and flexibility, not top pay.

Patreon Master

Patreon Master is a later supporter upgrade rather than a character-creation option. It costs 10 crystals through the supporter upgrade offered by the crystal-vendor route, replaces the current proficiency, upgrades the bedroom, renames the proficiency item, and opens supporter training/work access. Other systems also give it specific bonuses, including +5% brothel income and reputation, +5% investment returns, and ×2 timed Kupie affection.

It does not overwrite the character's existing base-stat block with a new starting array.


Proficiency careers

Each proficiency career lasts 60 minutes, costs 30 Energy, requires effective stat 30 for visibility, and has an 8% chance to raise its work stat by 1.

For the ten ordinary proficiency careers:

base pay = random(effective work stat, effective work stat × 2) + 15

The listed skill doubles that career's base pay. Working-experience bonus money is added afterward.

Proficiency Career Location Hours Work stat ×2 pay skill
Body Builder Personal Trainer Gym 06:00–21:00 Strength Berserker Rage
Scholar Teacher University Classroom 09:00–17:00 Intelligence Material Science
Salesman Car Salesman Car Dealer 09:00–18:00 Communication Negotiation
Computer Expert IT Specialist University Computer Lab 09:00–17:00 Technology Quantum Computing
Musician Producer Music Studio 12:00–23:00 Creativity Song Writing
Martial Artist Sensei Dojo 10:00–19:00 Stamina Weapon Mastery
Player Promoter Night Club 21:00–03:00 Charm Reputation Management
Games Master Gamer Arcade 12:00–22:00 Luck Cheating
Athlete Coach Basketball Court 09:00–17:00 Stamina Leadership
Magician Illusionist Magic Shop 09:00–18:00 Mystic Illusion Weaving

Sensei also has a 15% chance to grant +1 Neutral alignment.

Universal stat-30 careers

Career Location / hours Requirement and pay ×2 pay skill Extra
Chef Downtown Restaurant, 10:00–22:00 Cooking 30; random(Cooking, Cooking×2) + 15 Creative Cooking Refills Satiation to maximum.
Broker Investment Planning, 09:00–17:00 Commerce 30; random(Charm+Communication, Commerce+Intelligence) + Luck Market Analysis Raises Commerce on the 8% growth roll.

All formula stats are effective values.

Working Experience bonuses

Every completed job adds a random wage bonus from 0 through current Working Experience, then advances the tracker.

  • Business Acumen: upper wage-bonus limit becomes Working Experience ×2.
  • Diligent Worker: base Working Experience gain becomes 2 instead of 1.
  • Responsibility: 25% chance of +1 extra Working Experience.
  • Outfit levels: the combined Casual, Dating, and Formal Outfit levels create a chance out of 16 for +1 extra experience, capped at 16/16.

Skills and categories

The current skill registry contains 131 skills grouped for display as follows:

Category Count What it generally contains
Combat 29 Attacks, defense, dodging, weapons, and combat passives.
Magic 27 Spells, magic passives, rituals, and supernatural abilities.
Social 17 Persuasion, relationships, deception, leadership, and creature care.
Technology 22 Hacking, research, engineering, lockpicking, mining, and technical knowledge.
Economic 9 Markets, work growth, accounting, appraisal, and business.
Performance 11 Music, dance, acting, games, and audience skills.
Intimate 9 Seduction, bonding, trust, pleasure, and romantic interaction.
Culinary 4 Cooking actions and mastery.
Physical 3 Metabolism, swimming, and fishing mastery.
Special 0 currently Reserved display group for skills without another recognized category.

The source categories Academic and Technical are displayed under Technology.

How skills are learned

Skills come from six main routes:

  1. Two free skills from the starting proficiency.
  2. Fixed training actions at world locations.
  3. Named NPC teachers, often relationship-gated.
  4. Plot and story completion rewards.
  5. Faction selections, dungeon scenarios, and search encounters.
  6. Random-skill purchases or encounters, which exclude the exclusive-skill set.

The stat shown on a skill is its generic learning requirement, not a skill level. A concrete trainer can impose a different gate or deliberately bypass the generic requirement, and starting/plot rewards grant their skill directly. Skills themselves are owned/not owned; they do not rank up.

Skill descriptions are not universal passives

A learned skill can have several different kinds of effect:

  • unlock a battle button or world action;
  • modify one named attack;
  • add a random trigger chance;
  • double one job's pay;
  • unlock dialogue or scenario choices;
  • act as a character's favorite skill and double relationship points;
  • satisfy a plot requirement without adding a general numeric passive.

Use the in-game Skills Glossary for the complete list of each skill's applications. Do not assume that a broad description such as “understanding magic theory” adds a hidden bonus to every magic formula.


Fixed-location skill training

These are the repeatable world-location trainers for non-exclusive skills. The base-stat gate is listed in parentheses.

Location Skills
Acrobat Training Hall Acrobatics (Ability 18), $200, 180 min
Bards Guild Silver Tongue (Charm 20), $600, 360 min; Song Writing (Creativity 25), $300, 220 min
Bio-Optimization Medical Center Pain Tolerance (Stamina 18), $250, 180 min
Cognitive Optimization Academy Cybernetics (Technology 26), Information Brokering (Intelligence 18), Reputation Management (Charm 16): $250, 150 min each
Dance & Yoga Studio Dance Mastery (Ability 20), $500, 180 min
Downtown Bar Alcohol Tolerance (Stamina 15), $200, 120 min, night hours
Downtown Restaurant Cook Food (Intelligence 18), $250, 200 min
Fighters Guild Power Strike (Strength 15), $200, 180 min; Combat Leadership (Charm 15), $300, 220 min; Weapon Mastery (Ability 18), $400, 250 min
Fishing Village Coast Fry Fish (Ability 15), $200, 180 min
Human Performance Optimization Lab Iron Constitution (Strength 30), $350, 250 min; Perfect Metabolism (Strength 35), $800, 500 min
Knight's Training Grounds Endurance Training (Stamina 30), $350, 250 min
Monk's Temple Training Hall Battle Meditation (Mystic 10) and Healing Touch (Mystic 15), $100 and 200 min each; Inner Peace (Mystic 30), $350, 250 min
Music Studio Music Production (Technology 25), $500, 180 min
Mystic Curiosities Shop Sleight of Hand (Ability 16), $250, 180 min
Offices Entrepreneurship (Commerce 20), $600, 360 min
Tailor Shop Fashion, $300, 180 min; the action displays an Attractiveness 18 requirement, but see current-build exceptions.
Thieves Guild Lockpicking (Ability 16), $200, 180 min
Underground Modification Clinic Iron Will (Stamina 16), $200 plus 10 epic materials, 150 min
Universal Knowledge Synthesis Institute Cultural Adaptation (Intelligence 14), Data Mining (Technology 20), Digital Forensics (Technology 18), Material Science (Intelligence 19): $200, 180 min each
University Classroom Accounting and Anthropology (Intelligence 15), Resource Optimization (Intelligence 16): $200, 180 min each
University Computer Lab Network Security (Technology 20), $200, 180 min; System Hacking (Technology 30), $350, 220 min
University Research Lab Researching (Intelligence 15), $200, 180 min
Unregistered Housing Complex Creative Cooking (Creativity 25), $300, 220 min
Virtual Recreation Optimization Center Quick Draw (Ability 20), $250, 150 min

Energy, calm, health, resource, relationship, and opening-hour costs still apply. The action tooltip gives the exact current total before confirmation.


Named skill teachers

This table is a route map, not a replacement for each NPC's walkthrough. Relationship stages, story access, time, money, crystals, and resource costs may apply.

Teacher / source Skills taught or awarded
Valkyra Power Strike, Defensive Stance, Weapon Mastery, Swordplay, Side-Step
Yrsa Berserker Rage, Intimidating Presence, Skull Crusher
Lilu Counterattack, Disarming Technique, Fleet Footed, Exploit Weakness, Tai-Chi
Robin Archery Focus, Animal Care
Sashina Elemental Blast, Healing Touch, Telekinesis, Illusion Weaving, Mystic Seduction, Arcane Surge, Sashina's Gift; her Frog Rescue plot awards Transmutation
Aziza Mana Channeling, Enchantment; later unlocks the Sorcerer path
Blinky Divination, Protective Ward; her training plot awards Blink
Gandon Wizardry, Master Wizard
Carmilla Vampirism
Azariel Empathy, Soul Sight
Amelia Sacred Mending
Audrey Nature's Embrace
Sylwithe Tempest Strike
Coradio Sovereign Edge
Saber Stormslash after the relevant story access
EPOM Combat Scanner, Master Engineer
AIMy Nano-Engineering
Tinker Cybernetics
Glitch Networking, AI Programming, Automated Systems, Quantum Computing
Ghost Leadership
Vixen Reading People, Deception, Reputation Management, Blackmail, Information Brokering, Seduction
Jinx Negotiation
Esperanza Cultural Adaptation
Sabbath Alchemy
Jade Market Analysis
Arestes Investment Savvy; later unlocks Assassin and Dark Consolador
Silas Appraisal
Diane Responsibility through Katie's tutorial route
Maggie Diligent Worker and Business Acumen through her work-experience plot chain
Cotton Stage Presence
Kent Storytelling
Sandra Dramatic Arts, Artistic Vision
Vera Cheating, Seduction
Kurenai Emotional Bonding, Pleasure Arts
Raven Tamer
Poppy / Chef Martha Master Chef through alternative routes
Summer / Kristen Swim through alternative routes
Gem Mining
Old Fisherman dungeon encounter Master Baiter for 5 Dragon Coins

The Wizard Faction can supply many magic skills as clout selections, including some that also have named teachers. Random crystal training, the Gonzo shop, Wiseman encounters, and several dungeon scenarios can teach eligible non-exclusive skills.


Exclusive skills

“Exclusive” means excluded from the ordinary random-skill pool. It does not always mean there is only one historical route; a plot or faction route can sometimes provide the same skill deliberately.

Skill Current route Main mechanical effect
Blink Complete Blinky's blink-training plot. Set and use a no-time-cost warp anchor.
Soul Sight Azariel, Close Friend+, 1 crystal. Reveals NPC alignment.
Vampirism Carmilla, Known+, Vampire 25, 30 Blood Orbs. Improves Vampire Fangs/Grimoire combat procs.
Combat Scanner EPOM, Acquaintance+, $500. Displays enemy HP, power, elemental strengths, and weaknesses.
Mystic Seduction Sashina H2H, Mystic 65+, 300 relationship points, Seduction. Unlocks the Mystic Seduction relationship action and themed choices.
Transmutation Sashina's Frog Rescue plot; Wizard Faction also offers it. Unlocks special alchemical and dungeon resolutions.
Master Baiter Old Fisherman water-dungeon encounter, 5 Dragon Coins. Improves rare fishing results and ring timing.
Tamer Raven, Crush+, Communication 20, $7,000. Enables monster capture and creates Taming at 1.
Precognition Story Beat 39 completion. Flat 10% incoming-attack dodge check.
Arcane Surge Sashina, Romantic+, Mystic 60. 18% chance for elemental attack magic to become a defense-bypassing ×3 surge with extra cost and damage.
Sashina's Gift Sashina, In Love, Story Beat 55, Mystic 60. 15% fire/ice proc for ×2 damage, absorption bypass, and partial defense pierce.
Sacred Mending Amelia, Romantic+, Mystic 60. 30% chance to double Heal Magic.
Nature's Embrace Audrey, Romantic+, Mystic 60. Defending restores 4–10% maximum Energy.
Tempest Strike Sylwithe, Mystic 60, $10,000,000 and 5 crystals. Adds lightning, +5% base damage, and a decaying multi-hit chain to Stormslash.
Skull Crusher Yrsa, Romantic+, Strength 60. Power Strike gets +10% base damage and a 30% chance for ×4 damage.
Side-Step Valkyra, Romantic+, Ability 60. Quick Attack has a 20% chance to grant a dodge and bonus Quick Attack.
Shadow Step Shadow, Romantic+, Ability 60, Shadow active as brothel worker #8. Guarantees fleeing from non-boss battles.
Master Chef Poppy at Friend+ and Cooking 50, or Chef Martha at Romantic+ and Cooking 60. Unlocks Master Chef cooking.
Master Engineer EPOM, Friend+, Technology 60. Master engineering specialty and character-specific applications.
Tai-Chi Lilu, Romantic+, Ability 60. Reflect chance and amount start at 5%/5% and scale with True Neutral tier to 32%/32%.
Sovereign Edge Coradio, Ability 60, 5 crystals, supporter gated. Replaces basic Attack with an upgraded no-energy sword discipline and rare finishers.
Responsibility Diane through Katie's tutorial route. 25% chance for +1 extra Working Experience per job.
Diligent Worker Maggie plot, Working Experience 15, Formal Outfit level 2. Base Working Experience gain becomes 2.
Business Acumen Maggie plot, Working Experience 80, Formal Outfit level 3. Doubles the maximum random experience-based wage bonus.
Mining Gem, Friend+, Strength 25, $600, paid-build gated. Enables pickaxe wall-mining in dungeons.

Specialist combat paths

The three specialist paths are late-game overlays. Acquiring one changes its point value from -1 (“not acquired”) to 0 and immediately grants rank 1. They do not replace the starting proficiency, consume skill slots, or lock out the other paths.

Unlock requirements

Path Teacher Current requirements Actions improved
Blademaster Muramasa Close Friend+, Fighters Guild clout 200; 300 min, -150 Energy, -100 Calm Basic Attack and Power Strike
Assassin Arestes Thieves Guild clout 350 and access to Arestes's Hidden Chamber; 300 min, -150 Energy, -150 Calm Quick Attack and Stormslash
Sorcerer Aziza In Love; floor-40 miniboss defeated; Maid #4 Lime acquired; Sashina's Gift learned; supporter/paid access; 300 min, -150 Energy, -150 Calm Fire, Ice, Light, Dark, Sleep, and Heal Magic

The supporter gate and Lime spelling are current-source corrections to the community page.

Damage and healing multiplier

path multiplier = 1 + (rank × 0.15)

Rank 1 is ×1.15, rank 10 is ×2.50, and rank 20 is ×4.00. Each rank after 20 adds another ×0.15. The multiplier is applied to the eligible action's final result; for Sorcerer this includes Heal Magic.

Earning specialist points

  • Blademaster earns points by using Basic Attack or Power Strike.
  • Assassin earns points by using Quick Attack or Stormslash.
  • Sorcerer earns points by using Fire, Ice, Light, Dark, Sleep, or Heal Magic.
  • Outside the Infinity Dungeon, an eligible action normally grants 1 point.
  • In the Infinity Dungeon, the action adds a random bonus from 1 through the current floor, then applies the floor affix's specialist-experience multiplier and the enemy's specialist-point multiplier. Some Infinity enemies use a ×2 enemy multiplier.
  • Point gain is at least 1 after rounding.

This makes deep Infinity runs dramatically faster than repeating ordinary encounters.

Rank thresholds and titles

Rank Total points Multiplier Sorcerer Assassin Blademaster
1 0 ×1.15 Novice Initiate Novice Blade
2 100 ×1.30 Apprentice Knifehand Apprentice Duelist
3 300 ×1.45 Initiate Stalker Sword Initiate
4 700 ×1.60 Adept Silencer Blade Adept
5 1,500 ×1.75 Channeler Nightblade Steel Dancer
6 3,100 ×1.90 Evoker Cutthroat Cutting Wind
7 6,300 ×2.05 Conjurer Veilwalker Duelist
8 12,700 ×2.20 Spellbinder Deathmark Sword Saint
9 25,500 ×2.35 Warlock Shadowblade Stormblade
10 44,700 ×2.50 Thaumaturge Ghost Knife Iron Reaver
11 73,500 ×2.65 Magus Nocturne Crimson Edge
12 116,700 ×2.80 High Magus Black Lotus Kensei
13 181,500 ×2.95 Archmagus Silent Reaper Blade Sage
14 278,700 ×3.10 Grand Sorcerer Master Assassin True Swordmaster
15 424,500 ×3.25 Eldritch Sage Phantom Edge Peerless Sword
16 643,200 ×3.40 Master of Mysteries Voidstalker Thousand-Cut Master
17 971,250 ×3.55 Arcane Sovereign Kingslayer Living Katana
18 1,463,325 ×3.70 Reality Weaver Deathless Shade Heaven-Splitter
19 2,201,438 ×3.85 Transcendent Mythic Killer Mythic Blademaster
20 3,308,607 ×4.00 Avatar of Magic Avatar of Shadows Avatar of Steel

Ranks continue infinitely. The extension seed is 1,660,753, and the code multiplies it by 1.5 before adding the first post-rank-20 span. Rank 21 therefore begins at 5,799,736 total points; each later span is 1.5 times the previous one. The displayed title remains the rank-20 title with the higher rank number appended.

Assassin chain mechanics

Once Assassin is acquired, Quick Attack becomes the path's chaining attack:

starting follow-up chance = 50% + Assassin rank
normal chance loss        = 10 percentage points after each chained hit

Every successful follow-up is a newly calculated Quick Attack and can continue the chain. Dark Consolador raises the starting chance by 15 percentage points and reduces the loss to only 5 points per chained hit. Phantom Stone adds its level as flat damage to each chain follow-up.

Assassin rank therefore improves both Quick Attack damage and the probability that its chain starts.

How the paths combine with exclusive skills

  • Blademaster multiplies the already-upgraded result of Sovereign Edge or Skull Crusher when the relevant base action is used.
  • Assassin multiplies Quick Attack/Stormslash while Side-Step, Tempest Strike, Dark Consolador, and Phantom Stone keep their own trigger rules.
  • Sorcerer multiplies spell results after the normal magic pipeline; Arcane Surge, Sashina's Gift, Sacred Mending, and other magic modifiers still have their own chances.

For the exact order of combat calculations, see combat_system.md.


Permanent versus conditional modifiers

Permanent progression

  • Base-stat gains from training, jobs, conversations, plots, and dungeon rewards.
  • Learned skills.
  • Fighting, Erotic, and Working Experience.
  • Alignment, faction clout, relationship progress, and specialist-path points.
  • Persistent health_max, energy_max, and calm_max rewards.
  • Acquired and upgraded equipment, key items, and stones while they remain owned.

Permanent ownership, conditional effect

  • A skill remains learned, but its bonus may require one attack, job, NPC, status, health range, alignment tier, or random proc.
  • A key item remains owned, but its effect may apply only in combat, a minigame, the Infinity Dungeon, or a particular formula.
  • Equipment upgrades remain, but only the relevant equipped slot or system uses the level.
  • Specialist rank remains, but only the actions listed for that path receive its multiplier.

Temporary or state-dependent

  • Twenty-four-hour consumable buffs.
  • Combat statuses, defend state, QTE results, enemy weaknesses/resistances, and low-health triggers.
  • Time, day, location, relationship stage, outfit, active-worker assignment, faction clout, and story flags.
  • Supporter/paid access checks.

“Permanent modifier” does not mean “base stat”

The character model has a permanent flat-modifier layer separate from the stored base stat. Most normal permanent growth directly raises the base stat, while live item bonuses are calculated separately. This matters because a base-stat unlock may ignore a modifier even though an effective-stat formula uses it.


Build planning

Physical route

Prioritize Strength, Stamina, and Ability. Body Builder reaches Power Strike and Endurance Training immediately; Martial Artist starts with the best Ability and combat passives; Athlete has the strongest combined early physical resources. Blademaster rewards Attack/Power Strike, while Assassin rewards Quick Attack/Stormslash.

Magic route

Magician has the strongest starting Mystic and begins with Elemental Blast and Illusion Weaving. Intelligence and Charm also matter because they support Calm, while Stamina supports the Energy pool. Sorcerer's final unlock is intentionally late: Sashina's Gift, Aziza In Love, Lime, and the floor-40 miniboss are all required.

Economy route

Salesman begins closest to Commerce and Communication careers. Scholar and Computer Expert have strong high-paying stat routes. Musician has exceptional early busking synergy through Master Performer. Whatever the proficiency, unlock Responsibility, Diligent Worker, and Business Acumen early enough that later work compounds faster.

Flexible completionist route

Jack of All Trades offers the broadest job access, balanced starting stats, and no extreme hole besides low Cooking. Its 70% proficiency-job pay is the tradeoff. Since specialist combat paths are independent of starting proficiency, Jack can still acquire all three.

Reliable general advice

  1. Raise Stamina even on nonphysical builds; it dominates Energy and contributes to every long session.
  2. Train base stats to learning thresholds instead of relying only on Focus, Cologne, Luck, or key items.
  3. Treat Communication, Commerce, Cooking, and Rogue as progression stats, not flavor numbers.
  4. Check the Skills Glossary before buying random training; a fixed teacher may be cheaper or tied to content you want to see.
  5. Choose specialist actions you already use. A high rank does nothing for attacks outside that path.

Current-build source-audit notes

These are source-audit findings for V0.9.6.1_FUTURE:

  1. Computer Expert's character-creation display is fixed in the current code. It now lists the actual granted skills: Engineering Genius and System Hacking.
  2. Games Master's character-creation display is fixed in the current code. It now lists the actual granted skills: Tactical Awareness and Cheating.
  3. Fashion's Attractiveness 18 gate is not enforced by the standard base-stat unlock checker. Attractiveness is stored outside the ordinary stat dictionary, so the current Tailor Shop action can pass that check regardless of the displayed number.
  4. Main/secondary/weakness labels do not currently modify action growth. The meaningful starting difference is already baked into the starting stat arrays and private actions.
  5. The community Specialist Class page omits Sorcerer's supporter/paid-access requirement, calls Maid #4 “Lyme” instead of Lime, and does not include the current Infinity Dungeon specialist-point scaling or Phantom Stone's Assassin-chain bonus.

These notes should be revisited whenever character creation, action gating, or the combat-path system changes.

Community discoveries

These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.

Visit Player Wiki →