The Last Faith Stats and Status Effects

Master The Last Faith with insights on statistics and status effects! Elevate your strategy with detailed information in The Last Faith Stats and Status Effects guide.

Statistics and status effects in The Last Faith are an important part of the game. Being knowledgeable about these can affect your progress and strategy in the game. Check our The Last Faith Stats and Status Effects guide for detailed information!

This is the guide Black Captain it was created by. You can find the author’s link at the end of the guide.

The Last Faith Stats and Status Effects

It’s a quick The Last Faith Stats and Status Effects guide. All of this you can learn by playing the game but it’s good to be prepared.

Statistics

Useful info on stats and statuses

  • Vitality: +hp, physical def and bleeding defense and resistance. The brawler starts with the most of this. The stargazer starts with the least of this.
  • Strength: +STR damage scaling weapons. +ice defense and resistance (also used to equip many weapons). Most heavy weapons use this.The brawler starts with the most of this. The stargazer starts with the least of this.
  • Dexterity: +Dex damage scaling weapons. +Burning defense and resistance (also used to equip many weapons). Most chain blade/spear weapons use this.The rogue starts with the most of this. The brawler starts with the least of this.
  • Mind: Increase mana pool. +Mind damage scaling weapons and all magic. +dark defense and resistance (also used to equip all magic). The Stargazer starts with the most of this. The brawler starts with the least of this.
  • Instinct: Increase Fate pool. +Instinct damage scaling weapons and magic. +electric defense and resistance (also used to equip some magic). May affect critical hit rate? Guns and many light weapons use this. The marksman starts with the most of this. The rogue starts with the least of this.

Status Effects

  • Bleeding: Damages you when you roll. Cured over time, with a cure pastille, or at a save point.
  • Frost: All actions are slowed down. Cured over time or with a cure pastille. Occurs at any point when receiving frost damage or immediately during certain attacks. Can be inflicted on enemies.
  • Frozen: Cannot act or move (can occur while jumping). Cured by mashing the attack button or with a cure pastille. Occurs when frost gauge is full or immediately during certain attacks. Can also lead to having frost status. Can be inflicted on enemies.
  • Burning: Take damage in specific intervals (2~3 seconds) and whenever you use an item that doesn’t cure burning. Cured with a cure pastille or at a save point. (I’ve never survived long enough to know if it goes away). Occurs at any point when receiving fire damage or immediately during certain attacks. Can be inflicted on enemies.
  • Electrocuted: Cannot act or move for a few seconds for specific intervals. Will stall your character in midair. Cured with a cure pastille or at a save point. Occurs at any point when receiving electric damage or immediately during certain attacks. Can be inflicted on enemies.
  • Darkness (poison): Damages you over a short time. Cured over time, with a cure pastille, or at a save point. Can be inflicted on enemies.
Written by Black Captain

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