Official Forgotten Stories promotional artwork

Verified cap tools

Forgotten Stories Stats

Check my stat caps

Forgotten Stories Stats grow through using the matching weapons and spells. Physique grows through dealing or taking physical damage; Runesight grows through spellcasting. Weapon and Element Affinity share 35 points, while Physique and Runesight each cap at 20 and share 30. Use Stat Lock to prevent unwanted affinity gains.

Verified10 primary source routes · checked 2026-09-13
Weapon + Element35 total

The shared published affinity cap.

Physique20 max

+1 Max Health per point; bonuses at five and ten.

Runesight20 max

+1% Elemental Damage per point; bonuses at five and ten.

Speed turns2 / 3.5 / 5.5 / 8

Published thresholds for one through four extra turns.

Official evidence, practical consequences

Rules and clarifications to check before your next run

Latest evidence check 2026-09-13T01:36:37.265Z. Individual check dates are retained in the source ledger. Changelog statements, older FAQ edits and dated notices are labeled separately; these are not claims of in-game testing.

Question and evidence dateWhat the source establishesLimits and next step
Extra damage runes: use the newer 20% announcement

Official changelog · 2026-09-10 UTC

The September 10 changelog lowers the upcasting damage increase from 30% to 20%. Read this with the older FAQ's definition of extra runes above a spell's base requirement: the old 30% damage figure is superseded. The FAQ's separate +1 buff-duration turn per extra rune was not changed in this post.

Do not apply the percentage to healing or multiply all equipment and affinity bonuses into a claimed final hit. The announcement does not establish rounding, a complete stacking formula or a new rune-slot limit. More rune slots still do not teach a spell.

Check the Book required to learn the spell →

Check affinity capacity separately from rune slots →

Affinity damage scaling: 1.5%, not the former 2%

Official changelog · 2026-09-10 UTC

The September 10 changelog changes affinity damage scaling from 2% to 1.5%. This is a damage-scaling correction, not an announcement of higher affinity caps or a new way to allocate skill points.

The brief post does not publish a complete final-damage equation or change the separately documented Physique and Runesight bonuses. Do not replace every percentage on the stat screen with 1.5% or infer a best build from this single value.

Plan within the existing shared affinity cap →

Separate affinity scaling from extra-rune damage →

Dagger Frenzy: seven landed weapon hits, then a conditional bonus

Official changelog · 2026-09-08 UTC

Racco's September 8 announcement adds Frenzy to Dagger. Landing seven hits with the weapon grants Frenzy +1; weapon hits through skills or Counter can count. The announced effect gives +0.5 Speed and +1 PEN. The September 13 Trello check now finds Frenzy on the Dagger card and a separate status card listing the same bonuses. This is documentation catching up, not a second new passive.

Seven hits does not mean seven turns or seven button presses. The statement does not publish a stack ceiling, duration, reset rule or the exact hit count of Assault. Do not claim one Assault guarantees Frenzy, that all dagger-named off-hands gain it, or that the effect restores permanent base weapon Speed. Use your displayed Speed in the existing tool; no live stacking test was performed.

Read Dagger's Stab and Assault costs →

Check which close attacks can trigger Counter →

Check the next threshold with Frenzy actually active →

Weapon Speed bonuses removed: recheck your extra-turn threshold

Official changelog · 2026-09-06 UTC

The September 6 changelog removes weapon Speed gains and names Rapier, Dagger and Earthquaker Cestus as examples. Their current Trello cards, and Damned Claws, no longer list the old positive Speed line. Recheck your displayed Speed before relying on an extra turn; the official FAQ lists thresholds of 2, 3.5, 5.5 and 8.

Removal of positive weapon bonuses does not establish that negative Speed penalties vanished. Rapier's conditional Duelist Dance is a separate status: its current WIP card lists +0.4 Speed. Neither its stack cap nor duration is supplied there, so do not treat it as an always-on weapon bonus or promise a stack-based extra-turn loop.

Check extra turns using your displayed Speed →

Separate Rapier's dodge passive from base stats →

Inspect the conditional Duelist Dance status →

Unstoppable Wind now gives +0.05 Speed, not +0.1

Official changelog · 2026-09-06 UTC

The September 6 changelog reduces Unstoppable Wind's Speed bonus from +0.1 to +0.05, and the current Book card agrees. The card still lists +5% Wind damage and the Gustwalker spell. Writing costs 200 Ink Shards and signing costs 100 Ink; the unwritten requirement is 10 Wind Affinity and 10 Weapon Mastery, reduced to 7 and 7 when written.

The Book's passive Speed bonus is not the Gust Walker status bonus. Do not replace the status's separate +0.5 Speed with +0.05, or infer that its dodge rules changed from this Book correction. Weapon Mastery is the card's wording; it does not identify a required weapon family here.

Review the Book's complete costs and requirements →

Check the separate temporary Speed and dodge effect →

Meditate restores 4 Mana instead of 3

Official changelog · 2026-09-06 UTC

The September 6 changelog increases Meditate's Mana gain from 3 to 4. This changes recovery planning, not the number of rune slots or the requirement to learn a spell. Reflections separately lists two extra Mana from Meditation with Vulnerable +2; Strong Minded separately grants Resilient +2 when meditating without existing stacks.

The announcement does not publish a new button, energy cost, cooldown or way to exceed Max Mana. The two Books keep their own unlock conditions and drawbacks. No combined recovery, stacking interaction or risk-free Meditation rotation was tested here.

Weigh extra Mana against Vulnerable →

Check the full-Mana unlock and Resilient condition →

Match learned spells to available rune slots →

Elemental weapon damage now forms part of the original hit

Official changelog · 2026-09-05 UTC · edited 2026-09-06

The changelog says weapons with elemental damage increases now deal that element as a portion of their original damage. It gives 90% original damage plus 10% Earth as an example, says the elemental portion raises its affinity and triggers related effects, and separately says affinity damage now scales correctly with bonuses such as Earth or Fire damage.

The 90/10 split is an example, not a universal ratio for every weapon. No complete conversion or post-defense formula is published, so the stat tool does not invent a final damage calculator. Existing affinity caps still apply; gaining an unwanted affinity can affect a planned build.

Compare the exact weapon's published elements →

Read the conditions of related effects →

Message-level references are grouped in this page's source ledger.

Official FAQ rule

Physique and Runesight cap

20/30

10 points remain. This allocation adds 10 max health, 2 max mana, and 1 max rune slot from the published thresholds.

Published threshold tool

Extra-turn check

0 extra turns at the selected Speed, using the official 2 / 3.5 / 5.5 / 8 thresholds. Use your displayed Speed; removed weapon bonuses are not added automatically.

Source-linked records

Search the records

5 records. Search includes the full requirements and effects; expand a result to read its source fields.

5 of 5 recordsSource dates shown per record
StatsOfficial Discord

Physique

Cap 20

+1 Max Health each point; +2% Physical Damage every five; +1 Max Stamina every ten.

Checked 2026-09-13
StatsOfficial Discord

Runesight

Cap 20

+1% Elemental Damage each point; +1 Max Mana every five; +1 Rune Slot every ten.

Checked 2026-09-13
StatsOfficial Discord

Affinity pool

Cap 35

Weapon and Element Affinity share one total pool.

Checked 2026-09-13
StatsOfficial Discord

Resilience

Defense

Uses the same percentage as a chance to negate one debuff stack.

Checked 2026-09-13

1 more source-linked records remain.

Cap-safe examples

Forgotten Stories Stats allocation matrix

These examples demonstrate the published shared cap. They are not best-build rankings, and the current run has no general respec for an accidental allocation.

Example allocationPublished resultPlanning boundary
Example allocationForgotten Stories Stats: Physique 20 + Runesight 10
Published result

+20 Max Health, +8% Physical Damage, +2 Max Stamina, +10% Elemental Damage, +2 Max Mana, +1 Rune Slot.

Planning boundary

30/30 shared points used; each stat remains at or below 20.

Example allocationForgotten Stories Stats: Physique 15 + Runesight 15
Published result

+15 Max Health, +6% Physical Damage, +1 Max Stamina, +15% Elemental Damage, +3 Max Mana, +1 Rune Slot.

Planning boundary

Balanced only as a cap example; no source calls it an optimal build.

Example allocationForgotten Stories Stats: Physique 10 + Runesight 20
Published result

+10 Max Health, +4% Physical Damage, +1 Max Stamina, +20% Elemental Damage, +4 Max Mana, +2 Rune Slots.

Planning boundary

30/30 shared points used; weapon and element affinity use a different pool.

Example allocationForgotten Stories Stats: Weapon + Element Affinity
Published result

Keep their combined total at or below 35.

Planning boundary

The general official cap is 35; the public Historian record is an exception.

Open guide
Example allocationForgotten Stories Stats: Speed 2 / 3.5 / 5.5 / 8
Published result

These thresholds add one / two / three / four turns.

Planning boundary

Values between breakpoints do not reach the next published extra-turn tier.

Practical route

Putting it into practice

  1. 01

    Train the affinity you want

    Use the matching weapon or spell: the official FAQ gives Dagger for Light Weapon, Sword for Medium Weapon, Fire spells for Fire Affinity, and Order spells for Order Affinity. It says higher damage increases affinity faster, but does not publish an exact experience formula.

  2. 02

    Grow Physique and Runesight separately

    Dealing or taking physical damage grows Physique; fists count. Casting spells grows Runesight, and extra Runes give additional Runesight experience. These stats have their own shared pool rather than using the Weapon and Element Affinity pool.

  3. 03

    Set Stat Lock before unwanted gains

    The editable number and lock prevent overinvesting in an unwanted affinity. Lowering that number does not refund points already gained; the FAQ says removing unwanted investment requires starting a new run.

  4. 04

    Check both shared caps

    If growth stops, check Stat Lock and the relevant cap: Weapon plus Element Affinity share 35; Physique and Runesight each cap at 20 and share 30. The calculator on this page is a planning aid and does not change your game character.

Limits to keep in mind

How we check sources →

Direct answers

Common questions

How do you use skill points in Forgotten Stories?

The official FAQ describes growth through use: matching weapons and spells increase their affinities. The editable stat number is a lock to prevent unwanted gains, not a refund of points already earned.

How do you increase Physique and Runesight?

Deal or take physical damage to grow Physique; fists count. Cast spells to grow Runesight; extra Runes grant extra Runesight experience. Each stat caps at 20 and together they share 30.

What is the Stats affinity cap?

All Weapon and Element Affinity points share a total cap of 35 in the official FAQ.

How do Stats cap Physique and Runesight?

Each caps at 20, and together they share a total cap of 30.

What Speed values matter in Stats?

2, 3.5, 5.5, and 8 Speed grant one, two, three, and four extra turns.

Can Stats be undone?

The current-run FAQ does not provide a general respec, so Stat Lock is important.