The shared published affinity cap.

Verified cap tools
Forgotten Stories Stats
Check my stat capsForgotten 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+1 Max Health per point; bonuses at five and ten.
+1% Elemental Damage per point; bonuses at five and ten.
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.
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Read this with the older FAQ's definition of extra runes above a spell's base requirement: the old 30% damage figure is superseded.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.
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.
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 →
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 →
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.
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 →
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.
Message-level references are grouped in this page's source ledger.
Official FAQ rule
Physique and Runesight cap
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.
Physique
Cap 20
+1 Max Health each point; +2% Physical Damage every five; +1 Max Stamina every ten.
Checked 2026-09-13Runesight
Cap 20
+1% Elemental Damage each point; +1 Max Mana every five; +1 Rune Slot every ten.
Checked 2026-09-13Affinity pool
Cap 35
Weapon and Element Affinity share one total pool.
Checked 2026-09-13Resilience
Defense
Uses the same percentage as a chance to negate one debuff stack.
Checked 2026-09-13Speed
Turn order
Breakpoints at 2, 3.5, 5.5, and 8 add one through four turns.
Checked 2026-09-131 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.
+20 Max Health, +8% Physical Damage, +2 Max Stamina, +10% Elemental Damage, +2 Max Mana, +1 Rune Slot.
30/30 shared points used; each stat remains at or below 20.
+15 Max Health, +6% Physical Damage, +1 Max Stamina, +15% Elemental Damage, +3 Max Mana, +1 Rune Slot.
Balanced only as a cap example; no source calls it an optimal build.
+10 Max Health, +4% Physical Damage, +1 Max Stamina, +20% Elemental Damage, +4 Max Mana, +2 Rune Slots.
30/30 shared points used; weapon and element affinity use a different pool.
Keep their combined total at or below 35.
The general official cap is 35; the public Historian record is an exception.
Open guideThese thresholds add one / two / three / four turns.
Values between breakpoints do not reach the next published extra-turn tier.
Practical route
Putting it into practice
- 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.
- 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.
- 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.
- 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
- The current run does not offer a general respec for accidental gains.
- The checked FAQ says run play cannot increase the published caps.
- Historian has a public Trello exception; the general FAQ cap remains 35.
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.
Primary evidence
Sources and check dates
Posted 2026-08-21T18:02:13.964Z; checked 2026-09-07T01:38:54.287Z.
Public TrelloForgotten Stories public TrelloOpen work-in-progress records checked 2026-09-13T01:38:18.558Z.
Official DiscordUpcasting increase reduced to 20%Posted 2026-09-10T17:47:59.009Z; checked 2026-09-13T01:36:37.265Z.
Official DiscordAffinity scaling correctionPosted 2026-09-10T17:50:54.366Z; checked 2026-09-13T01:36:37.265Z.
Official DiscordDagger Frenzy trigger and bonusesPosted 2026-09-08T16:44:47.344Z; checked 2026-09-10T01:41:28.916Z.
Official DiscordWeapon Speed gain removalPosted 2026-09-06T13:34:09.966Z; checked 2026-09-07T01:38:54.287Z.
Official DiscordUnstoppable Wind Speed reductionPosted 2026-09-06T13:44:37.645Z; checked 2026-09-07T01:38:54.287Z.
Official DiscordMeditate Mana recovery increasePosted 2026-09-06T13:54:31.940Z; checked 2026-09-07T01:38:54.287Z.
Official DiscordElemental portions and effect triggersPosted 2026-09-05T20:09:29.601Z; edited 2026-09-06T08:52:00+08:00 (minute precision); checked 2026-09-06T03:10:47.686Z.
Official DiscordAffinity bonus-damage scaling fixPosted 2026-09-05T20:11:28.212Z; checked 2026-09-06T03:10:47.686Z.
Connected field routes
Related guides
Review public exceptions and starting effects.
02Startbeginner checklistFollow the verified first-run route.
03ArchivesBook effects and costsCompare public Book costs, effects, requirements, and signing rules.
04Startmain game guideReturn to the complete source-linked player guide.