The Last Faith – Stats and Status Effects Guide

This guide is about the stats and status effects in this game.

Guide to Stats and Status Effects

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Statistics

  • 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.
  • Nightmare: Damages you over a short time in intervals and reverses your controls. Cured over time, with a cure pastille, or at a save point. Occurs when darkness meter is filled (by taking darkness damage).Can be inflicted on enemies.

Note: Darkness damage inflicts a small dot.

Egor Opleuha
About Egor Opleuha 6882 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

8 Comments

  1. I’m still convinced instinct affects drop rate. I started as the ROGUE with very little instinct & then farmed for a long time and pumped it up to 30. My farming route started dropping massively more items. It became even more evident when I maxed it to 99. I DID level it up alongside MIND, roughly 10 points at a time, so it could* be that stat but I’m betting its instinct. The difference in drop rate is too massive for it to be a fluke. The only* other theory I have to go by is that drop rate just scales with character level.

    • You might be right as my first build was MND/INT and I found a boatload of items. My second run is STR/Mind and I’m not finding that much. Granted, I’m not breaking as many crates. Drop rate is somewhat meh given you can buy everything and most of the core stuff has an unlimited stock. Whatever remains isn’t really farm-worthy IMO.

  2. To add to the guide: Transforming into “beast mode” cures all your status ailments. Really useful in the 2nd half of the game.

  3. Hello friend! Here’s some complimentary info for each status effect to help improve the guide.

    Burned
    • The damage-over-time of this effect is a percentage of health.
    • Apparently, the devs intend on nerfing this as they believe it to be over-tuned in it’s current iteration.

    Electric
    • A lot of bosses are completely immune to electric stun.

    Bleed
    • The damage amplification to the effected target is +20%.
    • Damage on dodge effect is applied to humanoid including humanoid bosses and mini-bosses (such as the various Nightstar Hunters or Leena).

    • Darkness
      • Darkness: Player inflicted status.
      • Nightmare: Enemy inflicted status. Reverses controls for duration.
      • This status effect is under-rated, considered just a (weak) DoT.
      • This couldn’t be further from the truth, and here’s why!
      • When Eryk procs Darkness on an enemy, not only does the enemy take DoT for the duration; Eryk also recovers Focus per hit on the effected enemy!
      • This is uniquely useful, as (if memory serves) there are only 3 other ways to restore Focus in the game:
      – Altar or Checkpoint reset, via interaction or respawn.
      – Finding and interacting with a Haemolymph statue.
      – Consumption of a Heamolymph shard/stone/chunk.
      • In other words, don’t underestimate the utility of this status effect. It meaningfully contributes to longevity between resets.

      • I guess saying darkness you mean a dot with purple numbers. Curse is a debuff that inverts movement keys and deals no dot. Actually I only got it applied from one of the last boss, but can’t remember what exactly. I may be wrong ofc, just left a notice.

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