Main Stats

Main stats are where vague build language becomes something you can actually reason about.

Public community references are especially useful here because they define the numbers that keep showing up everywhere else. If players do not understand what a stat actually controls, then genetics, affinities, evolutions, and build advice all become harder to read.

Quick Facts

Fast read before the full guide

Tracked Stats

8 public core stats currently documented in community reference layers.

Best Use

Clarifying what a combat or survivability stat actually changes before deeper build reading.

Current Source

Community-documented stat definitions and related evolution links.

Current Format

Text-first index entries because this stat set does not currently expose a matching icon set.

How To Use This Page

  • Start here when a guide mentions a stat but does not stop to explain what it really governs.
  • Use stat pages to translate short evolution summaries into system meaning.
  • Treat this as the shared language layer under Genetics, Affinities, and Builds.

Stat Route Finder

Turn stat confusion into the next useful guide branch

Index Layer

Main Stat Entries

Use this first-pass roster to understand the public definitions of the core stats and the clearest evolution links already attached to them.

8 entries
StatCommunity / 社区Text / 文字

Physical

The core stat used by attacks that scale from Physical Damage.

CrabCodex currently links this stat to evolutions such as Antlers, Arms, Body Slam, Claws, Jaws, Muscular Tissue, Pistol Pincer, and Stinger.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Ability

The core stat used by attacks that scale from Ability Damage.

CrabCodex currently links this stat to evolutions such as Beak, Cortex, Dexterous, Leech, Pincer, Poisonous Saliva, Spit, Tail, and Tentacles.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Damage

A broad modifier that affects all types of damage rather than one specific damage family.

CrabCodex currently describes this as a modifier of all damage types, which makes it more global than Physical or Ability.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Max HP

The maximum amount of Health Points your current form can hold.

A foundational survivability stat that helps explain why some size, plating, or sustain evolutions feel stronger than their one-line text suggests.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Regeneration

The amount of Health recovered every ten seconds.

CrabCodex currently links this stat to Regenerative Tissue and Saliva.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Plating

A buffer that absorbs damage before Max HP, but does not block Poison or Environmental Damage.

CrabCodex also notes that Plating recharges to full on every level up and currently links it to Carapace, Overwhelm, and Plated.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Damage Resistance

A stat that reduces damage received from any source.

Useful as a cleaner reference term than repeatedly paraphrasing mitigation across multiple build pages.

Rules referenceNo local image yetIndexed reference
StatCommunity / 社区Text / 文字

Speed

The character's movement speed before any modifiers are applied.

A core route-reading stat because so many biome and survival questions eventually reduce to how fast you can reposition.

Rules referenceNo local image yetIndexed reference

What The Current Stat Set Covers

Physical

Physical covers attacks that scale from the Physical stat. Community references currently link this stat to evolutions such as Antlers, Arms, Body Slam, Claws, Jaws, Muscular Tissue, Pistol Pincer, and Stinger.

Ability

Ability covers attacks that scale from the Ability stat. Community references currently link this stat to Beak, Cortex, Dexterous, Leech, Pincer, Poisonous Saliva, Spit, Tail, and Tentacles.

Damage

Damage is currently described in community references as a modifier of all damage types, which makes it a broader term than either Physical or Ability alone.

Max HP

Max HP defines the maximum amount of Health Points. This is one of the simplest but most important survivability anchors in the whole system.

Regeneration

Regeneration is the amount of Health recovered every ten seconds. Community references currently link it to Regenerative Tissue and Saliva.

Plating

Plating absorbs damage before Max HP, but current references note that it does not block Poison or Environmental Damage. It also recharges to full on every level up and is currently linked to Carapace, Overwhelm, and Plated.

Damage Resistance

Damage Resistance reduces damage received from any source. It is a cleaner term than repeatedly paraphrasing mitigation in separate build pages.

Speed

Speed is the character’s base movement speed before modifiers. It matters far beyond mobility fantasy, because so many biome, escape, and survival questions eventually reduce to repositioning.