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Forgotten Stories Stats and Skill Points Guide: Growth, Caps, and Stat Locks

Looking to wield heavier blades, weave stronger spells, or unlock extra rune slots? Your Forgotten Stories skill points grow through combat actions rather than standard level-up menus: striking with daggers hones Light Weapons, casting spells trains elemental masteries, and taking physical blows tempers Physique.

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Weapon + element affinities35 shared points

Plan your Forgotten Stories skill points across weapon and element affinities.

Physique + Runesight30 combined

Each stat can reach 20, with a shared total of 30.

Avoid overinvestingSet a stat lock

The number sets a growth limit. It does not spend skill points.

Using light weapons develops the matching weapon affinity.Click to enlarge
Dagger
Casting Fire spells develops Fire affinity and Runesight.Click to enlarge
Fire Ember
Small Sea gives your Order and Water stat plan a concrete target.Click to enlarge
Small Sea

Because points cannot be refunded mid-run, training your character requires a clear plan. Managing Forgotten Stories skill points means balancing two distinct growth pools, using stat locks to protect your build budget, and training toward key attribute milestones.


Action-Based Stat Growth in Forgotten Stories

Your Forgotten Stories skill points grow through what you do in combat. Use a weapon or cast a spell to train its related affinity. Higher damage makes affinity growth faster, so choose attacks that build toward the weapons and spells you want.

1. Weapon Affinities

Striking targets with martial equipment develops three weapon disciplines:

  • Light Weapons: Leveled with swift, agile blades like daggers.
  • Medium Weapons: Leveled through balanced armaments like swords.
  • Heavy Weapons: Leveled by landing heavy blows with greatswords and heavy weapons.

Sticking to your chosen weapon style ensures your Forgotten Stories skill points flow into the exact combat scaling you need.

2. Elemental Affinities

Casting offensive and supportive magic advances seven distinct elements:

  • Fire: Hurls burning bursts like Fire Ember.
  • Water: Trains through Water spells such as Water Shoot.
  • Earth: Launches stone projectiles like Pebble Throw and conjures barriers.
  • Wind: Unleashes cutting air currents like Gust Hit.
  • Order: Provides protective wards and recovery spells like Mend.
  • Chaos: Triggers volatile spells like Chaos Spark.
  • Void: Weaves dark offensive spells like Void Bolt.

Landing spells that deal higher elemental damage accelerates affinity gains in that specific element, helping you earn specialized Forgotten Stories skill points faster.

3. Core Attributes: Physique & Runesight

While weapons and elements train through specific tools, core attributes grow through general combat actions:

  • Physique: Developed by dealing physical damage and taking incoming physical hits. Landing unarmed fist attacks also builds Physique experience directly.
  • Runesight: Developed by casting spells. Infusing extra runes beyond a spell's baseline requirement yields bonus Runesight experience on cast.

Balancing these two attributes shapes your core survivability and spell power. Keep their separate cap in mind when planning Forgotten Stories skill points.


Watch & try it

Understand Forgotten Stories skill points in game

What you should do in Forgotten Stories thumbnail
By steeb4:33
Beginner route

What you should do in Forgotten Stories

This beginner walkthrough provides gameplay context. Use the stat tables here for caps, locks, and exact bonuses.

Forgotten Stories Stat Caps: The Two Growth Pools

Progression divides strictly into two separate pools. Keeping track of them is essential because active stat caps cannot be expanded mid-run, and earned Forgotten Stories skill points cannot be reset without starting a fresh expedition.

Forgotten Stories skill points · Two separate budgets

35Weapons + elements
  • Medium15
  • Order7
  • Water7
  • Earth6
35 / 35 points planned
30Physique + Runesight
  • Physique20
  • Runesight10
30 / 30 points planned

Each attribute stops at 20. Both together stop at 30.

Example build: filling one pool does not spend points from the other.

The 35 Shared Affinity Pool

All weapon masteries and magical disciplines draw from a single shared ceiling capped at 35 total affinity points:

  • Every single point gained in Light, Medium, or Heavy Weapons consumes one slot from this shared ceiling.
  • Every single point gained across all seven elemental arts pulls from this exact same pool.
  • Physique and Runesight do not touch this 35-point affinity budget.

For example, training 15 points in Medium Weapons leaves exactly 20 points available across all magic and other weapon types. Hybrid builds need to plan their target affinities before committing to deep runs.

The 30 Core Attribute Pool

Your survivability and spell power scale on an independent attribute pool. This pool features an individual cap of 20 points per stat and a combined ceiling of 30 total points:

Attribute Individual Cap Combined Pool Cap Key Benefits
Physique 20 30 Combined Pool Health scaling (+1 HP/pt), Physical Damage (+2%/5 pts), Stamina (+1/10 pts)
Runesight 20 (Shared with Physique) Elemental Damage (+1%/pt), Max Mana (+1/5 pts), Rune Slots (+1/10 pts)

Because the combined cap is 30, pushing Physique to 20 leaves Runesight capped at 10, while pushing Runesight to 20 restricts Physique to 10. A balanced 15/15 split leaves equal room for physical durability and spell power when planning your Forgotten Stories skill points.


Forgotten Stories Points Left: How Stat Locks Work

Follow the controls in game

Runesight lock before editing

Forgotten Stories skill points: Runesight is 0, its lock is 20, and the core pool shows 30 Points Left. Gameplay: steeb.Click to enlarge
Runesight lock before editing

Runesight lock after editing

The lock is now 10, but Runesight remains 0 and Points Left remains 30. The video calls this allocation; these boxes actually limit future stat growth. Gameplay: steeb.Click to enlarge
Runesight lock after editing
Read Points Left thumbnail
By steeb
Starts at 1:14

Read Points Left

Compare the 30-point core pool with the 35-point affinity pool.

Change a stat lock thumbnail
By steeb
Starts at 1:20

Change a stat lock

Runesight’s lock is 10 while its actual value remains 0. A lock limits future growth.

To stop unwanted proficiencies from draining points from your shared budget, every stat on your character sheet includes a numeric padlock called a stat lock. Setting these locks properly helps protect your Forgotten Stories skill points.

How Stat Locks Actually Work

A stat lock sets an upper limit for that specific attribute. Entering a number limits how far that stat can grow during the run.

Changing a lock does not spend, allocate, or reserve points. In the screenshots, lowering the Runesight lock changes its future limit, while the current stat and Points Left stay unchanged. Points Left falls when training actually raises a stat.

Forgotten Stories skill points · Read the lock correctly

01Before editing
Runesight
0
Stat lock
20
Points Left
30
02Lower the lock
Runesight
0
Stat lock
10
Points Left
30
03After training*
Runesight
1
Stat lock
10
Points Left
29

Editing the lock spends nothing. *The final panel is a training example; the first two values appear in the gameplay screenshots above.

Locking unused weapon styles and magic arts early prevents stray hits or utility spells from claiming valuable Forgotten Stories skill points.


Forgotten Stories Stats: Physique and Runesight Bonuses

Both core attributes provide baseline stat gains along with milestone perks awarded every 5 and 10 points. Planning your Forgotten Stories skill points around these thresholds ensures your character hits critical power spikes.

Forgotten Stories stats · What each milestone adds

Physique
  1. Every 1 point+1 Max Health
  2. Every 5 points+2% Physical Damage
  3. Every 10 points+1 Max Stamina
Runesight
  1. Every 1 point+1% Elemental Damage
  2. Every 5 points+1 Max Mana
  3. Every 10 points+1 Max Rune Slot

Plan Forgotten Stories skill points around the next perk you want to reach.

Physique Milestone Bonuses

Training Physique toward its 20-point cap yields +20 Max Health, +8% Physical Damage, and +2 Max Stamina. Leave room for these bonuses when planning Forgotten Stories skill points for a melee build.

Runesight Milestone Bonuses

Runesight adds elemental damage as it grows, with extra mana and rune slots at its milestones. Reaching 20 gives two extra rune slots; a 10-point target gives one and leaves more of your Forgotten Stories skill points budget for Physique.


Combat Secondary Stats: Speed & Resilience

Beyond primary attributes, combat momentum depends heavily on initiative order and debuff resistance. Even the best-planned Forgotten Stories skill points setup requires solid secondary stat awareness.

Speed & Extra Turns

Speed determines which side acts first and the order within each side, from fastest to slowest. If a party member is faster than the fastest enemy, your team starts first.

2 Speed+1 extra turn
3.5 Speed+2 extra turns
5.5 Speed+3 extra turns
8 Speed+4 extra turns

In Forgotten Stories, Speed determines who acts first within each team and how many extra turns a character gains. Hitting specific Speed milestones unlocks bonus turns: reaching 2.0 grants +1 extra turn, 3.5 grants +2 extra turns, 5.5 grants +3 extra turns, and 8.0 grants +4 extra turns. The stat calculator evaluates your current Speed to display your active bonus turns and the exact numerical increase needed to reach the next tier.

For example, a character sitting at 3.49 Speed earns +1 extra turn, falling just 0.01 short of the 3.5 benchmark. Once your character reaches exactly 3.5 Speed, the bonus increases to +2 extra turns—giving you 3 total turns in a round if your 1 base turn remains active. Pushing further to 5.5 Speed unlocks +3 extra turns (yielding 4 total turns if the base turn is active). The highest threshold listed in game documentation is 8.0 Speed, which grants +4 extra turns. Note that reaching these speed tiers provides bonus action turns, but does not grant or check for Advantage; Advantage is a distinct Book with its own unlock requirements rather than an automatic status reward.

Check Advantage’s Book requirements → The calculator does not confirm that the Book has appeared in your run.

Equipment changes your final Speed. The Staff adds 8 Max Mana and 3 rune slots with a -0.60 Speed modifier. Compare its capacity with your next extra-turn threshold.

Resilience

Resilience represents your character's ability to resist status effects, with a matching percentage chance to negate a debuff stack:

  • Every 1% Resilience provides a 1% chance to negate an incoming debuff stack.
  • For example, 25% Resilience provides a 25% chance to negate an incoming debuff stack.

Planning Forgotten Stories Skill Points Around Spellbooks

Unlocking advanced spells requires finding or writing books. Most spellbooks demand 10 to 15 affinity points across specific elements. Because the shared affinity cap is 35 points, planning your Forgotten Stories skill points around book requirements is essential.

Case Study: Small Sea & Cleansing Waters

A prime milestone for your Forgotten Stories skill points is the restorative book Small Sea:

  • Unwritten Obtainment: Finding Small Sea on an expedition requires 10 Order and 10 Water Affinity (consuming 20 points of your 35 affinity pool).
  • Written Requirement: Writing the book in the lobby for 200 Ink Shards permanently drops the requirement to 7 Order and 7 Water Affinity on future runs.
  • Tactical Value: The written requirement consumes only 14 affinity points instead of 20, saving 6 points for martial masteries or a secondary element. Learning Small Sea unlocks Cleansing Waters, which cleanses Deepwound, Infection, and Venomed on critical casts.
  • Costs and Bonuses: Small Sea costs 200 Ink Shards to write and 100 Ink to sign, granting +5% Outgoing Healing and +5% Water Damage.

Build Planning Frameworks

These sample frameworks show how to plan Forgotten Stories skill points across the 35 affinity budget and 30 attribute pool:

Forgotten Stories skill points · Three build examples

Small SeaClick to enlarge
Small Sea
Battle medic
  • Medium15
  • Order7
  • Water7
  • Fire / Earth6
35 / 35 points planned

20 Physique · 10 Runesight

Leave room for written Small Sea and its healing spell.

StaffClick to enlarge
Staff
Pure elementalist
  • Order15
  • Water10
  • Fire / Chaos / Void10
35 / 35 points planned

10 Physique · 20 Runesight

Reach the Runesight cap for two extra rune slots.

DaggerClick to enlarge
Dagger
Agile skirmisher
  • Light20
  • Wind / Chaos15
35 / 35 points planned

18 Physique · 12 Runesight

Add Speed through gear and Books; affinity does not grant it.

Use these as starting budgets, then adjust them for the Books you want to sign. Set the locks before training so an unrelated weapon or spell does not use the room you need.


Forgotten Stories Skill Points FAQ

Can I reset Forgotten Stories stats or reallocate skill points?

No. You cannot respec or reallocate your Forgotten Stories skill points mid-expedition. If you mismanage your build, you must start a new run; locking unwanted stats early prevents accidental point waste.

How does the Points Left counter work when I lower a stat lock?

Setting a lock never deducts Forgotten Stories skill points or changes Points Left. Lowering a stat lock from 20 to 10 sets a ceiling for future gains without spending points. In the illustrated example, Points Left stays at 30. Points deduct only when combat experience actually raises that stat.

Do weapon affinities and magic affinities share the same cap?

Yes. Training your Forgotten Stories skill points across weapon masteries and the seven elemental disciplines draws from a single shared pool of 35 points. Heavy investment in weapon proficiencies leaves fewer points available for spellcasting arts.

Does Physique increase my weapon damage?

Yes. Every 5 points in Physique provides +2% Physical Damage, enhancing daggers, swords, heavy weapons, and unarmed strikes. Weapon affinities provide additional scaling for their respective categories.

How do extra runes affect spellcasting and Runesight growth?

Infusing extra runes beyond a spell's formula adds +30% base damage (or +1 turn to buffs) per extra rune, while awarding bonus Runesight experience to accelerate your stat progression.

Can I cast spells while wielding two-handed weapons?

Casting spells requires an open left hand. Equipping two-handed melee weapons or claws restricts spellcasting, though bows serve as a design exception. Magic implements like staves and wands fully support casting.


Sources & references

Sources

Stats and Affinities FAQ, Magic and Spells FAQ, and the Forgotten Stories Trello. Updated September 7, 2026.

Game images & gameplay sources

Game art and animations: Forgotten Stories Trello. Video walkthroughs: steeb.

Try your target affinities in a shared-budget planner before training them in-game. Explore Forgotten Stories builds and plan your stats →