Everyone knows the classic skill stats used in most RPGs. We get what the Strength or Wisdom stats do. Luck stats probably increase critical hits, and dexterity is for swishy weapons like rapiers. Some games even keep it as simple as to just yse “Attack” and “Defense”.

But not every RPG makes its stats clear. Some stats don’t do what they say they do, or have oddly specific influences that are hard to follow. Whether it’s through obtuse stat names or by never explaining what those stats change, these are the most confusing and unclear RPG stats in gaming history.

Looking Glass Knight from Dark Souls 2 standing in a rainy arena.

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Dark Souls games always have one stat that no one recommends you invest in when leveling up. In Dark Souls 2, that’s adaptability. But… why?

And that’s the problem. Compared to all the other stats, it doesn’t seem to do anything specific, which is why everyone suggests avoiding it. I’d go back and try to figure it out, but that would require playing Dark Souls 2 again.

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You’d think that pulling from classic RPG terms would make things easier to understand. And yet, I can’t for the life of me figure out what two of the main combat stats in Yakuza: Like A Dragon actually do.

Frankly speaking, I’m not playing the Yakuza games for the thrilling combat mechanics. I’m here for the dramatic yet silly plot and the wonderful characters. Even so, that doesn’t make the mystery of Agility any clearer.

Ichiban pulling a baseball bat out of the ground in yakuza: like a dragon.

As far as “not understanding what’s going on” goes,Bloodborne is a top contender. There are invisible brain monsters, people becoming beasts, and dead fish things that scream. Let’s not forget the tiny gaggle of bone men who sell you hats.

The stats follow in this Victorian Gothic vibe with their skills. The worst one is Bloodtinge, which… makes guns stronger, I think? It’s confusing because the firearms seem pretty limited as a damage weapon and are more of a stagger/parry system, so it doesn’t seem like bumping the damage up two points would be worthwhile.

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There’s a lot about TWEWY that breaks away from traditional RPG structure. That includes how your stats are raised. Through eating food and wearing certain clothes (or “threads”).

Bravery determines which threads you can put on. Conceptually hilarious, only the bravest of players can wear whatever they want. But with the unorthodox way of increasing stats through food, it makes it hard to know what I’m actually doing and whether it’s “correct” to increase my other stats instead.

The player wearing robes and coils, holding strange weapons in a dungeon of Bloodborne.

I have a lot of thoughts on the Witcher games that would probably get people to write angry comments, but the on-topic one is the Toxicity system. If I’m understanding right, it limits how many potions you drink.

So the Toxicity stat increases… resistance? How long it lasts? How many potions you may drink? I don’t know. But The Witcher 3 throws so many different numbers at you in so many places that it’s hard to keep track of anything.

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6The Main Stats In Apocalypse World

Is it cheating to mention a hipster trendy tabletop RPG? Apocalypse World is a rendition of the TTRPG framework called Powered By The Apocalypse. If you use two six-sided dice to roll, you’ve probably played this framework.

In Apocalypse World, your five main stats are Cool, Hard, Hot, Sharp, and Weird. Go ahead and take a guess at what those stats cover. While the rulebook explains them well enough, they’re so obtuse that I am never sure which one to roll for certain actions. Is lying to someone Hot or Cool? Is coming up with a plan under pressure Cool or Sharp? What is Weird??

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With several different types of magic in Elden Ring, you’d think one of them would be governed by the Arcane stat. But no, Magic all falls under either Intelligence or Faith.

What does Arcane cover? Blood, I guess? Butbleed is a status buildup, often at a flat rate, so I don’t exactly know when you’d actually want to level up your Arcane stat.

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What does it say about FromSoft that three of their games ended up on this list?

Yes, I know that Personality in The Elder Scrolls: Oblivion dictates how well-liked you are by NPCs. But that’s the point of that? The usual explanation is that NPCs will give you more information, but they don’t.

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Their scripted dialogue is already somewhat limited (though still impressively expansive for the time), and on the few times you need someone’s disposition to be higher, bribing them is a faster, more efficient method. So what’s the point?

Not every stat in Pokemon is shown on the stat screen. Every pokemon has two other hidden stats, called Initial Values and Effort Values. These stats apparently impact every other stat.

bloodborne moon presence screenshot

This is why people will crossbreed a million cubone for hours on end; they’re trying to get a “Perfect IV” pokemon, which they then fight a million Koffing to perfect their EVs. I don’t get it, and I can’t see why people do that for fun.

Disco Elysium is far from your average RPG, in countless ways. One of the most memorable aspects is the way that each different part of your character literally talks to you. Electrochemistry will chime in with opinions about what the body is feeling, etc.

But I am not 100 percent in tune with my body and soul, so there remain aspects of the human condition that I don’t understand. Some stats that fit this bill include Savoir Faire, Half Light, and Esprit de Corps. And despite how vocal Inland Empire is, I’m still not sure what it’s supposed to represent.

In complete fairness, I think this one is more of a problem of me being uncultured and uncreative, and less of the game being unclear.