FIVE PALS. ONE PLAN.
Build your trail team.
Choose your companions, partner ranks and ordinary traits. Compare bonuses by recipient and condition, with every suppressed contribution visible.
CHOOSE A STARTING CORE
Five ways to explore.
Presets use the highest recorded partner rank as a comparison starting point. Set each rank to the one you actually own.
TRAITS AND PARTNER SYNERGY
See where the bonuses land.
Totals add compatible extracted values under the condition shown. Weapon types, item groups, individual Pals, mount-only effects and base effects stay separate. Ordinary trait totals apply only to their selected Pal. Their nominal factors have a 0.1 minimum. These totals describe individual modifier stages; final damage, other buffs and integer stat rounding are separate.
Inspect every contribution and suppressed duplicate
| Source / rank | Effect / recipient | Contribution | Condition / result |
|---|
What the calculation includes
Select up to four different ordinary traits per Pal. The 21 traits with verified stats cover 30 active percentage slots and Lucky’s inactive Defense slot in official v1.0.3.101283. Eligible ordinary Attack, Defense and Work speed values add for their owner. Other traits remain selectable and are marked outside this stat model. Presets and older links select no ordinary traits automatically.
A conditional teammate matches any listed species or any listed element. Each matching party slot counts once, even if it has two matching elements. A “per teammate” effect multiplies the rank value by that count, excluding the source slot when specified.
For nonstacking duplicate species, only the highest partner rank contributes; an equal-rank tie uses the earlier slot. Explicit exceptions such as Gobfin keep every copy. Element overrides and extra status buildup use native channels that select an eligible effect at runtime. Their cards describe alternatives; party order does not certify which channel wins.
The eight element templates have 49 rows bound to official v1.0.3.101283 data and native modifier stages, including their editable ranks. Each card names its recipient, activation and units. Riding and target-status cards are conditional stages, rather than a claim that every displayed condition is active together. Orserk shows its per-hit stack rule and cap; this planner has no live stack count. Skills without numeric rank data remain visible and contribute no invented values. Recovered native filters keep Watering and crop-watering jobs separate and distinguish weapons from armor, including the six excluded fishing rods. Base-work bonuses require an actual base assignment, the recorded work or facility and any required counterpart at that base; party membership alone does not activate them. Any remaining identical rows with missing distinguishing filters are excluded from totals.
Data notes · Observed preset and rule source · Find a boss matchup →