Attribute reference
One shape. Nine stats.
score
0 to 100
The normalized value. Same scale for every player and source.
tier
low / mid / high
A coarse bucket for simple branching.
state
label
The attribute's current condition, for example whether today's value is ready.
trend
rising / steady / falling
Direction over recent days. Useful for rewards and streaks.
const { readiness, rest, exertion } = attributes
if (readiness.tier === "high") difficulty = "hard"
fogDensity = (100 - rest.score) / 100
if (exertion.trend === "rising") loot.addBonusChest()Daily
Recalculated every day.Readiness
readinessComposite daily score. Good driver for difficulty and regen.
Rest
restDaily recovery score. Suits atmosphere, fog, fatigue effects.
Exertion
exertionDaily effort score. Suits XP, loot and reward bonuses.
Discipline
disciplineConsistency score. Suits streaks and long-run unlocks.
Slow-moving
Shift over weeks, like real training.Stamina
staminaSlow-moving. Suits sprint length, stamina pools, regen.
Power
powerSlow-moving. Suits carry weight, melee damage.
Mobility
mobilitySlow-moving. Suits movement speed, climbing, dodge.
Balance
balanceSlow-moving. Suits stability, recoil, fall damage.
Constitution
constitutionSlow-moving. Suits health pools and resistances.
Never in the payload
Heart rate, HRV, sleep or wake times, weight, distance, timestamps, or any player identity.
Scores are game attributes, not health advice.
Developer access