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Because understanding these stats relies on understanding the game's code, the information on this page may be incomplete or incorrect. If you have information about hidden stats, edit this page or discuss it on the talk page!
An explanation of Amicability and Trust from the How To Play menu.

An explanation of Amicability and Trust from the How To Play menu.

Gnosia has several hidden stats that help determine the actions and general playstyle of the characters the player will encounter throughout the game. Many of these are altered within a loop in response to the flow of discussion and the use of skills, and some can be modified by dialogue choices made in events.

Unlike abilities, these stats are not made visible to the player in any way. Amicability, Trust, and Hate are brought up in the game's How To Play guide, while Love and the attributes of NPCs are not referenced anywhere in the game. Love was, however, discussed openly in an 2019 interview with producer Toru Kawakatsu.[1]

Amicability[]

Amicability, occasionally referred to as Likeability[2], is a defensive stat that serves as a measure of how much characters like one another. Its value ranges from -1 to 1, with -1 indicating a strong dislike and 1 indicating a strong affinity.[3] Performance attacks this stat, while Charm lowers the rate at which it decreases. This stat determines your Friend and Detractor on the Data Reference menu: your Friend is the character you have the highest Amicability with, while your Detractor is the one you have the lowest Amicability with.

Small Talk can increase a character's Amicability with those who join in, but can also lower their Amicability with more serious characters. Visiting a character at night will increase your Amicability with them a little bit, and certain dialogue choices made during events can raise or lower your Amicability with a character as well.

Trust[]

Trust is a defensive stat that serves as a measure of how much characters trust one another - specifically whether or not characters trust that other characters are or aren't likely to be an enemy role. Its value ranges from 0 to 1, with 0 indicating strong distrust and 1 indicating strong trust.[3] Logic attacks this stat, while Charm lowers the rate at which it decreases. Those on Guard DutyGuard Duty and who have been declared Definite Human are highly trusted, but it is worth noting that Trust alone won't save a character during the discussion: without any Amicability, a character may not be listened to, collaborated with, saved by the Guardian AngelGuardian Angel, or spared by the GnosiaGnosia.

Like Amicability, Trust levels can be altered by certain dialogue choices made in events, though this is less common than modifications to Amicability. There are two types of Trust internally - "Inside Trust" and "Persona Trust".[4][5]

Hate[]

An explanation of Hate from the How To Play menu.

An explanation of Hate from the How To Play menu.

Hate is a measure of how much attention a given character has received; high Hate typically indicates a character has spoken up too much and can lead to them being targeted by the GnosiaGnosia or told to Shut Up. Contrary to what the name would imply, having too little Hate is just as much of a problem as having too much; a low amount of Hate indicates a character is avoiding speaking up at all, which causes other characters to suspect them and lose Trust with them. Stealth helps control the rate at which a character gains Hate.

Using powerful skills will accrue significantly more Hate than making simple statements and additions. Misusing Definite Human and Definite Enemy will accrue large amounts of Hate as well. The Small Talk skill can help lower Hate so long as it doesn't get stopped prematurely. Hate can also occasionally be modified through dialogue choices in events.

Love[]

See also: Love

Love is a hidden stat that persists across loops. All characters have base Love values toward one another, indicating their general opinion about others.[6] Base Love values toward the player are modified by the sex and color the player selects for themself at character creation[7] and can be modified through various dialogue options and gameplay decisions.[4]

Love serves to modify Amicability; when Amicability values are generated between all of the characters, half of their Love values are added onto the final result.[4] Having a high Love value with another character will therefore make them have high Amicability more often, making the accrual of Love an important part of progression.

For more information on base Love levels and the various ways to modify Love, see the Love page.

NPC Attributes[]

Each of the NPCs have a set of additional stats that seem to modify their behavior during the debates, determining things like their skill usage.[8] A list of these values is below:

Character Playful Social Logic Neat Desire Courage
Setsu 0.33 0.67 0.69 0.64 0.01 0.73
Gina 0.32 0.4 0.6 0.46 0.47 0.82
SQ 0.94 0.72 0.23 0.11 0.88 0.22
Raqio 0.75 0.77 0.99 0.01 0.33 0.93
Stella 0.1 0.56 0.65 0.84 0.91 0.41
Shigemichi 0.43 0.62 0.27 0.93 0.4 0.84
Chipie 0.8 0.45 0.11 0.81 0.82 0.5
Comet 0.99 0.91 0.01 0.77 0.72 0.81
Jonas 0.61 0.73 0.61 0.53 0.74 0.67
Kukrushka 0.33 0.24 0.25 0.73 0.65 0.86
Otome 0.64 0.4 0.73 0.99 0.17 0.56
Sha-Ming 0.87 0.86 0.46 0.18 0.77 0.01
Remnan 0.07 0.1 0.46 0.89 0.06 0.28
Yuriko 0.67 0.39 0.5 0.23 0.99 0.64

Playful[]

The full details of Playful's use are currently unclear, but it factors into the likelihood that someone will initiate a collaboration[9] and whether someone gains or loses Amicability with a character who uses Small Talk.[10]

Social[]

The full details of Social's use are currently unclear, but it factors into the likelihood that someone will initiate a collaboration.[9] Initiating Say You're Human requires high Courage and Social, as well as low Logic and Desire.[11]

Logic[]

Also colloquially known as Smart, the Logic attribute is not tied to the Logic ability: some characters with a low Logic ability have a comparatively high Logic attribute, so there doesn't appear to be a strict connection. The full details of Logic's use are currently unclear, but it factors into what Doubt type is chosen[12] and the likelihood one initiates a collaboration.[9] Initiating Say You're Human requires high Courage and Social, as well as low Logic and Desire[11]

Neat[]

The full details of Neat's uses are currently unclear, but it seems to correspond to kindness and selflessness, determining how liable a character is to Cover others or object to skills like Freeze All and Vote.[13] The higher a character's Neat, the more Amicability they'll gain with someone who uses Regret.[10]

Desire[]

Desire seems to dictate how much a character cares about surviving and how much attention they pay to their Hate. Higher Desire causes a character to be more likely to act if they have low average Trust from the others and increases a character's willingness to throw their fellow GnosiaGnosia under the bus.[14] It also impacts how much Amicability someone loses toward someone who rejects their use of Seek Help[10] and may influence the likelihood that someone accepts a collaboration.[15] Initiating Say You're Human requires high Courage and Social, as well as low Logic and Desire.[11]

Courage[]

The full details of Courage's uses are unclear. It's possible that it has something to do with a character's readiness to use skills that accrue large amounts of Hate and/or the likelihood they'll reveal their role/Step Forward, including fake claiming. Initiating Say You're Human requires high Courage and Social, as well as low Logic and Desire.[11]

References[]

Navigation[]

Gameplay
Basics GameplayRolesAbilitiesHidden Stats (Love) • Skills (Definite HumanDefinite Enemy) • ExperienceD.Q.O.
Progression LoopsNotesEventsLoop EndingsNormal EndingTrue Ending
Misc. List of glitches and errorsRevenge of Time ClamAchievementsVersion History
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