Agree or mitigate
When a rapport prompt appears, either Agree or Mitigate raises intimacy and harmony. The exact tone can shape personality, but both count as a response.
Care for the soul beside you
Learn what changes intimacy, how emotions and personality work, how to respond to your Anima, and what to do when she is injured or exhausted.
The central rule
Your Anima reacts to travel, battle, quests, party events, gifts, and your answers. Intimacy measures the relationship. Emotion describes the current reaction. Personality shifts more slowly across an activity and dependency grid, influencing how she behaves.
Keep her healthy, respond when she asks for guidance, and use gifts deliberately. These actions are easier to control than waiting for a particular random emotional event.
Relationship score
When a rapport prompt appears, either Agree or Mitigate raises intimacy and harmony. The exact tone can shape personality, but both count as a response.
Letting the prompt expire lowers intimacy. You also miss the harmony that agreeing or mitigating would have earned. If you are busy, respond before continuing a long pull or travel sequence.
A gift raises intimacy more than a single answer does, and a few regional gifts raise it further. Check the gift interaction before spending an item you need for equipment or a quest.
An Anima death applies an intimacy penalty. The penalty is steeper when she is already in resistance or refusal. Preventing the defeat is better than trying to repair the bond afterward.
Current reactions
Emotion events do not all occur at the same rate. A new area, a gift, a level-up, or a resurrection is the most likely to draw a reaction. Party death draws one less often. Commands and ordinary damage rarely do.
| Event | Common emotional direction | Care response |
|---|---|---|
| New area | Curiosity, sometimes love | Pause long enough to notice a prompt before moving on. |
| Resource, NPC, or animal | Curiosity | Pause long enough to notice a prompt before moving on. |
| New party member | Pleasure | Let the social event settle before zoning. |
| Strong enemy or taking damage | Fear | Move her out of danger and restore health. |
| Ally corpse | Fear or sadness | Respond, recover, and avoid another rushed pull. |
| Quest completion | Pleasure or delight | Watch for the rapport prompt after turn-in. |
| Level-up | Pleasure | Watch for the rapport prompt afterward. |
| Quest failure | Dislike or anger | Respond instead of allowing a timeout. |
| Owner death | Sadness | Recover both characters before continuing. |
| Party death | Anger | Stabilize the fight, then answer if prompted. |
| Resurrection | Love | Use the moment to reinforce the bond. |
The default emotion is curiosity. An emotional state can build in strength, and it fades with time. Emotion is a short-term state.
Long-term tendency
The personality panel is a grid. Its named regions include Baby, Vivid, Default, Coward, and Kind. Advice choices move the hidden activity value in different directions, while timed drift also changes dependency.
| Response posture | What it does |
|---|---|
| Most positive | Strong reassurance and a more dependent tendency. |
| Positive | Gentle reassurance with slower movement. |
| Careful | A measured answer that leans more independent. |
| Most careful | The strongest push toward an active, independent tendency. |
Personality is a trend across repeated responses and timed drift. Pick a consistent relationship style. A single answer should not be treated as a permanent personality lock.
Combat behavior
The behavior grid contains offensive, control, support, healing, protection, and aura profiles. Named tendencies include Attack, Debuff, Mesmerize, Jam, Assist, Heal, Protect, Aura, and Default.
Profession condition
Profession outcomes can influence activity. Good and poor results nudge it in opposite directions, and so do taming success and failure.
These are small shifts compared with the strongest advice responses. Use profession results as one part of the pattern.
Injury and exhaustion
Select your Anima and use compatible regenerative food or potions. The game also allows the player to heal her directly with appropriate abilities.
The Atrium and Room of Rest are natural recovery locations. Stop incoming damage before spending recovery items.
The game describes a defeated Anima as resting or stressed. That state lasts a while, and she keeps losing intimacy until it ends.
The optional Sacrifice of Star quest teaches the Anima Resurrection Potion. The game also points to the Atrium for recovery. Keep a recovery option available before dungeons.
Resistance and refusal are short states that follow strain. A death during either one costs far more intimacy than a death in normal condition. Do not force repeated dangerous actions when the relationship is already strained.
A repeatable care loop