Caps and categories
Why the game groups effects into categories, what a cap does, and where to read the live value.
reviewed 8 August 2026
What it is
The game groups effects into categories and gives each category a cap. It exists so that nothing stacks without limit: two effects in the same category contend for the same cap instead of adding up. The live value of each cap is in the game.
How I do it
The category is read on the esva sheet and the cap in the Register.
- Open the effects sheetthe esva in the party shows the active effects, one by one.in gameParty → esva sheet
- Read each effect categoryevery apparatus, flask or move effect falls into a declared category.
- Read the category capthe list of categories and caps sits in the Register.in gamePost → Register
- Swap what went past the capwhen the category sits at the cap, the extra effect becomes surplus and does not count; the swap is for another category.
In development
What is missing: the cap values do not appear on this page.
What already holds: the principle holds — a capped category, surplus that does not count — and where to read the live value: Post → Register.
What I get — and what it costs
What I get
category capthe per-category limit that stops effects from stacking endlessly.the cost is choice: inside a category, one effect takes the place of another.
What it costs
Surplus does not countthe part that goes past the cap is surplus and leaves the calculation.Origin does not bypass the categoryapparatus, flask and move fall into the same category when the effect is the same.No number herethis page publishes no cap; the screen table prevails.