Overview
FP is the combat resource in Beast of Reincarnation that fuels Koo's special abilities, known as Bloom Arts. Rather than recharging passively over time as companion abilities do in many action role-playing games, FP has to be actively earned through skilled play, which rewards aggressive, precise combat.
A note on the name: the interface labels this resource only as FP, and every official mention published since release does the same. The two-word expansion "Faith Points" comes from pre-release coverage and has no support in any post-launch material. Guides written since launch disagree about what the letters stand for, and none of the candidates is confirmed, so this wiki uses the abbreviation on its own and does not expand it anywhere in article text. The page title uses the abbreviation for the same reason.
The FP system ties directly into the game's parry mechanics. Emma builds FP by successfully parrying enemy attacks with precise timing, then spends them to command Koo. This creates a risk and reward loop where the player must read and counter attacks up close to bank the resource for powerful companion strikes.
How FP Works
FP is generated through combat actions. The most reliable method is parrying enemy attacks with precise timing. Each successful parry awards FP, and chaining parries together builds the resource more quickly. This encourages players to learn enemy attack patterns and engage actively rather than playing defensively, since a passive player will rarely have enough FP to call on Koo.
Once enough FP is banked, the player opens Koo's Command System to spend them. Opening the command menu slows time, allowing a tactical choice of which Bloom Art to unleash. Different Bloom Arts cost different amounts of FP, and more powerful abilities require a greater investment, so the player must decide whether to spend several smaller charges or save up for a single decisive art.
Because the resource sits at the intersection of Emma's defense and Koo's offense, FP rewards a rhythm of reading an attack, parrying it, and converting that successful defense into a companion strike. The system effectively turns good defensive play into offensive pressure, which is central to how combat is paced.
Raising Maximum FP
A character's maximum FP capacity is not fixed. Emma can raise her maximum FP and unlock additional Bloom Arts for Koo by spending Skill Points, which are earned from defeating enemies and bosses. Investing in FP capacity lets the player hold more charges at once and use higher-cost arts more often during a fight.
Strategic Use
Because FP takes active effort to generate, the player must balance offense and defense. Spending FP on a strong Bloom Art at the right moment can turn a difficult fight, but exhausting them too early can leave Emma without companion support when it is most needed. Managing this resource well is a key skill in mastering the game's combat, and it works alongside Emma's own Entanglement Gauge, which powers her plant-based abilities.
Against the giant boss malefacts known as Nushi, FP management becomes especially important. These fights are long and punishing, so banking FP through parries during a Nushi's aggressive phases and unleashing Koo when an opening appears is often the difference between progress and defeat. Some Bloom Arts can bind or stagger an enemy, creating windows for Emma to attack safely, which makes the timing of FP spending a tactical decision rather than a simple resource dump.
Equipment also interacts with FP. Certain Spirit Stones grant bonuses to specific Bloom Arts, and choosing stones that complement the arts a player relies on can stretch the value of each FP spent. Building around the arts that fit a given playstyle, then feeding them through consistent parrying, is the core of the companion-driven combat loop.
Where FP Comes From
Parrying is the reliable source, but it is not the only one. Several Spirit Stones convert other combat actions into FP, and two of Koo's skill nodes change the ceiling rather than the income. A build that leans on any of these can keep the command menu open far more often than a parry-only build.
Source | What it does |
|---|---|
Parry | The baseline. Each successful parry awards FP, and chained parries bank it quickly |
Entangled Parry, Dodge, Riposte, Counter | Each stone gives the matching action a chance to return both Entanglement Gauge and FP |
Entangled Combo | Reaching a set combo count returns gauge and FP; higher stone levels lower the combo needed |
Entangled Conquest and Entangled Assassination | Defeating an enemy in combat, or finishing one with an Assassination or Falling Assassination, returns gauge and FP |
Entanglement Increase | Exploiting an elemental weakness has a chance to return gauge and FP |
Sharpshooter | Hitting a weak point with a ranged weapon has a chance to return FP, which is the main way a ranged build keeps Koo fed |
Final Infusion | An Execution returns gauge and FP |
Entanglement Stone | Combat opens with FP and gauge already partly filled |
Photosynthesis | A Koo skill node that raises his FP ceiling rather than his income |
Mod: Sprig Sync | After a critical hit, the next skill costs only three FP |
Mod: Odd Appetite | Returns FP per hit against enemies suffering from corrosion |
Full Bloom
Holding FP has value on its own rather than only as spending power. Transcendent Bloom raises Bloom Art damage and stagger damage while the gauge is full, and two of Koo's mods key off the same state: Full Bloom Recovery restores health per hit while Full Bloom is active, and Full Bloom Crit turns every hit into a critical. A build using those wants to sit at full FP between spends rather than dumping every charge as it arrives.
Post-Launch Balance
Version 1.0.8 increased both the damage and the health recovery amounts on Bloom Arts, which raised the value of every point spent without changing how the resource is earned. The same patch made surrounding enemies stop attacking during Execution, Execution Assist, Assassination, and Assassination Assist animations, which indirectly protects the stones that pay FP out on those finishers.
Related Systems
System | Role |
|---|---|
Koo's companion skills, paid for with FP | |
Upgrade currency used to raise maximum FP and unlock Bloom Arts | |
Primary method of generating FP | |
Separate gauge that powers Emma's own plant-based skills | |
Time-slowing menu used to spend FP |