Every Aniimo has its own Personality, shown as four MBTI style letters such as ESTJ. It is not flavor text: the four letters raise that individual's combat stats and its work efficiency at Homeland, so two Aniimo of the same species can end up suited to different jobs.
Personality is built from four axes, each with two opposite traits, so there are eight in total and an Aniimo carries exactly one from each axis. The bonuses of all four apply at the same time.
All 8 personalities at a glance
Here is the full list. Each personality gives a combat bonus and raises work efficiency at Homeland by 20%, but only at the facilities that match it. The rate is the same 20% for all eight; what changes is which facilities.
| Axis | Personality | Combat bonus | Homeland facilities (+20%) |
|---|---|---|---|
| E/I | Energetic | ATK +2%, BREAK +2% | Bouncy Brew Keg / Woodworking Bench |
| Instinctive | REGEN +4% | Phonolfactory Table / Dewy House | |
| S/N | Practical | DMG +4% | Claw Game Cooker / Chimney Kiln |
| Nimble | Crit Rate +5% | Jukebox Dryer / Blazing Stove / Floral Windmill | |
| T/F | Tenacious | P.DEF +6% | Carousel Mill / Simmering Pot |
| Faithful | M.DEF +6% | Joy Wheel Loom / Well / Starfall Hammock | |
| J/P | Judicious | HP +4% | Crafting Table / Tidewhisper Sandcastle / Nimbus Bed |
| Playful | DMG Reduction +4% | Mine / Pickling Jar |
In combat: which four letters to aim for
In combat the four letters are pure stats. The defensive traits give the largest single number (P.DEF and M.DEF at +6%), while the offensive side is split into smaller pieces: S is a flat +4% damage and N is +5% Crit Rate, which only pays off on an Aniimo that can crit in the first place.
| Role | Recommended | Combined effect |
|---|---|---|
| DPS | ESTJ | ATK +2%, BREAK +2% / DMG +4% / P.DEF +6% / HP +4% |
| ENTJ | ATK +2%, BREAK +2% / Crit Rate +5% / P.DEF +6% / HP +4% | |
| BREAK | ISTP | REGEN +4% / DMG +4% / P.DEF +6% / DMG Reduction +4% |
| INTP | REGEN +4% / Crit Rate +5% / P.DEF +6% / DMG Reduction +4% | |
| Heal | ISTJ | REGEN +4% / DMG +4% / P.DEF +6% / HP +4% |
| Support | ISTJ | REGEN +4% / DMG +4% / P.DEF +6% / HP +4% |
| INTJ | REGEN +4% / Crit Rate +5% / P.DEF +6% / HP +4% | |
| REGEN | ISTJ | REGEN +4% / DMG +4% / P.DEF +6% / HP +4% |
Read it as three baselines. DPS takes ATK, damage and durability. BREAK gives up the attack bonus for REGEN so it can keep casting skills. Heal, Support and REGEN take survivability and energy instead.
The recommendations are not decided one Aniimo at a time. Two rules reproduce every single one of them.
- Start from the baseline for that Aniimo Role (the table above).
- If the word crit appears anywhere in its skills or its trait, swap S for N.
That is why N shows up only on some Aniimo. Crit Rate +5% is worth nothing on an Aniimo with no way to use crits, so the flat damage of S is chosen instead. If you are deciding for an Aniimo not covered here, check its skills and trait for crit first.
Each Aniimo's own page shows its recommended personality together with the potential and held item to aim for. Full Aniimo index
A different personality to choose at Homeland

Combat is only half the picture: the same four letters also decide the bonus an Aniimo gives back at Homeland and which facilities it works best at. Before you settle a placement, check that its Homeland Abilities also match what the facility needs.
The recommended combat codes work out like this at Homeland.
| Code | Combat use | Homeland facilities (+20%) |
|---|---|---|
| ESTJ | DPS | Bouncy Brew Keg / Woodworking Bench / Claw Game Cooker / Chimney Kiln / Carousel Mill / Simmering Pot / Crafting Table / Tidewhisper Sandcastle / Nimbus Bed |
| ENTJ | DPS | Bouncy Brew Keg / Woodworking Bench / Jukebox Dryer / Blazing Stove / Floral Windmill / Carousel Mill / Simmering Pot / Crafting Table / Tidewhisper Sandcastle / Nimbus Bed |
| ISTP | BREAK | Phonolfactory Table / Dewy House / Claw Game Cooker / Chimney Kiln / Carousel Mill / Simmering Pot / Mine / Pickling Jar |
| INTP | BREAK | Phonolfactory Table / Dewy House / Jukebox Dryer / Blazing Stove / Floral Windmill / Carousel Mill / Simmering Pot / Mine / Pickling Jar |
| ISTJ | Heal / Support / REGEN | Phonolfactory Table / Dewy House / Claw Game Cooker / Chimney Kiln / Carousel Mill / Simmering Pot / Crafting Table / Tidewhisper Sandcastle / Nimbus Bed |
| INTJ | Support | Phonolfactory Table / Dewy House / Jukebox Dryer / Blazing Stove / Floral Windmill / Carousel Mill / Simmering Pot / Crafting Table / Tidewhisper Sandcastle / Nimbus Bed |

Every facility shows a recommended personality, and an Aniimo that matches it works there 20% more efficiently, so let the job decide. Aniimo you take into battle should follow the combat recommendations above, while Homeland workers should be matched to their facility rather than picked for fighting power.
Can Personality be changed?
Yes. The Personality panel has its own change button, so a Personality you do not want is not permanent.

The bottom row of the panel is the change button.
What it costs, and whether the result can be steered rather than rerolled at random, is not confirmed yet. We will test it and update this page.