The foundation of every growth decision in The Last Caretaker.
Last updated: September 2026
Every human you grow in The Last Caretaker is defined by a set of attributes. Each profession (human type) requires certain attributes to reach specific thresholds before the growth is considered complete. To plan efficiently, you need to understand what the attributes are, where they come from, how professions compare against them, and — most importantly — how diminishing returns change the math when you stack many copies of the same resource.
The game tracks fifteen attributes. For planning purposes it helps to group them by where they come from, because memories and food contribute to different sets:
This split is the single most important thing to understand: memories shape who a person is, while food shapes the body they grow into. A profession that demands high Leadership cannot be satisfied by stacking food alone, and a profession that demands high Strength cannot be reached with memories alone. Most professions require a mix, which is why a balanced inventory matters.
Each human type lists the attributes it cares about, the threshold each must reach, and a comparison rule that says how the threshold is applied. There are three comparison types:
Professions are also grouped into tiers 1 through 4, which broadly indicate difficulty. Lower tiers tend to have fewer and lower requirements; higher tiers demand more attributes at higher thresholds and often include exact-match rules that make them finicky to satisfy.
When you add a resource to a recipe, it contributes its attributes toward the profession's requirements. But the contribution is not linear. Each additional copy of the same resource contributes a little less than the one before it — this is diminishing returns.
The curve has a concrete shape. Each attribute grows one-for-one with the raw total you put in, but only up to a soft cap of 200. Past 200, the effective value stops climbing linearly and instead follows a power curve with an exponent of 0.6. In plain terms, once an attribute's raw total passes 200, every extra point you add is worth less than the one before it — and the further past 200 you go, the steeper that drop-off becomes. For example, doubling the raw total far above the cap adds only a small fraction of that increase to the effective value you actually use to meet a profession's requirement.
In practice this means that pouring a huge stack of a single memory or food into a recipe produces rapidly shrinking gains. The first few copies do most of the work; the twentieth copy may add almost nothing. Two consequences follow:
The calculator on this site applies the same diminishing-returns curve the game uses, so the recipes it suggests already account for this. Understanding the principle helps you judge why a suggested recipe looks the way it does — and why your own "just add more of the same" instinct often fails.
A good growth plan follows four steps:
For a deeper look at the resources themselves, continue to the Memories & Food Resource Guide. Ready to put it into practice? See the calculator walkthrough.