Numeric modifier
numeric_modifier accesses fields of your current modifiers, which are the sum of the individual modifier values (from modifiers.txt) for all of your current equipment. This is the same mechanism that lets mafia calculate a total item drop bonus, given that you have perhaps a weapon, an accessory, and a familiar that each have an item drop bonus.
Here is the current list of fields you can inquire about (but note that many of these have specific ASH functions for retrieving them, which would generally be better to use):
"Familiar Weight", "Monster Level", "Combat Rate", "Initiative", "Experience", "Item Drop", "Meat Drop", "Damage Absorption", "Damage Reduction", "Cold Resistance", "Hot Resistance", "Sleaze Resistance", "Spooky Resistance", "Stench Resistance", "Mana Cost", "Moxie", "Moxie Percent", "Muscle", "Muscle Percent", "Mysticality", "Mysticality Percent", "Maximum HP", "Maximum HP Percent", "Maximum MP", "Maximum MP Percent", "Melee Damage", "Ranged Damage", "Spell Damage", "Spell Damage Percent", "Cold Damage", "Hot Damage", "Sleaze Damage", "Spooky Damage", "Stench Damage", "Cold Spell Damage", "Hot Spell Damage", "Sleaze Spell Damage", "Spooky Spell Damage", "Stench Spell Damage", "Critical", "Fumble", "HP Regen Min", "HP Regen Max", "MP Regen Min", "MP Regen Max", "Adventures", "Familiar Weight Percent", "Melee Damage Percent", "Ranged Damage Percent", "Stackable Mana Cost", "Hobo Power", "Base Resting HP", "Resting HP Percent", "Bonus Resting HP", "Base Resting MP", "Resting MP Percent", "Bonus Resting MP"
There is also a 2-parameter version of numeric_modifier, that lets you inquire about a modifier value from a specific item/effect/outfit/etc., whether or not you have it equipped at the moment. For example, numeric_modifier($item[Hobo fortress blueprints], "Base Resting MP") would return 85.