Stoneshard Wiki

Attribute dictionary

Für diesen Artikel gibt es noch keine Übersetzung in der gewählten Sprache. Unten erscheint englischer Text; verfügbare offizielle Namen bleiben lokalisiert.

Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.

Inhalt

Reading this dictionary

Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.

Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.

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254 / 254 entries

Health and Energy

GesundheitHealthMechanics explained
#

Game detail

Wieviel Schaden du erleiden kannst, bevor du stirbst.

Code-reviewed mechanics

How this value works
Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
HP
Max. GesundheitMax HealthMechanics explained
#

Game detail

Wieviel Schaden du erleiden kannst, bevor du stirbst.

Code-reviewed mechanics

How this value works
Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
max_hp
GesundheitsregenerationHealth RestorationMechanics explained
#

Game detail

Die Rate deiner passiven Gesundheitsregeneration.
Je höher, umso öfter geschieht die Regeneration.Standardmäßig werden 5 % max. Gesundheit pro Tick wiederhergestellt.Wenn du dich im Kampf befindest, stoppt die Regeneration vorübergehend.

Code-reviewed mechanics

How this value works
Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Health_Restoration
HeilungseffizienzHealing EfficiencyMechanics explained
#

Game detail

Der Koeffizient für die Wiederherstellung der Gesundheit, egal aus welcher Quelle.

Code-reviewed mechanics

How this value works
The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
What changes it
Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Healing_Received
GesundheitswiederherstellungHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Max. GesundheitsschwelleMax Health ThresholdMechanics explained
#

Game detail

Die max. Schwelle bis zu der du deine Gesundheit wiederherstellen kannst.Negativ beeinflusst durch Schäden an deinen Körperteilen und Verletzungen.

Code-reviewed mechanics

How this value works
The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Health_Threshold
EnergieEnergyMechanics explained
#

Game detail

Die Ressource, die für die Nutzung von Fähigkeiten und die Durchführung anderer Aktionen, wie z. B. Schwimmen, verbraucht wird.

Code-reviewed mechanics

How this value works
Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
MP
Max. EnergieMax EnergyMechanics explained
#

Game detail

Die Ressource, die für die Nutzung von Fähigkeiten und die Durchführung anderer Aktionen, wie z. B. Schwimmen, verbraucht wird.

Code-reviewed mechanics

How this value works
Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
max_mp
EnergieregenerationEnergy RestorationMechanics explained
#

Game detail

Die Rate deiner passiven Energieregeneration.
Je höher, umso öfter geschieht die Regeneration.Standardmäßig werden 5 % max. Energie pro Tick wiederhergestellt.

Code-reviewed mechanics

How this value works
Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
MP_Restoration
EnergieauffüllungEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Maximale EnergieMax Energy ThresholdMechanics explained
#

Game detail

Die max. Schwelle, bis zu der du deine Energie wiederherstellen kannst.Negativ beeinflusst durch die Erschöpfung des Charakters.

Code-reviewed mechanics

How this value works
The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Max_Energy_Threshold
Erlittener SchadenDamage TakenMechanics explained
#

Game detail

Der Gesamtschaden aus allen Quellen.
Wird nach Schutz und Resistenzen wirksam.

Code-reviewed mechanics

How this value works
Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Damage_Received
Reflektierter SchadenDamage ReflectionOfficial description
#

Game detail

Der Prozentsatz des ursprünglichen Schadens, der an Gegner im Nahkampf zurückgegeben wird.

Change sources and calculation notes remain to be documented.

Damage_Returned
LebensabzugLife DrainOfficial description
#

Game detail

Der prozentuale Angriffsschaden, den du als Gesundheit erhältst.

Change sources and calculation notes remain to be documented.

Lifesteal
EnergieabzugEnergy DrainOfficial description
#

Game detail

Der prozentuale Angriffsschaden, den du als Energie erhältst.

Change sources and calculation notes remain to be documented.

Manasteal
EnergieabzugEnergy DrainOfficial description
#

Game detail

Der prozentuale Angriffsschaden, den du als Energie erhältst.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
SchutzProtectionMechanics explained
#

Game detail

Die Menge an Schaden, die von bestimmten Körperteilen bei einem Treffer absorbiert wird.
Wird vor Resistenzen wirksam.Der Schutz ist 33 % weniger effektiv gegen Magie- und Naturschaden.

Code-reviewed mechanics

How this value works
Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
DEF
KopfschutzHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
KörperschutzBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
ArmschutzArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
BeinschutzLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
StandhaftigkeitFortitudeOfficial description
#

Game detail

Beeinflusst die Dauer der erhaltenen negativen physischen, mentalen und einiger anhaltender Effekte sowie den Schaden über Zeit, der von Blutung, Vergiftung, Verbrennung und Säurebad erlitten wird.Reduziert außerdem den Verlust von Moral und Verstand.Höchstmöglicher Wert: 50 %

Change sources and calculation notes remain to be documented.

Fortitude
GesundheitswiederherstellungHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
EnergiewiederherstellungEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
SchwimmkostenSwimming CostDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

APSPOfficial description
#

Game detail

Attributpunkte (AP) werden zum Erhöhen deiner primären Attribute verwendet.Du bekommst 1 AP bei Levelaufstieg.

Change sources and calculation notes remain to be documented.

AP
FPAPOfficial description
#

Game detail

Fähigkeitspunkte (FP) dienen dem Erlernen neuer Fähigkeiten und Zaubersprüche.
Du erhältst 1 FP bei Levelaufstieg.

Change sources and calculation notes remain to be documented.

SP
StufeLevelOfficial description
#

Game detail

Jeder Aufstieg um ein Level gewährt deinem Charakter 1 Attributpunkt und 1 Fähigkeitspunkt.
Max. Charakterlevel: 30.

Change sources and calculation notes remain to be documented.

LVL
ErfahrungExperienceOfficial description
#

Game detail

Die Erfahrungspunkte, die dein Charakter gesammelt hat.

Change sources and calculation notes remain to be documented.

XP
Erhaltene ErfahrungExperience GainOfficial description
#

Game detail

Der Koeffizient der Erfahrung aus sämtlichen Quellen.

Change sources and calculation notes remain to be documented.

Received_XP

Primary attributes

StärkeStrengthOfficial description
#

Game detail

Stärke wirkt sich auf deine primären Kampffähigkeiten aus.Darüber hinaus erhöht sie deinen unbewaffneten Schaden und wirkt sich auf die Reichweite und krit. Chance geworfener Gegenstände aus.Jeder Punkt Stärke gewährt +1,5 % Waffenschaden, +1,5 % Blockchance und +1 Blockkraft.Das Erreichen einer Schwelle von 15, 20, 25 und 30 Punkten gewährt außerdem: +7,5 % Schaden gegen Körperteile
+10 % krit. Effizienz
+15 % RüstungsschadenStärke kann max. 30 Punkte betragen.

Change sources and calculation notes remain to be documented.

STR
BeweglichkeitAgilityOfficial description
#

Game detail

Beweglichkeit beeinflusst deine Geschicklichkeit im Kampf.Darüber hinaus erhöht sie die Chance, Fallen zu entschärfen und wirkt sich auf den Schaden, die Genauigkeit und die Patzerchance geworfener Gegenstände aus.Jeder Punkt von Beweglichkeit gewährt +1,5 % Konterchance und -1,5 % Patzer- und Fehlschlagchance.Das Erreichen einer Schwelle von 15, 20, 25 und 30 Punkten gewährt außerdem: +5 % Ausweichchance
+2,5 % Hand-Effizienz
+7,5 % BewegungsresistenzBeweglichkeit kann max. 30 Punkte betragen.

Change sources and calculation notes remain to be documented.

AGL
WahrnehmungPerceptionOfficial description
#

Game detail

Wahrnehmung erlaubt dir, Gefahren früher zu erkennen und hilft dir, präzise Angriffe auszuführen.Darüber hinaus wirkt sie sich auf die Genauigkeit und krit. Chance geworfener Gegenstände aus.Jeder Punkt von Wahrnehmung gewährt +1,5 % Genauigkeit und +1,5 % Rüstungsdurchdringung für Angriffe und Zaubersprüche.Das Erreichen einer Schwelle von 15, 20, 25 und 30 Punkten gewährt außerdem: +5% Sicht
+5% Bonusreichweite
+5 % krit. und WunderchancenWahrnehmung kann max. 30 Punkte betragen.

Change sources and calculation notes remain to be documented.

PRC
VitalitätVitalityOfficial description
#

Game detail

Vitalität beeinflusst deine Ausdauer und deine Überlebensfähigkeit.Jeder Punkt an Vitalität gewährt +4 max. Energie und +2 % Energieregeneration.Das Erreichen einer Schwelle von 15, 20, 25 und 30 Punkten gewährt außerdem: +15 max. Gesundheit
+2,5 % Blockkraftregenerierung
+7,5 % Kontrollresistenz Vitalität kann max. 30 Punkte betragen.

Change sources and calculation notes remain to be documented.

Vitality
WillenskraftWillpowerOfficial description
#

Game detail

Willenskraft macht Notlagen und Miseren erträglicher.Jeder Punkt an Willenskraft gewährt -1,5 % Abklingdauer und -1,5 % Energiekosten für Fähigkeiten.Das Erreichen einer Schwelle von 15, 20, 25 und 30 Punkten gewährt außerdem: +7,5 % Magiekraft
+7,5 % Schmerzresistenz
+7,5 % StandhaftigkeitWillenskraft kann max. 30 Punkte betragen.

Change sources and calculation notes remain to be documented.

WIL

Combat attributes

Haupthand-SchadenMain Hand DamageOfficial description
#

Game detail

Der verursachte Schaden mit der Waffe in deiner Haupthand.

Change sources and calculation notes remain to be documented.

DMG
Nebenhand-SchadenOff-Hand DamageOfficial description
#

Game detail

Der verursachte Schaden mit der Waffe in deiner Nebenhand.

Change sources and calculation notes remain to be documented.

OFFDMG
WaffenschadenWeapon DamageOfficial description
#

Game detail

Der Koeffizient des physischen Schadens, der durch deine Angriffe verursacht wird.

Change sources and calculation notes remain to be documented.

Weapon_Damage
GenauigkeitAccuracyMechanics explained
#

Game detail

Die Chance, mit einem Schlag oder Schuss zu treffen.Eine Genauigkeit über 100 % reduziert die Ausweichchance des Ziels.Fernkampfwaffen erhalten -2 % Genauigkeit für jedes Feld Entfernung zum Ziel.Bögen erhalten außerdem -50 % und -25 % Genauigkeit, wenn sie auf Ziele innerhalb von 1 bzw. 2 Feldern schießen.Angriffsfähigkeiten haben eine integrierte Treffsicherheit von +4 % Genauigkeit.

Code-reviewed mechanics

How this value works
Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Hit_Chance
Krit. ChanceCrit ChanceMechanics explained
#

Game detail

Die Chance, mit einem Angriff Bonusschaden zu verursachen, der je nach Waffentyp mit einem zusätzlichen Effekt ausgestattet ist.

Code-reviewed mechanics

How this value works
Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
CRT
Krit. EffizienzCrit EfficiencyOfficial description
#

Game detail

Der Koeffizient des Bonusschadens, der durch kritische Angriffe verursacht wird.

Change sources and calculation notes remain to be documented.

CRTD
BlockchanceBlock ChanceMechanics explained
#

Game detail

Die Chance, einen Nahkampfangriff zu blocken, und dabei den Schaden zu verringern oder zu verhindern.
Trägst du einen Schild, kannst du außerdem physische und magische Geschosse blocken.

Code-reviewed mechanics

How this value works
The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
PRR
BlockkraftBlock PowerMechanics explained
#

Game detail

Die aktuelle und maximale Menge an Schaden, die durch Blockieren absorbiert werden kann.Die Blockkraft vermindert sich mit jedem erfolgreichen Block und erholt sich jede Runde um einen gewissen Wert.Das Blocken von Magie- und Naturschaden durch Nahkampfangriffe ist 33 % weniger effektiv.Die Basis-Blockkraft hängt von der Stärke des Charakters ab.

Code-reviewed mechanics

How this value works
Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Block_Power
BlockkraftregenerierungBlock Power RecoveryOfficial description
#

Game detail

Der Prozentsatz an max. Blockkraft, die mit jeder Runde wiederhergestellt wird.

Change sources and calculation notes remain to be documented.

Block_Recovery
KonterchanceCounter ChanceOfficial description
#

Game detail

Die Chance, einen freien Schlag auszuführen, nachdem du einen Nahkampfangriff erlitten hast.Jeder Gegner kann nur einmal pro Runde gekontert werden.

Change sources and calculation notes remain to be documented.

CTA
AusweichchanceDodge ChanceMechanics explained
#

Game detail

Die Chance, einem erfolgreichen Nahkampfangriff teilweise auszuweichen und ihn in einen Patzer zu verwandeln, oder einem verpatzten Nahkampfangriff vollständig auszuweichen und seinen Schaden vollständig zu neutralisieren.Ausweichchance ist halb so effektiv gegen physische und magische Geschosse, aber ein erfolgreiches Ausweichen neutralisiert ihren Schaden vollständig.Eine negative Ausweichchance erhöht die Genauigkeit gegnerischer Angriffe.

Code-reviewed mechanics

How this value works
The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
EVS
PatzerchanceFumble ChanceMechanics explained
#

Game detail

Die Chance, mit einem Angriff halbierten Schaden zu verursachen.
Negativ beeinflusst durch Zweiwaffenkampf.Fernkampfwaffen erhalten +2 % Patzerchance für jedes Feld Entfernung zum Ziel.Die Chancen für Betäubung, Benommenheit, Rückschlag, Immobilisierung, Taumeln und Blutung werden bei Patzern auf Null gesetzt.Wenn du einen Fernkampfangriff verpatzt, erhöht sich die Chance, dass Munition beim Auftreffen auf das Ziel zerbricht.Angriffsfähigkeiten haben eine integrierte Chance -4 % Patzerchance.

Code-reviewed mechanics

How this value works
Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
FMB
Schlossknacken & EntschärfenLock-picking & DisarmingOfficial description
#

Game detail

Die Chance, erfolgreich ein Schloss zu knacken, oder eine Falle zu entschärfen.

Change sources and calculation notes remain to be documented.

Savvy
SchleichenStealthOfficial description
#

Game detail

Die Effektivität im Schleichmodus. [In der Beta nicht verfügbar]

Change sources and calculation notes remain to be documented.

STL
Max. SichtMax VisionOfficial description
#

Game detail

Deine maximale Sichtweite.

Change sources and calculation notes remain to be documented.

VSN
SichtVisionOfficial description
#

Game detail

Deine aktuelle Sichtweite.In dunklen Gegenden kann dein Charakter erleuchtete Felder außerhalb der Sichtweite sehen, wenn sie sich innerhalb der max. Sichtweite befinden.

Change sources and calculation notes remain to be documented.

currentVSN
BonussichtBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
BonusreichweiteBonus RangeOfficial description
#

Game detail

Ändert die Distanz deiner Fernkampfangriffe und bestimmter Zaubersprüche.

Change sources and calculation notes remain to be documented.

Bonus_Range
ReichweiteRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
ReichweiteRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Haupthand-EffizienzMain Hand EfficiencyOfficial description
#

Game detail

Hand-Effizienz beeinflusst die offensiven Eigenschaften einer Waffe in der jeweiligen Hand.Negativ beeinflusst durch Zweiwaffenkampf.

Change sources and calculation notes remain to be documented.

Mainhand_Efficiency
Nebenhand-EffizienzOff-Hand EfficiencyOfficial description
#

Game detail

Hand-Effizienz beeinflusst die offensiven Eigenschaften einer Waffe in der jeweiligen Hand.Negativ beeinflusst durch Zweiwaffenkampf.

Change sources and calculation notes remain to be documented.

Offhand_Efficiency
Krit. VermeidungCrit AvoidanceMechanics explained
#

Game detail

Die Chance, einen kritischen Angriff zu vermeiden, indem du ihn in einen normalen Angriff verwandelst.Negative krit. Vermeidung erhöht die Wahrscheinlichkeit, kritische Angriffe zu erleiden.

Code-reviewed mechanics

How this value works
The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Crit_Avoid

Further combat attributes

Verursachter LärmNoise ProducedOfficial description
#

Game detail

Die Stärke des Lärms, den deine Aktionen verursachen.

Change sources and calculation notes remain to be documented.

Noise_Produced
KörperteilschadenBodypart DamageOfficial description
#

Game detail

Der Bonusschaden, den du an Körperteilen deiner Gegner verursachst.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
RüstungsschadenArmor DamageOfficial description
#

Game detail

Der Bonusschaden, den du der Rüstung deiner Gegner zufügst.

Change sources and calculation notes remain to be documented.

Armor_Damage
RüstungsdurchdringungArmor PenetrationMechanics explained
#

Game detail

Der Prozentsatz des gegnerischen Schutzes, der durch deine Angriffe ignoriert wird.

Code-reviewed mechanics

How this value works
Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Armor_Piercing
Genauigkeit (Zaubersprüche)Spell AccuracyOfficial description
#

Game detail

Die Grundchance für Zaubergeschosse, ihr Ziel zu treffen.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Rüstungsdurchdringung (Zaubersprüche)Spell Armor PenetrationMechanics explained
#

Game detail

Der Prozentsatz des gegnerischen Schutzes, der durch deine Zaubersprüche ignoriert wird.

Code-reviewed mechanics

How this value works
The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Spell_Armor_Piercing
BlutungschanceBleed ChanceOfficial description
#

Game detail

Die Chance, bei einem Körperteil eine Blutung zu verursachen, nachdem du ihn mit einem Angriff getroffen hast.Blutung verursacht Schaden über Zeit und reduziert allmählich den Gesundheitszustand des betroffenen Körperteils.

Change sources and calculation notes remain to be documented.

Bleeding_Chance
RückstoßchanceKnockback ChanceOfficial description
#

Game detail

Die Chance, dass einer deiner Angriffe sein Ziel ein Feld zurückstößt.Das Zurückstoßen eines Gegners gegen ein besetztes Feld fügt Schmetterschaden zu und hat eine Chance, den Gegner 1 Runde lang benommen zu machen.

Change sources and calculation notes remain to be documented.

Knockback_Chance
BenommenheitschanceDaze ChanceOfficial description
#

Game detail

Die Chance, dass ein Angriff einen Gegner benommen macht. Benommenheit hindert betroffene Ziele daran, Fähigkeiten einzusetzen.

Change sources and calculation notes remain to be documented.

Daze_Chance
BetäubungschanceStun ChanceOfficial description
#

Game detail

Die Chance, dass ein Angriff einen Gegner betäubt.Betäubung zwingt betroffene Ziele, eine Runde auszusetzen.

Change sources and calculation notes remain to be documented.

Stun_Chance
ImmobiliesierungschanceImmobilization ChanceOfficial description
#

Game detail

Die Chance, dass ein Angriff einen Gegner immobilisiert.Immobilisierung verhindert, dass sich Ziele auf andere Felder bewegen.

Change sources and calculation notes remain to be documented.

Immob_Chance
TaumelchanceStagger ChanceOfficial description
#

Game detail

Die Chance, dass deine Angriffe ihr Ziel zum Taumeln bringen.Taumeln führt zu erheblichen Abzügen bei vielen offensiven und defensiven Werten.

Change sources and calculation notes remain to be documented.

Stagger_Chance
BewegungsresistenzMove ResistanceOfficial description
#

Game detail

Die Chance, Rückstoß, Ziehen, Immobilisierung und Taumeln von gegnerischen Angriffen und Fähigkeiten auszuweichen.

Change sources and calculation notes remain to be documented.

Knockback_Resistance
KontrollresistenzControl ResistanceOfficial description
#

Game detail

Die Chance, Betäuben, Benommenheit und Verwirrung von gegnerischen Angriffen und Fähigkeiten zu vermeiden.

Change sources and calculation notes remain to be documented.

Stun_Resistance
BlutungsresistenzBleed ResistanceOfficial description
#

Game detail

Die Chance, Blutungen von gegnerischen Angriffen und Fähigkeiten zu vermeiden.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Energiekosten für ZaubersprücheSpells Energy CostMechanics explained
#

Game detail

Der Modifikator der für Zaubersprüche benötigten Energie.

Code-reviewed mechanics

How this value works
Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Spells_Energy_Cost
Energiekosten für FertigkeitenSkills Energy CostMechanics explained
#

Game detail

Der Modifikator der für Fertigkeiten benötigten Energie.

Code-reviewed mechanics

How this value works
Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Skills_Energy_Cost
Energiekosten für FähigkeitenAbilities Energy CostMechanics explained
#

Game detail

Der Koeffizient für die für Fertigkeiten und Zaubersprüche benötigte Energie.Kleinstmöglicher Wert: 25 %

Code-reviewed mechanics

How this value works
A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Abilities_Energy_Cost
AbklingdauerCooldowns DurationMechanics explained
#

Game detail

Der Koeffizient für die Zeit, die du brauchst, um alle deine Fähigkeiten aufzufrischen.Negativ beeinflusst durch Zweiwaffenkampf.

Code-reviewed mechanics

How this value works
The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Cooldown_Reduction

Damage types

SchnittschadenSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
StichschadenPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
SchmetterschadenCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
ReißschadenRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
FrostschadenFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
SchockschadenShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
SchockschadenShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
GiftschadenPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
FeuerschadenFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
SäureschadenCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Arkaner SchadenArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Unheiliger SchadenUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Heiliger SchadenSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Psionischer SchadenPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Purer SchadenPure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

Phys. ResistenzPhysical ResistanceMechanics explained
#

Game detail

Der Prozentsatz der Verringerung für alle physischen Schäden, die du erleidest: Schneiden, Stiche, Schmettern und Reißen.

Code-reviewed mechanics

How this value works
Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Physical_Resistance
NaturresistenzNature ResistanceMechanics explained
#

Game detail

Der Prozentsatz der Verringerung für alle Naturschäden, die du erleidest: Feuer, Frost, Schock, Gift, und Säure.

Code-reviewed mechanics

How this value works
Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Nature_Resistance
MagieresistenzMagic ResistanceMechanics explained
#

Game detail

Der Prozentsatz der Verringerung für alle Magieschäden, die du erleidest: Arkan, ~ur~Unheilig~/~, Heilig, und Psionisch.

Code-reviewed mechanics

How this value works
Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Magic_Resistance
SchnittresistenzSlashing ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Schnittschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
StichresistenzPiercing ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Stichschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
SchmetterresistenzCrushing ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Schmetterschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
ReißresistenzRending ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Reißschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Rending_Resistance
FeuerresistenzFire ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Feuerschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Fire_Resistance
FrostresistenzFrost ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Frostschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Frost_Resistance
SchockresistenzShock ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Schockschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Shock_Resistance
SäureresistenzCaustic ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Säureschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
GiftresistenzPoison ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten Giftschadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Arkane ResistenzArcane ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten arkanen Schadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Unheilig-ResistenzUnholy ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten ~ur~unheiligen Schadens~/~, den du erleidest.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Heilig-ResistenzSacred ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten heiligen Schadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Psionik-ResistenzPsionic ResistanceOfficial description
#

Game detail

Prozentuale Verringerung des gesamten psionischen Schadens, den du erleidest.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Psionik-ResistenzPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status and effect attributes

verursacht SchadenDeals DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage_Self
verursacht SchnittschadenDeals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
verursacht StichschadenDeals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
verursacht SchmetterschadenDeals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
verursacht ReißschadenDeals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
verursacht GiftschadenDeals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
verursacht FeuerschadenDeals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
verursacht SäureschadenDeals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
verursacht FrostschadenDeals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
verursacht SchockschadenDeals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
verursacht arkanen SchadenDeals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
verursacht unheiligen SchadenDeals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
verursacht heiligen SchadenDeals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
verursacht psionischen SchadenDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
verursacht psionischen SchadenDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage_Self

Health and survival

SchmerzgrenzePain LimitMechanics explained
#

Game detail

Der max. Schmerz, den dein Charakter erleiden kann.Je geringer die Gesundheit, desto höher die Schmerzgrenze.

Code-reviewed mechanics

How this value works
Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Limit
HungerMechanics explained
#

Game detail

Gibt an, wie hungrig dein Charakter ist.
Erhöht sich mit der Zeit, je nach deiner Aktivität und deinen Aktionen.Wenn der Hunger (25 + threshold bonus) %, (50 + threshold bonus) % und (75 + threshold bonus) %, erreicht, führt das zu negativen Effekten.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger
SchmerzPainMechanics explained
#

Game detail

Gibt an, wie stark der Schmerz deines Charakters ist.
Verstärkt sich durch Schaden und Verletzungen.
Das Schmerzmaximum hängt von der Gesundheit deines Charakters ab.Wenn der Schmerz (25 + threshold bonus) %, (50 + threshold bonus) % und (75 + threshold bonus) %, erreicht, führt das jeweils zu negativen Effekten.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain
DurstThirstMechanics explained
#

Game detail

Gibt an, wie durstig dein Charakter ist.
Erhöht sich mit der Zeit, je nach Aktivität und deinen Aktionen.Wenn der Durst (25 + threshold bonus) %, (50 + threshold bonus) % und (75 + threshold bonus) %, erreicht, führt das zu negativen Effekten.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirsty
VergiftungIntoxicationMechanics explained
#

Game detail

Gibt an, wie vergiftet dein Charakter ist.
Dies ist ein häufiger Nebeneffekt von Alkohol, Drogen, diversen Kräutern und Medikamenten.Wenn der Wert (25 + threshold bonus) %, (50 + threshold bonus) % und (75 + threshold bonus) %, erreicht, führt das zu negativen Effekten.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Wild Hunt bonus

Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.

Code-reviewed mechanics

How this value works
The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Intoxication
ImmunitätImmunityMechanics explained
#

Game detail

Resistenz gegen zahlreiche Krankheiten.
Beeinflusst auch die Geschwindigkeit der passiven Erholung von Vergiftung.

Code-reviewed mechanics

How this value works
Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Immunity
ImmunitätsveränderungImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoralMoraleMechanics explained
#

Game detail

Gibt an, wie bereit dein Charakter ist, zu kämpfen und schwierige Situationen zu ertragen.Dieses Attribut ist abhängig von verschiedenen Faktoren:Situationen (current Situation Morale % / 50 %) - Erfolge oder Niederlagen im Kampf oder während die Welt erkundet wird, sowie Einfluss gewisser Effekte und Verbrauchsgegenstände.
Ernährung (current Diet Morale % / 35 %) - regulärer Verzehr vielfältiger und hochqualitativer Lebensmittel.
Rast (current Rest Morale % / 15 %) - ausreichend regelmäßiger und erholender Schlaf.Ein Moralwert unter 50 % verursacht negative Psycheeffekte.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Morale = Situation + Temporary + Diet + Rest Morale

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.

Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale
VerstandSanityMechanics explained
#

Game detail

Gibt an, wie sehr dein Charakter in der Realität verankert ist.Dieses Attribut ist abhängig von verschiedenen Faktoren:Situationen (current Situation Sanity % / 50 %) - Kontakt mit unheiliger Magie und ihren Schrecken, Kopfverletzungen, Resultate von Zaubersprüchen, sowie Einfluss gewisser Effekte und Verbrauchsgegenstände.
Lebensumstände (current Lifestyle Sanity % / 35 %) - soziale Interaktionen und Unterhaltung: Abschließen von Aufträgen, Neuigkeiten und Gerüchte erfahren, Beten, Kochen und Herstellung von Gegenständen.
Rast (current Rest Sanity % / 15 %) - ausreichender regelmäßiger und erholender Schlaf.Ein Verstandwert unter 50 % verursacht negative Psycheeffekte.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Sanity = Situation + Lifestyle + Rest Sanity

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.

Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity
Moral (Situationsbedingt)Situational MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleSituational
Moral (Vorübergehend)Temporary MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleTemporary
Moral (Ernährung)Diet MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleDiet
Moral (Schlaf)Sleep MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleRest
Verstand (Situationsbedingt)Situational SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanitySituational
Verstand (Lebensumstände)Lifestyle SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityLifestyle
Verstand (Schlaf)Sleep SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityRest
SchmerzänderungPain ChangeMechanics explained
#

Game detail

Zeigt an, wie sich dein Schmerzen pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Change
VergiftungsänderungIntoxication ChangeMechanics explained
#

Game detail

Zeigt an, wie sich deine Vergiftung pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Change
HungeränderungHunger ChangeMechanics explained
#

Game detail

Zeigt an, wie sich dein Hunger pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Change
DurständerungThirst ChangeMechanics explained
#

Game detail

Zeigt an, wie sich dein Durst pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirst_Change
Sit. VerstandsveränderungSit. Sanity ChangeMechanics explained
#

Game detail

Zeigt an, wie sich dein Verstand pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity_Change
Sit. MoralveränderungSit. Morale ChangeMechanics explained
#

Game detail

Zeigt an, wie sich deine Moral pro Runde ändert.

Code-reviewed mechanics

How this value works
A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale_Change
ErschöpfungFatigueMechanics explained
#

Game detail

Gibt an, wie erschöpft dein Charakter ist.Die Erschöpfung wird durch verschiedene Aktionen erhöht, einschließlich der Bewegung zu anderen Feldern, Blocken, Ausweichen und dem Einsatz von Fähigkeiten.Zaubersprüche führen zu mehr Ermüdung als Fähigkeiten. Jedes Prozent Ermüdung senkt die max. Energieschwelle um 0,5 %.Wenn die Erschöpfung (25 + threshold bonus) %, (50 + threshold bonus) %, und (75 + threshold bonus) % erreicht, führt das zu negativen Effekten.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue
ErschöpfungsresistenzFatigue ResistanceMechanics explained
#

Game detail

Beeinflusst die Geschwindigkeit, mit der Erschöpfung eintritt.

Code-reviewed mechanics

How this value works
Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Gain
ErschöpfungsänderungFatigue ChangeMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Change
SchmerzresistenzPain ResistanceMechanics explained
#

Game detail

Ändert das Tempo, mit dem Schmerz zunimmt.

Code-reviewed mechanics

How this value works
Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Resistance
HungerresistenzHunger ResistanceMechanics explained
#

Game detail

Ändert das Tempo, mit dem Hunger zunimmt.

Code-reviewed mechanics

How this value works
Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Resistance
VergiftungsresistenzIntoxication ResistanceMechanics explained
#

Game detail

Ändert das Tempo, mit dem Vergiftung zunimmt.

Code-reviewed mechanics

How this value works
Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Resistance
Keine SymptomeNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
WundbehandlungInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Chance auf ÜbelkeitNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Chance auf VergiftungPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

Magische KraftMagic PowerOfficial description
#

Game detail

Der Koeffizient des Schadens und der Wirkung der meisten Zaubersprüche.Beeinflusst außerdem den Magie- und Naturschaden, den deine Angriffe verursachen.

Change sources and calculation notes remain to be documented.

Magic_Power
FehlschlagschadenBackfire DamageOfficial description
#

Game detail

Die Höhe des Schadens, der dem Charakter zugefügt wird, wenn ein Zauberspruch misslingt.Erleidet den angegebenen Prozentsatz der Energiekosten des misslungenen Zauberspruchs als Schaden des entsprechenden Typs.Kann durch die folgenden Aktionen beeinflusst werden:+30 % für jeden gewirkten Zauber
-10 % für das Überspringen einer Runde
-10 % für das Verbleiben auf demselben Feld.

Change sources and calculation notes remain to be documented.

Backfire_Damage
FehlschlagschadenBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
FehlschlagschadensänderungBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
WunderchanceMiracle ChanceOfficial description
#

Game detail

Die Chance, einen kritischen Zauberspruch anzuwenden und seine Wirkung zu verstärken.

Change sources and calculation notes remain to be documented.

Miracle_Chance
WunderkraftMiracle PotencyOfficial description
#

Game detail

Der Koeffizient der Bonuseffizienz eines kritischen Zauberspruchs.

Change sources and calculation notes remain to be documented.

Miracle_Power
FehlschlagchanceBackfire ChanceOfficial description
#

Game detail

Die Chance, beim Anwenden eines Zauberspruchs einen Fehler zu machen, wodurch dieser fehlschlägt.Fehlgeschlagene Zauber fügen dem Zaubernden Schaden der entsprechenden Art zu, erzeugen mehr Ermüdung und wirken sich negativ auf den Verstand aus.

Change sources and calculation notes remain to be documented.

Miscast_Chance
Pyromantische KraftPyromantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von pyromantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Geomantische KraftGeomantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von geomantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Venomantische KraftVenomantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von venomantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Kryomantische KraftCryomantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von kryomantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Elektromantische KraftElectromantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von elektromantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Arkanistische KraftArcanistic PowerOfficial description
#

Game detail

Zeigt die Effektivität von arkanen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Astromantische KraftAstromantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von astromantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Psimantische KraftPsimantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von psimantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Chronomantische KraftChronomantic PowerOfficial description
#

Game detail

Zeigt die Effektivität von chronomantischen Zaubersprüchen.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

KopfHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
HändeHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
BeineLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
RüstungshaltbarkeitArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
KampfeswilleWill to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
HaltbarkeitExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
EffektdauerDish Effects DurationDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_Effects_Duration

Trade values

HandelseignungTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
LagerbestandStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Verfügbares GoldAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Häufigkeit NachschubRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
ReparaturpreiseRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Einkaufspreise für LebensmittelFood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Einkaufspreise für GetränkeBeverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Einkaufspreise für AlkoholAlcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Einkaufspreise für MedizinMedicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Einkaufspreise für WaffenWeapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Einkaufspreise für RüstungenArmor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Einkaufspreise für SchmuckJewelry Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
Einkaufspreise für WertgegenständeValuables Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
Einkaufspreise für DrogenDrugs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
Einkaufspreise für SchriftrollenScrolls Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
Einkaufspreise für SchrottJunk Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
Einkaufspreise für ZutatenIngredients Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_BP_Mod
Einkaufspreise für ArtefakteArtifacts Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
Einkaufspreise für AbhandlungenTreatises Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
Einkaufspreise für RohstoffeCommodities Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_BP_Mod
Einkaufspreise für BücherBooks Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
Einkaufspreise für MaterialienMaterials Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
Einkaufspreise für WerkzeugeTools Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
Einkaufspreise für TaschenBags Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
Einkaufspreise für ZusätzeAdditives Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
Einkaufspreise für MunitionAmmunition Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_BP_Mod
Einkaufspreise für GoldGold Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_BP_Mod
Einkaufspreise für SilberSilver Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
Einkaufspreise für MetallMetal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_BP_Mod
Einkaufspreise für LederLeather Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_BP_Mod
Einkaufspreise für StoffeCloth Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
Einkaufspreise für HolzWood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_BP_Mod
Einkaufspreise für EdelsteineGems Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
Einkaufspreise für KräuterHerbs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Herb_BP_Mod
Einkaufspreise für GetreidesäckeSacks of Grain Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wheat_BP
Einkaufspreise für HolzkohlekistenCrates of Charcoal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Coal_BP
Einkaufspreise für SalzsäckeSacks of Salt Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Salt_BP
Einkaufspreise für Ladungen HolzShipments of Timber Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Timber_BP
Einkaufspreise für BierfässerBarrels of Beer Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ale_BP
Einkaufspreise für WeinkistenCrates of Wine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wine_BP
Einkaufspreise für Eimer mit ApfelweinPails of Cider Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cider_BP
Verkaufspreise für LebensmittelFood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_SP_Mod
Verkaufspreise für GetränkeBeverages Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
Verkaufspreise für AlkoholAlcohol Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
Verkaufspreise für MedizinMedicine Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
Verkaufspreise für WaffenWeapons Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
Verkaufspreise für RüstungenArmor Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
Verkaufspreise für SchmuckJewelry Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
Verkaufspreise für WertgegenständeValuables Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_SP_Mod
Verkaufspreise für DrogenDrugs Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
Verkaufspreise für ZutatenIngredients Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
Verkaufspreise für AbhandlungenTreatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
Verkaufspreise für RohstoffeCommodities Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
Verkaufspreise für MaterialienMaterials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
Verkaufspreise für WerkzeugeTools Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
Verkaufspreise für MunitionAmmunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
Verkaufspreise für GoldGold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
Verkaufspreise für SilberSilver Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
Verkaufspreise für MetallMetal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
Verkaufspreise für LederLeather Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
Verkaufspreise für StoffeCloth Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
Verkaufspreise für HolzWood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
Verkaufspreise für EdelsteineGems Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_SP_Mod

Contract values

Wildheit des GebietsArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Chance auf HinterhaltAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
RufgewinnReputation GainOfficial description
#

Game detail

Der Koeffizient des Rufs aus sämtlichen Quellen.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Rufgewinn für AufträgeContracts Reputation GainDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain
Rufgewinn für Aufträge (Bastion)Contracts Reputation Gain (Bastion)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Bastion
Rufgewinn für Aufträge (Krypta)Contracts Reputation Gain (Crypt)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Crypt
Rufgewinn für Aufträge (Katakomben)Contracts Reputation Gain (Catacombs)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Catacombs
Verfügbare AufträgeAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Zeitlimit von AufträgenContracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

Quellen

Spielversion 0.9.4.25

  1. Same-release official attribute and effect name/description tables
  2. Same-release restoration, stat recalculation, attack and effect processing; explanations reviewed per entry
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