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.
Related concepts:Max. GesundheitMax. Gesundheitsschwelle
Further reading:Body conditions and injuriesRest mode
HPMax. 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.
Related concepts:GesundheitMax. Gesundheitsschwelle
Further reading:Body conditions and injuriesRest mode
max_hpGesundheitsregenerationHealth 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.
Related concepts:Energieregeneration
Further reading:Rest modeBody conditions and injuries
Health_RestorationHeilungseffizienzHealing 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.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedGesundheitswiederherstellungHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resMax. 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.
Related concepts:GesundheitMax. Gesundheit
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergieEnergyMechanics 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.
Related concepts:Max. EnergieMaximale Energie
MPMax. 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.
Related concepts:EnergieMaximale Energie
max_mpEnergieregenerationEnergy 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.
Related concepts:Gesundheitsregeneration
Further reading:Rest modeBody conditions and injuries
MP_RestorationEnergieauffüllungEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resMaximale 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.
Related concepts:EnergieMax. Energie
Max_Energy_ThresholdErlittener 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.
Related concepts:SchutzRüstungsdurchdringungRüstungsdurchdringung (Zaubersprüche)Phys. ResistenzNaturresistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedReflektierter 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_ReturnedLebensabzugLife DrainOfficial description
Game detail
Der prozentuale Angriffsschaden, den du als Gesundheit erhältst.
Change sources and calculation notes remain to be documented.
LifestealEnergieabzugEnergy DrainOfficial description
Game detail
Der prozentuale Angriffsschaden, den du als Energie erhältst.
Change sources and calculation notes remain to be documented.
ManastealEnergieabzugEnergy DrainOfficial description
Game detail
Der prozentuale Angriffsschaden, den du als Energie erhältst.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainSchutzProtectionMechanics 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.
Related concepts:RüstungsdurchdringungRüstungsdurchdringung (Zaubersprüche)Erlittener SchadenPhys. ResistenzNaturresistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
DEFKopfschutzHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFKörperschutzBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFArmschutzArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFBeinschutzLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFStandhaftigkeitFortitudeOfficial 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.
FortitudeGesundheitswiederherstellungHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnEnergiewiederherstellungEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnSchwimmkostenSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter 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.
APFPAPOfficial 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.
SPStufeLevelOfficial 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.
LVLErfahrungExperienceOfficial description
Game detail
Die Erfahrungspunkte, die dein Charakter gesammelt hat.
Change sources and calculation notes remain to be documented.
XPErhaltene ErfahrungExperience GainOfficial description
Game detail
Der Koeffizient der Erfahrung aus sämtlichen Quellen.
Change sources and calculation notes remain to be documented.
Received_XPPrimary 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.
STRBeweglichkeitAgilityOfficial 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.
AGLWahrnehmungPerceptionOfficial 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.
PRCVitalitätVitalityOfficial 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.
VitalityWillenskraftWillpowerOfficial 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.
WILCombat 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.
DMGNebenhand-SchadenOff-Hand DamageOfficial description
Game detail
Der verursachte Schaden mit der Waffe in deiner Nebenhand.
Change sources and calculation notes remain to be documented.
OFFDMGWaffenschadenWeapon 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_DamageGenauigkeitAccuracyMechanics 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.
Related concepts:AusweichchancePatzerchanceKrit. ChanceKrit. VermeidungBlockchanceBlockkraft
Further reading:Attack resolutionDamage and resistances
Hit_ChanceKrit. 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.
Related concepts:GenauigkeitAusweichchancePatzerchanceKrit. VermeidungBlockchanceBlockkraft
Further reading:Attack resolutionDamage and resistances
CRTKrit. EffizienzCrit EfficiencyOfficial description
Game detail
Der Koeffizient des Bonusschadens, der durch kritische Angriffe verursacht wird.
Change sources and calculation notes remain to be documented.
CRTDBlockchanceBlock 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.
Related concepts:GenauigkeitAusweichchancePatzerchanceKrit. ChanceKrit. VermeidungBlockkraft
Further reading:Attack resolutionDamage and resistances
PRRBlockkraftBlock 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.
Related concepts:GenauigkeitAusweichchancePatzerchanceKrit. ChanceKrit. VermeidungBlockchance
Further reading:Attack resolutionDamage and resistances
Block_PowerBlockkraftregenerierungBlock 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_RecoveryKonterchanceCounter 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.
CTAAusweichchanceDodge 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.
Related concepts:GenauigkeitPatzerchanceKrit. ChanceKrit. VermeidungBlockchanceBlockkraft
Further reading:Attack resolutionDamage and resistances
EVSPatzerchanceFumble 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.
Related concepts:GenauigkeitAusweichchanceKrit. ChanceKrit. VermeidungBlockchanceBlockkraft
Further reading:Attack resolutionDamage and resistances
FMBSchlossknacken & 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.
SavvySchleichenStealthOfficial description
Game detail
Die Effektivität im Schleichmodus. [In der Beta nicht verfügbar]
Change sources and calculation notes remain to be documented.
STLMax. SichtMax VisionOfficial description
Game detail
Deine maximale Sichtweite.
Change sources and calculation notes remain to be documented.
VSNSichtVisionOfficial 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.
currentVSNBonussichtBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusBonusreichweiteBonus RangeOfficial description
Game detail
Ändert die Distanz deiner Fernkampfangriffe und bestimmter Zaubersprüche.
Change sources and calculation notes remain to be documented.
Bonus_RangeReichweiteRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeReichweiteRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngHaupthand-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_EfficiencyNebenhand-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_EfficiencyKrit. 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.
Related concepts:GenauigkeitAusweichchancePatzerchanceKrit. ChanceBlockchanceBlockkraft
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther 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_ProducedKörperteilschadenBodypart DamageOfficial description
Game detail
Der Bonusschaden, den du an Körperteilen deiner Gegner verursachst.
Change sources and calculation notes remain to be documented.
Bodypart_DamageRüstungsschadenArmor DamageOfficial description
Game detail
Der Bonusschaden, den du der Rüstung deiner Gegner zufügst.
Change sources and calculation notes remain to be documented.
Armor_DamageRüstungsdurchdringungArmor 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.
Related concepts:SchutzRüstungsdurchdringung (Zaubersprüche)Erlittener SchadenPhys. ResistenzNaturresistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
Armor_PiercingGenauigkeit (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_ChanceRüstungsdurchdringung (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.
Related concepts:SchutzRüstungsdurchdringungErlittener SchadenPhys. ResistenzNaturresistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingBlutungschanceBleed 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_ChanceRückstoßchanceKnockback 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_ChanceBenommenheitschanceDaze 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_ChanceBetäubungschanceStun 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_ChanceImmobiliesierungschanceImmobilization 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_ChanceTaumelchanceStagger 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_ChanceBewegungsresistenzMove 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_ResistanceKontrollresistenzControl 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_ResistanceBlutungsresistenzBleed ResistanceOfficial description
Game detail
Die Chance, Blutungen von gegnerischen Angriffen und Fähigkeiten zu vermeiden.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceEnergiekosten 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.
Related concepts:Energiekosten für FähigkeitenEnergiekosten für FertigkeitenAbklingdauer
Further reading:Attack resolutionFatigue
Spells_Energy_CostEnergiekosten 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.
Related concepts:Energiekosten für FähigkeitenEnergiekosten für ZaubersprücheAbklingdauer
Further reading:Attack resolutionFatigue
Skills_Energy_CostEnergiekosten 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.
Related concepts:Energiekosten für FertigkeitenEnergiekosten für ZaubersprücheAbklingdauer
Further reading:Attack resolutionFatigue
Abilities_Energy_CostAbklingdauerCooldowns 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.
Related concepts:Energiekosten für FähigkeitenEnergiekosten für FertigkeitenEnergiekosten für Zaubersprüche
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
SchnittschadenSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageStichschadenPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageSchmetterschadenCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageReißschadenRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageFrostschadenFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageSchockschadenShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageSchockschadenShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFGiftschadenPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageFeuerschadenFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageSäureschadenCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageArkaner SchadenArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageUnheiliger SchadenUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageHeiliger SchadenSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamagePsionischer SchadenPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamagePurer SchadenPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage 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.
Related concepts:SchutzRüstungsdurchdringungRüstungsdurchdringung (Zaubersprüche)Erlittener SchadenNaturresistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceNaturresistenzNature 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.
Related concepts:SchutzRüstungsdurchdringungRüstungsdurchdringung (Zaubersprüche)Erlittener SchadenPhys. ResistenzMagieresistenz
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceMagieresistenzMagic 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.
Related concepts:SchutzRüstungsdurchdringungRüstungsdurchdringung (Zaubersprüche)Erlittener SchadenPhys. ResistenzNaturresistenz
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceSchnittresistenzSlashing ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Schnittschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceStichresistenzPiercing ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Stichschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceSchmetterresistenzCrushing ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Schmetterschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceReißresistenzRending ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Reißschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Rending_ResistanceFeuerresistenzFire ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Feuerschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Fire_ResistanceFrostresistenzFrost ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Frostschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Frost_ResistanceSchockresistenzShock ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Schockschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Shock_ResistanceSäureresistenzCaustic ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Säureschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceGiftresistenzPoison ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten Giftschadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Poison_ResistanceArkane ResistenzArcane ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten arkanen Schadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceUnheilig-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_ResistanceHeilig-ResistenzSacred ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten heiligen Schadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Sacred_ResistancePsionik-ResistenzPsionic ResistanceOfficial description
Game detail
Prozentuale Verringerung des gesamten psionischen Schadens, den du erleidest.
Change sources and calculation notes remain to be documented.
Psionic_ResistancePsionik-ResistenzPsionic ResistanceOfficial description
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_Selfverursacht SchnittschadenDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_Selfverursacht StichschadenDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_Selfverursacht SchmetterschadenDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_Selfverursacht ReißschadenDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_Selfverursacht GiftschadenDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_Selfverursacht FeuerschadenDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_Selfverursacht SäureschadenDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_Selfverursacht FrostschadenDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_Selfverursacht SchockschadenDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_Selfverursacht 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_Selfverursacht 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_Selfverursacht 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_Selfverursacht 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_Selfverursacht 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_SelfHealth 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.
Related concepts:SchmerzSchmerzänderungSchmerzresistenzVergiftungVergiftungsänderungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitHungerMechanics 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.
Related concepts:DurstHungeränderungDurständerungHungerresistenz
Further reading:Hunger and ThirstRest mode
HungerSchmerzPainMechanics 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.
Related concepts:SchmerzgrenzeSchmerzänderungSchmerzresistenzVergiftungVergiftungsänderungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
PainDurstThirstMechanics 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.
Related concepts:HungerHungeränderungDurständerungHungerresistenz
Further reading:Hunger and ThirstRest mode
ThirstyVergiftungIntoxicationMechanics 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzänderungSchmerzresistenzVergiftungsänderungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationImmunitätImmunityMechanics 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzänderungSchmerzresistenzVergiftungVergiftungsänderungVergiftungsresistenz
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityImmunitätsveränderungImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoralMoraleMechanics 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.
Related concepts:VerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
MoraleVerstandSanityMechanics 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.
Related concepts:MoralMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
SanityMoral (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.
Related concepts:MoralVerstandMoral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
MoraleSituationalMoral (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMoral (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
MoraleDietMoral (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
MoraleRestVerstand (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Lebensumstände)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
SanitySituationalVerstand (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Schlaf)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
SanityLifestyleVerstand (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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Sit. MoralveränderungSit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
SanityRestSchmerzänderungPain 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzresistenzVergiftungVergiftungsänderungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeVergiftungsänderungIntoxication 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzänderungSchmerzresistenzVergiftungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeHungeränderungHunger 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.
Related concepts:HungerDurstDurständerungHungerresistenz
Further reading:Hunger and ThirstRest mode
Hunger_ChangeDurständerungThirst 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.
Related concepts:HungerDurstHungeränderungHungerresistenz
Further reading:Hunger and ThirstRest mode
Thirst_ChangeSit. 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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. Moralveränderung
Further reading:Morale and SanitySleep and saving
Sanity_ChangeSit. 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.
Related concepts:MoralVerstandMoral (Situationsbedingt)Moral (Vorübergehend)Moral (Ernährung)Moral (Schlaf)Verstand (Situationsbedingt)Verstand (Lebensumstände)Verstand (Schlaf)Sit. Verstandsveränderung
Further reading:Morale and SanitySleep and saving
Morale_ChangeErschöpfungFatigueMechanics 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.
Related concepts:ErschöpfungsresistenzErschöpfungsänderung
FatigueErschöpfungsresistenzFatigue 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.
Related concepts:ErschöpfungErschöpfungsänderung
Fatigue_GainErschöpfungsänderungFatigue 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.
Related concepts:ErschöpfungErschöpfungsresistenz
Fatigue_ChangeSchmerzresistenzPain 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzänderungVergiftungVergiftungsänderungVergiftungsresistenzImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceHungerresistenzHunger 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.
Related concepts:HungerDurstHungeränderungDurständerung
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceVergiftungsresistenzIntoxication 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.
Related concepts:SchmerzSchmerzgrenzeSchmerzänderungSchmerzresistenzVergiftungVergiftungsänderungImmunität
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceKeine SymptomeNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderWundbehandlungInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionChance auf ÜbelkeitNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceChance auf VergiftungPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
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_PowerFehlschlagschadenBackfire 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_DamageFehlschlagschadenBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntFehlschlagschadensänderungBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeWunderchanceMiracle 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_ChanceWunderkraftMiracle PotencyOfficial description
Game detail
Der Koeffizient der Bonuseffizienz eines kritischen Zauberspruchs.
Change sources and calculation notes remain to be documented.
Miracle_PowerFehlschlagchanceBackfire 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_ChancePyromantische KraftPyromantic PowerOfficial description
Game detail
Zeigt die Effektivität von pyromantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerGeomantische KraftGeomantic PowerOfficial description
Game detail
Zeigt die Effektivität von geomantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Geomantic_PowerVenomantische KraftVenomantic PowerOfficial description
Game detail
Zeigt die Effektivität von venomantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Venomantic_PowerKryomantische KraftCryomantic PowerOfficial description
Game detail
Zeigt die Effektivität von kryomantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerElektromantische KraftElectromantic PowerOfficial description
Game detail
Zeigt die Effektivität von elektromantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Electromantic_PowerArkanistische KraftArcanistic PowerOfficial description
Game detail
Zeigt die Effektivität von arkanen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerAstromantische KraftAstromantic PowerOfficial description
Game detail
Zeigt die Effektivität von astromantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPsimantische KraftPsimantic PowerOfficial description
Game detail
Zeigt die Effektivität von psimantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Psimantic_PowerChronomantische KraftChronomantic PowerOfficial description
Game detail
Zeigt die Effektivität von chronomantischen Zaubersprüchen.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
KopfHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoHändeHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsBeineLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsRüstungshaltbarkeitArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityKampfeswilleWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleHaltbarkeitExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationEffektdauerDish Effects DurationDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_Effects_DurationTrade values
HandelseignungTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityLagerbestandStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeVerfügbares GoldAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountHäufigkeit NachschubRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockReparaturpreiseRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_ModEinkaufspreise 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_BPEinkaufspreise 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_BPEinkaufspreise 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_BPEinkaufspreise 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_BPEinkaufspreise 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_BPEinkaufspreise 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_BPEinkaufspreise 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_BPVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModVerkaufspreise 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_ModContract 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_WildernessChance auf HinterhaltAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceRufgewinnReputation GainOfficial description
Game detail
Der Koeffizient des Rufs aus sämtlichen Quellen.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalRufgewinn 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_GainRufgewinn 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_BastionRufgewinn 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_CryptRufgewinn 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_CatacombsVerfügbare AufträgeAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityZeitlimit von AufträgenContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineErrand RewardsErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier