Status dictionary
Für diesen Artikel gibt es noch keine Übersetzung in der gewählten Sprache. Unten erscheint englischer Text; verfügbare offizielle Namen bleiben lokalisiert.
Look up an effect's meaning, entry or removal and consequences. An effect instance, a meter and a damage type can have similar names yet represent different mechanics.
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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211 / 211 entries
Other official effects
OptimismusOptimismOfficial description
Game detail
Der Bonus auf Standhaftigkeit ist abhängig von der Moral.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_optimism
HeldentumHeroismMechanics explained
Game detail
Die Anzahl der Stapel ist abhängig von der Anzahl an Gegnern innerhalb des Sichtfelds (bis zu V).Das Töten von Gegnern stellt (0.04 × Energy capacity × strength) % max. Energie wieder her und verleiht 30 Runden +(10 × strength) % Heilungseffizienz für jeden Stapel des Effekts.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Energy restored per kill
Energy restoration input = 0.04 × Energy capacity × strength
This is Energy points. The execution code does not multiply it by Heroism stacks. Restoration is rounded and limited by the Energy recovery threshold. The official text appends a percent sign and claims a per-stack effect; use the execution formula here.
Example: capacity 100 and strength 1.6 → 6.4 Energy points, rounded to 6 and capped by the recovery threshold.
Healing Efficiency after a kill
Healing Efficiency bonus = 10 × stacks × strength (percentage points)
Heroism stacks depend on visible aggressive enemies, up to 5. A kill registers this temporary bonus for 30 turns; the card's per-stack value is 10 × strength.
Example: 3 stacks at strength 1.6 → this kill registers +48 percentage points.
Psyche effect strength multiplier
Strength = 1 + Vow of the Feat bonus + crown bonus
Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.
Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.
Zweiter WindSecond WindMechanics explained
Game detail
Reduziert alle Abklingzeiten um 1 Runde.Entfernt bei Aktivierung alle negativen physischen Effekte und stellt (20 × strength) % max. Gesundheit und (20 × strength) % max. Energie wieder her.Reduziert alle Abklingzeiten um 1 Runde.Erlaubt es dem Charakter einmal alle 30 Runden mit einer Chance von 50 % den Tod zu vermeiden.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Restoration on activation
Base restoration fraction = 20% × strength
Health input = Health capacity × the fraction; Energy input = Energy capacity × the fraction. Health input is multiplied by Healing Efficiency/100 and rounded; Energy input is rounded directly. Both respect their respective recovery thresholds.
Example: strength 1.6, Health capacity 100, Healing Efficiency 125% → 32 Health input, 40 after the healing modifier, then capped.
Psyche effect strength multiplier
Strength = 1 + Vow of the Feat bonus + crown bonus
Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.
Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.
RasereiFrenzyMechanics explained
Game detail
current target-switch chance % Chance, einen Schlag, einen Schuss oder einen Zauberspruch gegen einen zufälligen Gegner statt dem ursprünglichen Ziel auszuführen. Gegner in der Nähe werden priorisiert.current movement-redirection chance % Chance, bei Bewegung einen Schritt in Richtung des nächsten Gegners auszuführen.Mit jeder Runde erhöhen sich die Chancen je nach Verstand. Eine Runde zu überspringen setzt sie zurück.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Accumulating both loss-of-control chances
Gain each turn = 5 − 0.05 × Sanity (percentage points)
New chance = old chance + gain, clamped to 0–100%. Attack and movement have separate counters, both initially 0%; waiting clears both. The official text only says +5% per turn, but code subtracts the Sanity term. Target switching needs another eligible enemy; redirected movement needs an available tile.
Example: Sanity 60 → +2 percentage points per turn; with unchanged Sanity and no waiting, both reach 6% after 3 turns.
GrößenwahnMegalomaniaOfficial description
Game detail
Nullifiziert die passive Chance, Gegner zu hören und Fallen zu entdecken.Zwingt den Charakter dazu, seine eigenen Fähigkeiten zu überschätzen.Erhöht die Strafen auf Handelseignung und Rufgewinn allmählich (bis zu -25 %).Einen Auftrag erfüllen setzt beide Strafen zurück.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_megalomania
TodeswunschDeath WishOfficial description
Game detail
Stellt einen prozentualen Anteil des durch Zaubersprüche verursachten Schadens als Gesundheit und Energie wieder her.
Jedes Feld Entfernung bis zum Ziel reduziert die Höhe der wiederhergestellten Gesundheit und Energie.Die Kraft des Bonus und der prozentuale Anteil der wiederhergestellten Gesundheit und Energie ändern sich dynamisch je nach Schmerz und verlorener Gesundheit.Das Töten von Gegnern reduziert die Effektdauer.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_deathwish
PanikPanicMechanics explained
Game detail
Stellt bei Aktivierung 30 % max. Energie wieder her.Verleiht -10 % Energiekosten für Fähigkeiten und -1 % sit. Moralveränderung für jeden Gegner innerhalb des Sichtfelds.Eine Runde zu überspringen reduziert die Effektdauer deutlich und stellt 1 % situationsbedingte Moral für jeden Gegner innerhalb des Sichtfelds wieder her.Zwingt den Charakter einmal alle 30 Runden dazu, ausgerüstete Waffen fallenzulassen, wenn die situationsbedingte Moral auf 0 % reduziert wird (aktueller Wert: current Situation Morale).
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
The weapon-drop check's input
Check value = current Situation Morale
The value is the Situation component, not total Morale. Its range is 0–50%; Rest, Diet and Temporary Morale do not replace this input. Triggering still depends on the state's check timing and cooldown.
Example: Situation 0, Diet 25, Rest 10 → this input is still 0%, not total Morale 35%.
PessimismusPessimismOfficial description
Game detail
Die Strafen auf Standhaftigkeit, Heilungseffizienz und Erschöpfungsresistenz sind abhängig von der Moral.Wird situationsbedingte Moral mit Verbrauchsgegenständen wiederhergestellt, wird der Effekt vorübergehend entfernt.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_pessimism
AngstAnxietyOfficial description
Game detail
Schläge und Schüsse verleihen +3 % Patzerchance und -3 % Genauigkeit.
Verfehlen und Patzer setzen diese Strafe zurück.Das Verwenden von Zaubersprüchen verleiht +6 % Fehlschlagchance.
Ein Fehlschlag setzt diese Strafe zurück.Beide Effekte können bis zu 5-mal gestapelt werden.Hat je nach Moral eine Chance, eine zufällige Angriffsfertigkeit auf 1 Runde Abklingzeit zu setzen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_anxiety
ParanoiaOfficial description
Game detail
Die Strafen auf Energiekosten für Fähigkeiten, erlittenen Schaden, Patzerchance und Fehlschlagchance sind abhängig von der Erschöpfung.Zwingt den Charakter dazu, Gefahren zu hören und zu sehen, die nicht existieren.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_paranoia
DeliriumOfficial description
Game detail
Es besteht die Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.Es besteht die Chance, einen Gegenstand fallenzulassen, statt ihn zu benutzen, ihn zu werfen oder ihn auszurüsten.Es besteht die Chance, dass sich gezielte Fähigkeiten 1-2 Felder um das ursprüngliche Ziel ausbreiten.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_irrationality
KatharsisCatharsisOfficial description
Game detail
Stellt bei Aktivierung 10 % max. Gesundheit und 10 % max. Energie wieder her.Das Töten gefährlicher Gegner stellt Gesundheit, Energie, situationsbedingte Moral und Verstand in Abhängigkeit vom Charakterlevel wieder her.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_catharsis
SäurebadAcid BathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_acid
Fluch der QualenCurse of AgonyOfficial description
Game detail
Die Strafen ändern sich dynamisch in Abhängigkeit von den aktuellen Schmerzen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_agony
HorrortripBad TripOfficial description
Game detail
Kann keine positiven mentalen Effekte erhalten.Führt zu unangenehmen Nachwirkungen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_bad_trip
BlindheitBlindnessOfficial description
Game detail
Setzt den Sichtradius auf null.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_blind
RobustheitSturdinessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_burly
VerwirrungConfusionOfficial description
Game detail
Stolpern: Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_confuse
KampfeswutBattle RageDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_rage
NässeWetnessOfficial description
Game detail
III und IV Stapel: Metallausrüstung rostet langsam.Ab II Stapeln erhältst du +10 % Fehlschlagchance für Elektromantiezaubersprüche.Wenn du dich in der Nähe einer Feuerquelle aufhältst, verringert sich die Effektdauer schnell.Hast du einen Mantel ausgerüstet, kann Regen nicht mehr als I Stapel des Effekts auslösen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_wet
TrunkenheitDrunkennessOfficial description
Game detail
II, III und IV Stapel: Chance auf Verwirrung.
III und IV Stapel: Chance auf Erbrechen
IV Stapel: Chance auf Schlaf.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drunk
FlüchtigkeitElusivenessOfficial description
Game detail
Das Bewegen auf andere Felder gewährt pro zurückgelegtem Feld einen zusätzlichen Stapel des Effekts (bis zu V).
Jedes Ausweichen und jeder erlittene Patzer (Nahkampf und Fernkampf) verlängert die Effektdauer um 1 Runde (max. 6) und reduziert die Anzahl der Stapel.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_elusive
Außergewöhnliche PräzisionExceptional PrecisionDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_accurate
EntkräftungEnervationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_fragile
StärkungVigorDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_fresh
Steif vor KälteFreezing StiffDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_ice
BewegungsunfähigNetOfficial description
Game detail
Kann sich nicht auf andere Felder bewegenÜberspringen einer Runde reduziert die Effektdauer um ein paar Runden (abhängig von Stärke und Beweglichkeit).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_net
BewegungsunfähigWebOfficial description
Game detail
Kann sich nicht auf andere Felder bewegenÜberspringen einer Runde reduziert die Effektdauer um ein paar Runden (abhängig von Stärke und Beweglichkeit).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_web
BrennendBurningOfficial description
Game detail
Überspringen einer Runde verringert die Effektdauer um ein paar Runden (abhängig von Vitalität und Beweglichkeit).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_fire
OpferblutSacrificial BloodOfficial description
Game detail
Die Verwendung von Zaubersprüchen gegen ein Ziel, das von diesem Effekt betroffen ist, verleiht +6 % magische Kraft und +6 % Heilungseffizienz (beide Effekte können bis zu 6-mal gestapelt werden), füllt 6 % max. Energie wieder auf und reduziert außerdem alle Abklingzeiten um 1 Runde.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_sacrifical
VersteinerungPetrificationOfficial description
Game detail
Kann keine physikalischen Effekte empfangen.
Kann keine Aktionen durchführen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_stone
BesessenheitPossessionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_poss
Schnelle RegenerationRapid RestorationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_regen
SchlafSleepOfficial description
Game detail
Kann keine Aktionen ausführen
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_sleep
SteinhautStone SkinDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stoneskin
BetäubungStunOfficial description
Game detail
Kann keine Aktionen ausführen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_stun
Gespenstische HeimsuchungSpectral HauntingOfficial description
Game detail
Verleiht allen empfangenen Schlägen und Schüssen +20 % Patzerchance und -10 % Genauigkeit.Erlittener Schaden entfernt den Effekt.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_unstable
SchwächungWeaknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_weak
EmpfänglichkeitReceptivenessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_receptive
LebensentzugLife DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_lifesteal
EnergieentzugEnergy DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_manasteal
Klare SichtClear VisionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_clearsight
ErmattungFatigueMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired01
Schwere ErmattungSevere FatigueMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired02
ErschöpfungExhaustionMechanics explained
Game detail
Müde Augen: Kann einschlafen.
Dem Tod nahe: Max. Gesundheit des Charakters wird alle paar Runden reduziert.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired03
Gegen alle WidrigkeitenAgainst the OddsMechanics explained
Game detail
Gesundheit kann nicht unter (2.5 × Vitality) % fallen.Das Töten von Gegnern stellt (2.5 × Vitality) % max. Gesundheit und (2.5 × Willpower) % max. Energie wieder her.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Health floor and restoration on a kill
Health floor = Health capacity × 2.5 × Vitality / 100
A kill uses the same expression for Health restoration input. Energy input = Energy capacity × 2.5 × Willpower / 100. Health then applies Healing Efficiency and rounding; Energy applies rounding; both respect recovery thresholds. The floor directly raises current Health and is separate from healing.
Example: Health capacity 120, Vitality 20 → Health floor 60; Energy capacity 100, Willpower 12 → 30 Energy input on a kill.
BlutegeltherapieLeech TherapyOfficial description
Game detail
Verbessert den Zustand des betroffenen Körperteils um +0,5 %
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_leech_parent
ImmobilisierungImmobilizationOfficial description
Game detail
Kann sich nicht bewegen
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_immob
KomaComaOfficial description
Game detail
Kann sich nicht bewegen
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_coma
Fluch des VerderbensCurse of DecayOfficial description
Game detail
IV Stapel: verschlechtert den Zustand eines beliebigen Körperteils um 1 %.Jede Runde wendet einen zusätzlichen Stapel des Effekts an (bis zu IV). Grundlegende Schläge, Schüsse und der Einsatz von Fähigkeiten reduzieren die Anzahl der Stapel um 2.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_curse
Erhobener SchildShield RaisedDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_shield_raised
BlitzverzauberungLightning EnchantmentDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_electric
Zeichen das FestmahlsMark of the FeastOfficial description
Game detail
Gewährt allen erhaltenen Schlägen +13 % Lebensentzug.Eine Blutung verlängert die Effektdauer um 1 Runde.
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Change sources and calculation notes remain to be documented.
o_db_feast
BlutschwurBlood OathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_blood_vow
Unheiliger SegenUnholy BlessingOfficial description
Game detail
Die wiederholte Anwendung des Effekts verleiht einen zusätzlichen Stapel (bis zu III) und frischt seine Dauer auf.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_dark_blessing
FechthaltungFencer StanceOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Schwertschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_fencer_stance
SteinrüstungStone ArmorOfficial description
Game detail
Das Beschwören von Runensteinen verlängert die Effektdauer um 2 Runden.Wenn der Effekt abläuft oder erneut aktiviert wird, explodiert die Rüstung, verursacht arkanen und Schmetterschaden bei allen benachbarten Zielen und stößt sie eventuell zurück.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stone_armor
Runische VerstärkungRunic EmpowermentDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_runic_power
BenommenheitDazeOfficial description
Game detail
Kann keine Fähigkeiten verwenden
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_daze
DefensivhaltungHold the Line!Official description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt 2 Stapel des Effekts (bis zu IV), reduziert aber seine Dauer um 1 Runde. Jeder erhaltene Treffer verlängert die Effektdauer um 1 Runde (bis zu 10), reduziert aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_defence_stance
MassakerMassacreOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Axtschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_massacre
Hammer und AmbossHammer and AnvilOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Streitkolbenschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_hammer_and_anvil
Stählernes FestFeast of SteelOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende zweihändige Schwertschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_steel_feast
ParierenParryDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_riposte
Unbeugsame HaltungUnwavering StanceOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Stabschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_unwavering_stance
AnvisierenTaking AimDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_taking_aim
UnterdrückungSuppressionOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums (außer Anvisieren) gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Schüsse verlängern die Effektdauer um 1 Runde (bis zu 12), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_suppression
Schmerzhafte StichePainful StabsOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende Dolchstiche verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_painful_stabs
Zeichen des JägersHunter's MarkDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_hunters_mark
JagdfieberThrill of the HuntOfficial description
Game detail
Das Töten von Zielen, die von "Zeichen des Jägers" betroffen sind, oder die Anwendung auf neue Ziele gewährt einen zusätzlichen Stapel des Effekts (bis zu IV).
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Change sources and calculation notes remain to be documented.
o_b_hunter
Klaffende WundeGaping WoundOfficial description
Game detail
Der Einsatz von Fähigkeiten kann zu einer Blutung führen.
Schläge, Schüsse, das Bewegen auf andere Felder und der Einsatz von Fähigkeiten sorgt dafür, dass Blutungen zweimal pro Runde auslösen.
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Change sources and calculation notes remain to be documented.
o_db_gaping_wound
VampirblutVampiric BloodOfficial description
Game detail
Stellt 6 % max. Gesundheit und 6 % max. Energie wieder her.
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Change sources and calculation notes remain to be documented.
o_b_vampiric_blood
BlutrauschBlood CrazeOfficial description
Game detail
Schläge gewähren einen zusätzlichen Stapel des Effekts (bis zu VI) und erneuern seine Dauer.
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Change sources and calculation notes remain to be documented.
o_b_blood_craze
OpferbereitschaftWilling SacrificeOfficial description
Game detail
Jedes Mal, wenn der Zaubernde Schaden nimmt, wird die gleiche Menge an Gesundheit für seine Verbündeten innerhalb des Sichtfeldes des Zaubernden aufgefüllt und ihre aktiven Abklingzeiten werden um 1 Runde reduziert.
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Change sources and calculation notes remain to be documented.
o_b_willing_sacrifice
Ergriffene InitiativeSeized InitiativeDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_ini_seized
Verlorene InitiativeInitiative LossDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_ini_lost
DefensivtaktikDefensive TacticOfficial description
Game detail
Grundlegende Schläge und Schüsse sowie der Einsatz von Angriffsfertigkeiten reduzieren die Anzahl der Stapel (nicht mehr als einmal pro Runde).Das Töten von Gegnern erhöht die Anzahl der Stapel um 2 (bis zu VI).
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Change sources and calculation notes remain to be documented.
o_b_tactics_def
OffensivtaktikOffensive TacticOfficial description
Game detail
Grundlegende Schläge und Schüsse sowie der Einsatz von Angriffsfertigkeiten reduzieren die Anzahl der Stapel (nicht mehr als einmal pro Runde).Das Töten von Gegnern erhöht die Anzahl der Stapel um 2 (bis zu VI).
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Change sources and calculation notes remain to be documented.
o_b_tactics_off
KampfesdurstThirst for BattleOfficial description
Game detail
Die Stärke des Effekts ändert sich je nach der Höhe der aktuellen Gesundheit.
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Change sources and calculation notes remain to be documented.
o_b_battle_thirst
AdrenalinrauschAdrenaline RushOfficial description
Game detail
III Stapel: reduziert alle Abklingzeiten um 1 Runde.
VI Stapel: stellt 4 % max. Gesundheit wieder her, wenn die Gesundheit weniger als 40 % beträgt
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Change sources and calculation notes remain to be documented.
o_b_adrenaline
SegenBlessingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_bless
SeelenfriedenPeace of MindOfficial description
Game detail
Effektdauer reduziert sich bei Erhalt von Erfahrung.
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Change sources and calculation notes remain to be documented.
o_b_bless_elf
Blick der AhnenAncestors' GazeOfficial description
Game detail
Das Töten von Gegnern erhöht die Anzahl der Stapel (bis zu VI).
Stapel reduzieren sich alle 60 Runden.Effekt wird entfernt, wenn Gesundheit unter 30 % fällt.
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Change sources and calculation notes remain to be documented.
o_b_bless_dwarf
Troll-RegenerationTroll RegenerationDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_troll_regeneration
NeugruppierungRegroupDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_regroup
PikenierhaltungPikeman StanceOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Auf dem gleichen Feld bleiben verlängert die Effektdauer um 1 Runde (bis zu 10), und grundlegende Speerschläge reduzieren die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_pikemanstancePikenierhaltungPikeman StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_stance_spear
KonzentrationConcentrationOfficial description
Game detail
Die Verwendung von Waffenangriffsfertigkeiten gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).
Die Verwendung der Angriffsfertigkeiten dieses Fähigkeitsbaums reduziert die Anzahl der Stapel um 2.Das Töten von Feinden verlängert die Dauer des Effekts um 2 Runden.
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Change sources and calculation notes remain to be documented.
o_b_honed_moves
Genug für alleEnough for EveryoneOfficial description
Game detail
Ist der Charakter benachbart, erhält er jedes Mal, wenn er einem anderen Ziel einen Schlag versetzt, einen Schlag von ihm.
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Change sources and calculation notes remain to be documented.
o_db_crowdcontrol
SeelenopferSoul SacrificeOfficial description
Game detail
Wenn der Effekt abläuft, explodiert das Ziel und verursacht ~ur~Unheiligen Schaden~/~ in Höhe seiner verbleibenden Gesundheit (aber nicht mehr als 20 % seines Maximalwerts) an allen angrenzenden Feldern
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Change sources and calculation notes remain to be documented.
o_db_soul_sacrifice
BindesiegelBinding SigilOfficial description
Game detail
Ein magisches Band zwischen dem Zaubernden und seinem untoten Verbündeten.Verleiht dem Verbündeten -33 % erlittenen Schaden
Überträgt 33 % des vom Zaubernden erlittenen Schadens auf den Verbündeten
Erstattet dem Zaubernden Energie für 33 % des vom Verbündeten erlittenen Schadens.
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Change sources and calculation notes remain to be documented.
o_b_binding_sigil
Angriff!Sic!Official description
Game detail
Verleiht allen von Hunden erhaltenen Angriffen +50 % Schaden
Hunde fliehen nicht, solange das Ziel, das unter diesem Effekt leidet, sich in ihrem Sichtfeld befindet
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o_db_sic_em
Erstickende WolkeSuffocating CloudOfficial description
Game detail
Hat die Chance Husten zu verursachen.
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o_db_suffocating_cloud
HustenCoughingOfficial description
Game detail
Erzeugt Lärm.
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Change sources and calculation notes remain to be documented.
o_db_cough
In Alkohol getränktDoused in AlcoholDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_soaked_alco
EingeöltDoused in OilDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_soaked_oil
Mächtiger HiebMighty SwingOfficial description
Game detail
Verstärkt andere Fertigkeiten des Fähigkeitsbaums und verleiht ihnen einzigartige Eigenschaften.
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Change sources and calculation notes remain to be documented.
o_b_mighty_swing
AngriffshaltungStriker StanceOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende zweihändige Streitkolbenschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_carnageAngriffshaltungStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_stance_2hmace
RandaleRampageOfficial description
Game detail
Die Verwendung von Fertigkeiten des Fähigkeitsbaums gewährt einen zusätzlichen Stapel des Effekts (bis zu IV Stapel).Grundlegende zweihändige Axtschläge verlängern die Effektdauer um 1 Runde (bis zu 10), reduzieren aber die Anzahl der Stapel (nicht mehr als einmal pro Runde).
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Change sources and calculation notes remain to be documented.
o_b_rampageAngriffshaltungStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_stance_2haxe
Al'qudOfficial description
Game detail
Führt zu unangenehmen Nachwirkungen.
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Change sources and calculation notes remain to be documented.
o_b_drug_alqud
AbasaOfficial description
Game detail
Führt zu unangenehmen Nachwirkungen.
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Change sources and calculation notes remain to be documented.
o_b_drug_abasa
HornissenhonigHornet HoneyOfficial description
Game detail
Führt zu unangenehmen Nachwirkungen.
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Change sources and calculation notes remain to be documented.
o_b_drug_honey
NikkafOfficial description
Game detail
Führt zu unangenehmen Nachwirkungen.
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Change sources and calculation notes remain to be documented.
o_b_drug_nikkaf
SternenstaubStardustDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_drug_stardust
SchmerzmittelParegoricOfficial description
Game detail
Halbiert die Strafen von HustenFührt zu unangenehmen Nachwirkungen.
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Change sources and calculation notes remain to be documented.
o_b_drug_paregoric
Al'qud NachwirkungenAl'qud AftermathOfficial description
Game detail
Hat die Chance Benommenheit oder Verwirrung zu verursachen.
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o_db_drug_alqud
Hornissenhonig NachwirkungenHornet Honey AftermathOfficial description
Game detail
Hat die Chance Erbrechen zu verursachen.
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Change sources and calculation notes remain to be documented.
o_db_drug_honey
Schmerzmittel NachwirkungenParegoric AftermathOfficial description
Game detail
Hat die Chance Schlaf zu verursachen.
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o_db_drug_paregoric
Nikkaf NachwirkungenNikkaf AftermathDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_drug_nikkaf
Horrortrip NachwirkungenBad Trip AftermathDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_drug_hungover
TaumelStaggerDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_stagger
Gesucht: Geldstrafe oder GefängnisWanted: Fine or JailMechanics explained
Game detail
Du hast das Gesetz gebrochen und jetzt suchen die Wachen nach dir.Geldstrafe: current jurisdiction's fine (crowns)
oder
Gefängnisstrafe: current jurisdiction's jail term (days)
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Displayed fine and jail term
New fine = previous fine + this event's fine
New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.
Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.
Gesucht: Wird bei Sichtkontakt angegriffenWanted: Attacked on SightMechanics explained
Game detail
Es ist ein Kopfgeld auf dich ausgesetzt. Wachen werden dich angreifen, wenn sie dich finden.Geldstrafe: current jurisdiction's fine (crowns)
oder
Gefängnisstrafe: current jurisdiction's jail term (days)
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Displayed fine and jail term
New fine = previous fine + this event's fine
New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.
Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.
Bestialische RageBestial RageOfficial description
Game detail
Hat eine Chance von 66 %, anstatt des ursprünglichen Ziels ein zufälliges benachbartes anzugreifen.
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Change sources and calculation notes remain to be documented.
o_b_bestial_rage
VernebeltMurkOfficial description
Game detail
Jede Runde gewährt einen Stapel des Effekts (bis zu 6).Schaden erleiden, Fähigkeiten benutzen oder angreifen entfernt den Effekt.
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Change sources and calculation notes remain to be documented.
o_b_murk
FleischbergShared FleshOfficial description
Game detail
Kann keine Grundangriffe benutzen oder sich auf andere Felder bewegen
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Change sources and calculation notes remain to be documented.
o_b_flesh_pile
ÜberlebenswilleWill to SurviveOfficial description
Game detail
Vorübergehende Immunität gegen Verletzungen und negative Statuseffekte.
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Change sources and calculation notes remain to be documented.
o_b_will_to_survive
ResonanzResonanceDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_resonance
ImpulsImpulseOfficial description
Game detail
Hat eine Chance, das Ziel zurückzustoßen.
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Change sources and calculation notes remain to be documented.
o_db_impulse
Statisches FeldStatic FieldOfficial description
Game detail
Fügt allen Zielen im Wirkungsbereich Schockschaden zu, verringert ihren Schockwiderstand und hat eine Chance, sie zu immobilisieren.
Wirkt nicht auf den Zaubernden.
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Change sources and calculation notes remain to be documented.
o_db_static_field
Siegel der FeinheitSeal of FinesseOfficial description
Game detail
Der Verbleib auf demselben Feld gewährt einen zusätzlichen Stapel des Effekts (bis zu V Stapel).Auf ein anderes Feld gehen verringert die Anzahl der Stapel. Bewegen mit I Stapel entfernt den Effekt.
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Change sources and calculation notes remain to be documented.
o_b_seal_finesse
Siegel der MachtSeal of PowerOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule (wenn es nicht bereits aktiv ist) und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_seal_power
Ort der MachtPlace of PowerOfficial description
Game detail
Der Verbleib an einem Ort der Macht gewährt einen zusätzlichen Stapel des Effekts (bis zu IV) und verlängert seine Dauer um 1 Runde.Die Verwendung von Zaubersprüchen reduziert die Anzahl der Stapel.
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Change sources and calculation notes remain to be documented.
o_b_place_of_power
Siegel der ReflexionSeal of ReflectionOfficial description
Game detail
Lenkt alle empfangenen gezielten Zaubersprüche auf ein zufälliges Ziel innerhalb von 8 Feldern ab, wenn es eines gibt
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Change sources and calculation notes remain to be documented.
o_b_seal_reflection
Siegel der FesselnSeal of ShacklesOfficial description
Game detail
Der Einsatz von Fähigkeiten verursacht Arkanen Schaden in Höhe eines bestimmten Prozentsatzes der aufgewendeten Energie
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Change sources and calculation notes remain to be documented.
o_db_mute
Siegel der PyromantieSeal of PyromancyOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_magic_pyromancy
Siegel der ElektromantieSeal of ElectromancyOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_magic_electromancy
Siegel der GeomantieSeal of GeomancyOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_magic_geomancy
Siegel der ArkanistikSeal of ArcanisticsOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_magic_arcanistics
Siegel der UnheiligkeitSeal of UnholinessOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_magic_unholy
Siegel der BlutmagieSeal of SanguimancyOfficial description
Game detail
Die Verwendung von Zaubersprüchen verwandelt den Effekt in ein "Siegel" der entsprechenden Schule und verlängert seine Dauer um 3 Runden (bis zu 9).
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Change sources and calculation notes remain to be documented.
o_b_magic_vampire
Tot oder lebendigDead or AliveOfficial description
Game detail
Verleiht allen Schlägen und Schüssen, die dieses Ziel erhält, +10 % Genauigkeit, +15 % Rüstungsdurchdringung und +20 % Schaden gegen Körperteile, während es sich im Sichtfeld des Zahlmeisters befindet.
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Change sources and calculation notes remain to be documented.
o_db_dead_or_alive
KaterHangoverOfficial description
Game detail
Die Dauer des Katers hängt von dem Rausch ab
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Change sources and calculation notes remain to be documented.
o_db_hangover
Unnachgiebige VerteidigungUnyielding DefenseDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_def_unyielding
Achtung, Aufprall!Brace for Impact!Official description
Game detail
Verleiht allen erhaltenen Schlägen und Schüssen eine Strafe auf Patzerchance, Genauigkeit und Rüstungsdurchdringung.
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Change sources and calculation notes remain to be documented.
o_b_brace_for_impact
Gestohlene EssenzStolen EssenceOfficial description
Game detail
Die Verwendung von Zaubersprüchen füllt Gesundheit um 9 % der verbrauchten Energie wieder auf.Die wiederholte Verwendung von Gestohlene Essenz gewährt einen zusätzlichen Stapel des Effekts (bis zu III) und erneuert seine Dauer.
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Change sources and calculation notes remain to be documented.
o_b_harvested_essence
Tödliche VorahnungDeadly PremonitionOfficial description
Game detail
Verleiht der nächsten verwendeten Angriffsfertigkeiten oder dem Zauberspruch +50 % Patzerchance, +50 % Fehlschlaghance und +50 % Abklingzeit.Die Verwendung von Angriffsfertigkeiten oder Zaubersprüchen entfernt den Effekt und reduziert alle Abklingzeiten des Zaubernden um 2 Runden.
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Change sources and calculation notes remain to be documented.
o_db_deadly_premonition
Gespenstische HeimsuchungSpectral HauntingOfficial description
Game detail
Verleiht allen empfangenen Schlägen und Schüssen +20 % Patzerchance und -10 % Genauigkeit.Erlittener Schaden entfernt den Effekt.Wenn der Effekt abläuft, verschwindet der Geist für 2-4 Runden, taucht anschließend auf einem Feld neben einem Gegner auf, führt einen Schlag aus und verstärkt sich, falls er trifft.
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Change sources and calculation notes remain to be documented.
o_b_ghost_mark
KarawanenrastCaravan's RestOfficial description
Game detail
Pferde benötigen Zeit, um sich zu erholen.Karawanenreisen sind vorübergehend nicht möglich.
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Change sources and calculation notes remain to be documented.
o_db_caravan_cd
SeuchePestilenceOfficial description
Game detail
Kann Vergiftung verursachen.
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Change sources and calculation notes remain to be documented.
o_db_pest
GeschicklichkeitstrainingAgility TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_agility_training
PräzisionstrainingPrecision TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_coordination_training
KrafttrainingStrength TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_strength_training
AusdauertrainingEndurance TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_endurance_training
Unheimliches LeuchtenBaleful GlowDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_baleful_glow
Offenbarung: HastRevelation: HastinessOfficial description
Game detail
Wenn du dich auf andere Felder bewegst und Manöver benutzt, verursachst du ~ur~33 Unheiligen Schaden~/~.
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Change sources and calculation notes remain to be documented.
o_db_revelation_move
Offenbarung: UnglückRevelation: MisfortuneOfficial description
Game detail
Patzer und misslungene Zaubersprüche setzen alle Fähigkeiten auf eine Abklingzeit von 2 Runden.
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o_db_revelation_fumble
Offenbarung: SelbstüberschätzungRevelation: OverconfidenceOfficial description
Game detail
Der Einsatz von Angriffsfertigkeiten oder Zaubersprüchen beschwört einen zufälligen schwachen Geist auf ein angrenzendes Feld.
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Change sources and calculation notes remain to be documented.
o_db_revelation_attack
Offenbarung: NiederlagenRevelation: LossesOfficial description
Game detail
Das Benutzen oder Werfen von Gegenständen verursacht 10 Runden "Schwächung", "Entkräftung" oder Verwirrung oder 3 Runden "Blindheit".
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Change sources and calculation notes remain to be documented.
o_db_revelation_item
AufstiegAscensionOfficial description
Game detail
Die Proselyten werden durch den Aufstiegsritus verstärkt.
Unterbreche den Ritus, um den Effekt zu entfernen.
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Change sources and calculation notes remain to be documented.
o_b_ascensionAufstiegsritusRite of AscensionOfficial description
Game detail
The icon mapping has not been verified.
Wenn du alle Gegner mit diesem Effekt tötest, wird der Ritus unterbrochen.
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Change sources and calculation notes remain to be documented.
o_b_ascension_ritual
Vampirische VerderbnisVampiric CorruptionOfficial description
Game detail
Schädliche Zauberei schwächt dich: Dieser Effekt verstärkt sich mit der Zeit.Finde die Quelle des Fluches, um seiner Stärke entgegenzuwirken und ihn schlussendlich ganz zu entfernen.
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Change sources and calculation notes remain to be documented.
o_db_relic_curse
BlutverhexungBlood HexOfficial description
Game detail
Du spürst, wie dein Blut aus jeder Pore sickert: Die Chance, Blutungen zu erleiden, steigt langsam an.Töte Gegner, um den Effekt zu verzögern.
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Change sources and calculation notes remain to be documented.
o_db_fever
WaldläufergebräuRanger BrewDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_gamekeeper_brew
Eiserne DisziplinIron DisciplineOfficial description
Game detail
Reduziert Energiekosten für Fähigkeiten und den Verlust von Kampfeswille für jeden Banditen innerhalb des Sichtfeldes.
Reduziert die Dauer von Abklingzeiten und erlittenen Schaden für jeden weniger gefährlichen Banditen innerhalb des Sichtfeldes.
Erhöht Waffenschaden und Genauigkeit für jeden gefährlichen Banditen innerhalb des Sichtfeldes.All diese Effekte können bis zu 5-mal stapeln.
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Change sources and calculation notes remain to be documented.
o_b_brigand_discipline
UntergrabenUndermineOfficial description
Game detail
Stellt 5 % max. Gesundheit wieder her
Kann keine Aktionen ausführen.Effekt kann durch 25 erlittenen Schaden entfernt werden.Wenn der Effekt abläuft, kann der Steinfressersoldat sich um 4 Felder repositionieren, ignoriert alle Hindernisse und erhält stapelbare Boni auf Rüstungsdurchdringung und Schaden.
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Change sources and calculation notes remain to be documented.
o_b_dig_in
WurmlochWormholeOfficial description
Game detail
Wenn der Effekt abläuft oder entfernt wird, teleportiert das Ziel zum markierten Feld und erleidet Arkanen Schaden.Wenn das markierte Feld besetzt ist, teleportiert das Ziel zum nächsten freien Feld, erleidet zusätzlich Arkanen Schaden und kann betäubt werden.
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Change sources and calculation notes remain to be documented.
o_db_wormhole
ÄtherschildAether ShieldOfficial description
Game detail
Stellt Energie in Höhe von 20 % des erlittenen Schadens wieder her.
Zerstört alle physikalischen und magischen Geschosse (einschließlich geworfener Gegenstände), die den Zaubernden treffen würden und verhindert ihren Schaden und ihre Effekte.Teleportieren verlängert die Effektdauer um 3 Runden (bis zu 8) und jedes zerstörte Geschoss reduziert sie um 1 Runde.
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Change sources and calculation notes remain to be documented.
o_b_aether_shield
StaseStasisOfficial description
Game detail
Immunität gegen sämtliche Schadensarten außer Arkanen Schaden.
Immunität gegen sämtliche Effekte außer "Wurmloch".
Kann keine Aktionen ausführen.
Verhindert Tod.
Stoppt sämtliche Abklingzeiten und die Dauer aktiver Effekte.Wenn der Effekt abläuft oder entfernt wird, verursacht er einen Prozentsatz des Arkanen Schadens, den das Ziel im Laufe der "Stase" erlitten hat, in einem Bereich von 3x3 Feldern und macht kann betroffenen Ziele benommen machen.
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Change sources and calculation notes remain to be documented.
o_db_stasisBeschworenes WesenSummoned EntityOfficial description
Game detail
The icon mapping has not been verified.
Wenn der Effekt abläuft oder entfernt wird, verschwindet das beschworene Wesen.
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Change sources and calculation notes remain to be documented.
o_b_summoned_entity
UnantastbarkeitIntangibilityOfficial description
Game detail
Der Charakter kann nicht zum Ziel von Schlägen, Schüssen oder Zaubersprüchen werden.
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Change sources and calculation notes remain to be documented.
o_b_untargetable
EntschlossenheitDeterminationMechanics explained
Game detail
Führt einen freien Schlag mit +round(Agility + Perception) % Waffenschaden und +round(55 + 2 × Strength) % Blutungschance auf jeden Gegner aus, der sich auf benachbarte Felder bewegt.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Bonuses to the triggered strike
Weapon Damage bonus = round(Agility + Perception)%; Bleeding Chance bonus = round(55 + 2 × Strength)%
Use the effect holder's current attributes. Weapon Damage is an attack modifier; Bleeding Chance still enters subsequent resistance checks. Neither is final damage nor an unconditional bleeding probability.
Example: Agility 15, Perception 12, Strength 10 → +27% Weapon Damage and +75% Bleeding Chance.
VöllereiGluttonyOfficial description
Game detail
Das Schicksal dieses Ghuls hat sich zum Guten gewendet: Die Kreatur platzt beinahe von all dem, was sie über Nacht verschlungen hat.
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Change sources and calculation notes remain to be documented.
o_db_gluttony
Gelobt sei der Hof!Praise the Court!Official description
Game detail
Wenn der Effekt abläuft, verwandelt sich der Bittsteller in einen Leibeigenen und verleiht allen Proselyten innerhalb des Sichtfeldes 9 Runden "Blutschwur".
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Change sources and calculation notes remain to be documented.
o_b_worship
SchutzeidOath of ProtectionOfficial description
Game detail
Überträgt 100 % des erlittenen Schadens an den Zaubernden.
Schaden erleiden reduziert alle Abklingzeiten des Zaubernden um 1 Runde.
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Change sources and calculation notes remain to be documented.
o_b_oath_protection
RacheeidOath of RetributionOfficial description
Game detail
Reflektiert 33 % des Schadens durch Schläge und Schüsse als ~ur~unheiligen Schaden~/~.
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Change sources and calculation notes remain to be documented.
o_b_oath_retribution
FührungseidOath of GuidanceOfficial description
Game detail
Fehlgeschlagene, verpatzte, erhaltene Schläge und Schüsse, sowie die Distanz zum nächsten Gegner verstärken den Effekt.
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Change sources and calculation notes remain to be documented.
o_b_oath_guidance
BlutbundBlood BondOfficial description
Game detail
100 % des Schadens, den Verbündete erleiden, wird dem Zaubernden ebenfalls zugefügt.
33 % der Gesundheit, die der Zaubernde wiederherstellt, wird bei Verbündeten ebenfalls wiederhergestellt.
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Change sources and calculation notes remain to be documented.
o_b_blood_bond
Kochendes BlutBoiling BloodMechanics explained
Game detail
Bewegungen verursachen ~ur~unheiligen Schaden~/~ und verschlechtern den Zustand eines zufälligen Körperteils um 3 % pro zurückgelegtem Feld.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Damage input triggered by movement
Unholy damage input = 3
With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Boiling Blood also supplies 3 body-part condition damage to a random part and 100% Armor Penetration.
BeichteConfessionOfficial description
Game detail
Das Verwenden von Fähigkeiten verleiht dem Zaubernden und allen Proselyten innerhalb ihres Sichtfeldes 3 Runden einen der folgenden Effekte (6 Runden, wenn sich keine Verbündeten innerhalb des Sichtfeldes des Zaubernden befinden):Angriffsfertigkeiten verleihen "Kampfeswut".
Ansturmfertigkeiten verleihen "Blutschwur".
Manöver verleihen 1 Stapel "Flüchtigkeit".
Zaubersprüche verleihen "Schnelle Regeneration".
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Change sources and calculation notes remain to be documented.
o_db_confession
Last der SündeBurden of SinOfficial description
Game detail
Jeder Zug außerhalb des Sichtfeldes des Zaubernden und jede Fähigkeit, die der Zaubernde verwendet, verleiht einen zusätzlichen Stapel des Effekts (bis zu VI).
Das Töten von Gegnern reduziert die Stapel um 3.
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Change sources and calculation notes remain to be documented.
o_db_sin
EingewickeltConstrictionOfficial description
Game detail
Verursacht Schmetter-, Stich- und ~ur~unheiligen Schaden~/~. Jede Runde erhöht den verursachten Schaden um 15 %.
Kann sich nicht auf andere Felder bewegen.
Überspringen einer Runde reduziert die Effektdauer um ein paar Runden (abhängig von Stärke und Beweglichkeit).
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Change sources and calculation notes remain to be documented.
o_db_constricted
Herz der DunkelheitHeart of DarknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_heart_of_darkness
Zurückgenommenes GeschenkGift RescindedOfficial description
Game detail
Hinterlässt nach dem Tod 2-3 Blutlachen auf zufälligen benachbarten Feldern.Wenn der Effekt abläuft, stirbt der Proselyt, frischt sofort die Abklingzeiten des Zaubernden auf, und stellt 33 % max. Gesundheit und 33 % max. Energie wieder her.
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Change sources and calculation notes remain to be documented.
o_db_gift_denied
VerherrlichungExaltationOfficial description
Game detail
Verleiht allen empfangenen Schlägen und Schüssen +26 % Patzerchance und -26 % Genauigkeit.
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Change sources and calculation notes remain to be documented.
o_b_exaltation
Tag des Jüngsten GerichtsJudgement DayMechanics explained
Game detail
Auf ein anderes Feld gehen oder Teleportation entfernt den Effekt und verursacht ~ur~unheiligen Schaden~/~. Kann Blutung und Immobilisierung verursachen.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Damage input triggered by movement
Unholy damage input = 9
With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Judgement Day then checks knockback and bleeding and removes itself; the chances still subtract the relevant resistances.
MiasmaOfficial description
Game detail
The icon mapping has not been verified.
Hat die Chance Husten zu verursachen.
Verursacht Giftschaden, wenn Rausch 100 % beträgt.
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Change sources and calculation notes remain to be documented.
o_db_miasmaWand Charge: FireOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_fireWand Charge: FrostOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_frostWand Charge: ElectricityOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_shockWand Charge: PoisonOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_poisonWand Charge: AcidOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_acidWand Charge: ArcaneOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_arcaneWand Charge: PsionicOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_psionicWand Charge: EntropyOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_entropyLey Line AlignmentOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_leyCore health and survival effects
BlutungBleedingMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Reduziert den Zustand des betroffenen Körperteils um 1 %.
Code-reviewed mechanics
- Ongoing bleeding
- Registers healing efficiency −10%, Energy Restoration −2.5% and cooldown duration +10%. Per-turn pure-damage input is round(max(1, (3 + capacity × 1%) × (1 − Fortitude ÷ 100))); the corresponding body part is also damaged. Bleeding identities are tracked per part.
- What changes it
- Hit and injury paths can attempt to apply Bleeding; immunity and body-part resistance can still reject that attempt.
Further reading:Body conditions and injuries
o_db_bleed
ErbrechenVomitingMechanics explained
Game detail
Erbrechen im Schlaf verursacht großen Schaden.
Code-reviewed mechanics
- What happens after entry
- Vomiting registers per-turn Intoxication −4, Hunger +8 and Thirst +8: meter inputs rather than healing. Entry stops the current action, lowers situational and diet Morale by 2 each, and removes current Satiety and food-sourced temporary stat layers.
- Why vomiting occurs
- Eating past zero Hunger while already satiated and without an existing Vomiting instance enters this path. Food use has an order: removing existing temporary layers does not reverse every immediate gain.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:Sättigung
Further reading:Hunger and ThirstCooking
o_db_nause
SättigungSatietyMechanics explained
Game detail
Solange dieser Effekt aktiv ist, führt das Verzehren von Nahrung zu Erbrechen.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Satiety and overeating
- Eating below zero Hunger grants Satiety when not already satiated. Duration is excess capped at 40, multiplied by 5, with at least 1 turn. Going past zero again while satiated enters Vomiting. Satiety itself has stages, so extra modifiers are not constant throughout.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:Erbrechen
Further reading:Hunger and ThirstCooking
o_db_hunger0
VergiftungPoisoningMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Per-turn poison damage
- Compute min(1 + Health capacity × 3%, 10) × (1 − Fortitude ÷ 100), then round. This self-poison input goes through damage resolution, so it need not equal final Health loss. Birds have a further halving branch. Per-turn Intoxication registers +1, still subject to Intoxication Resistance.
- Worked example
- At capacity 100 and Fortitude 0%, the poison input is 4; at 50% Fortitude it is 2. Removing Poisoning stops the effect, while reducing Intoxication changes only the meter. Reapplication follows stack and duration rules.
- What changes it
- Damage progress and some consumables have distinct poisoning entries; reapplication and update can also follow different paths.
Further reading:Pain and IntoxicationDamage and resistances
o_db_poison
RauschIntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Die Geschwindigkeit der passiven Erholung von einem Rausch hängt von der Immunität ab.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:SchmerzStarker SchmerzSchmerzschockSchwerer RauschTödlicher Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox1
Schwerer RauschSevere IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Stolpern: Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.Die Geschwindigkeit der passiven Erholung von einem Rausch hängt von der Immunität ab.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:SchmerzStarker SchmerzSchmerzschockRauschTödlicher Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox2
Tödlicher RauschDeadly IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Stolpern: Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.
Hat die Chance Erbrechen zu verursachen.Die Geschwindigkeit der passiven Erholung von einem Rausch hängt von der Immunität ab.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:SchmerzStarker SchmerzSchmerzschockRauschSchwerer Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox3
SchmerzPainMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:Starker SchmerzSchmerzschockRauschSchwerer RauschTödlicher Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain1
Starker SchmerzSevere PainMechanics explained
Game detail
Stolpern: Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:SchmerzSchmerzschockRauschSchwerer RauschTödlicher Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain2
SchmerzschockPain ShockMechanics explained
Game detail
Stolpern: Chance, bei Bewegung einen Schritt in eine zufällige Richtung zu tun.
Dem Tod nahe: Alle paar Runden wird die max. Gesundheit des Charakters reduziert.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:SchmerzStarker SchmerzRauschSchwerer RauschTödlicher Rausch
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain3
HungerMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:Schrecklicher HungerTödlicher HungerDurstSchrecklicher DurstDehydrierung
Further reading:Hunger and ThirstRest mode
o_db_hunger1
Schrecklicher HungerTerrible HungerMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerTödlicher HungerDurstSchrecklicher DurstDehydrierung
Further reading:Hunger and ThirstRest mode
o_db_hunger2
Tödlicher HungerStarvationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Dem Tod nahe: Alle paar Runden wird die max. Gesundheit des Charakters reduziert.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 4 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerSchrecklicher HungerDurstSchrecklicher DurstDehydrierung
Further reading:Hunger and ThirstRest mode
o_db_hunger3
DurstThirstMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerSchrecklicher HungerTödlicher HungerSchrecklicher DurstDehydrierung
Further reading:Hunger and ThirstRest mode
o_db_thirst1
Schrecklicher DurstTerrible ThirstMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerSchrecklicher HungerTödlicher HungerDurstDehydrierung
Further reading:Hunger and ThirstRest mode
o_db_thirst2
DehydrierungDehydrationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Dem Tod nahe: Alle paar Runden wird die max. Gesundheit des Charakters reduziert.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 2 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerSchrecklicher HungerTödlicher HungerDurstSchrecklicher Durst
Further reading:Hunger and ThirstRest mode
o_db_thirst3
Leichte VerletzungMinor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Mittelschwere VerletzungSchwere VerletzungLeichte Verletzung (stabilisert)Mittelschwere Verletzung (stabilisert)Schwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1
Mittelschwere VerletzungModerate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Leichte VerletzungSchwere VerletzungLeichte Verletzung (stabilisert)Mittelschwere Verletzung (stabilisert)Schwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2
Schwere VerletzungSevere InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Leichte VerletzungMittelschwere VerletzungLeichte Verletzung (stabilisert)Mittelschwere Verletzung (stabilisert)Schwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3
Leichte Verletzung (stabilisert)Stabilized Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Leichte VerletzungMittelschwere VerletzungSchwere VerletzungMittelschwere Verletzung (stabilisert)Schwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1_stabil
Mittelschwere Verletzung (stabilisert)Stabilized Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Leichte VerletzungMittelschwere VerletzungSchwere VerletzungLeichte Verletzung (stabilisert)Schwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2_stabil
Schwere Verletzung (stabilisert)Stabilized Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Leichte VerletzungMittelschwere VerletzungSchwere VerletzungLeichte Verletzung (stabilisert)Mittelschwere Verletzung (stabilisert)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3_stabil