Stoneshard Wiki

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
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Game detail

Optimismus

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
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Game detail

Heldentum

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.

o_state_heroism
Zweiter WindSecond WindMechanics explained
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Game detail

Zweiter Wind

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.

o_state_secondwind
RasereiFrenzyMechanics explained
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Game detail

Raserei

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.

o_state_frenzy
GrößenwahnMegalomaniaOfficial description
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Game detail

Größenwahn

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
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Game detail

Todeswunsch

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
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Game detail

Panik

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%.

o_state_panic
PessimismusPessimismOfficial description
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Game detail

Pessimismus

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
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Game detail

Angst

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
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Game detail

Paranoia

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
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Game detail

Delirium

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
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Game detail

Katharsis

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
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Game detail

SäurebadAnhaltend

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
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Game detail

Fluch der QualenPhysisch

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
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Game detail

HorrortripAnhaltend

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
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Game detail

BlindheitMental

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
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Game detail

RobustheitPhysisch

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
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Game detail

VerwirrungMental

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
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Game detail

KampfeswutPhysisch

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
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Game detail

NässeAnhaltend

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
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Game detail

TrunkenheitAnhaltend

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
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Game detail

FlüchtigkeitManöver

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
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Game detail

Außergewöhnliche PräzisionMental

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_accurate
EntkräftungEnervationDescription needed
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Game detail

EntkräftungPhysisch

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
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Game detail

StärkungMental

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
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Game detail

Steif vor KältePhysisch

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
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Game detail

BewegungsunfähigAnhaltend

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
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Game detail

BewegungsunfähigAnhaltend

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
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Game detail

BrennendAnhaltend

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
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Game detail

OpferblutMagisch

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
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Game detail

VersteinerungMagisch

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
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Game detail

BesessenheitMagisch

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
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Game detail

Schnelle RegenerationPhysisch

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
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Game detail

SchlafMental

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
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Game detail

SteinhautMagisch

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
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Game detail

BetäubungPhysisch

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
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Game detail

Gespenstische HeimsuchungMagisch

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
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Game detail

SchwächungPhysisch

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
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Game detail

EmpfänglichkeitMental

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
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Game detail

LebensentzugMagisch

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
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Game detail

EnergieentzugMagisch

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
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Game detail

Klare SichtPhysisch

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
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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.
o_db_tired01
Schwere ErmattungSevere FatigueMechanics explained
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Game detail

Schwere ErmattungZustand

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.
o_db_tired02
ErschöpfungExhaustionMechanics explained
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Game detail

ErschöpfungZustand

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.
o_db_tired03
Gegen alle WidrigkeitenAgainst the OddsMechanics explained
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Game detail

Gegen alle WidrigkeitenManöver

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.

o_b_against_all
BlutegeltherapieLeech TherapyOfficial description
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Game detail

BlutegeltherapiePhysisch

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
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Game detail

ImmobilisierungPhysisch

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
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Game detail

KomaPhysisch

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
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Game detail

Fluch des VerderbensMagisch

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
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Game detail

Erhobener SchildManöver

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
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Game detail

BlitzverzauberungMagisch

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
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Game detail

Zeichen das FestmahlsMagisch

Gewährt allen erhaltenen Schlägen +13 % Lebensentzug.Eine Blutung verlängert die Effektdauer 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_feast
PurpurgeschenkCrimson GiftDescription needed
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Game detail

The icon mapping has not been verified.

Purpurgeschenk

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_crimson_banner_effect
BlutschwurBlood OathDescription needed
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Game detail

BlutschwurMagisch

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

Unheiliger SegenPhysisch

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

FechthaltungHaltung

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
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Game detail

SteinrüstungMagisch

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

Runische VerstärkungMagisch

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

BenommenheitMental

Kann keine Fähigkeiten verwenden

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Change sources and calculation notes remain to be documented.

o_db_daze
DefensivhaltungHold the Line!Official description
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Game detail

DefensivhaltungManöver

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

MassakerHaltung

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).

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_massacre
Hammer und AmbossHammer and AnvilOfficial description
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Game detail

Hammer und AmbossHaltung

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).

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_hammer_and_anvil
Stählernes FestFeast of SteelOfficial description
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Game detail

Stählernes FestHaltung

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).

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_steel_feast
ParierenParryDescription needed
#

Game detail

ParierenManöver

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_riposte
Unbeugsame HaltungUnwavering StanceOfficial description
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Game detail

Unbeugsame HaltungHaltung

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).

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_unwavering_stance
AnvisierenTaking AimDescription needed
#

Game detail

AnvisierenManöver

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_taking_aim
UnterdrückungSuppressionOfficial description
#

Game detail

UnterdrückungHaltung

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).

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_suppression
Schmerzhafte StichePainful StabsOfficial description
#

Game detail

Schmerzhafte SticheHaltung

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).

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_painful_stabs
Zeichen des JägersHunter's MarkDescription needed
#

Game detail

Zeichen des JägersPhysisch

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_hunters_mark
JagdfieberThrill of the HuntOfficial description
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Game detail

JagdfieberManöver

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).

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_hunter
Klaffende WundeGaping WoundOfficial description
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Game detail

Klaffende WundePhysisch

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.

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_gaping_wound
VampirblutVampiric BloodOfficial description
#

Game detail

VampirblutMagisch

Stellt 6 % max. Gesundheit und 6 % max. Energie 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_b_vampiric_blood
BlutrauschBlood CrazeOfficial description
#

Game detail

BlutrauschPhysisch

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
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Game detail

OpferbereitschaftMagisch

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
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Game detail

Ergriffene InitiativeManöver

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_ini_seized
Verlorene InitiativeInitiative LossDescription needed
#

Game detail

Verlorene InitiativeMental

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
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Game detail

DefensivtaktikManöver

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).

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_tactics_def
OffensivtaktikOffensive TacticOfficial description
#

Game detail

OffensivtaktikManöver

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).

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_tactics_off
KampfesdurstThirst for BattleOfficial description
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Game detail

KampfesdurstManöver

Die Stärke des Effekts ändert sich je nach der Höhe der aktuellen Gesundheit.

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_battle_thirst
AdrenalinrauschAdrenaline RushOfficial description
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Game detail

AdrenalinrauschManöver

III Stapel: reduziert alle Abklingzeiten um 1 Runde.
VI Stapel: stellt 4 % max. Gesundheit wieder her, wenn die Gesundheit weniger als 40 % beträgt

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_adrenaline
SegenBlessingDescription needed
#

Game detail

SegenMental

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_bless
SeelenfriedenPeace of MindOfficial description
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Game detail

SeelenfriedenMental

Effektdauer reduziert sich bei Erhalt von Erfahrung.

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_bless_elf
Blick der AhnenAncestors' GazeOfficial description
#

Game detail

Blick der AhnenMental

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.

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_bless_dwarf
Troll-RegenerationTroll RegenerationDescription needed
#

Game detail

Troll-RegenerationPhysisch

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_troll_regeneration
NeugruppierungRegroupDescription needed
#

Game detail

NeugruppierungManöver

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_regroup
PikenierhaltungPikeman StanceOfficial description
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Game detail

PikenierhaltungHaltung

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).

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_pikemanstance
PikenierhaltungPikeman StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Pikenierhaltung

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_stance_spear
KonzentrationConcentrationOfficial description
#

Game detail

KonzentrationManöver

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.

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_honed_moves
Genug für alleEnough for EveryoneOfficial description
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Game detail

Genug für alleManöver

Ist der Charakter benachbart, erhält er jedes Mal, wenn er einem anderen Ziel einen Schlag versetzt, einen Schlag von ihm.

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_crowdcontrol
SeelenopferSoul SacrificeOfficial description
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Game detail

SeelenopferPhysisch

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

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_soul_sacrifice
BindesiegelBinding SigilOfficial description
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Game detail

BindesiegelMagisch

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.

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_binding_sigil
Angriff!Sic!Official description
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Game detail

Angriff!Physisch

Verleiht allen von Hunden erhaltenen Angriffen +50 % Schaden
Hunde fliehen nicht, solange das Ziel, das unter diesem Effekt leidet, sich in ihrem Sichtfeld befindet

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_sic_em
Erstickende WolkeSuffocating CloudOfficial description
#

Game detail

Erstickende Wolke

Hat die Chance Husten zu verursachen.

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_suffocating_cloud
HustenCoughingOfficial description
#

Game detail

HustenPhysisch

Erzeugt Lärm.

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_cough
In Alkohol getränktDoused in AlcoholDescription needed
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Game detail

In Alkohol getränktAnhaltend

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_soaked_alco
EingeöltDoused in OilDescription needed
#

Game detail

EingeöltAnhaltend

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_soaked_oil
Mächtiger HiebMighty SwingOfficial description
#

Game detail

Mächtiger HiebManöver

Verstärkt andere Fertigkeiten des Fähigkeitsbaums und verleiht ihnen einzigartige Eigenschaften.

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_mighty_swing
AngriffshaltungStriker StanceOfficial description
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Game detail

AngriffshaltungHaltung

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_carnage
AngriffshaltungStriker StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Angriffshaltung

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_stance_2hmace
RandaleRampageOfficial description
#

Game detail

RandaleHaltung

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).

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_rampage
AngriffshaltungStriker StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Angriffshaltung

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_stance_2haxe
Al'qudOfficial description
#

Game detail

Al'qudMental

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_b_drug_alqud
AbasaOfficial description
#

Game detail

AbasaMental

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_b_drug_abasa
HornissenhonigHornet HoneyOfficial description
#

Game detail

HornissenhonigMental

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_b_drug_honey
NikkafOfficial description
#

Game detail

NikkafMental

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_b_drug_nikkaf
SternenstaubStardustDescription needed
#

Game detail

SternenstaubMental

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_drug_stardust
SchmerzmittelParegoricOfficial description
#

Game detail

SchmerzmittelMental

Halbiert die Strafen von HustenFührt 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_b_drug_paregoric
Al'qud NachwirkungenAl'qud AftermathOfficial description
#

Game detail

Al'qud NachwirkungenAnhaltend

Hat die Chance Benommenheit oder Verwirrung zu verursachen.

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_drug_alqud
Hornissenhonig NachwirkungenHornet Honey AftermathOfficial description
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Game detail

Hornissenhonig NachwirkungenAnhaltend

Hat die Chance Erbrechen zu verursachen.

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_drug_honey
Schmerzmittel NachwirkungenParegoric AftermathOfficial description
#

Game detail

Schmerzmittel NachwirkungenAnhaltend

Hat die Chance Schlaf zu verursachen.

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_drug_paregoric
Nikkaf NachwirkungenNikkaf AftermathDescription needed
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Game detail

Nikkaf NachwirkungenAnhaltend

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_drug_nikkaf
Horrortrip NachwirkungenBad Trip AftermathDescription needed
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Game detail

Horrortrip NachwirkungenAnhaltend

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_drug_hungover
TaumelStaggerDescription needed
#

Game detail

TaumelPhysisch

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_stagger
Gesucht: Geldstrafe oder GefängnisWanted: Fine or JailMechanics explained
#

Game detail

Gesucht: Geldstrafe oder GefängnisZustand

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.

o_db_crime_wanted
Gesucht: Wird bei Sichtkontakt angegriffenWanted: Attacked on SightMechanics explained
#

Game detail

Gesucht: Wird bei Sichtkontakt angegriffenZustand

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.

o_db_crime_dead_or_alive
Bestialische RageBestial RageOfficial description
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Game detail

Bestialische RageMagisch

Hat eine Chance von 66 %, anstatt des ursprünglichen Ziels ein zufälliges benachbartes anzugreifen.

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o_b_bestial_rage
VernebeltMurkOfficial description
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Game detail

VernebeltPhysisch

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
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Game detail

FleischbergMagisch

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
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Game detail

ÜberlebenswilleMental

Vorübergehende Immunität gegen Verletzungen und negative Statuseffekte.

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o_b_will_to_survive
ResonanzResonanceDescription needed
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Game detail

ResonanzMagisch

This official entry has no written description.

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Change sources and calculation notes remain to be documented.

o_db_resonance
ImpulsImpulseOfficial description
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Game detail

ImpulsMagisch

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
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Game detail

Statisches FeldMagisch

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
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Game detail

Siegel der FeinheitMagisch

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
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Game detail

Siegel der MachtMagisch

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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o_b_seal_power
Ort der MachtPlace of PowerOfficial description
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Game detail

Ort der MachtPhysisch

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
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Game detail

Siegel der ReflexionMagisch

Lenkt alle empfangenen gezielten Zaubersprüche auf ein zufälliges Ziel innerhalb von 8 Feldern ab, wenn es eines gibt

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o_b_seal_reflection
Siegel der FesselnSeal of ShacklesOfficial description
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Game detail

Siegel der FesselnMagisch

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
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Game detail

Siegel der PyromantieMagisch

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_pyromancy
Siegel der ElektromantieSeal of ElectromancyOfficial description
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Game detail

Siegel der ElektromantieMagisch

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
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Game detail

Siegel der GeomantieMagisch

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
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Game detail

Siegel der ArkanistikMagisch

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
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Game detail

Siegel der UnheiligkeitMagisch

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
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Game detail

Siegel der BlutmagieMagisch

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
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Game detail

Tot oder lebendigManöver

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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o_db_dead_or_alive
KaterHangoverOfficial description
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Game detail

KaterAnhaltend

Die Dauer des Katers hängt von dem Rausch ab

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o_db_hangover
Unnachgiebige VerteidigungUnyielding DefenseDescription needed
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Game detail

Unnachgiebige VerteidigungManöver

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
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Game detail

Achtung, Aufprall!Manöver

Verleiht allen erhaltenen Schlägen und Schüssen eine Strafe auf Patzerchance, Genauigkeit und Rüstungsdurchdringung.

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o_b_brace_for_impact
Gestohlene EssenzStolen EssenceOfficial description
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Game detail

Gestohlene EssenzPhysisch

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
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Game detail

Tödliche VorahnungMagisch

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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o_db_deadly_premonition
Gespenstische HeimsuchungSpectral HauntingOfficial description
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Game detail

Gespenstische HeimsuchungMagisch

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
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Game detail

KarawanenrastEreignis

Pferde benötigen Zeit, um sich zu erholen.Karawanenreisen sind vorübergehend nicht möglich.

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o_db_caravan_cd
SeuchePestilenceOfficial description
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Game detail

SeucheAnhaltend

Kann Vergiftung verursachen.

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o_db_pest
GeschicklichkeitstrainingAgility TrainingDescription needed
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Game detail

GeschicklichkeitstrainingMental

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
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Game detail

PräzisionstrainingMental

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
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Game detail

KrafttrainingMental

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
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Game detail

AusdauertrainingMental

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.

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o_b_endurance_training
Unheimliches LeuchtenBaleful GlowDescription needed
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Game detail

Unheimliches LeuchtenPhysisch

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
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Game detail

Offenbarung: HastPhysisch

Wenn du dich auf andere Felder bewegst und Manöver benutzt, verursachst du ~ur~33 Unheiligen Schaden~/~.

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o_db_revelation_move
Offenbarung: UnglückRevelation: MisfortuneOfficial description
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Game detail

Offenbarung: UnglückPhysisch

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
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Game detail

Offenbarung: SelbstüberschätzungPhysisch

Der Einsatz von Angriffsfertigkeiten oder Zaubersprüchen beschwört einen zufälligen schwachen Geist auf ein angrenzendes Feld.

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o_db_revelation_attack
Offenbarung: NiederlagenRevelation: LossesOfficial description
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Game detail

Offenbarung: NiederlagenPhysisch

Das Benutzen oder Werfen von Gegenständen verursacht 10 Runden "Schwächung", "Entkräftung" oder Verwirrung oder 3 Runden "Blindheit".

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o_db_revelation_item
AufstiegAscensionOfficial description
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Game detail

AufstiegMagisch

Die Proselyten werden durch den Aufstiegsritus verstärkt.
Unterbreche den Ritus, um den Effekt zu entfernen.

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o_b_ascension
AufstiegsritusRite of AscensionOfficial description
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Game detail

The icon mapping has not been verified.

Aufstiegsritus

Wenn du alle Gegner mit diesem Effekt tötest, wird der Ritus unterbrochen.

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o_b_ascension_ritual
Vampirische VerderbnisVampiric CorruptionOfficial description
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Game detail

Vampirische VerderbnisAnhaltend

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
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Game detail

BlutverhexungAnhaltend

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
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Game detail

WaldläufergebräuMental

This official entry has no written description.

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Change sources and calculation notes remain to be documented.

o_b_gamekeeper_brew
Eiserne DisziplinIron DisciplineOfficial description
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Game detail

Eiserne DisziplinMental

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
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Game detail

UntergrabenPhysisch

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
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Game detail

WurmlochMagisch

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.

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_wormhole
ÄtherschildAether ShieldOfficial description
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Game detail

ÄtherschildMagisch

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
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Game detail

StasePhysisch

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_stasis
Beschworenes WesenSummoned EntityOfficial description
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Game detail

The icon mapping has not been verified.

Beschworenes Wesen

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
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Game detail

UnantastbarkeitMagisch

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

EntschlossenheitManöver

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.

o_b_determination
VöllereiGluttonyOfficial description
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Game detail

VöllereiPhysisch

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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o_db_gluttony
Gelobt sei der Hof!Praise the Court!Official description
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Game detail

Gelobt sei der Hof!Anhaltend

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
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Game detail

SchutzeidMagisch

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
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Game detail

RacheeidMagisch

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
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Game detail

FührungseidMagisch

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
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Game detail

BlutbundMagisch

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

Kochendes BlutMagisch

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.

o_db_boiling_blood
BeichteConfessionOfficial description
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Game detail

BeichteMagisch

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
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Game detail

Last der SündeMagisch

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
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Game detail

EingewickeltMagisch

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).

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_constricted
Herz der DunkelheitHeart of DarknessDescription needed
#

Game detail

Herz der DunkelheitMagisch

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

Zurückgenommenes GeschenkMagisch

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.

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_gift_denied
VerherrlichungExaltationOfficial description
#

Game detail

VerherrlichungMagisch

Verleiht allen empfangenen Schlägen und Schüssen +26 % Patzerchance und -26 % Genauigkeit.

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_exaltation
Tag des Jüngsten GerichtsJudgement DayMechanics explained
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Game detail

Tag des Jüngsten GerichtsMagisch

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.

o_db_judgement_day
MiasmaOfficial description
#

Game detail

The icon mapping has not been verified.

Miasma

Hat die Chance Husten zu verursachen.
Verursacht Giftschaden, wenn Rausch 100 % beträgt.

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_miasma
Wand Charge: FireOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Fire

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_fire
Wand Charge: FrostOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Frost

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_frost
Wand Charge: ElectricityOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Electricity

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_shock
Wand Charge: PoisonOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Poison

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_poison
Wand Charge: AcidOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Acid

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_acid
Wand Charge: ArcaneOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Arcane

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_arcane
Wand Charge: PsionicOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Psionic

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_psionic
Wand Charge: EntropyOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Entropy

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_entropy
Ley Line AlignmentOfficial description
#

Game detail

The icon mapping has not been verified.

Ley Line Alignment

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_ley

Core 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.

BlutungAnhaltend

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.
o_db_bleed
ErbrechenVomitingMechanics explained
#

Game detail

ErbrechenPhysisch

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.
o_db_nause
SättigungSatietyMechanics explained
#

Game detail

SättigungZustand

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.
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.
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.

RauschZustand

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.
o_db_tox1
Schwerer RauschSevere IntoxicationMechanics explained
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Game detail

Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.

Schwerer RauschZustand

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.
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.

Tödlicher RauschZustand

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.
o_db_tox3
SchmerzPainMechanics explained
#

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.
o_db_pain1
Starker SchmerzSevere PainMechanics explained
#

Game detail

Starker SchmerzZustand

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.
o_db_pain2
SchmerzschockPain ShockMechanics explained
#

Game detail

SchmerzschockZustand

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.
o_db_pain3
HungerMechanics explained
#

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.
o_db_hunger1
Schrecklicher HungerTerrible HungerMechanics explained
#

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.
o_db_hunger2
Tödlicher HungerStarvationMechanics explained
#

Game detail

Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.

Tödlicher HungerZustand

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.
o_db_hunger3
DurstThirstMechanics explained
#

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.
o_db_thirst1
Schrecklicher DurstTerrible ThirstMechanics explained
#

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.
o_db_thirst2
DehydrierungDehydrationMechanics explained
#

Game detail

Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.

DehydrierungZustand

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.
o_db_thirst3
Leichte VerletzungMinor InjuryMechanics explained
#

Game detail

Human head injury example; the actual icon and penalties depend on the injured body part.

Leichte VerletzungWunde

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.
o_db_inj1
Mittelschwere VerletzungModerate InjuryMechanics explained
#

Game detail

Human head injury example; the actual icon and penalties depend on the injured body part.

Mittelschwere VerletzungWunde

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.
o_db_inj2
Schwere VerletzungSevere InjuryMechanics explained
#

Game detail

Human head injury example; the actual icon and penalties depend on the injured body part.

Schwere VerletzungWunde

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.
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.

Leichte Verletzung (stabilisert)Wunde

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.
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.

Mittelschwere Verletzung (stabilisert)Wunde

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.
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.

Schwere Verletzung (stabilisert)Wunde

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.
o_db_inj3_stabil

Quellen

Spielversion 0.9.4.25

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