Attribute dictionary
Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
Contents
Reading this dictionary
Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.
Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.
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254 / 254 entries
Health and Energy
HealthMechanics explained
Game detail
The amount of damage you can receive before dying.
Code-reviewed mechanics
- How this value works
- Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:Max HealthMax Health Threshold
Further reading:Body conditions and injuriesRest mode
HPMax HealthMechanics explained
Game detail
The amount of damage you can receive before dying.
Code-reviewed mechanics
- How this value works
- Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:HealthMax Health Threshold
Further reading:Body conditions and injuriesRest mode
max_hpHealth RestorationMechanics explained
Game detail
The rate of your passive Health recovery.
The higher the number, the more frequently restoration ticks occur.By default, replenishes 5% Max Health per tick.Remaining in combat temporarily disrupts Health Restoration.
Code-reviewed mechanics
- How this value works
- Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:Energy Restoration
Further reading:Rest modeBody conditions and injuries
Health_RestorationHealing EfficiencyMechanics explained
Game detail
The coefficient of Health replenishment, occurring by any means.
Code-reviewed mechanics
- How this value works
- The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
- What changes it
- Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resMax Health ThresholdMechanics explained
Game detail
The maximum threshold to which you can replenish your Health.Negatively affected by damage to your body parts and Injuries.
Code-reviewed mechanics
- How this value works
- The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:HealthMax Health
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergyMechanics explained
Game detail
The resource spent on using abilities and performing some other actions, such as swimming.
Code-reviewed mechanics
- How this value works
- Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:Max EnergyMax Energy Threshold
MPMax EnergyMechanics explained
Game detail
The resource spent on using abilities and performing some other actions, such as swimming.
Code-reviewed mechanics
- How this value works
- Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:EnergyMax Energy Threshold
max_mpEnergy RestorationMechanics explained
Game detail
The rate of your passive Energy recovery.
The higher the number, the more frequently restoration ticks occur.By default, replenishes 5% Max Energy per tick.
Code-reviewed mechanics
- How this value works
- Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:Health Restoration
Further reading:Rest modeBody conditions and injuries
MP_RestorationEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resMax Energy ThresholdMechanics explained
Game detail
The maximum threshold to which you can replenish your Energy.Negatively affected by the character's Fatigue.
Code-reviewed mechanics
- How this value works
- The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:EnergyMax Energy
Max_Energy_ThresholdDamage TakenMechanics explained
Game detail
The amount of damage received from all sources.
Takes effect after Protection and Resistances.
Code-reviewed mechanics
- How this value works
- Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionArmor PenetrationSpell Armor PenetrationPhysical ResistanceNature ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedDamage ReflectionOfficial description
Game detail
The percentage of the original damage returned to enemies in melee.
Change sources and calculation notes remain to be documented.
Damage_ReturnedLife DrainOfficial description
Game detail
The percentage of damage dealt by your attacks that is replenished as Health.
Change sources and calculation notes remain to be documented.
LifestealEnergy DrainOfficial description
Game detail
The percentage of damage dealt by your attacks that is replenished as Energy.
Change sources and calculation notes remain to be documented.
ManastealEnergy DrainOfficial description
Game detail
The percentage of damage dealt by your attacks that is replenished as Energy.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainProtectionMechanics explained
Game detail
The amount of damage absorbed by specific body parts upon receiving a hit.
Takes effect before Resistances.Protection is 33% less effective against Magic and Nature Damage.
Code-reviewed mechanics
- How this value works
- Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:Armor PenetrationSpell Armor PenetrationDamage TakenPhysical ResistanceNature ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
DEFHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFFortitudeOfficial description
Game detail
Affects the duration of received negative physical, mental, and some lingering effects as well as the damage over time taken from Bleeding, Poisoning, Burning, and Acid Bath.Also reduces the loss of Morale and Sanity.The highest possible value: 50%
Change sources and calculation notes remain to be documented.
FortitudeHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
SPOfficial description
Game detail
Stat Points (SP) are spent on improving your primary Attributes.Each level up grants 1 SP.
Change sources and calculation notes remain to be documented.
APAPOfficial description
Game detail
Ability Points (AP) are spent on learning new skills and spells.Each level up grants 1 AP.
Change sources and calculation notes remain to be documented.
SPLevelOfficial description
Game detail
Each level up grants your character 1 Stat Point and 1 Ability Point.
The maximum character level: 30.
Change sources and calculation notes remain to be documented.
LVLExperienceOfficial description
Game detail
The amount of Experience acquired by your character.
Change sources and calculation notes remain to be documented.
XPExperience GainOfficial description
Game detail
The coefficient of Experience received from all sources.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
StrengthOfficial description
Game detail
Strength impacts your primary combat capabilities.Additionally, it increases unarmed damage and affects the Range and Crit Chance of thrown items.Each point of Strength grants +1.5% Weapon Damage, +1.5% Block Chance, and +1 Block Power.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +7.5% Bodypart Damage
+10% Crit Efficiency
+15% Armor DamageStrength is capped at 30 points.
Change sources and calculation notes remain to be documented.
STRAgilityOfficial description
Game detail
Agility influences your finesse in battle.Additionally, it increases the chance to disarm traps and affects the damage, Accuracy, and Fumble Chance of thrown items.Each point of Agility grants +1.5% Counter Chance and -1.5% Fumble and Backfire Chances.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +5% Dodge Chance
+2.5% Hands Efficiency
+7.5% Move ResistanceAgility is capped at 30 points.
Change sources and calculation notes remain to be documented.
AGLPerceptionOfficial description
Game detail
Perception allows you to spot danger earlier and helps with delivering precise attacks.Additionally, it affects the Accuracy and Crit Chance of thrown items.Each point of Perception grants +1.5% Accuracy and +1.5% Armor Penetration to attacks and spells.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +5% Vision
+5% Bonus Range
+5% Crit and Miracle ChancesPerception is capped at 30 points.
Change sources and calculation notes remain to be documented.
PRCVitalityOfficial description
Game detail
Vitality improves your endurance and survivability.Each point of Vitality grants +4 Max Energy and +2% Energy Restoration.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +15 Max Health
+5% Block Power Recovery
+7.5% Control Resistance Vitality is capped at 30 points.
Change sources and calculation notes remain to be documented.
VitalityWillpowerOfficial description
Game detail
Willpower makes hardships and misery more tolerable.Each point of Willpower grants -1.5% Cooldowns Duration and -1.5% Abilities Energy Cost.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +7.5% Magic Power
+7.5% Pain Resistance
+7.5% FortitudeWillpower is capped at 30 points.
Change sources and calculation notes remain to be documented.
WILCombat attributes
Main Hand DamageOfficial description
Game detail
The amount of damage dealt by your main hand weapon.
Change sources and calculation notes remain to be documented.
DMGOff-Hand DamageOfficial description
Game detail
The amount of damage dealt by your off-hand weapon.
Change sources and calculation notes remain to be documented.
OFFDMGWeapon DamageOfficial description
Game detail
The coefficient of Physical Damage dealt by your attacks.
Change sources and calculation notes remain to be documented.
Weapon_DamageAccuracyMechanics explained
Game detail
The chance to land a strike or a shot.Accuracy over 100% reduces the target's Dodge Chance.Ranged weapons receive -2% Accuracy for each tile of distance to the target.Bows also receive -50% and -25% Accuracy when shooting at targets within 1 and 2 tiles respectively.Attack skills have innate +4% Accuracy.
Code-reviewed mechanics
- How this value works
- Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:Dodge ChanceFumble ChanceCrit ChanceCrit AvoidanceBlock ChanceBlock Power
Further reading:Attack resolutionDamage and resistances
Hit_ChanceCrit ChanceMechanics explained
Game detail
The chance to deal bonus damage with an attack while also empowering it with an additional effect depending on the weapon's type.
Code-reviewed mechanics
- How this value works
- Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyDodge ChanceFumble ChanceCrit AvoidanceBlock ChanceBlock Power
Further reading:Attack resolutionDamage and resistances
CRTCrit EfficiencyOfficial description
Game detail
The coefficient of bonus damage dealt with critical attacks.
Change sources and calculation notes remain to be documented.
CRTDBlock ChanceMechanics explained
Game detail
The chance to block a melee attack, absorbing all or some of its damage.
An equipped shield allows to block physical and magical projectiles as well.
Code-reviewed mechanics
- How this value works
- The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyDodge ChanceFumble ChanceCrit ChanceCrit AvoidanceBlock Power
Further reading:Attack resolutionDamage and resistances
PRRBlock PowerMechanics explained
Game detail
The current and the maximum amount of damage that can be absorbed by blocking.Block Power is reduced by successful blocks and is partially replenished each turn.Blocking Magic and Nature Damage is 33% less effective.The base Block Power depends on the character's Strength.
Code-reviewed mechanics
- How this value works
- Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyDodge ChanceFumble ChanceCrit ChanceCrit AvoidanceBlock Chance
Further reading:Attack resolutionDamage and resistances
Block_PowerBlock Power RecoveryOfficial description
Game detail
The percentage of maximum Block Power replenished each turn.
Change sources and calculation notes remain to be documented.
Block_RecoveryCounter ChanceOfficial description
Game detail
The chance to perform a free strike after receiving a melee attack.Each enemy can only be countered once per turn.
Change sources and calculation notes remain to be documented.
CTADodge ChanceMechanics explained
Game detail
The chance to partially dodge a successful melee attack, turning it into a fumble, or to completely dodge a fumbled melee attack, avoiding its damage entirely.Dodge Chance is half as effective against physical and magical projectiles but allows to fully avoid their damage when it takes effect.Negative Dodge Chance increases the Accuracy of enemy attacks.
Code-reviewed mechanics
- How this value works
- The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyFumble ChanceCrit ChanceCrit AvoidanceBlock ChanceBlock Power
Further reading:Attack resolutionDamage and resistances
EVSFumble ChanceMechanics explained
Game detail
The chance to deal halved damage with an attack.
Negatively affected by dual wielding.Ranged weapons receive +2% Fumble Chance for each tile of distance to the target.Fumbled strikes and shots have their Stun, Daze, Knockback, Immobilization, Stagger, and Bleed Chances set to zero.Fumbling a ranged attack also increases the chance for ammo to break upon hitting the target.Attack skills have innate -4% Fumble Chance
Code-reviewed mechanics
- How this value works
- Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyDodge ChanceCrit ChanceCrit AvoidanceBlock ChanceBlock Power
Further reading:Attack resolutionDamage and resistances
FMBLock-picking & DisarmingOfficial description
Game detail
The chance to successfully disarm a trap or to pick a lock.
Change sources and calculation notes remain to be documented.
SavvyStealthOfficial description
Game detail
The effectiveness of the Stealth mode. [Not available in Beta]
Change sources and calculation notes remain to be documented.
STLMax VisionOfficial description
Game detail
Your maximum Vision range.
Change sources and calculation notes remain to be documented.
VSNVisionOfficial description
Game detail
Your current Vision range.In dark areas, your character can see illuminated tiles beyond the current Vision range, as long as they are within the Max Vision range.
Change sources and calculation notes remain to be documented.
currentVSNBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusBonus RangeOfficial description
Game detail
Affects the distance of your ranged attacks and certain spells.
Change sources and calculation notes remain to be documented.
Bonus_RangeRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngMain Hand EfficiencyOfficial description
Game detail
Hand Efficiency influences offensive parameters of weapons equipped in their respective hand.Negatively affected by dual wielding.
Change sources and calculation notes remain to be documented.
Mainhand_EfficiencyOff-Hand EfficiencyOfficial description
Game detail
Hand Efficiency influences offensive parameters of weapons equipped in their respective hand.Negatively affected by dual wielding.
Change sources and calculation notes remain to be documented.
Offhand_EfficiencyCrit AvoidanceMechanics explained
Game detail
The chance to avoid a critical attack by turning it into a basic one.Negative Crit Avoidance increases the probability of receiving critical attacks.
Code-reviewed mechanics
- How this value works
- The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:AccuracyDodge ChanceFumble ChanceCrit ChanceBlock ChanceBlock Power
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Noise ProducedOfficial description
Game detail
The amount of noise created by your actions.
Change sources and calculation notes remain to be documented.
Noise_ProducedBodypart DamageOfficial description
Game detail
The coefficient of damage to enemy body parts dealt by your attacks.
Change sources and calculation notes remain to be documented.
Bodypart_DamageArmor DamageOfficial description
Game detail
The coefficient of damage to enemy Armor dealt by your attacks.
Change sources and calculation notes remain to be documented.
Armor_DamageArmor PenetrationMechanics explained
Game detail
The percentage of enemy Protection ignored by your attacks.
Code-reviewed mechanics
- How this value works
- Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionSpell Armor PenetrationDamage TakenPhysical ResistanceNature ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
Armor_PiercingSpell AccuracyOfficial description
Game detail
The base chance for your projectile spells to hit their target.
Change sources and calculation notes remain to be documented.
Spell_Hit_ChanceSpell Armor PenetrationMechanics explained
Game detail
The percentage of enemy Protection ignored by your spells.
Code-reviewed mechanics
- How this value works
- The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionArmor PenetrationDamage TakenPhysical ResistanceNature ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingBleed ChanceOfficial description
Game detail
The chance to cause a body part to Bleed after hitting it with an attack.Bleeding does damage over time and gradually reduces the affected body part's Condition.
Change sources and calculation notes remain to be documented.
Bleeding_ChanceKnockback ChanceOfficial description
Game detail
The chance of your attacks to knock their target one tile back.Knocking an enemy against an occupied tile deals Crushing Damage and has a chance to Daze for 1 turn.
Change sources and calculation notes remain to be documented.
Knockback_ChanceDaze ChanceOfficial description
Game detail
The chance of your attacks to Daze their target.Daze prevents affected targets from using abilities.
Change sources and calculation notes remain to be documented.
Daze_ChanceStun ChanceOfficial description
Game detail
The chance of your attacks to Stun their target.Stun forces affected targets to skip a turn.
Change sources and calculation notes remain to be documented.
Stun_ChanceImmobilization ChanceOfficial description
Game detail
The chance of your attacks to Immobilize their target.Immobilization prevents targets from moving to other tiles.
Change sources and calculation notes remain to be documented.
Immob_ChanceStagger ChanceOfficial description
Game detail
The chance of your attacks to Stagger their target.Stagger applies major penalties to many offensive and defensive stats.
Change sources and calculation notes remain to be documented.
Stagger_ChanceMove ResistanceOfficial description
Game detail
The chance to avoid Knockback, Pulling, Immobilization, and Stagger applied by enemy attacks and abilities.
Change sources and calculation notes remain to be documented.
Knockback_ResistanceControl ResistanceOfficial description
Game detail
The chance to avoid Stun, Daze, and Confusion applied by enemy attacks and abilities.
Change sources and calculation notes remain to be documented.
Stun_ResistanceBleed ResistanceOfficial description
Game detail
The chance to avoid Bleeding applied by enemy attacks and abilities.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceSpells Energy CostMechanics explained
Game detail
The modifier for the amount of Energy required to cast spells.
Code-reviewed mechanics
- How this value works
- Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Abilities Energy CostSkills Energy CostCooldowns Duration
Further reading:Attack resolutionFatigue
Spells_Energy_CostSkills Energy CostMechanics explained
Game detail
The modifier for the amount of Energy required to use skills.
Code-reviewed mechanics
- How this value works
- Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Abilities Energy CostSpells Energy CostCooldowns Duration
Further reading:Attack resolutionFatigue
Skills_Energy_CostAbilities Energy CostMechanics explained
Game detail
The coefficient for the amount of Energy required to use skills and spells.The lowest possible value: 25%
Code-reviewed mechanics
- How this value works
- A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Skills Energy CostSpells Energy CostCooldowns Duration
Further reading:Attack resolutionFatigue
Abilities_Energy_CostCooldowns DurationMechanics explained
Game detail
The coefficient for the amount of time required to refresh all your abilities.Negatively affected by dual wielding.
Code-reviewed mechanics
- How this value works
- The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Abilities Energy CostSkills Energy CostSpells Energy Cost
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamagePiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamagePsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamagePure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
Physical ResistanceMechanics explained
Game detail
The percentage of reduction for all the Physical Damage you receive: Slashing, Piercing, Crushing, and Rending.
Code-reviewed mechanics
- How this value works
- Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionArmor PenetrationSpell Armor PenetrationDamage TakenNature ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceNature ResistanceMechanics explained
Game detail
The percentage of reduction for all the Nature Damage you receive: Fire, Frost, Shock, Poison, and Caustic.
Code-reviewed mechanics
- How this value works
- Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionArmor PenetrationSpell Armor PenetrationDamage TakenPhysical ResistanceMagic Resistance
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceMagic ResistanceMechanics explained
Game detail
The percentage of reduction for all the Magic Damage you receive: Arcane, ~ur~Unholy~/~, Sacred, and Psionic.
Code-reviewed mechanics
- How this value works
- Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtectionArmor PenetrationSpell Armor PenetrationDamage TakenPhysical ResistanceNature Resistance
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceSlashing ResistanceOfficial description
Game detail
The percentage of reduction for all the Slashing Damage you receive.
Change sources and calculation notes remain to be documented.
Slashing_ResistancePiercing ResistanceOfficial description
Game detail
The percentage of reduction for all the Piercing Damage you receive.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceCrushing ResistanceOfficial description
Game detail
The percentage of reduction for all the Crushing Damage you receive.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceRending ResistanceOfficial description
Game detail
The percentage of reduction for all the Rending Damage you receive.
Change sources and calculation notes remain to be documented.
Rending_ResistanceFire ResistanceOfficial description
Game detail
The percentage of reduction for all the Fire Damage you receive.
Change sources and calculation notes remain to be documented.
Fire_ResistanceFrost ResistanceOfficial description
Game detail
The percentage of reduction for all the Frost Damage you receive.
Change sources and calculation notes remain to be documented.
Frost_ResistanceShock ResistanceOfficial description
Game detail
The percentage of reduction for all the Shock Damage you receive.
Change sources and calculation notes remain to be documented.
Shock_ResistanceCaustic ResistanceOfficial description
Game detail
The percentage of reduction for all the Caustic Damage you receive.
Change sources and calculation notes remain to be documented.
Caustic_ResistancePoison ResistanceOfficial description
Game detail
The percentage of reduction for all the Poison Damage you receive.
Change sources and calculation notes remain to be documented.
Poison_ResistanceArcane ResistanceOfficial description
Game detail
The percentage of reduction for all the Arcane Damage you receive.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceUnholy ResistanceOfficial description
Game detail
The percentage of reduction for all the ~ur~Unholy Damage~/~ you receive.
Change sources and calculation notes remain to be documented.
Unholy_ResistanceSacred ResistanceOfficial description
Game detail
The percentage of reduction for all the Sacred Damage you receive.
Change sources and calculation notes remain to be documented.
Sacred_ResistancePsionic ResistanceOfficial description
Game detail
The percentage of reduction for all the Psionic Damage you receive.
Change sources and calculation notes remain to be documented.
Psionic_ResistancePsionic ResistanceOfficial description
Status and effect attributes
Deals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_SelfDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_SelfDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_SelfDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_SelfDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_SelfDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_SelfDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_SelfDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_SelfDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_SelfDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_SelfDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_SelfDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_SelfDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_SelfDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_SelfDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_Damage_SelfHealth and survival
Pain LimitMechanics explained
Game detail
The maximum amount of Pain that can be experienced by your character.The lower your Health, the higher the Pain Limit.
Code-reviewed mechanics
- How this value works
- Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain ChangePain ResistanceIntoxicationIntoxication ChangeIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitHungerMechanics explained
Game detail
The measure of your character's Hunger.
Increases over time depending on the intensity of your activities.Produces a negative effect upon reaching the thresholds of (25 + threshold bonus)%, (50 + threshold bonus)%, and (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:ThirstHunger ChangeThirst ChangeHunger Resistance
Further reading:Hunger and ThirstRest mode
HungerPainMechanics explained
Game detail
The measure of your character's Pain.
Increased by taking damage and receiving Injuries.
The maximum Pain threshold depends on your character's Health.Produces a negative effect upon reaching the thresholds of (25 + threshold bonus)%, (50 + threshold bonus)%, and (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:Pain LimitPain ChangePain ResistanceIntoxicationIntoxication ChangeIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
PainThirstMechanics explained
Game detail
The measure of your character's Thirst.
Increases over time depending on the intensity of your activities.Produces a negative effect upon reaching the thresholds of (25 + threshold bonus)%, (50 + threshold bonus)%, and (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HungerHunger ChangeThirst ChangeHunger Resistance
Further reading:Hunger and ThirstRest mode
ThirstyIntoxicationMechanics explained
Game detail
The measure of your character's Intoxication.
A common side effect of alcohol, drugs, certain herbs, and medicine.Produces a negative effect upon reaching the thresholds of (25 + threshold bonus)%, (50 + threshold bonus)%, and (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Wild Hunt bonus
Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.
Code-reviewed mechanics
- How this value works
- The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ChangePain ResistanceIntoxication ChangeIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationImmunityMechanics explained
Game detail
The resistance to a variety of maladies.
Also affects the rate of passive recovery from Intoxication.
Code-reviewed mechanics
- How this value works
- Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ChangePain ResistanceIntoxicationIntoxication ChangeIntoxication Resistance
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoraleMechanics explained
Game detail
Your character's readiness to fight and persevere.This stat depends on several factors:Situations (current Situation Morale% / 50%) - triumphs or setbacks in combat and exploration, as well as the influence of certain effects and consumables.
Diet (current Diet Morale% / 35%) - regular consumption of varied, high-quality dishes.
Rest (current Rest Morale% / 15%) - sufficient and consistent sleep, as well as its quality.Morale below 50% results in negative Psyche states.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Morale = Situation + Temporary + Diet + Rest Morale
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.
Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:SanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
MoraleSanityMechanics explained
Game detail
Your character's ability to maintain a clear grasp on reality.This stat depends on several factors:Situations (current Situation Sanity% / 50%) - contacts with unholy magic and its abominations, head Injuries, outcomes of spellcasting, as well as the influence of certain effects and consumables.
Lifestyle (current Lifestyle Sanity% / 35%) - social interactions and entertainment: completing Contracts, learning news and rumors, praying, cooking, and crafting.
Rest (current Rest Sanity% / 15%) - sufficient and consistent sleep, as well as its quality.Sanity below 50% results in negative Psyche states.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Sanity = Situation + Lifestyle + Rest Sanity
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.
Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
SanitySituational MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanityTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
MoraleSituationalTemporary MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
MoraleTemporaryDiet MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
MoraleDietSleep MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
MoraleRestSituational SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleLifestyle SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
SanitySituationalLifestyle SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanitySleep SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
SanityLifestyleSleep SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySit. Morale ChangeSit. Sanity Change
Further reading:Morale and SanitySleep and saving
SanityRestPain ChangeMechanics explained
Game detail
Indicates how much your Pain changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ResistanceIntoxicationIntoxication ChangeIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeIntoxication ChangeMechanics explained
Game detail
Indicates how much your Intoxication changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ChangePain ResistanceIntoxicationIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeHunger ChangeMechanics explained
Game detail
Indicates how much your Hunger changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HungerThirstThirst ChangeHunger Resistance
Further reading:Hunger and ThirstRest mode
Hunger_ChangeThirst ChangeMechanics explained
Game detail
Indicates how much your Thirst changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HungerThirstHunger ChangeHunger Resistance
Further reading:Hunger and ThirstRest mode
Thirst_ChangeSit. Sanity ChangeMechanics explained
Game detail
Indicates how much your Sanity changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Morale Change
Further reading:Morale and SanitySleep and saving
Sanity_ChangeSit. Morale ChangeMechanics explained
Game detail
Indicates how much your Morale changes each turn.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoraleSanitySituational MoraleTemporary MoraleDiet MoraleSleep MoraleSituational SanityLifestyle SanitySleep SanitySit. Sanity Change
Further reading:Morale and SanitySleep and saving
Morale_ChangeFatigueMechanics explained
Game detail
The measure of your character's Fatigue.Increased by performing various actions, including movement to other tiles, blocking, dodging, and using abilities.Each percent of Fatigue lowers Max Energy Threshold by 0.5%.Produces a negative effect upon reaching the thresholds of (25 + threshold bonus)%, (50 + threshold bonus)%, and (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:Fatigue ResistanceFatigue Change
FatigueFatigue ResistanceMechanics explained
Game detail
Affects the rate of gaining Fatigue.
Code-reviewed mechanics
- How this value works
- Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:FatigueFatigue Change
Fatigue_GainFatigue ChangeMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:FatigueFatigue Resistance
Fatigue_ChangePain ResistanceMechanics explained
Game detail
Affects the rate of gaining Pain.
Code-reviewed mechanics
- How this value works
- Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ChangeIntoxicationIntoxication ChangeIntoxication ResistanceImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceHunger ResistanceMechanics explained
Game detail
Affects the rate of gaining Hunger.
Code-reviewed mechanics
- How this value works
- Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HungerThirstHunger ChangeThirst Change
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceIntoxication ResistanceMechanics explained
Game detail
Affects the rate of gaining Intoxication.
Code-reviewed mechanics
- How this value works
- Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:PainPain LimitPain ChangePain ResistanceIntoxicationIntoxication ChangeImmunity
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChancePoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
Magic PowerOfficial description
Game detail
The coefficient of damage and impact of most spells.Additionally, affects the Magic and Nature Damage dealt by your attacks.
Change sources and calculation notes remain to be documented.
Magic_PowerBackfire DamageOfficial description
Game detail
The amount of damage dealt to the character when they miscast a spell.Deals the listed percentage of the miscast spell's Energy Cost as damage of the corresponding type.Affected by the following actions:+30% for each cast spell
-10% for skipping a turn
-10% for remaining on the same tile
Change sources and calculation notes remain to be documented.
Backfire_DamageBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeMiracle ChanceOfficial description
Game detail
The chance to cast a critical spell, empowering its various aspects: damage, effects' duration, and so on.
Change sources and calculation notes remain to be documented.
Miracle_ChanceMiracle PotencyOfficial description
Game detail
The coefficient of critical spells' bonus effectiveness.
Change sources and calculation notes remain to be documented.
Miracle_PowerBackfire ChanceOfficial description
Game detail
The chance to make a mistake when casting a spell, causing it to Backfire.Backfired spells deal damage of the corresponding type to the caster, generate more Fatigue, and negatively affect Sanity.
Change sources and calculation notes remain to be documented.
Miscast_ChancePyromantic PowerOfficial description
Game detail
Indicates the effectiveness of all Pyromancy spells.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerGeomantic PowerOfficial description
Game detail
Indicates the effectiveness of all Geomancy spells.
Change sources and calculation notes remain to be documented.
Geomantic_PowerVenomantic PowerOfficial description
Game detail
Indicates the effectiveness of all Venomancy spells.
Change sources and calculation notes remain to be documented.
Venomantic_PowerCryomantic PowerOfficial description
Game detail
Indicates the effectiveness of all Cryomancy spells.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerElectromantic PowerOfficial description
Game detail
Indicates the effectiveness of all Electromancy spells.
Change sources and calculation notes remain to be documented.
Electromantic_PowerArcanistic PowerOfficial description
Game detail
Indicates the effectiveness of all Arcanistics spells.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerAstromantic PowerOfficial description
Game detail
Indicates the effectiveness of all Astromancy spells.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPsimantic PowerOfficial description
Game detail
Indicates the effectiveness of all Psimancy spells.
Change sources and calculation notes remain to be documented.
Psimantic_PowerChronomantic PowerOfficial description
Game detail
Indicates the effectiveness of all Chronomancy spells.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
HeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationDish Effects DurationDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_Effects_DurationTrade values
Trade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesFood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_ModBeverages Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_ModAlcohol Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_ModMedicine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_ModWeapons Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_ModArmor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModValuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModDrugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModScrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModJunk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModArtifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModBags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_ModMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_ModTreatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_ModCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModMaterials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_ModTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModAmmunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_ModGold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_ModSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModMetal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_ModLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModGems Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_SP_ModContract values
Area WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceReputation GainOfficial description
Game detail
The coefficient of Reputation received from all sources.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalContracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainContracts Reputation Gain (Bastion)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_BastionContracts Reputation Gain (Crypt)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CryptContracts Reputation Gain (Catacombs)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CatacombsAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier