Stoneshard Wiki

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.
HP
Max 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.
max_hp
Health 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.
Health_Restoration
Healing 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.
Healing_Received
Health ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Max 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.
Health_Threshold
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
Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
MP
Max 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.
max_mp
Energy 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.
MP_Restoration
Energy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Max 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.
Max_Energy_Threshold
Damage 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.
Damage_Received
Damage 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_Returned
Life 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.

Lifesteal
Energy 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.

Manasteal
Energy 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_Drain
ProtectionMechanics 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.
DEF
Head ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Body ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Arms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Legs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
FortitudeOfficial 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.

Fortitude
Health ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Energy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Swimming CostDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character 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.

AP
APOfficial 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.

SP
LevelOfficial 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.

LVL
ExperienceOfficial description
#

Game detail

The amount of Experience acquired by your character.

Change sources and calculation notes remain to be documented.

XP
Experience GainOfficial description
#

Game detail

The coefficient of Experience received from all sources.

Change sources and calculation notes remain to be documented.

Received_XP

Primary 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.

STR
AgilityOfficial 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.

AGL
PerceptionOfficial 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.

PRC
VitalityOfficial 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.

Vitality
WillpowerOfficial 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.

WIL

Combat 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.

DMG
Off-Hand DamageOfficial description
#

Game detail

The amount of damage dealt by your off-hand weapon.

Change sources and calculation notes remain to be documented.

OFFDMG
Weapon DamageOfficial description
#

Game detail

The coefficient of Physical Damage dealt by your attacks.

Change sources and calculation notes remain to be documented.

Weapon_Damage
AccuracyMechanics 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.
Hit_Chance
Crit 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.
CRT
Crit EfficiencyOfficial description
#

Game detail

The coefficient of bonus damage dealt with critical attacks.

Change sources and calculation notes remain to be documented.

CRTD
Block 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.
PRR
Block 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.
Block_Power
Block Power RecoveryOfficial description
#

Game detail

The percentage of maximum Block Power replenished each turn.

Change sources and calculation notes remain to be documented.

Block_Recovery
Counter 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.

CTA
Dodge 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.
EVS
Fumble 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.
FMB
Lock-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.

Savvy
StealthOfficial description
#

Game detail

The effectiveness of the Stealth mode. [Not available in Beta]

Change sources and calculation notes remain to be documented.

STL
Max VisionOfficial description
#

Game detail

Your maximum Vision range.

Change sources and calculation notes remain to be documented.

VSN
VisionOfficial 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.

currentVSN
Bonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Bonus RangeOfficial description
#

Game detail

Affects the distance of your ranged attacks and certain spells.

Change sources and calculation notes remain to be documented.

Bonus_Range
RangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
RangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Main 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_Efficiency
Off-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_Efficiency
Crit 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.
Crit_Avoid

Further 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_Produced
Bodypart 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_Damage
Armor 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_Damage
Armor 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.
Armor_Piercing
Spell 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_Chance
Spell 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.
Spell_Armor_Piercing
Bleed 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_Chance
Knockback 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_Chance
Daze 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_Chance
Stun 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_Chance
Immobilization 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_Chance
Stagger 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_Chance
Move 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_Resistance
Control 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_Resistance
Bleed 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_Resistance
Spells 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.
Spells_Energy_Cost
Skills 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.
Skills_Energy_Cost
Abilities 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.
Abilities_Energy_Cost
Cooldowns 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.
Cooldown_Reduction

Damage types

Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Pure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

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.
Physical_Resistance
Nature 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.
Nature_Resistance
Magic 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.
Magic_Resistance
Slashing 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_Resistance
Piercing 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_Resistance
Crushing 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_Resistance
Rending 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_Resistance
Fire 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_Resistance
Frost 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_Resistance
Shock 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_Resistance
Caustic 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_Resistance
Poison 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_Resistance
Arcane 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_Resistance
Unholy 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_Resistance
Sacred 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_Resistance
Psionic 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_Resistance
Psionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

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_Self
Deals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
Deals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
Deals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
Deals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
Deals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
Deals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
Deals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
Deals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
Deals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
Deals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
Deals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
Deals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
Deals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
Deals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage_Self

Health and survival

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.
Pain_Limit
HungerMechanics 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.
Hunger
PainMechanics 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.
Pain
ThirstMechanics 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.
Thirsty
IntoxicationMechanics 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.
Intoxication
ImmunityMechanics 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.
Immunity
Immunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoraleMechanics 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.
Morale
SanityMechanics 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.
Sanity
Situational MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

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

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityRest
Pain 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.
Pain_Change
Intoxication 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.
Toxicity_Change
Hunger 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.
Hunger_Change
Thirst 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.
Thirst_Change
Sit. 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.
Sanity_Change
Sit. 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.
Morale_Change
FatigueMechanics 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.
Fatigue
Fatigue 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.
Fatigue_Gain
Fatigue ChangeMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Change
Pain 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.
Pain_Resistance
Hunger 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.
Hunger_Resistance
Intoxication 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.
Toxicity_Resistance
No symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Injury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Nausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Poisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

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_Power
Backfire 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_Damage
Backfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Backfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Miracle 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_Chance
Miracle PotencyOfficial description
#

Game detail

The coefficient of critical spells' bonus effectiveness.

Change sources and calculation notes remain to be documented.

Miracle_Power
Backfire 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_Chance
Pyromantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Pyromancy spells.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Geomantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Geomancy spells.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Venomantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Venomancy spells.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Cryomantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Cryomancy spells.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Electromantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Electromancy spells.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Arcanistic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Arcanistics spells.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Astromantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Astromancy spells.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Psimantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Psimancy spells.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Chronomantic PowerOfficial description
#

Game detail

Indicates the effectiveness of all Chronomancy spells.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

HeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
HandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
LegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Armor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Will to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Expiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Dish Effects DurationDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_Effects_Duration

Trade values

Trade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Stocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Available GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Restocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Repair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Food Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Beverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Alcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Medicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Weapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Armor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Jewelry Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
Valuables Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
Drugs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
Scrolls Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
Junk Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
Ingredients Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_BP_Mod
Artifacts Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
Treatises Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
Commodities Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_BP_Mod
Books Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
Materials Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
Tools Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
Bags Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
Additives Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
Ammunition Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_BP_Mod
Gold Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_BP_Mod
Silver Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
Metal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_BP_Mod
Leather Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_BP_Mod
Cloth Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
Wood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_BP_Mod
Gems Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
Herbs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Herb_BP_Mod
Sacks of Grain Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wheat_BP
Crates of Charcoal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Coal_BP
Sacks of Salt Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Salt_BP
Shipments of Timber Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Timber_BP
Barrels of Beer Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ale_BP
Crates of Wine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wine_BP
Pails of Cider Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cider_BP
Food Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_SP_Mod
Beverages Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
Alcohol Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
Medicine Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
Weapons Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
Armor Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
Jewelry Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
Valuables Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_SP_Mod
Drugs Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
Ingredients Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
Treatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
Commodities Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
Materials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
Tools Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
Ammunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
Gold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
Silver Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
Metal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
Leather Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
Cloth Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
Wood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
Gems Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_SP_Mod

Contract values

Area WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Ambush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Reputation GainOfficial description
#

Game detail

The coefficient of Reputation received from all sources.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Contracts Reputation GainDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain
Contracts Reputation Gain (Bastion)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Bastion
Contracts Reputation Gain (Crypt)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Crypt
Contracts Reputation Gain (Catacombs)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Catacombs
Available ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Contracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

References

Game version 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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