Stoneshard Wiki

Status dictionary

Look up an effect's meaning, entry or removal and consequences. An effect instance, a meter and a damage type can have similar names yet represent different mechanics.

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.

Find an entry

211 / 211 entries

Other official effects

OptimismOfficial description
#

Game detail

Optimism

The bonus to Fortitude depends on Morale.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_optimism
HeroismMechanics explained
#

Game detail

Heroism

The number of stacks depends on the number of enemies within Vision (increasing up to V).Killing enemies replenishes (0.04 × Energy capacity × strength)% Max Energy and grants +(10 × strength)% Healing Efficiency for 30 turns for each stack of the effect.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Energy restored per kill

Energy restoration input = 0.04 × Energy capacity × strength

This is Energy points. The execution code does not multiply it by Heroism stacks. Restoration is rounded and limited by the Energy recovery threshold. The official text appends a percent sign and claims a per-stack effect; use the execution formula here.

Example: capacity 100 and strength 1.6 → 6.4 Energy points, rounded to 6 and capped by the recovery threshold.

Healing Efficiency after a kill

Healing Efficiency bonus = 10 × stacks × strength (percentage points)

Heroism stacks depend on visible aggressive enemies, up to 5. A kill registers this temporary bonus for 30 turns; the card's per-stack value is 10 × strength.

Example: 3 stacks at strength 1.6 → this kill registers +48 percentage points.

Psyche effect strength multiplier

Strength = 1 + Vow of the Feat bonus + crown bonus

Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.

Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.

o_state_heroism
Second WindMechanics explained
#

Game detail

Second Wind

Reduces all cooldowns by 1 turn.Upon activation, removes all negative physical effects, and replenishes (20 × strength)% Max Health and (20 × strength)% Max Energy.Once per 30 turns with 50% chance allows the character to avoid death.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Restoration on activation

Base restoration fraction = 20% × strength

Health input = Health capacity × the fraction; Energy input = Energy capacity × the fraction. Health input is multiplied by Healing Efficiency/100 and rounded; Energy input is rounded directly. Both respect their respective recovery thresholds.

Example: strength 1.6, Health capacity 100, Healing Efficiency 125% → 32 Health input, 40 after the healing modifier, then capped.

Psyche effect strength multiplier

Strength = 1 + Vow of the Feat bonus + crown bonus

Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.

Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.

o_state_secondwind
FrenzyMechanics explained
#

Game detail

Frenzy

current target-switch chance% chance to deliver a strike, take a shot, or use a spell against a random enemy instead of the intended target, prioritizing the closest ones.current movement-redirection chance% chance to take a step towards the closest enemy when walking.Each turn increases both chances, depending on Sanity. Skipping a turn resets both chances.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Accumulating both loss-of-control chances

Gain each turn = 5 − 0.05 × Sanity (percentage points)

New chance = old chance + gain, clamped to 0–100%. Attack and movement have separate counters, both initially 0%; waiting clears both. The official text only says +5% per turn, but code subtracts the Sanity term. Target switching needs another eligible enemy; redirected movement needs an available tile.

Example: Sanity 60 → +2 percentage points per turn; with unchanged Sanity and no waiting, both reach 6% after 3 turns.

o_state_frenzy
MegalomaniaOfficial description
#

Game detail

Megalomania

Nullifies the passive chance to hear enemies and reveal traps.Forces the character to overestimate their capabilities.Slowly increases the penalties to Trade Favorability and Reputation Gain (up to -25%).Completing Contracts resets both penalties.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_megalomania
Death WishOfficial description
#

Game detail

Death Wish

Replenishes Health and Energy for a percentage of damage dealt with spells.
Each tile of distance to the target reduces the amount of replenished Health and Energy.The bonuses' power and the percentage of Health and Energy replenishment change dynamically depending on Pain and missing Health.Killing enemies reduces the effect's duration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_deathwish
PanicMechanics explained
#

Game detail

Panic

Upon activation, replenishes 30% Max Energy.Grants -10% Abilities Energy Cost and -1% Sit. Morale Change for each enemy within Vision.Skipping a turn significantly reduces the effect's duration and also replenishes 1% Situational Morale for each enemy within Vision.Once per 30 turns , if Situational Morale is reduced to 0% (the current amount: current Situation Morale), forces the character to drop the equipped weapons.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

The weapon-drop check's input

Check value = current Situation Morale

The value is the Situation component, not total Morale. Its range is 0–50%; Rest, Diet and Temporary Morale do not replace this input. Triggering still depends on the state's check timing and cooldown.

Example: Situation 0, Diet 25, Rest 10 → this input is still 0%, not total Morale 35%.

o_state_panic
PessimismOfficial description
#

Game detail

Pessimism

The penalties to Fortitude, Healing Efficiency, and Fatigue Resistance depend on Morale.Replenishing Situational Morale with consumables temporarily removes the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_pessimism
AnxietyOfficial description
#

Game detail

Anxiety

Strikes and shots grant +3% Fumble Chance and -3% Accuracy.
Misses and fumbled strikes or shots reset this penalty.Using spells grants +6% Backfire Chance.
Miscasting a spell resets this penalty.Both effects stack up to 5 times.Depending on Morale, has a chance to put a random Attack skill on a 1 turn cooldown.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_anxiety
ParanoiaOfficial description
#

Game detail

Paranoia

The penalties to Abilities Energy Cost, Damage Taken, Fumble Chance, and Backfire Chance depend on Fatigue.Forces the character to hear and see danger where there is none.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_paranoia
DeliriumOfficial description
#

Game detail

Delirium

A chance to take a step in a random direction when walking.A chance to drop an item instead of using, throwing, or equipping it.A chance to use aimed abilities with a 1-2 tile spread around the intended target.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_irrationality
CatharsisOfficial description
#

Game detail

Catharsis

Upon activation, replenishes 10% Max Health and 10% Max Energy.Killing dangerous enemies replenishes Health, Energy, and Situational Morale and Sanity depending on the character's level.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_state_catharsis
Acid BathDescription needed
#

Game detail

Acid BathLingering

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_acid
Curse of AgonyOfficial description
#

Game detail

Curse of AgonyPhysical

The penalties change dynamically depending on Pain.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_agony
Bad TripOfficial description
#

Game detail

Bad TripLingering

Can't receive positive mental effects.Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_bad_trip
BlindnessOfficial description
#

Game detail

BlindnessMental

Sets the Vision radius to zero.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_blind
SturdinessDescription needed
#

Game detail

SturdinessPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_burly
ConfusionOfficial description
#

Game detail

ConfusionMental

Stumbling: a chance to take a step in a random direction when walking.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_confuse
Battle RageDescription needed
#

Game detail

Battle RagePhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_rage
WetnessOfficial description
#

Game detail

WetnessLingering

III and IV stacks: metal gear begins to very slowly rust away.Each stack of the effect, starting with II, grants +10% Backfire Chance to Electromancy spells.Remaining near sources of fire rapidly reduces the effect's duration.Equipping a cloak prevents rain from applying more than I stack of the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_wet
DrunkennessOfficial description
#

Game detail

DrunkennessLingering

II, III, and IV stacks: has a chance to cause Confusion.
III and IV stacks: has a chance to cause Vomiting
IV stacks: has a chance to put to Sleep.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drunk
ElusivenessOfficial description
#

Game detail

ElusivenessManeuver

Moving to other tiles grants an extra stack of the effect for each traveled tile (up to V).
Each dodge as well as received fumbled strikes and shots prolong the effect's duration by 1 turn (up to 6) but reduce its number of stacks.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_elusive
Exceptional PrecisionDescription needed
#

Game detail

Exceptional PrecisionMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_accurate
EnervationDescription needed
#

Game detail

EnervationPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_fragile
VigorDescription needed
#

Game detail

VigorMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_fresh
Freezing StiffDescription needed
#

Game detail

Freezing StiffPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_ice
NetOfficial description
#

Game detail

NetLingering

Can't move to other tiles.Skipping a turn reduces the effect's duration by a few turns (depending on Strength and Agility).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_net
WebOfficial description
#

Game detail

WebLingering

Can't move to other tiles.Skipping a turn reduces the effect's duration by a few turns (depending on Strength and Agility).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_web
BurningOfficial description
#

Game detail

BurningLingering

Skipping a turn reduces the effect's duration by a few turns (depending on Vitality and Agility).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_fire
Sacrificial BloodOfficial description
#

Game detail

Sacrificial BloodMagical

Using spells against the target with this effect grants +6% Magic Power and +6% Healing Efficiency (both effects stack up to 6 times), replenishes 6% Max Energy, and reduces all cooldowns by 1 turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_sacrifical
PetrificationOfficial description
#

Game detail

PetrificationMagical

Can't receive physical effects.
Can't perform any actions.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_stone
PossessionDescription needed
#

Game detail

PossessionMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_poss
Rapid RestorationDescription needed
#

Game detail

Rapid RestorationPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_regen
SleepOfficial description
#

Game detail

SleepMental

Can't perform any actions.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_sleep
Stone SkinDescription needed
#

Game detail

Stone SkinMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_stoneskin
StunOfficial description
#

Game detail

StunPhysical

Can't perform any actions.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_stun
Spectral HauntingOfficial description
#

Game detail

Spectral HauntingMagical

Grants all received strikes and shots +20% Fumble Chance and -10% Accuracy.Receiving damage removes the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_unstable
WeaknessDescription needed
#

Game detail

WeaknessPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_weak
ReceptivenessDescription needed
#

Game detail

ReceptivenessMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_receptive
Life DrainDescription needed
#

Game detail

Life DrainMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_lifesteal
Energy DrainDescription needed
#

Game detail

Energy DrainMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_manasteal
Clear VisionDescription needed
#

Game detail

Clear VisionPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_clearsight
FatigueMechanics explained
#

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Fatigue in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
o_db_tired01
Severe FatigueMechanics explained
#

Game detail

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Fatigue in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
o_db_tired02
ExhaustionMechanics explained
#

Game detail

ExhaustionCondition

Heavy lids: has a chance to put to Sleep.
Near death: every few turns reduces the character's Max Health.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Fatigue in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
o_db_tired03
Against the OddsMechanics explained
#

Game detail

Against the OddsManeuver

Health can't drop below (2.5 × Vitality)%.Killing enemies replenishes (2.5 × Vitality)% Max Health and (2.5 × Willpower)% Max Energy.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Health floor and restoration on a kill

Health floor = Health capacity × 2.5 × Vitality / 100

A kill uses the same expression for Health restoration input. Energy input = Energy capacity × 2.5 × Willpower / 100. Health then applies Healing Efficiency and rounding; Energy applies rounding; both respect recovery thresholds. The floor directly raises current Health and is separate from healing.

Example: Health capacity 120, Vitality 20 → Health floor 60; Energy capacity 100, Willpower 12 → 30 Energy input on a kill.

o_b_against_all
Leech TherapyOfficial description
#

Game detail

Leech TherapyPhysical

Improves the affected body part's Condition by +0.5%.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_leech_parent
ImmobilizationOfficial description
#

Game detail

ImmobilizationPhysical

Can't move to other tiles

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_immob
ComaOfficial description
#

Game detail

ComaPhysical

Can't move to other tiles.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_coma
Curse of DecayOfficial description
#

Game detail

Curse of DecayMagical

IV stacks: worsens the Condition of a random body part by 1%.Each turn applies an extra stack of the effect (up to IV). Basic strikes, shots, and using abilities reduce the number of stacks by 2.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_curse
Shield RaisedDescription needed
#

Game detail

Shield RaisedManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_shield_raised
Lightning EnchantmentDescription needed
#

Game detail

Lightning EnchantmentMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_electric
Mark of the FeastOfficial description
#

Game detail

Mark of the FeastMagical

Grants all received strikes +13% Life Drain.Receiving a Bleeding prolongs the effect's duration by 1 turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_feast
Crimson GiftDescription needed
#

Game detail

The icon mapping has not been verified.

Crimson Gift

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_crimson_banner_effect
Blood OathDescription needed
#

Game detail

Blood OathMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_blood_vow
Unholy BlessingOfficial description
#

Game detail

Unholy BlessingPhysical

The repeated application of the effect grants an extra stack of it (up to III) and refreshes its duration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_dark_blessing
Fencer StanceOfficial description
#

Game detail

Fencer StanceStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic sword strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_fencer_stance
Stone ArmorOfficial description
#

Game detail

Stone ArmorMagical

Summoning runic boulders prolongs the effect's duration by 2 turns.When the effect expires or is activated again, the armor explodes, dealing Arcane and Crushing Damage to all adjacent targets and potentially Knocking them back.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_stone_armor
Runic EmpowermentDescription needed
#

Game detail

Runic EmpowermentMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_runic_power
DazeOfficial description
#

Game detail

DazeMental

Can't use abilities

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_daze
Hold the Line!Official description
#

Game detail

Hold the Line!Maneuver

Using the ability tree's skills grants 2 stacks of the effect (up to IV) but reduces its duration by 1 turn.Each received strike prolongs the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_defence_stance
MassacreOfficial description
#

Game detail

MassacreStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic axe strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_massacre
Hammer and AnvilOfficial description
#

Game detail

Hammer and AnvilStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic mace strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_hammer_and_anvil
Feast of SteelOfficial description
#

Game detail

Feast of SteelStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic two-handed sword strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_steel_feast
ParryDescription needed
#

Game detail

ParryManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_riposte
Unwavering StanceOfficial description
#

Game detail

Unwavering StanceStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic staff strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_unwavering_stance
Taking AimDescription needed
#

Game detail

Taking AimManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_taking_aim
SuppressionOfficial description
#

Game detail

SuppressionStance

Using the ability tree's skills (except Taking Aim) grants an extra stack of the effect (up to IV stacks).Basic shots prolong the effect's duration by 1 turn (up to 12) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_suppression
Painful StabsOfficial description
#

Game detail

Painful StabsStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic dagger strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_painful_stabs
Hunter's MarkDescription needed
#

Game detail

Hunter's MarkPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_hunters_mark
Thrill of the HuntOfficial description
#

Game detail

Thrill of the HuntManeuver

Killing targets affected by "Hunter's Mark" or applying it to new targets grants an extra stack of the effect (up to IV).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_hunter
Gaping WoundOfficial description
#

Game detail

Gaping WoundPhysical

A chance to start Bleeding after using an ability.
Strikes, shots, moving to other tiles, and using abilities causes Bleedings to trigger twice per turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_gaping_wound
Vampiric BloodOfficial description
#

Game detail

Vampiric BloodMagical

Replenishes 6% Max Health and 6% Max Energy.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_vampiric_blood
Blood CrazeOfficial description
#

Game detail

Blood CrazePhysical

Delivering strikes grants an extra stack of the effect (up to VI) and refreshes its duration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_blood_craze
Willing SacrificeOfficial description
#

Game detail

Willing SacrificeMagical

Each time the caster takes damage, the same amount of Health is replenished to the caster's allies within Vision, and their active Cooldowns are reduced by 1 turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_willing_sacrifice
Seized InitiativeDescription needed
#

Game detail

Seized InitiativeManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_ini_seized
Initiative LossDescription needed
#

Game detail

Initiative LossMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_ini_lost
Defensive TacticOfficial description
#

Game detail

Defensive TacticManeuver

Basic strikes and shots as well as using Attack skills reduce the number of stacks (no more than once per turn).Killing enemies increases the number of stacks by 2 (up to VI).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_tactics_def
Offensive TacticOfficial description
#

Game detail

Offensive TacticManeuver

Basic strikes and shots as well as using Attack skills reduce the number of stacks (no more than once per turn).Killing enemies increases the number of stacks by 2 (up to VI).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_tactics_off
Thirst for BattleOfficial description
#

Game detail

Thirst for BattleManeuver

The effect's power changes dynamically depending on the current Health.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_battle_thirst
Adrenaline RushOfficial description
#

Game detail

Adrenaline RushManeuver

III stacks: reduces all cooldowns by 1 turn.
VI stacks: replenishes 4% Max Health if the current Health is below 40%.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_adrenaline
BlessingDescription needed
#

Game detail

BlessingMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_bless
Peace of MindOfficial description
#

Game detail

Peace of MindMental

Receiving experience reduces the effect's duration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_bless_elf
Ancestors' GazeOfficial description
#

Game detail

Ancestors' GazeMental

Killing enemies increases the number of stacks (up to VI).
Every 60 turns reduces the number of stacks.Removes the effect when Health drops below 30%.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_bless_dwarf
Troll RegenerationDescription needed
#

Game detail

Troll RegenerationPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_troll_regeneration
RegroupDescription needed
#

Game detail

RegroupManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_regroup
Pikeman StanceOfficial description
#

Game detail

Pikeman StanceStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Remaining on the same tile prolongs the effect's duration by 1 turn (up to 10), and basic spear strikes reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_pikemanstance
Pikeman StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Pikeman Stance

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_stance_spear
ConcentrationOfficial description
#

Game detail

ConcentrationManeuver

Using Weaponry Attack skills grants an extra stack of the effect (up to IV stacks).
Using this ability tree's Attack skills reduces the number of stacks by 2.Killing enemies prolongs the effect's duration by 2 turns.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_honed_moves
Enough for EveryoneOfficial description
#

Game detail

Enough for EveryoneManeuver

If the character is adjacent, receive a strike from them each time they deliver a strike to another target.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_crowdcontrol
Soul SacrificeOfficial description
#

Game detail

Soul SacrificePhysical

When the effect expires, the target explodes, dealing ~ur~Unholy Damage~/~ equal to its remaining Health (but no more than 20% of its maximum amount) to all adjacent tiles

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_soul_sacrifice
Binding SigilOfficial description
#

Game detail

Binding SigilMagical

A magic bond between the caster and its Undead ally.Grants the ally -33% Damage Taken
Transfers 33% of the damage received by the caster to the ally
Replenishes Energy to the caster for 33%of the damage dealt by the ally

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_binding_sigil
Sic!Official description
#

Game detail

Sic!Physical

Grants all attacks received from Dogs +50% Damage.
Dogs won't flee while the target with this effect is within their Vision.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_sic_em
Suffocating CloudOfficial description
#

Game detail

Suffocating Cloud

Has a chance to cause Coughing.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_suffocating_cloud
CoughingOfficial description
#

Game detail

CoughingPhysical

Generates noise.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_cough
Doused in AlcoholDescription needed
#

Game detail

Doused in AlcoholLingering

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_soaked_alco
Doused in OilDescription needed
#

Game detail

Doused in OilLingering

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_soaked_oil
Mighty SwingOfficial description
#

Game detail

Mighty SwingManeuver

Empowers the ability tree's other skills, granting them unique properties.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_mighty_swing
Striker StanceOfficial description
#

Game detail

Striker StanceStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic two-handed mace strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_carnage
Striker StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Striker Stance

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_stance_2hmace
RampageOfficial description
#

Game detail

RampageStance

Using the ability tree's skills grants an extra stack of the effect (up to IV stacks).Basic two-handed axe strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_rampage
Striker StanceDescription needed
#

Game detail

The icon mapping has not been verified.

Striker Stance

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_stance_2haxe
Al'qudOfficial description
#

Game detail

Al'qudMental

Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_alqud
AbasaOfficial description
#

Game detail

AbasaMental

Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_abasa
Hornet HoneyOfficial description
#

Game detail

Hornet HoneyMental

Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_honey
NikkafOfficial description
#

Game detail

NikkafMental

Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_nikkaf
StardustDescription needed
#

Game detail

StardustMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_stardust
ParegoricOfficial description
#

Game detail

ParegoricMental

Halves the penalties from Coughing.Leads to an unpleasant Aftermath.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_drug_paregoric
Al'qud AftermathOfficial description
#

Game detail

Al'qud AftermathLingering

Has a chance to cause Daze or Confusion.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drug_alqud
Hornet Honey AftermathOfficial description
#

Game detail

Hornet Honey AftermathLingering

Has a chance to cause Vomiting.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drug_honey
Paregoric AftermathOfficial description
#

Game detail

Paregoric AftermathLingering

Has a chance to put to Sleep.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drug_paregoric
Nikkaf AftermathDescription needed
#

Game detail

Nikkaf AftermathLingering

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drug_nikkaf
Bad Trip AftermathDescription needed
#

Game detail

Bad Trip AftermathLingering

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_drug_hungover
StaggerDescription needed
#

Game detail

StaggerPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_stagger
Wanted: Fine or JailMechanics explained
#

Game detail

Wanted: Fine or JailCondition

You broke the law, and now there's a manhunt.Fine: current jurisdiction's fine (crowns)
or
Jail time: current jurisdiction's jail term (days)

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Displayed fine and jail term

New fine = previous fine + this event's fine

New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.

Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.

o_db_crime_wanted
Wanted: Attacked on SightMechanics explained
#

Game detail

Wanted: Attacked on SightCondition

There's a bounty on your head. You'll be attacked on sight.Fine: current jurisdiction's fine (crowns)
or
Jail time: current jurisdiction's jail term (days)

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Displayed fine and jail term

New fine = previous fine + this event's fine

New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.

Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.

o_db_crime_dead_or_alive
Bestial RageOfficial description
#

Game detail

Bestial RageMagical

66% chance to deliver a strike to a random adjacent target instead of the intended one.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_bestial_rage
MurkOfficial description
#

Game detail

MurkPhysical

Each turn grants an extra stack of the effect (up to VI).Receiving damage, using abilities, and delivering strikes removes the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_murk
Shared FleshOfficial description
#

Game detail

Shared FleshMagical

Can't use basic attacks or move to other tiles.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_flesh_pile
Will to SurviveOfficial description
#

Game detail

Will to SurviveMental

Temporary immunity to Injuries and negative states.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_will_to_survive
ResonanceDescription needed
#

Game detail

ResonanceMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_resonance
ImpulseOfficial description
#

Game detail

ImpulseMagical

Has a chance to knock back from the caster.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_impulse
Static FieldOfficial description
#

Game detail

Static FieldMagical

Deals Shock Damage to all targets within the area of effect, reduces their Shock Resistance, and has a chance to Immobilize them.
Doesn't affect the caster.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_static_field
Seal of FinesseOfficial description
#

Game detail

Seal of FinesseMagical

Remaining on the same tile grants an extra stack of the effect (up to V stacks).Moving to other tiles reduces the number of stacks. Removes the effect when moving with I stack.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_seal_finesse
Seal of PowerOfficial description
#

Game detail

Seal of PowerMagical

Using spells transforms the effect into a "Seal" of the corresponding School (if it's not already active) and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_seal_power
Place of PowerOfficial description
#

Game detail

Place of PowerPhysical

Remaining on a place of power grants an extra stack of the effect (up to IV) and prolongs its duration by 1 turn.Using spells reduces the number of stacks.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_place_of_power
Seal of ReflectionOfficial description
#

Game detail

Seal of ReflectionMagical

Redirects all received aimed spells towards a random target within 8 tiles, if there is one.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_seal_reflection
Seal of ShacklesOfficial description
#

Game detail

Seal of ShacklesMagical

Using abilities deals Arcane Damage equal to a certain percentage of the Energy spent.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_mute
Seal of PyromancyOfficial description
#

Game detail

Seal of PyromancyMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_pyromancy
Seal of ElectromancyOfficial description
#

Game detail

Seal of ElectromancyMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_electromancy
Seal of GeomancyOfficial description
#

Game detail

Seal of GeomancyMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_geomancy
Seal of ArcanisticsOfficial description
#

Game detail

Seal of ArcanisticsMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_arcanistics
Seal of UnholinessOfficial description
#

Game detail

Seal of UnholinessMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_unholy
Seal of SanguimancyOfficial description
#

Game detail

Seal of SanguimancyMagical

Using spells transforms the effect into a "Seal" of the corresponding School and prolongs its duration by 3 turns (up to 9).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_magic_vampire
Dead or AliveOfficial description
#

Game detail

Dead or AliveManeuver

While the target with this effect is within the Paymaster's Vision, grants all strikes and shots against it +10% Accuracy, +15% Armor Penetration, and +20% Bodypart Damage.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_dead_or_alive
HangoverOfficial description
#

Game detail

HangoverLingering

The duration of Hangover depends on Intoxication.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_hangover
Unyielding DefenseDescription needed
#

Game detail

Unyielding DefenseManeuver

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_def_unyielding
Brace for Impact!Official description
#

Game detail

Brace for Impact!Maneuver

Grants all received strikes and shots a penalty to Fumble Chance, Accuracy, and Armor Penetration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_brace_for_impact
Stolen EssenceOfficial description
#

Game detail

Stolen EssencePhysical

Using spells replenishes Health for 9% of the Energy spent.The repeated use of "Steal Essence" grants an extra stack of the effect (up to III) and refreshes its duration.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_harvested_essence
Deadly PremonitionOfficial description
#

Game detail

Deadly PremonitionMagical

Grants the next used Attack skill or Spell +50% Fumble Chance, +50% Backfire Chance, and +50% Cooldown Duration.Using Attack skills or Spells removes the effect and reduces all of the caster's cooldowns by 2 turns.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_deadly_premonition
Spectral HauntingOfficial description
#

Game detail

Spectral HauntingMagical

Grants all received strikes and shots +20% Fumble Chance and -10% Accuracy.Receiving damage removes the effect.When the effect expires, the Wraith disappears for 2-4 turns, then materializes on a tile adjacent to the enemy and delivers a strike to them, empowering itself if it hits.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_ghost_mark
Caravan's RestOfficial description
#

Game detail

Caravan's RestEvent

Horses need time to recover.Caravan travels are temporarily unavailable.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_caravan_cd
PestilenceOfficial description
#

Game detail

PestilenceLingering

Has a chance to cause Poisoning.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_pest
Agility TrainingDescription needed
#

Game detail

Agility TrainingMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_agility_training
Precision TrainingDescription needed
#

Game detail

Precision TrainingMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_coordination_training
Strength TrainingDescription needed
#

Game detail

Strength TrainingMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_strength_training
Endurance TrainingDescription needed
#

Game detail

Endurance TrainingMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_endurance_training
Baleful GlowDescription needed
#

Game detail

Baleful GlowPhysical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_baleful_glow
Revelation: HastinessOfficial description
#

Game detail

Revelation: HastinessPhysical

Moving to other tiles and using maneuvers deals ~ur~33 Unholy Damage~/~.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_revelation_move
Revelation: MisfortuneOfficial description
#

Game detail

Revelation: MisfortunePhysical

Fumbled strikes, shots, and miscast spells put all abilities on a 2 turns cooldown.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_revelation_fumble
Revelation: OverconfidenceOfficial description
#

Game detail

Revelation: OverconfidencePhysical

Using Attack skills or spells summons a random weak Wraith on an adjacent tile.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_revelation_attack
Revelation: LossesOfficial description
#

Game detail

Revelation: LossesPhysical

Using or throwing items causes "Weakness", "Enervation", or Confusion for 10 turns or "Blindness" for 3 turns.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_revelation_item
AscensionOfficial description
#

Game detail

AscensionMagical

The Proselytes are empowered by the Rite of Ascension.
Interrupt the Rite to remove the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_ascension
Rite of AscensionOfficial description
#

Game detail

The icon mapping has not been verified.

Rite of Ascension

Killing all enemies with this effect will interrupt the Rite.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_ascension_ritual
Vampiric CorruptionOfficial description
#

Game detail

Vampiric CorruptionLingering

You grow weaker from harmful sorcery: the effect grows stronger over time.Find the curse's source to reduce its strength and eventually remove it.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_relic_curse
Blood HexOfficial description
#

Game detail

Blood HexLingering

You feel blood seeping from every pore: has a slowly increasing chance to cause bleeding.Kill enemies to delay the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_fever
Ranger BrewDescription needed
#

Game detail

Ranger BrewMental

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_gamekeeper_brew
Iron DisciplineOfficial description
#

Game detail

Iron DisciplineMental

Reduces Abilities Energy Cost and the loss rate of Will to Fight for each Brigand within Vision.
Reduces Cooldowns Duration and Damage Taken for each less dangerous Brigand within Vision.
Increases Weapon Damage and Accuracy for each more dangerous Brigand within Vision.All effects stack up to 5 times.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_brigand_discipline
UndermineOfficial description
#

Game detail

UnderminePhysical

Replenishes 5% Max Health.
Can't perform any actions.Receiving 25 points of damage removes the effect.When the effect expires, allows the Rockeater Soldier to reposition within 4 tiles, ignoring all obstacles, and also grants stacking bonuses to Armor Penetration and Damage.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_dig_in
WormholeOfficial description
#

Game detail

WormholeMagical

When the effect expires or is removed, teleports the target to the marked tile, dealing Arcane Damage.If the marked tile is occupied, teleports the target to the closest empty tile, dealing additional Arcane Damage and potentially Stunning it.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_wormhole
Aether ShieldOfficial description
#

Game detail

Aether ShieldMagical

Replenishes Energy for 20% of the damage received.
Destroys all physical and magical projectiles (including thrown items) that would hit the caster, preventing their damage and effects.Teleporting prolongs the effect's duration by 3 turns (up to 8), and each destroyed projectile reduces it by 1 turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_aether_shield
StasisOfficial description
#

Game detail

StasisPhysical

Immunity to all damage types except Arcane.
Immunity to all effects except "Wormhole".
Can't perform any actions.
Prevents death.
Freezes all cooldowns and the duration of active effects.When the effect expires or is removed, deals a certain percentage of the Arcane Damage the target received over the course of "Stasis" to a 3x3 tile area, and potentially Dazes all affected targets.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_stasis
Summoned EntityOfficial description
#

Game detail

The icon mapping has not been verified.

Summoned Entity

When the effect expires or is removed, the summoned entity disappears.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_summoned_entity
IntangibilityOfficial description
#

Game detail

IntangibilityMagical

The character is untargetable by strikes, shots, and spells.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_untargetable
DeterminationMechanics explained
#

Game detail

DeterminationManeuver

Delivers a free strike with +round(Agility + Perception)% Weapon Damage and +round(55 + 2 × Strength)% Bleed Chance to every enemy that moves to adjacent tiles.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Bonuses to the triggered strike

Weapon Damage bonus = round(Agility + Perception)%; Bleeding Chance bonus = round(55 + 2 × Strength)%

Use the effect holder's current attributes. Weapon Damage is an attack modifier; Bleeding Chance still enters subsequent resistance checks. Neither is final damage nor an unconditional bleeding probability.

Example: Agility 15, Perception 12, Strength 10 → +27% Weapon Damage and +75% Bleeding Chance.

o_b_determination
GluttonyOfficial description
#

Game detail

GluttonyPhysical

This ghoul's fortune has finally taken a turn for the better: the creature is nearly bursting from all it devoured overnight.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_gluttony
Praise the Court!Official description
#

Game detail

Praise the Court!Lingering

When the effect expires, the Supplicant transforms into a Thrall and grants "Blood Oath" to all Proselytes within Vision for 9 turns.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_worship
Oath of ProtectionOfficial description
#

Game detail

Oath of ProtectionMagical

Transfers 100% of the received damage to the caster.
Receiving damage reduces all of the caster's cooldowns by 1 turn.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_oath_protection
Oath of RetributionOfficial description
#

Game detail

Oath of RetributionMagical

Reflects 33% of the damage received from strikes and shots as ~ur~Unholy Damage~/~.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_oath_retribution
Oath of GuidanceOfficial description
#

Game detail

Oath of GuidanceMagical

Misses, fumbles, received strikes and shots, and the distance to the closest enemy empower the effect.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_oath_guidance
Blood BondOfficial description
#

Game detail

Blood BondMagical

100% of the damage received by the allies is also dealt to the caster.
33% of the Health replenished by the caster is also replenished to the allies.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_blood_bond
Boiling BloodMechanics explained
#

Game detail

Boiling BloodMagical

Moving deals ~ur~Unholy Damage~/~ and worsens the Condition of a random body part by 3% for each traveled tile.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Damage input triggered by movement

Unholy damage input = 3

With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Boiling Blood also supplies 3 body-part condition damage to a random part and 100% Armor Penetration.

o_db_boiling_blood
ConfessionOfficial description
#

Game detail

ConfessionMagical

Using abilities grants the caster and all Proselytes within their Vision one of the following effects for 3 turns (6 turns if there are no allies within the caster's Vision):Attack skills grant "Battle Rage".
Charge skills grant "Blood Oath".
Maneuvers grant 1 stack of "Elusiveness".
Spells grant "Rapid Restoration".

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_confession
Burden of SinOfficial description
#

Game detail

Burden of SinMagical

Each turn outside of the caster's Vision, and each ability they use, applies an extra stack of the effect (up to VI).
Killing enemies reduces the number of stacks by 3.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_sin
ConstrictionOfficial description
#

Game detail

ConstrictionMagical

Deals Crushing, Piercing, and ~ur~Unholy Damage~/~. Each turn increases the damage dealt by 15%.
Can't move to other tiles.
Skipping a turn reduces the effect's duration by a few turns (depending on Strength and Agility).

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_constricted
Heart of DarknessDescription needed
#

Game detail

Heart of DarknessMagical

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_heart_of_darkness
Gift RescindedOfficial description
#

Game detail

Gift RescindedMagical

Upon death, leaves 2-3 Blood Puddles on random adjacent tiles.When the effect expires, the Proselyte dies, instantly refreshing the caster's cooldowns and replenishing 33% Max Health and 33% Max Energy to them.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_gift_denied
ExaltationOfficial description
#

Game detail

ExaltationMagical

Grants all received strikes and shots +26% Fumble Chance and -26% Accuracy.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_exaltation
Judgement DayMechanics explained
#

Game detail

Judgement DayMagical

Moving to other tiles or teleporting removes the effect, dealing ~ur~Unholy Damage~/~, and has a chance to cause Bleeding and Immobilization.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Value formulas

Damage input triggered by movement

Unholy damage input = 9

With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Judgement Day then checks knockback and bleeding and removes itself; the chances still subtract the relevant resistances.

o_db_judgement_day
MiasmaOfficial description
#

Game detail

The icon mapping has not been verified.

Miasma

Has a chance to cause Coughing.
Deals Poison Damage if Intoxication is at 100%.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_db_miasma
Wand Charge: FireOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Fire

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_fire
Wand Charge: FrostOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Frost

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_frost
Wand Charge: ElectricityOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Electricity

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_shock
Wand Charge: PoisonOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Poison

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_poison
Wand Charge: AcidOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Acid

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_acid
Wand Charge: ArcaneOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Arcane

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_arcane
Wand Charge: PsionicOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Psionic

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_psionic
Wand Charge: EntropyOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Entropy

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_wand_charge_entropy
Ley Line AlignmentOfficial description
#

Game detail

The icon mapping has not been verified.

Ley Line Alignment

WIP

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Change sources and calculation notes remain to be documented.

o_b_ley

Core health and survival effects

BleedingMechanics explained
#

Game detail

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

BleedingLingering

Worsens the affected body part's Condition by 1%.

Code-reviewed mechanics

Ongoing bleeding
Registers healing efficiency −10%, Energy Restoration −2.5% and cooldown duration +10%. Per-turn pure-damage input is round(max(1, (3 + capacity × 1%) × (1 − Fortitude ÷ 100))); the corresponding body part is also damaged. Bleeding identities are tracked per part.
What changes it
Hit and injury paths can attempt to apply Bleeding; immunity and body-part resistance can still reject that attempt.
o_db_bleed
VomitingMechanics explained
#

Game detail

VomitingPhysical

Vomiting while asleep deals significant damage.

Code-reviewed mechanics

What happens after entry
Vomiting registers per-turn Intoxication −4, Hunger +8 and Thirst +8: meter inputs rather than healing. Entry stops the current action, lowers situational and diet Morale by 2 each, and removes current Satiety and food-sourced temporary stat layers.
Why vomiting occurs
Eating past zero Hunger while already satiated and without an existing Vomiting instance enters this path. Food use has an order: removing existing temporary layers does not reverse every immediate gain.
What changes it
Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
o_db_nause
SatietyMechanics explained
#

Game detail

SatietyCondition

While the effect is active, using hunger-reducing consumables will result in Vomiting.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Satiety and overeating
Eating below zero Hunger grants Satiety when not already satiated. Duration is excess capped at 40, multiplied by 5, with at least 1 turn. Going past zero again while satiated enters Vomiting. Satiety itself has stages, so extra modifiers are not constant throughout.
What changes it
Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
o_db_hunger0
PoisoningMechanics explained
#

Game detail

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

Code-reviewed mechanics

Per-turn poison damage
Compute min(1 + Health capacity × 3%, 10) × (1 − Fortitude ÷ 100), then round. This self-poison input goes through damage resolution, so it need not equal final Health loss. Birds have a further halving branch. Per-turn Intoxication registers +1, still subject to Intoxication Resistance.
Worked example
At capacity 100 and Fortitude 0%, the poison input is 4; at 50% Fortitude it is 2. Removing Poisoning stops the effect, while reducing Intoxication changes only the meter. Reapplication follows stack and duration rules.
What changes it
Damage progress and some consumables have distinct poisoning entries; reapplication and update can also follow different paths.
o_db_poison
IntoxicationMechanics explained
#

Game detail

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

IntoxicationCondition

The rate of passive recovery from Intoxication depends on Immunity.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Intoxication in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_tox1
Severe IntoxicationMechanics explained
#

Game detail

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

Severe IntoxicationCondition

Stumbling: a chance to take a step in a random direction when walking.The rate of passive recovery from Intoxication depends on Immunity.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Intoxication in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_tox2
Deadly IntoxicationMechanics explained
#

Game detail

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

Deadly IntoxicationCondition

Stumbling: a chance to take a step in a random direction when walking.
Has a chance to cause Vomiting.The rate of passive recovery from Intoxication depends on Immunity.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Intoxication in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_tox3
PainMechanics explained
#

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Pain in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_pain1
Severe PainMechanics explained
#

Game detail

Severe PainCondition

Stumbling: a chance to take a step in a random direction when walking.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Pain in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_pain2
Pain ShockMechanics explained
#

Game detail

Pain ShockCondition

Stumbling: a chance to take a step in a random direction when walking.
Near death: every few turns reduces the character's Max Health.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Pain in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
o_db_pain3
HungerMechanics explained
#

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Hunger in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_hunger1
Terrible HungerMechanics explained
#

Game detail

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Hunger in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_hunger2
StarvationMechanics explained
#

Game detail

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

StarvationCondition

Near death: every few turns reduces the character's Max Health.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Hunger in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Accumulating capacity loss
Every 4 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_hunger3
ThirstMechanics explained
#

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Thirst in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_thirst1
Terrible ThirstMechanics explained
#

Game detail

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Thirst in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_thirst2
DehydrationMechanics explained
#

Game detail

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

DehydrationCondition

Near death: every few turns reduces the character's Max Health.

Code-reviewed mechanics

Entry and removal
Without threshold modifiers, Thirst in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
How modifiers apply
The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Accumulating capacity loss
Every 2 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
What changes it
The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
o_db_thirst3
Minor InjuryMechanics explained
#

Game detail

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

Minor InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj1
Moderate InjuryMechanics explained
#

Game detail

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

Moderate InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj2
Severe InjuryMechanics explained
#

Game detail

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

Severe InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj3
Stabilized Minor InjuryMechanics explained
#

Game detail

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

Stabilized Minor InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj1_stabil
Stabilized Moderate InjuryMechanics explained
#

Game detail

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

Stabilized Moderate InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj2_stabil
Stabilized Severe InjuryMechanics explained
#

Game detail

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

Stabilized Severe InjuryWound

This official entry has no written description.

This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.

Code-reviewed mechanics

Injury versus stabilization
Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
What changes it
Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
o_db_inj3_stabil

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
Back to top ↑