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
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
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.
Second WindMechanics explained
Game detail
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.
FrenzyMechanics explained
Game detail
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.
MegalomaniaOfficial description
Game detail
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
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
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%.
PessimismOfficial description
Game detail
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired01
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.
Further reading:Fatigue
o_db_tired02
ExhaustionMechanics explained
Game detail
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.
Further reading:Fatigue
o_db_tired03
Against the OddsMechanics explained
Game detail
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.
Leech TherapyOfficial description
Game detail
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
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
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
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
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
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
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
Blood OathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_blood_vow
Unholy BlessingOfficial description
Game detail
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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_pikemanstancePikeman StanceDescription needed
Game detail
The icon mapping has not been verified.
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
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
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
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
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
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
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
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
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
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
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
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_carnageStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
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
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_rampageStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
Wanted: Attacked on SightMechanics explained
Game detail
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.
Bestial RageOfficial description
Game detail
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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_ascensionRite of AscensionOfficial description
Game detail
The icon mapping has not been verified.
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
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
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
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
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
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
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
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
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_stasisSummoned EntityOfficial description
Game detail
The icon mapping has not been verified.
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
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
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.
GluttonyOfficial description
Game detail
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
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
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
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
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
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
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.
ConfessionOfficial description
Game detail
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
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
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
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
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
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
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.
MiasmaOfficial description
Game detail
The icon mapping has not been verified.
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_miasmaWand Charge: FireOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_fireWand Charge: FrostOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. 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_frostWand Charge: ElectricityOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_shockWand Charge: PoisonOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_poisonWand Charge: AcidOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_acidWand Charge: ArcaneOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_arcaneWand Charge: PsionicOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_psionicWand Charge: EntropyOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_entropyLey Line AlignmentOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. 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_leyCore 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.
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.
Further reading:Body conditions and injuries
o_db_bleed
VomitingMechanics explained
Game detail
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.
Related concepts:Satiety
Further reading:Hunger and ThirstCooking
o_db_nause
SatietyMechanics explained
Game detail
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.
Related concepts:Vomiting
Further reading:Hunger and ThirstCooking
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.
Further reading:Pain and IntoxicationDamage and resistances
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.
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.
Related concepts:PainSevere PainPain ShockSevere IntoxicationDeadly Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
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.
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.
Related concepts:PainSevere PainPain ShockIntoxicationDeadly Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
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.
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.
Related concepts:PainSevere PainPain ShockIntoxicationSevere Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox3
PainMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:Severe PainPain ShockIntoxicationSevere IntoxicationDeadly Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain1
Severe PainMechanics explained
Game detail
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.
Related concepts:PainPain ShockIntoxicationSevere IntoxicationDeadly Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain2
Pain ShockMechanics explained
Game detail
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.
Related concepts:PainSevere PainIntoxicationSevere IntoxicationDeadly Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain3
HungerMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:Terrible HungerStarvationThirstTerrible ThirstDehydration
Further reading:Hunger and ThirstRest mode
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.
Related concepts:HungerStarvationThirstTerrible ThirstDehydration
Further reading:Hunger and ThirstRest mode
o_db_hunger2
StarvationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
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.
Related concepts:HungerTerrible HungerThirstTerrible ThirstDehydration
Further reading:Hunger and ThirstRest mode
o_db_hunger3
ThirstMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:HungerTerrible HungerStarvationTerrible ThirstDehydration
Further reading:Hunger and ThirstRest mode
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.
Related concepts:HungerTerrible HungerStarvationThirstDehydration
Further reading:Hunger and ThirstRest mode
o_db_thirst2
DehydrationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
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.
Related concepts:HungerTerrible HungerStarvationThirstTerrible Thirst
Further reading:Hunger and ThirstRest mode
o_db_thirst3
Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Moderate InjurySevere InjuryStabilized Minor InjuryStabilized Moderate InjuryStabilized Severe Injury
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1
Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Minor InjurySevere InjuryStabilized Minor InjuryStabilized Moderate InjuryStabilized Severe Injury
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2
Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Minor InjuryModerate InjuryStabilized Minor InjuryStabilized Moderate InjuryStabilized Severe Injury
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3
Stabilized Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Minor InjuryModerate InjurySevere InjuryStabilized Moderate InjuryStabilized Severe Injury
Further reading:Body conditions and injuriesPain and Intoxication
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.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Minor InjuryModerate InjurySevere InjuryStabilized Minor InjuryStabilized Severe Injury
Further reading:Body conditions and injuriesPain and Intoxication
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.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:Minor InjuryModerate InjurySevere InjuryStabilized Minor InjuryStabilized Moderate Injury
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3_stabil