Attribute dictionary
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Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
Contenido
Reading this dictionary
Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.
Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.
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254 / 254 entries
Health and Energy
SaludHealthMechanics explained
Game detail
La cantidad de daño que puedes recibir antes de morir.
Code-reviewed mechanics
- How this value works
- Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:Salud máximaLímite de salud máxima
Further reading:Body conditions and injuriesRest mode
HPSalud máximaMax HealthMechanics explained
Game detail
La cantidad de daño que puedes recibir antes de morir.
Code-reviewed mechanics
- How this value works
- Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:SaludLímite de salud máxima
Further reading:Body conditions and injuriesRest mode
max_hpRegeneración de saludHealth RestorationMechanics explained
Game detail
El índice de regeneración pasiva de salud.
Cuanto más alto sea el valor, más frecuentes serán los instantes de regeneración.Por defecto, se regenera un 5% de la salud máxima por instante.Quedarse en estado de combate interrumpe brevemente la regeneración de salud.
Code-reviewed mechanics
- How this value works
- Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:Regeneración de energía
Further reading:Rest modeBody conditions and injuries
Health_RestorationEfectividad de las curacionesHealing EfficiencyMechanics explained
Game detail
El coeficiente de restauración de salud que se da por cualquier modo.
Code-reviewed mechanics
- How this value works
- The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
- What changes it
- Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedRecuperación de saludHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resLímite de salud máximaMax Health ThresholdMechanics explained
Game detail
El umbral máximo hasta donde puedes restaurar tu salud.Afectado por el daño a las partes del cuerpo y por las heridas.
Code-reviewed mechanics
- How this value works
- The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:SaludSalud máxima
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergíaEnergyMechanics explained
Game detail
El recurso que se gasta para utilizar capacidades y realizar otras acciones, como nadar.
Code-reviewed mechanics
- How this value works
- Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:Energía máximaLímite de energía máxima
MPEnergía máximaMax EnergyMechanics explained
Game detail
El recurso que se gasta para utilizar capacidades y realizar otras acciones, como nadar.
Code-reviewed mechanics
- How this value works
- Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:EnergíaLímite de energía máxima
max_mpRegeneración de energíaEnergy RestorationMechanics explained
Game detail
El índice de regeneración pasiva de energía.
Cuanto más alto sea el valor, más frecuentes serán los instantes de regeneración.Por defecto, se regenera un 5% de la energía máxima por instante.
Code-reviewed mechanics
- How this value works
- Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
- What changes it
- Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Related concepts:Regeneración de salud
Further reading:Rest modeBody conditions and injuries
MP_RestorationRecuperación de energíaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resLímite de energía máximaMax Energy ThresholdMechanics explained
Game detail
El umbral máximo hasta donde puedes restaurar tu energía.Afectado por la fatiga.
Code-reviewed mechanics
- How this value works
- The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
- What changes it
- Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Related concepts:EnergíaEnergía máxima
Max_Energy_ThresholdDaño recibidoDamage TakenMechanics explained
Game detail
El porcentaje que recibirás de todos los tipos de daño.
Se calcula después de la protección y las resistencias.
Code-reviewed mechanics
- How this value works
- Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armaduraPenetración de armadura de hechizosResistencia físicaResistencia elementalResistencia mágica
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedReflejo de dañoDamage ReflectionOfficial description
Game detail
El porcentaje del daño original que se devuelve a los enemigos en cuerpo a cuerpo.
Change sources and calculation notes remain to be documented.
Damage_ReturnedRobo de vidaLife DrainOfficial description
Game detail
El porcentaje de daño infligido por tus ataques que se restaura como salud.
Change sources and calculation notes remain to be documented.
LifestealRobo de energíaEnergy DrainOfficial description
Game detail
El porcentaje de daño infligido por tus ataques que se restaura como energía.
Change sources and calculation notes remain to be documented.
ManastealRobo de energíaEnergy DrainOfficial description
Game detail
El porcentaje de daño infligido por tus ataques que se restaura como energía.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainProtecciónProtectionMechanics explained
Game detail
La cantidad de daño que absorben las partes del cuerpo específicas al recibir un golpe.
Se calcula antes de las resistencias.La protección es un 33% menos efectiva contra el daño mágico y el daño elemental.
Code-reviewed mechanics
- How this value works
- Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:Penetración de armaduraPenetración de armadura de hechizosDaño recibidoResistencia físicaResistencia elementalResistencia mágica
Further reading:Damage and resistancesAttack resolution
DEFProtección de la cabezaHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFProtección del cuerpoBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFProtección de los brazosArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFProtección de las piernasLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFTenacidadFortitudeOfficial description
Game detail
Afecta la duración de los efectos negativos recibidos (físicos, mentales y algunos efectos persistentes) así como también el daño con el tiempo recibido de sangrados, venenos, quemaduras y baños de ácido.También reduce la pérdida de moral y de cordura.Mayor valor posible: 50%.
Change sources and calculation notes remain to be documented.
FortitudeRecuperación de saludHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnRecuperación de energíaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnCosto de nadoSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
PASPOfficial description
Game detail
Puedes usar tus puntos de atributo (PA) para mejorar tus cualidades principales.Obtienes 1 PA cada vez que subes de nivel.
Change sources and calculation notes remain to be documented.
APPCAPOfficial description
Game detail
Puedes usar tus puntos de capacidad (PC) para aprender nuevas habilidades y hechizos.Obtienes 1 PC cada vez que subes de nivel.
Change sources and calculation notes remain to be documented.
SPNivelLevelOfficial description
Game detail
Cada vez que subes de nivel, obtienes 1 punto de atributo y 1 punto de capacidad.
El nivel máximo posible es 30.
Change sources and calculation notes remain to be documented.
LVLExperienciaExperienceOfficial description
Game detail
El número de puntos de experiencia que obtuvo el personaje.
Change sources and calculation notes remain to be documented.
XPObtención de experienciaExperience GainOfficial description
Game detail
El coeficiente de experiencia obtenida de cualquier forma.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
FuerzaStrengthOfficial description
Game detail
La fuerza afecta tus capacidades de combate primarias.Además, aumenta el daño sin armas y afecta el rango y la probabilidad de crítico de los objetos arrojados.Cada punto de fuerza otorga +1,5% de daño de arma y +1,5% de probabilidad de bloquear y +1 de poder de bloqueo.Al alcanzar los intervalos de 15, 20, 25 y 30 puntos, también otorga: +7,5% de daño al cuerpo
+10% de eficiencia de críticos
+15% de daño a la armaduraLa fuerza se limita a 30 puntos.
Change sources and calculation notes remain to be documented.
STRAgilidadAgilityOfficial description
Game detail
La agilidad dicta tu sutileza en combate.Además, aumenta la probabilidad de desarmar trampas y afecta el daño, la precisión y la probabilidad de golpe débil de los objetos arrojados.Cada punto de agilidad otorga +1,5% de probabilidad de contraatacar y -1,5% de probabilidad de golpe débil y de contrahechizo.Al alcanzar los intervalos de 15, 20, 25 y 30 puntos, también otorga: +5% de probabilidad de esquivar
+2,5% de eficiencia de armas
+7,5% de resistencia al movimientoLa agilidad se limita a 30 puntos.
Change sources and calculation notes remain to be documented.
AGLPercepciónPerceptionOfficial description
Game detail
La percepción te permite anticiparte al peligro y asestar golpes precisos.Además, afecta la precisión y la probabilidad de crítico de los objetos arrojados.Cada punto de percepción otorga +1,5% de precisión y +1,5% de penetración de armadura para ataques y hechizos.Al alcanzar los intervalos de 15, 20, 25 y 30 puntos, también otorga: +5% de visión
+5% de rango adicional
+5% de probabilidad de crítico y de milagroLa percepción se limita a 30 puntos.
Change sources and calculation notes remain to be documented.
PRCVitalidadVitalityOfficial description
Game detail
La vitalidad afecta tu aguante y tu supervivencia.Cada punto de vitalidad otorga +4 de energía máxima y +2% de regeneración de energía.Al alcanzar los intervalos de 15, 20, 25 y 30 puntos, también otorga: +15 de salud máxima
+5% de recuperación de poder de bloqueo
+7,5% de resistencia al controlLa vitalidad se limita a 30 puntos.
Change sources and calculation notes remain to be documented.
VitalityEnterezaWillpowerOfficial description
Game detail
La entereza influencia tus capacidades mágicas y tu fuerza de voluntad para afrontar la desgracia y la adversidad.Cada punto de entereza otorga -1,5% de duración de enfriamientos y -1,5% al costo de energía de las capacidades.Al alcanzar los intervalos de 15, 20, 25 y 30 puntos, también otorga: +7,5% de poder mágico
+7,5% de resistencia al dolor
+7,5% de tenacidadLa entereza se limita a 30 puntos.
Change sources and calculation notes remain to be documented.
WILCombat attributes
Daño del arma principalMain Hand DamageOfficial description
Game detail
La cantidad de daño que inflige el arma en tu mano principal.
Change sources and calculation notes remain to be documented.
DMGDaño del arma secundariaOff-Hand DamageOfficial description
Game detail
La cantidad de daño que inflige el arma en tu mano secundaria.
Change sources and calculation notes remain to be documented.
OFFDMGDaño de armaWeapon DamageOfficial description
Game detail
El coeficiente de daño físico que infligen tus ataques.
Change sources and calculation notes remain to be documented.
Weapon_DamagePrecisiónAccuracyMechanics explained
Game detail
La probabilidad de acertar los golpes o los disparos.La precisión por encima del 100% reduce la probabilidad de esquivar del objetivo.Las armas a distancia reciben -2% de precisión por cada casilla de distancia hasta el objetivo.Los arcos tendrán -50% y -25% de precisión al dispararles a objetivos a 1 y 2 casillas de distancia, respectivamente.Las habilidades de Ataque tienen +4% de precisión innata.
Code-reviewed mechanics
- How this value works
- Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:Probabilidad de esquivarProbabilidad de golpe débilProbabilidad de críticoAnulación de críticosProbabilidad de bloquearPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
Hit_ChanceProbabilidad de críticoCrit ChanceMechanics explained
Game detail
La probabilidad de infligir daño adicional con un ataque y además potenciarlo con algún efecto, que depende del tipo de arma.
Code-reviewed mechanics
- How this value works
- Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de esquivarProbabilidad de golpe débilAnulación de críticosProbabilidad de bloquearPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
CRTEficiencia de críticosCrit EfficiencyOfficial description
Game detail
El coeficiente de daño adicional que se inflige con los golpes críticos.
Change sources and calculation notes remain to be documented.
CRTDProbabilidad de bloquearBlock ChanceMechanics explained
Game detail
La probabilidad de bloquear un ataque cuerpo a cuerpo, lo que absorbe todo su daño o parte de él.
Si llevas escudo, también puedes bloquear proyectiles físicos y mágicos.
Code-reviewed mechanics
- How this value works
- The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de esquivarProbabilidad de golpe débilProbabilidad de críticoAnulación de críticosPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
PRRPoder de bloqueoBlock PowerMechanics explained
Game detail
La cantidad actual y la cantidad máxima de daño que puedes absorber al bloquear.El poder de bloqueo se reduce con cada bloqueo exitoso y se recupera parcialmente con el paso de los turnos.Los bloqueos de daño mágico y elemental son un 33% menos efectivos.El poder de bloqueo base depende de la fuerza del personaje.
Code-reviewed mechanics
- How this value works
- Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de esquivarProbabilidad de golpe débilProbabilidad de críticoAnulación de críticosProbabilidad de bloquear
Further reading:Attack resolutionDamage and resistances
Block_PowerRecuperación de poder de bloqueoBlock Power RecoveryOfficial description
Game detail
El porcentaje de poder de bloqueo máximo que se recupera en cada turno.
Change sources and calculation notes remain to be documented.
Block_RecoveryProbabilidad de contraatacarCounter ChanceOfficial description
Game detail
La probabilidad de asestar un ataque gratuito tras recibir un golpe cuerpo a cuerpo.Puedes contraatacar a cada enemigo una vez por turno.
Change sources and calculation notes remain to be documented.
CTAProbabilidad de esquivarDodge ChanceMechanics explained
Game detail
La probabilidad de esquivar parcialmente un golpe cuerpo a cuerpo, lo que lo convierte en un golpe débil, o la probabilidad de evadir un golpe ya débil, lo que anulará todo su daño.La probabilidad de esquivar es la mitad de efectiva contra proyectiles físicos y mágicos, pero una evasión exitosa anula todo su daño.Si tu probabilidad de esquivar es negativa, los ataques enemigos serán más precisos.
Code-reviewed mechanics
- How this value works
- The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de golpe débilProbabilidad de críticoAnulación de críticosProbabilidad de bloquearPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
EVSProbabilidad de golpe débilFumble ChanceMechanics explained
Game detail
La probabilidad de infligir la mitad del daño con un ataque.
Afectada negativamente por la doble empuñadura.Las armas a distancia reciben +2% de probabilidad de golpe débil por cada casilla de distancia hasta el objetivo.Los golpes y disparos débiles no pueden aturdir, atontar, empujar, inmovilizar, conmocionar ni sangrar.Si aciertas un disparo débil, aumentará la probabilidad de que la munición se rompa al alcanzar el objetivo.Las habilidades de Ataque tienen -4% de probabilidad de golpe débil innata.
Code-reviewed mechanics
- How this value works
- Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de esquivarProbabilidad de críticoAnulación de críticosProbabilidad de bloquearPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
FMBCerraduras y trampasLock-picking & DisarmingOfficial description
Game detail
La probabilidad de éxito al abrir una cerradura o desarmar una trampa.
Change sources and calculation notes remain to be documented.
SavvySigiloStealthOfficial description
Game detail
La efectividad del modo Sigilo. [No disponible en la versión Beta]
Change sources and calculation notes remain to be documented.
STLVisión máximaMax VisionOfficial description
Game detail
Tu rango de visión máximo.
Change sources and calculation notes remain to be documented.
VSNVisiónVisionOfficial description
Game detail
Tu rango de visión actual.En lugares oscuros, tu personaje podrá ver casillas iluminadas más allá del rango de visión actual, siempre y cuando estén dentro del rango de visión máximo.
Change sources and calculation notes remain to be documented.
currentVSNVisión adicionalBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusRango adicionalBonus RangeOfficial description
Game detail
Afecta la distancia de tus ataques a distancia y ciertos hechizos.
Change sources and calculation notes remain to be documented.
Bonus_RangeRangoRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeRangoRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngEficiencia del arma principalMain Hand EfficiencyOfficial description
Game detail
La eficiencia de tu arma afecta las capacidades ofensivas con esa mano.La doble empuñadura empeora este atributo.
Change sources and calculation notes remain to be documented.
Mainhand_EfficiencyEficiencia del arma secundariaOff-Hand EfficiencyOfficial description
Game detail
La eficiencia de tu arma afecta las capacidades ofensivas con esa mano.La doble empuñadura empeora este atributo.
Change sources and calculation notes remain to be documented.
Offhand_EfficiencyAnulación de críticosCrit AvoidanceMechanics explained
Game detail
La probabilidad de anular un ataque crítico y convertirlo en un ataque básico.Si este valor es negativo, tendrás mayor probabilidad de recibir ataques críticos.
Code-reviewed mechanics
- How this value works
- The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
- What changes it
- Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Related concepts:PrecisiónProbabilidad de esquivarProbabilidad de golpe débilProbabilidad de críticoProbabilidad de bloquearPoder de bloqueo
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Ruido producidoNoise ProducedOfficial description
Game detail
La cantidad de ruido que generan tus acciones.
Change sources and calculation notes remain to be documented.
Noise_ProducedDaño al cuerpoBodypart DamageOfficial description
Game detail
El coeficiente de daño que les infligen tus ataques a las partes de cuerpo del enemigo.
Change sources and calculation notes remain to be documented.
Bodypart_DamageDaño a la armaduraArmor DamageOfficial description
Game detail
El coeficiente de daño que le infligen tus ataques a la armadura del enemigo.
Change sources and calculation notes remain to be documented.
Armor_DamagePenetración de armaduraArmor PenetrationMechanics explained
Game detail
El porcentaje de protección que ignoran tus ataques.
Code-reviewed mechanics
- How this value works
- Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armadura de hechizosDaño recibidoResistencia físicaResistencia elementalResistencia mágica
Further reading:Damage and resistancesAttack resolution
Armor_PiercingPrecisión de hechizosSpell AccuracyOfficial description
Game detail
La probabilidad base de que tus proyectiles mágicos alcancen a su objetivo.
Change sources and calculation notes remain to be documented.
Spell_Hit_ChancePenetración de armadura de hechizosSpell Armor PenetrationMechanics explained
Game detail
El porcentaje de protección que ignoran tus hechizos.
Code-reviewed mechanics
- How this value works
- The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armaduraDaño recibidoResistencia físicaResistencia elementalResistencia mágica
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingProbabilidad de sangradoBleed ChanceOfficial description
Game detail
La probabilidad de provocar que una parte de cuerpo comience a sangrar tras asestarle un ataque.El sangrado inflige daño con el tiempo y va empeorando el estado de la parte del cuerpo afectada.
Change sources and calculation notes remain to be documented.
Bleeding_ChanceProbabilidad de empujarKnockback ChanceOfficial description
Game detail
La probabilidad de que tus ataques empujen al enemigo una casilla hacia atrás.Si empujas al enemigo hacia una casilla ocupada, recibirá daño aplastante y tendrá una probabilidad de quedar atontado durante 1 turno.
Change sources and calculation notes remain to be documented.
Knockback_ChanceProbabilidad de atontarDaze ChanceOfficial description
Game detail
La probabilidad de que tus ataques atonten al enemigo.El atontamiento impide el uso de capacidades.
Change sources and calculation notes remain to be documented.
Daze_ChanceProbabilidad de aturdirStun ChanceOfficial description
Game detail
La probabilidad de que tus ataques aturdan al enemigo.El aturdimiento provoca que el objetivo pierda el turno.
Change sources and calculation notes remain to be documented.
Stun_ChanceProbabilidad de inmovilizarImmobilization ChanceOfficial description
Game detail
La probabilidad de que tus ataques inmovilicen al enemigo.La inmovilización impide que el objetivo se mueva a otra casilla.
Change sources and calculation notes remain to be documented.
Immob_ChanceProbabilidad de conmocionarStagger ChanceOfficial description
Game detail
La probabilidad de que tus ataques conmocionen al enemigo.La conmoción reduce varios atributos ofensivos y defensivos del objetivo.
Change sources and calculation notes remain to be documented.
Stagger_ChanceResistencia al movimientoMove ResistanceOfficial description
Game detail
La probabilidad de evitar los empujes, las atracciones, las inmovilizaciones y las conmociones aplicadas por capacidades y ataques enemigos.
Change sources and calculation notes remain to be documented.
Knockback_ResistanceResistencia al controlControl ResistanceOfficial description
Game detail
La probabilidad de evitar los aturdimientos, los atontamientos y las confusiones aplicadas por capacidades y ataques enemigos.
Change sources and calculation notes remain to be documented.
Stun_ResistanceResistencia al sangradoBleed ResistanceOfficial description
Game detail
La probabilidad de evitar los sangrados aplicados por capacidades y ataques enemigos.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceCosto de energía de los hechizosSpells Energy CostMechanics explained
Game detail
El modificador de la energía requerida para lanzar hechizos.
Code-reviewed mechanics
- How this value works
- Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Costo de energía de las capacidadesCosto de energía de las habilidadesDuración de los enfriamientos
Further reading:Attack resolutionFatigue
Spells_Energy_CostCosto de energía de las habilidadesSkills Energy CostMechanics explained
Game detail
El modificador de la energía requerida para usar habilidades.
Code-reviewed mechanics
- How this value works
- Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Costo de energía de las capacidadesCosto de energía de los hechizosDuración de los enfriamientos
Further reading:Attack resolutionFatigue
Skills_Energy_CostCosto de energía de las capacidadesAbilities Energy CostMechanics explained
Game detail
El coeficiente de energía requerida para usar habilidades y hechizos.El menor valor posible: 25%
Code-reviewed mechanics
- How this value works
- A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Costo de energía de las habilidadesCosto de energía de los hechizosDuración de los enfriamientos
Further reading:Attack resolutionFatigue
Abilities_Energy_CostDuración de los enfriamientosCooldowns DurationMechanics explained
Game detail
El coeficiente de cantidad de tiempo requerido para restaurar todas tus capacidades.Afectado por la doble empuñadura.
Code-reviewed mechanics
- How this value works
- The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
- What changes it
- Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Related concepts:Costo de energía de las capacidadesCosto de energía de las habilidadesCosto de energía de los hechizos
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Daño cortanteSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageDaño perforadorPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageDaño aplastanteCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageDaño desgarradorRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageDaño de escarchaFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageDaño eléctricoShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageDaño eléctricoShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFDaño de venenoPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageDaño de fuegoFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageDaño corrosivoCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageDaño arcanoArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageDaño profanoUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageDaño sagradoSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageDaño psiónicoPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageDaño puroPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
Resistencia físicaPhysical ResistanceMechanics explained
Game detail
El porcentaje de reducción de todo el daño físico que recibes: cortante, perforador, aplastante y desgarrador.
Code-reviewed mechanics
- How this value works
- Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armaduraPenetración de armadura de hechizosDaño recibidoResistencia elementalResistencia mágica
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceResistencia elementalNature ResistanceMechanics explained
Game detail
El porcentaje de reducción de todo el daño elemental que recibes: fuego, escarcha, eléctrico, veneno y corrosivo.
Code-reviewed mechanics
- How this value works
- Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armaduraPenetración de armadura de hechizosDaño recibidoResistencia físicaResistencia mágica
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceResistencia mágicaMagic ResistanceMechanics explained
Game detail
El porcentaje de reducción de todo el daño mágico que recibes: arcano, ~ur~profano~/~, sagrado y psiónico.
Code-reviewed mechanics
- How this value works
- Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:ProtecciónPenetración de armaduraPenetración de armadura de hechizosDaño recibidoResistencia físicaResistencia elemental
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceResistencia a golpes cortantesSlashing ResistanceOfficial description
Game detail
La reducción de todo el daño cortante que recibes.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceResistencia a golpes perforadoresPiercing ResistanceOfficial description
Game detail
La reducción de todo el daño perforador que recibes.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceResistencia a golpes aplastantesCrushing ResistanceOfficial description
Game detail
La reducción de todo el daño aplastante que recibes.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceResistencia a golpes desgarradoresRending ResistanceOfficial description
Game detail
La reducción de todo el daño desgarrador que recibes.
Change sources and calculation notes remain to be documented.
Rending_ResistanceResistencia al fuegoFire ResistanceOfficial description
Game detail
La reducción de todo el daño de fuego que recibes.
Change sources and calculation notes remain to be documented.
Fire_ResistanceResistencia a la escarchaFrost ResistanceOfficial description
Game detail
La reducción de todo el daño de escarcha que recibes.
Change sources and calculation notes remain to be documented.
Frost_ResistanceResistencia eléctricaShock ResistanceOfficial description
Game detail
La reducción de todo el daño eléctrico que recibes.
Change sources and calculation notes remain to be documented.
Shock_ResistanceResistencia corrosivaCaustic ResistanceOfficial description
Game detail
La reducción de todo el daño corrosivo que recibes.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceResistencia al venenoPoison ResistanceOfficial description
Game detail
La reducción de todo el daño de veneno que recibes.
Change sources and calculation notes remain to be documented.
Poison_ResistanceResistencia arcanaArcane ResistanceOfficial description
Game detail
La reducción de todo el daño arcano que recibes.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceResistencia profanaUnholy ResistanceOfficial description
Game detail
La reducción de todo el ~ur~daño profano~/~ que recibes.
Change sources and calculation notes remain to be documented.
Unholy_ResistanceResistencia sagradaSacred ResistanceOfficial description
Game detail
La reducción de todo el daño sagrado que recibes.
Change sources and calculation notes remain to be documented.
Sacred_ResistanceResistencia psiónicaPsionic ResistanceOfficial description
Game detail
La reducción de todo el daño psiónico que recibes.
Change sources and calculation notes remain to be documented.
Psionic_ResistanceResistencia psiónicaPsionic ResistanceOfficial description
Status and effect attributes
Inflige dañoDeals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_SelfInflige daño cortanteDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_SelfInflige daño perforadorDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_SelfInflige daño aplastanteDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_SelfInflige daño desgarradorDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_SelfInflige daño de venenoDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_SelfInflige daño de fuegoDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_SelfInflige daño corrosivoDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_SelfInflige daño de escarchaDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_SelfInflige daño eléctricoDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_SelfInflige daño arcanoDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_SelfInflige daño profanoDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_SelfInflige daño sagradoDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_SelfInflige daño psiónicoDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_SelfInflige daño psiónicoDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_Damage_SelfHealth and survival
Límite de dolorPain LimitMechanics explained
Game detail
La cantidad máxima de dolor que puedes padecer.Cuanto menos salud tengas, mayor será el límite de dolor.
Code-reviewed mechanics
- How this value works
- Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorVariación del dolorResistencia al dolorIntoxicaciónVariación de la intoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitHambreHungerMechanics explained
Game detail
El hambre que tiene tu personaje.
Aumenta con el tiempo, según la intensidad de tus actividades.Al alcanzar los intervalos de (25 + threshold bonus)%, (50 + threshold bonus)% y (75 + threshold bonus)%, producirá un efecto negativo.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:SedVariación del hambreVariación de la sedResistencia al hambre
Further reading:Hunger and ThirstRest mode
HungerDolorPainMechanics explained
Game detail
El dolor que padece el personaje.
Aumenta al recibir daño y sufrir heridas.
El máximo de dolor tolerable depende de tu salud.Al alcanzar los intervalos de (25 + threshold bonus)%, (50 + threshold bonus)% y (75 + threshold bonus)%, producirá un efecto negativo.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:Límite de dolorVariación del dolorResistencia al dolorIntoxicaciónVariación de la intoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
PainSedThirstMechanics explained
Game detail
La sed que tiene tu personaje.
Aumenta con el tiempo, según la intensidad de tus actividades.Al alcanzar los intervalos de (25 + threshold bonus)%, (50 + threshold bonus)% y (75 + threshold bonus)%, producirá un efecto negativo.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HambreVariación del hambreVariación de la sedResistencia al hambre
Further reading:Hunger and ThirstRest mode
ThirstyIntoxicaciónIntoxicationMechanics explained
Game detail
La intoxicación que padece el personaje.
Es un efecto adverso común del alcohol, las drogas, los medicamentos y algunas hierbas.Al alcanzar los intervalos de (25 + threshold bonus)%, (50 + threshold bonus)% y (75 + threshold bonus)%, producirá un efecto negativo.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Wild Hunt bonus
Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.
Code-reviewed mechanics
- How this value works
- The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorVariación del dolorResistencia al dolorVariación de la intoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationInmunidadImmunityMechanics explained
Game detail
La resistencia a una variedad de dolencias.
También afecta el índice de recuperación pasiva de la intoxicación.
Code-reviewed mechanics
- How this value works
- Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorVariación del dolorResistencia al dolorIntoxicaciónVariación de la intoxicaciónResistencia a la intoxicación
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityVariación de la inmunidadImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoralMoraleMechanics explained
Game detail
La voluntad de luchar y perseverar de tu personaje.Este atributo depende de varios factores:Situaciones (current Situation Morale%/50%): las victorias o los contratiempos en el combate y la exploración, así como también la influencia de ciertos efectos y consumibles.
Dieta (current Diet Morale%/35%): consumir con regularidad comidas variadas y de calidad.
Descanso (current Rest Morale%/15%): dormir suficiente, con regularidad y calidad.Si la moral cae por debajo del 50%, provocará efectos mentales negativos.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Morale = Situation + Temporary + Diet + Rest Morale
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.
Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:CorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
MoraleCorduraSanityMechanics explained
Game detail
La capacidad de tu personaje de aferrarse a su comprensión de la realidad.Este atributo depende de varios factores:Situaciones (current Situation Sanity%/50%): el contacto con la magia profana y sus abominaciones, las heridas a la cabeza, los resultados del lanzamiento de hechizos, así como también la influencia de ciertos efectos y consumibles.
Estilo de vida (current Lifestyle Sanity%/35%): la interacción social y el entretenimiento, completar contratos, oír noticias y rumores, rezar, cocinar platos y crear objetos.
Descanso (current Rest Sanity%/15%): dormir suficiente, con regularidad y calidad.Si la cordura cae por debajo del 50%, provocará efectos mentales negativos.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Calculating the total
Sanity = Situation + Lifestyle + Rest Sanity
Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.
Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.
Current components in the card
Displayed value = round(current component)
These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.
Code-reviewed mechanics
- Components and bounds
- Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
SanityMoral situacionalSituational MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
MoraleSituationalMoral temporariaTemporary MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMoral por la dietaDiet MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
MoraleDietMoral por el descansoSleep MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
MoraleRestCordura situacionalSituational SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura por estilo de vidaCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
SanitySituationalCordura por estilo de vidaLifestyle SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por el descansoVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
SanityLifestyleCordura por el descansoSleep SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaVariación de la moral sit.Variación de la cordura sit.
Further reading:Morale and SanitySleep and saving
SanityRestVariación del dolorPain ChangeMechanics explained
Game detail
Indica cuánto varía tu dolor cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorResistencia al dolorIntoxicaciónVariación de la intoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeVariación de la intoxicaciónIntoxication ChangeMechanics explained
Game detail
Indica cuánto varía tu intoxicación cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorVariación del dolorResistencia al dolorIntoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeVariación del hambreHunger ChangeMechanics explained
Game detail
Indica cuánto varía tu hambre cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HambreSedVariación de la sedResistencia al hambre
Further reading:Hunger and ThirstRest mode
Hunger_ChangeVariación de la sedThirst ChangeMechanics explained
Game detail
Indica cuánto varía tu sed cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HambreSedVariación del hambreResistencia al hambre
Further reading:Hunger and ThirstRest mode
Thirst_ChangeVariación de la cordura sit.Sit. Sanity ChangeMechanics explained
Game detail
Indica cuánto varía tu cordura cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la moral sit.
Further reading:Morale and SanitySleep and saving
Sanity_ChangeVariación de la moral sit.Sit. Morale ChangeMechanics explained
Game detail
Indica cuánto varía tu moral cada turno.
Code-reviewed mechanics
- How this value works
- A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralCorduraMoral situacionalMoral temporariaMoral por la dietaMoral por el descansoCordura situacionalCordura por estilo de vidaCordura por el descansoVariación de la cordura sit.
Further reading:Morale and SanitySleep and saving
Morale_ChangeFatigaFatigueMechanics explained
Game detail
El nivel de cansancio del personaje.Aumenta al realizar distintas acciones: moverse a otra casilla, bloquear, esquivar y usar capacidades.
Los hechizos generan más fatiga que las habilidades.
Cada punto porcentual de fatiga reduce el límite de energía máxima en un 0,5%.Al alcanzar los intervalos de (25 + threshold bonus)%, (50 + threshold bonus)% y (75 + threshold bonus)%, producirá un efecto negativo.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:Resistencia a la fatigaVariación de la fatiga
FatigueResistencia a la fatigaFatigue ResistanceMechanics explained
Game detail
Afecta el ritmo de aumento de la fatiga.
Code-reviewed mechanics
- How this value works
- Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:FatigaVariación de la fatiga
Fatigue_GainVariación de la fatigaFatigue ChangeMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- How this value works
- A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:FatigaResistencia a la fatiga
Fatigue_ChangeResistencia al dolorPain ResistanceMechanics explained
Game detail
Afecta el ritmo de aumento del dolor.
Code-reviewed mechanics
- How this value works
- Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorVariación del dolorIntoxicaciónVariación de la intoxicaciónResistencia a la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceResistencia al hambreHunger ResistanceMechanics explained
Game detail
Afecta el ritmo de aumento del hambre.
Code-reviewed mechanics
- How this value works
- Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:HambreSedVariación del hambreVariación de la sed
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceResistencia a la intoxicaciónIntoxication ResistanceMechanics explained
Game detail
Afecta el ritmo de aumento de la intoxicación.
Code-reviewed mechanics
- How this value works
- Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DolorLímite de dolorVariación del dolorResistencia al dolorIntoxicaciónVariación de la intoxicaciónInmunidad
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceSin síntomasNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderTratamiento de las heridasInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionProbabilidad de náuseasNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceProbabilidad de envenenamientoPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
Poder mágicoMagic PowerOfficial description
Game detail
El coeficiente de daño e impacto de tus hechizos.Además, afecta el daño mágico y el daño elemental que infligen tus ataques.
Change sources and calculation notes remain to be documented.
Magic_PowerDaño de contrahechizosBackfire DamageOfficial description
Game detail
La cantidad de daño que recibe el personaje cuando se lanza un contrahechizo.Inflige daño equivalente al porcentaje mostrado del costo de energía del hechizo mal conjurado (y de su mismo tipo de daño).Se ve afectado por las siguientes acciones:+30% por cada hechizo lanzado
-10% por saltar el turno
-10% por quedarse en la misma casilla
Change sources and calculation notes remain to be documented.
Backfire_DamageDaño de contrahechizosBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntVariación del daño de contrahechizosBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeProbabilidad de milagroMiracle ChanceOfficial description
Game detail
La probabilidad de lanzar un hechizo crítico con varios aspectos potenciados: daño, duración del efecto, etc.
Change sources and calculation notes remain to be documented.
Miracle_ChancePotencia de milagroMiracle PotencyOfficial description
Game detail
El coeficiente de la eficiencia adicional de los hechizos críticos.
Change sources and calculation notes remain to be documented.
Miracle_PowerProbabilidad de contrahechizoBackfire ChanceOfficial description
Game detail
La probabilidad que tiene el personaje de equivocarse al lanzar magia, lo que produce un contrahechizo.Los contrahechizos le infligen daño (del tipo correspondiente) a quien los lanza, generan más fatiga y reducen la cordura.
Change sources and calculation notes remain to be documented.
Miscast_ChancePoder pirománticoPyromantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de piromancia.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerPoder geománticoGeomantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de geomancia.
Change sources and calculation notes remain to be documented.
Geomantic_PowerPoder venománticoVenomantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de venomancia.
Change sources and calculation notes remain to be documented.
Venomantic_PowerPoder criománticoCryomantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de criomancia.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerPoder electrománticoElectromantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de electromancia.
Change sources and calculation notes remain to be documented.
Electromantic_PowerPoder arcanísticoArcanistic PowerOfficial description
Game detail
La efectividad de todos los hechizos de arcanística.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerPoder astrománticoAstromantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de astromancia.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPoder psimánticoPsimantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de psimancia.
Change sources and calculation notes remain to be documented.
Psimantic_PowerPoder cronománticoChronomantic PowerOfficial description
Game detail
La efectividad de todos los hechizos de cronomancia.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
CabezaHeadDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorsoDescription needed
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This official entry has no written description.
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TorsoManosHandsDescription needed
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This official entry has no written description.
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HandsPiernasLegsDescription needed
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LegsDurabilidad de la armaduraArmor DurabilityDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityVoluntad de lucharWill to FightDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleTiempo para la descomposiciónExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationDuración de los efectos de los platosDish Effects DurationDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_Effects_DurationTrade values
Favorabilidad de preciosTrade FavorabilityDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityCantidad de mercancíasStocks SizeDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeOro disponibleAvailable GoldDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountFrecuencia de reposiciónRestocks FrequencyDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockPrecios de reparaciónRepair PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesPrecio de compra de alimentosFood Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_ModPrecio de compra de bebidasBeverages Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_ModPrecio de compra de alcoholAlcohol Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_ModPrecio de compra de medicinaMedicine Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_ModPrecio de compra de armasWeapons Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_ModPrecio de compra de armadurasArmor Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModPrecio de compra de joyasJewelry Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModPrecio de compra de objetos de valorValuables Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModPrecio de compra de drogasDrugs Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModPrecio de compra de pergaminosScrolls Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModPrecio de compra de basuraJunk Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModPrecio de compra de ingredientesIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModPrecio de compra de artefactosArtifacts Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModPrecio de compra de tratadosTreatises Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModPrecio de compra de bienes comercialesCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModPrecio de compra de librosBooks Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModPrecio de compra de materialesMaterials Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModPrecio de compra de herramientasTools Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModPrecio de compra de bolsasBags Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModPrecio de compra de añadidosAdditives Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModPrecio de compra de municiónAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModPrecio de compra del oroGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModPrecio de compra de la plataSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModPrecio de compra del metalMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModPrecio de compra del cueroLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModPrecio de compra de la telaCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModPrecio de compra de la maderaWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModPrecio de compra de gemasGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModPrecio de compra de hierbasHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModPrecio de compra de sacos de granosSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPPrecio de compra de cajas de carbónCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPPrecio de compra de sacos de salSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPPrecio de compra de cargamentos de maderaShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPPrecio de compra de barriles de cervezaBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPPrecio de compra de cajas de vinoCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPPrecio de compra de toneles de sidraPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPPrecio de venta de alimentosFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModPrecio de venta de bebidasBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModPrecio de venta de alcoholAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_ModPrecio de venta de medicinaMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModPrecio de venta de armasWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModPrecio de venta de armadurasArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModPrecio de venta de joyasJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModPrecio de venta de objetos de valorValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModPrecio de venta de drogasDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModPrecio de venta de ingredientesIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_ModPrecio de venta de tratadosTreatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_ModPrecio de venta de bienes comercialesCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModPrecio de venta de materialesMaterials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_ModPrecio de venta de herramientasTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModPrecio de venta de municiónAmmunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_ModPrecio de venta del oroGold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_ModPrecio de venta de la plataSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModPrecio de venta del metalMetal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_ModPrecio de venta del cueroLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModPrecio de venta de la telaCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModPrecio de venta de la maderaWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModPrecio de venta de gemasGems Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_SP_ModContract values
Presencia silvestreArea WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessProbabilidad de emboscadaAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceObtención de reputaciónReputation GainOfficial description
Game detail
El coeficiente de reputación obtenida de cualquier forma.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalObtención de reputación por contratosContracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainObtención de reputación por contratos (Bastión)Contracts Reputation Gain (Bastion)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_BastionObtención de reputación por contratos (Cripta)Contracts Reputation Gain (Crypt)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CryptObtención de reputación por contratos (Catacumbas)Contracts Reputation Gain (Catacombs)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CatacombsContratos disponiblesAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityLímite de tiempo de contratosContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineErrand RewardsErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier