Stoneshard Wiki

Attribute dictionary

Este artículo aún no está traducido al idioma elegido. Se muestra el texto en inglés; los nombres oficiales disponibles conservan el idioma seleccionado.

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.

Find an entry

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.
HP
Salud 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.
max_hp
Regeneración 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.
Health_Restoration
Efectividad 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.
Healing_Received
Recuperación de saludHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Límite 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.
Health_Threshold
EnergíaEnergyMechanics 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.
MP
Energía 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.
max_mp
Regeneración 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.
MP_Restoration
Recuperación de energíaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Límite 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.
Max_Energy_Threshold
Daño 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.
Damage_Received
Reflejo 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_Returned
Robo 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.

Lifesteal
Robo 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.

Manasteal
Robo 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_Drain
ProtecciónProtectionMechanics 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.
DEF
Protección de la cabezaHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Protección del cuerpoBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Protección de los brazosArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Protección de las piernasLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
TenacidadFortitudeOfficial 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.

Fortitude
Recuperación de saludHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Recuperación de energíaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Costo de nadoSwimming CostDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character 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.

AP
PCAPOfficial 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.

SP
NivelLevelOfficial 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.

LVL
ExperienciaExperienceOfficial description
#

Game detail

El número de puntos de experiencia que obtuvo el personaje.

Change sources and calculation notes remain to be documented.

XP
Obtención de experienciaExperience GainOfficial description
#

Game detail

El coeficiente de experiencia obtenida de cualquier forma.

Change sources and calculation notes remain to be documented.

Received_XP

Primary 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.

STR
AgilidadAgilityOfficial 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.

AGL
PercepciónPerceptionOfficial 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.

PRC
VitalidadVitalityOfficial 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.

Vitality
EnterezaWillpowerOfficial 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.

WIL

Combat 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.

DMG
Daño 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.

OFFDMG
Daño 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_Damage
PrecisiónAccuracyMechanics 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.
Hit_Chance
Probabilidad 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.
CRT
Eficiencia 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.

CRTD
Probabilidad 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.
PRR
Poder 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.
Block_Power
Recuperación 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_Recovery
Probabilidad 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.

CTA
Probabilidad 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.
EVS
Probabilidad 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.
FMB
Cerraduras 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.

Savvy
SigiloStealthOfficial description
#

Game detail

La efectividad del modo Sigilo. [No disponible en la versión Beta]

Change sources and calculation notes remain to be documented.

STL
Visión máximaMax VisionOfficial description
#

Game detail

Tu rango de visión máximo.

Change sources and calculation notes remain to be documented.

VSN
VisiónVisionOfficial 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.

currentVSN
Visión adicionalBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Rango 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_Range
RangoRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
RangoRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Eficiencia 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_Efficiency
Eficiencia 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_Efficiency
Anulación 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.
Crit_Avoid

Further 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_Produced
Daño 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_Damage
Daño 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_Damage
Penetración 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.
Armor_Piercing
Precisión 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_Chance
Penetración 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.
Spell_Armor_Piercing
Probabilidad 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_Chance
Probabilidad 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_Chance
Probabilidad 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_Chance
Probabilidad 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_Chance
Probabilidad 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_Chance
Probabilidad 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_Chance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Costo 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.
Spells_Energy_Cost
Costo 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.
Skills_Energy_Cost
Costo 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.
Abilities_Energy_Cost
Duración 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.
Cooldown_Reduction

Damage types

Daño cortanteSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Daño perforadorPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Daño aplastanteCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Daño desgarradorRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Daño de escarchaFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Daño eléctricoShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Daño eléctricoShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Daño de venenoPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Daño de fuegoFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Daño corrosivoCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Daño arcanoArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Daño profanoUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Daño sagradoSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Daño psiónicoPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Daño puroPure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

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.
Physical_Resistance
Resistencia 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.
Nature_Resistance
Resistencia 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.
Magic_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia 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_Resistance
Resistencia eléctricaShock ResistanceOfficial description
#

Game detail

La reducción de todo el daño eléctrico que recibes.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Resistencia corrosivaCaustic ResistanceOfficial description
#

Game detail

La reducción de todo el daño corrosivo que recibes.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Resistencia 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_Resistance
Resistencia arcanaArcane ResistanceOfficial description
#

Game detail

La reducción de todo el daño arcano que recibes.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Resistencia 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_Resistance
Resistencia sagradaSacred ResistanceOfficial description
#

Game detail

La reducción de todo el daño sagrado que recibes.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Resistencia psiónicaPsionic ResistanceOfficial description
#

Game detail

La reducción de todo el daño psiónico que recibes.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Resistencia psiónicaPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self
Inflige 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_Self

Health 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.
Pain_Limit
HambreHungerMechanics 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.
Hunger
DolorPainMechanics 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.
Pain
SedThirstMechanics 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.
Thirsty
IntoxicaciónIntoxicationMechanics 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.
Intoxication
InmunidadImmunityMechanics 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.
Immunity
Variación de la inmunidadImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoralMoraleMechanics 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.
Morale
CorduraSanityMechanics 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.
Sanity
Moral 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.
MoraleSituational
Moral 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.
MoraleTemporary
Moral 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.
MoraleDiet
Moral 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.
MoraleRest
Cordura 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.
SanitySituational
Cordura 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.
SanityLifestyle
Cordura 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.
SanityRest
Variación 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.
Pain_Change
Variación 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.
Toxicity_Change
Variación 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.
Hunger_Change
Variación 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.
Thirst_Change
Variación 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.
Sanity_Change
Variación 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.
Morale_Change
FatigaFatigueMechanics 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.
Fatigue
Resistencia 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.
Fatigue_Gain
Variación 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.
Fatigue_Change
Resistencia 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.
Pain_Resistance
Resistencia 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.
Hunger_Resistance
Resistencia 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.
Toxicity_Resistance
Sin síntomasNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Tratamiento de las heridasInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Probabilidad de náuseasNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Probabilidad de envenenamientoPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

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_Power
Daño 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_Damage
Daño de contrahechizosBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Variación del daño de contrahechizosBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Probabilidad 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_Chance
Potencia 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_Power
Probabilidad 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_Chance
Poder pirománticoPyromantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de piromancia.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Poder geománticoGeomantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de geomancia.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Poder venománticoVenomantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de venomancia.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Poder criománticoCryomantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de criomancia.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Poder electrománticoElectromantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de electromancia.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Poder arcanísticoArcanistic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de arcanística.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Poder astrománticoAstromantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de astromancia.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Poder psimánticoPsimantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de psimancia.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Poder cronománticoChronomantic PowerOfficial description
#

Game detail

La efectividad de todos los hechizos de cronomancia.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

CabezaHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
ManosHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
PiernasLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Durabilidad de la armaduraArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Voluntad de lucharWill to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Tiempo para la descomposiciónExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Duración 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_Duration

Trade values

Favorabilidad de preciosTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Cantidad de mercancíasStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Oro disponibleAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Frecuencia de reposiciónRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Precios de reparaciónRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Precio de compra de alimentosFood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Precio de compra de bebidasBeverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Precio de compra de alcoholAlcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Precio de compra de medicinaMedicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Precio de compra de armasWeapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Precio de compra de armadurasArmor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Precio de compra de joyasJewelry Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
Precio de compra de objetos de valorValuables Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
Precio de compra de drogasDrugs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
Precio de compra de pergaminosScrolls Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
Precio de compra de basuraJunk Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
Precio 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_Mod
Precio de compra de artefactosArtifacts Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
Precio de compra de tratadosTreatises Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
Precio 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_Mod
Precio de compra de librosBooks Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
Precio de compra de materialesMaterials Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
Precio de compra de herramientasTools Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
Precio de compra de bolsasBags Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
Precio de compra de añadidosAdditives Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_BP
Precio 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_BP
Precio 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_BP
Precio 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_BP
Precio 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_BP
Precio 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_BP
Precio 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_BP
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod
Precio 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_Mod

Contract values

Presencia silvestreArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Probabilidad de emboscadaAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Obtención de reputaciónReputation GainOfficial description
#

Game detail

El coeficiente de reputación obtenida de cualquier forma.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Obtención 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_Gain
Obtención 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_Bastion
Obtención 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_Crypt
Obtención 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_Catacombs
Contratos disponiblesAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Límite 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_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

Fuentes

Versión del juego 0.9.4.25

  1. Same-release official attribute and effect name/description tables
  2. Same-release restoration, stat recalculation, attack and effect processing; explanations reviewed per entry
Volver arriba ↑