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.
Sommaire
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
SantéHealthMechanics explained
Game detail
La quantité de dégâts que vous pouvez subir avant de mourir.
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:Santé maximaleSeuil de Santé maximale
Further reading:Body conditions and injuriesRest mode
HPSanté maximaleMax HealthMechanics explained
Game detail
La quantité de dégâts que vous pouvez subir avant de mourir.
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:SantéSeuil de Santé maximale
Further reading:Body conditions and injuriesRest mode
max_hpRégénération de SantéHealth RestorationMechanics explained
Game detail
Le fréquence de Régénération de la Santé.
Plus ce chiffre est élevé, plus votre régénération est fréquente.Par défaut, rend 5 % de la Santé maximale par incrément.Subir des dégâts arrête la régénération de santé pendant 10 tours.
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:Régénération d'Énergie
Further reading:Rest modeBody conditions and injuries
Health_RestorationEfficacité des soinsHealing EfficiencyMechanics explained
Game detail
Le cœfficient de Restauration de Santé reçu depuis n'importe quelle source.
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_ReceivedRestauration de SantéHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resSeuil de Santé maximaleMax Health ThresholdMechanics explained
Game detail
Le seuil maximum de la quantité de santé que vous pouvez recouvrer.
Impacté négativement par les dégâts aux parties du corps et le degré de leurs blessures.
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:SantéSanté maximale
Further reading:Body conditions and injuriesRest mode
Health_ThresholdÉnergieEnergyMechanics explained
Game detail
La ressource dépensée à l'utilisation de compétences ou autres actions comme la nage.
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:Énergie maximaleSeuil d'Énergie maximale
MPÉnergie maximaleMax EnergyMechanics explained
Game detail
La ressource dépensée à l'utilisation de compétences ou autres actions comme la nage.
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:ÉnergieSeuil d'Énergie maximale
max_mpRégénération d'ÉnergieEnergy RestorationMechanics explained
Game detail
La fréquence de régénération passive de l'énergie.
Plus ce chiffre est élevé, plus votre régénération est fréquente.Par défaut, restaure 5 % d'Énergie maximale par incrément.
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:Régénération de Santé
Further reading:Rest modeBody conditions and injuries
MP_RestorationRestauration d'ÉnergieEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resSeuil d'Énergie maximaleMax Energy ThresholdMechanics explained
Game detail
Le seuil maximum de la quantité d'énergie que vous pouvez recouvrer.Impacté négativement par la Fatigue du personnage.
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:ÉnergieÉnergie maximale
Max_Energy_ThresholdDégâts reçusDamage TakenMechanics explained
Game detail
Le montant de Dégâts reçus en provenance de n'importe quelle source.
Prend effet après l'application de la protection et des résistances.
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:ProtectionPénétration d'armurePénétration d’armure magiqueRésistance physiqueRésistance à la NatureRésistance magique
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedRenvoi de DégâtsDamage ReflectionOfficial description
Game detail
Le pourcentage des dégâts originels que vous renvoyez à votre ennemi en mêlée.
Change sources and calculation notes remain to be documented.
Damage_ReturnedDrain de VieLife DrainOfficial description
Game detail
Le pourcentage de Dégâts d'attaque que vous récupérez sous forme de Santé.
Change sources and calculation notes remain to be documented.
LifestealDrain d'ÉnergieEnergy DrainOfficial description
Game detail
Le pourcentage de Dégâts infligés par vos attaques que vous récupérez sous forme d'Énergie.
Change sources and calculation notes remain to be documented.
ManastealDrain d'ÉnergieEnergy DrainOfficial description
Game detail
Le pourcentage de Dégâts infligés par vos attaques que vous récupérez sous forme d'Énergie.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainProtectionMechanics explained
Game detail
La quantité de dégâts absorbés par des parties du corps spécifiques quand elles reçoivent n coup.
Prend effet avant les résistances.La Protection est 33 % moins efficace contre les dégâts magiques et naturels.
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:Pénétration d'armurePénétration d’armure magiqueDégâts reçusRésistance physiqueRésistance à la NatureRésistance magique
Further reading:Damage and resistancesAttack resolution
DEFProtection de la têteHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFProtection du corpsBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFProtection des brasArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFProtection des jambesLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFDéterminationFortitudeOfficial description
Game detail
Affecte la durée des effets négatifs (physiques, mentaux et certains effets persistants) que vous subissez, ainsi que les dégâts sur la durée infligés par les effets saignement, empoisonnement, enflammé et bain d'acide.Réduit également la perte de moral et de santé mentale.La valeur la plus élevée possible est de 50 %
Change sources and calculation notes remain to be documented.
FortitudeRestauration de SantéHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnRestauration d'ÉnergieEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnCoût en énergie pour nagerSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
PCSPOfficial description
Game detail
Les Points d'Attributs (PA) servent à augmenter vos Attributs principaux.Vous gagnez 1 PA à chaque montée de niveau.
Change sources and calculation notes remain to be documented.
APPAAPOfficial description
Game detail
Les Points de Compétences (PC) servent à apprendre de nouvelles compétences et sorts.Vous gagnez 1 PC à chaque montée de niveau.
Change sources and calculation notes remain to be documented.
SPNiveauLevelOfficial description
Game detail
Vous recevez 1 Point d'attribut et 1 Point de compétence à chaque montée de niveau.
Votre niveau de personnage maximum est de 30.
Change sources and calculation notes remain to be documented.
LVLExpérienceExperienceOfficial description
Game detail
La quantité de points d'expérience que votre personnage a acquis.
Change sources and calculation notes remain to be documented.
XPExpérience reçueExperience GainOfficial description
Game detail
Le cœfficient d'expérience que vous recevez de n'importe quelle source.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
ForceStrengthOfficial description
Game detail
La Force influence vos principales facultés au combat.Elle augmente également les dégâts que vous infligez à mains nues et modifie la portée et les dégâts infligés par les lancers d'objets.Chaque point de force octroie +1,5 % de dégâts des armes, +1,5 % de chances de blocage et +3 % de puissance de blocage.Les paliers à 15, 20, 25 et30 points apportent également : +7,5 % de dégâts corporels
+10 % d'efficacité de coup critique
+15 % de dégâts d'armureLa force est limitée à un maximum de 30 points.
Change sources and calculation notes remain to be documented.
STRAgilitéAgilityOfficial description
Game detail
L'agilité influence votre habileté au combat.Elle augmente également les chances de désarmer les pièges et modifie les dégâts, la précision et les chances de maladresse des lancers d'objets.Chaque point d'agilité octroie +1,5 % de chances de contre-attaque et -1,5 % de chances de maladresse et de retour de flamme.Les paliers à 15, 20, 25 et30 points apportent également : +5 % de chances d'esquive
+2,5 % d'efficacité des mains
+7,5 % de résistance au déplacementL'agilité est limitée à un maximum de 30 points.
Change sources and calculation notes remain to be documented.
AGLPerceptionOfficial description
Game detail
La perception vous permet de repérer le danger plus tôt et vous aide à porter des attaques précises.Elle modifie également la précision et les chances de coup critique des lancers d'objets.Chaque point de perception octroie +1,5 % de précision et +1,5 % de pénétration d'armure aux attaques et aux sorts.Les paliers à 15, 20, 25 et30 points apportent également : +5 % de champ de vision
+5 % de bonus de portée
+5 % de chances de coup critique et de miracleLa perception est limitée à un maximum de 30 points.
Change sources and calculation notes remain to be documented.
PRCVitalitéVitalityOfficial description
Game detail
La Vitalité influence votre capacité de survie et votre endurance.Chaque point en Vitalité octroie +4 d'Énergie maximale et +1,5 % de Régénération d'énergie.Les paliers à 15, 20, 25 et30 points accordent :+15 % de Santé maximale
+2,5 % de Récupétation de puissance de blocage
+7.5 % de Résistance au contrôleLa Vitalité est limitée à un maximum de 30 points.
Change sources and calculation notes remain to be documented.
VitalityVolontéWillpowerOfficial description
Game detail
La Volonté rend les épreuves et la détresse plus faciles à supporter.Chaque point en Volonté octroie -1,5 % de Temps de recharge et -1,5 % de Coût en énergie des compétences.Les paliers à 15, 20, 25 et30 points accordent :+7,5 % de Puissance magique
+7,5 % de Résistance à la douleur
+7,5 % de DéterminationLa Volonté est limitée à un maximum de 30 points.
Change sources and calculation notes remain to be documented.
WILCombat attributes
Dégâts main forteMain Hand DamageOfficial description
Game detail
Les Dégâts que vous infligez avec l'arme dans votre main forte.
Change sources and calculation notes remain to be documented.
DMGDégâts main faibleOff-Hand DamageOfficial description
Game detail
Les Dégâts que vous infligez avec l'arme dans votre main faible.
Change sources and calculation notes remain to be documented.
OFFDMGDégâts des armesWeapon DamageOfficial description
Game detail
Le cœfficient des dégâts physiques infligés par vos attaques.
Change sources and calculation notes remain to be documented.
Weapon_DamagePrécisionAccuracyMechanics explained
Game detail
Les chances de toucher votre cible avec des frappes ou des projectiles.Au delà de 100%, la précision réduit les chances d'esquive de la cible.Les armes à distance subissent -2 % de précision par case qui vous sépare de la cible.Les arcs subissent également -50 % et -25 % de précision si vous visez une cible située à 1 ou 2 cases respectivement.Les capacités d'attaque ont une précision intrinsèque de +4 %.
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:Chance d'EsquiveChance de MaladresseChance de Coup critiqueAnnulation de Coup critiqueChance de BlocagePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
Hit_ChanceChance de Coup critiqueCrit ChanceMechanics explained
Game detail
Les chances d'infliger des dégâts supplémentaires avec une attaque, lui accordant un effet supplémentaire en fonction du type d'arme utilisé.
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:PrécisionChance d'EsquiveChance de MaladresseAnnulation de Coup critiqueChance de BlocagePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
CRTEfficacité de Coup critiqueCrit EfficiencyOfficial description
Game detail
Le multiplicateur de dégâts bonus infligés avec les attaques critiques.
Change sources and calculation notes remain to be documented.
CRTDChance de BlocageBlock ChanceMechanics explained
Game detail
Les chances de bloquer une attaque de mêlée, permettant ainsi d'absorber une partie des dégâts.
Si vous avez un bouclier équipé, vous pouvez également bloquer les projectiles physiques et magiques.
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:PrécisionChance d'EsquiveChance de MaladresseChance de Coup critiqueAnnulation de Coup critiquePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
PRRPuissance de BlocageBlock PowerMechanics explained
Game detail
La quantité actuelle et maximale de dégâts absorbés par un blocage.La puissance de blocage diminue à chaque coup bloqué et se régénère partiellement à chaque tour.Le blocage des dégâts magiques et naturels est 33 % moins efficace.La puissance de blocage de base dépend de la force.
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:PrécisionChance d'EsquiveChance de MaladresseChance de Coup critiqueAnnulation de Coup critiqueChance de Blocage
Further reading:Attack resolutionDamage and resistances
Block_PowerRécupération de puissance de blocageBlock Power RecoveryOfficial description
Game detail
Le pourcentage de Puissance de blocage maximale récupéré à chaque tour.
Change sources and calculation notes remain to be documented.
Block_RecoveryChance de Contre-attaqueCounter ChanceOfficial description
Game detail
Les chances d'effectuer une attaque gratuite après avoir subis une attaque en mêlée.Chaque ennemi ne peut être contré qu'une fois par tour.
Change sources and calculation notes remain to be documented.
CTAChance d'EsquiveDodge ChanceMechanics explained
Game detail
Les chances d'esquiver partiellement une attaque en mêlée réussie (la transformant en Coup maladroit) ou de complètement esquiver une attaque en mêlée déjà maladroite (annulant complètement ses dégâts).Les chances d'esquiver sont moitié moins importantes contre un projectile magique ou physique, mais une esquive réussie dans ce cas annule complètement ses dégâts.Les chances d'esquive négatives augmentent la précision des attaques ennemies.
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:PrécisionChance de MaladresseChance de Coup critiqueAnnulation de Coup critiqueChance de BlocagePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
EVSChance de MaladresseFumble ChanceMechanics explained
Game detail
Les chances de voir les dégâts infligés par vos attaques réduits de moitié.
Le double maniement affecte négativement cette statistique.Les armes à distance subissent +2% de chances de maladresse par case qui vous sépare de la cible.Les attaques et les tirs maladroits voient leurs chances d'étourdir, d'hébéter, de repousser, d'immobiliser, déstabiliser et de déclencher un saignement réduites à zéro.Une attaque à distance maladroite augmente également les chances, pour les munitions utilisées, de se briser en touchant leur cible.Les capacités d'attaque ont des chances de maladresse intrinsèques de +4 %.
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:PrécisionChance d'EsquiveChance de Coup critiqueAnnulation de Coup critiqueChance de BlocagePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
FMBCrochetage et DésamorçageLock-picking & DisarmingOfficial description
Game detail
Les chances de réussir à désarmer un piège ou à crocheter une serrure.
Change sources and calculation notes remain to be documented.
SavvyFurtivitéStealthOfficial description
Game detail
L'efficacité du Mode Furtivité. [Indisponible dans la Bêta]
Change sources and calculation notes remain to be documented.
STLChamp de vision max.Max VisionOfficial description
Game detail
Le rayon maximum de votre champ de vision.
Change sources and calculation notes remain to be documented.
VSNVisionOfficial description
Game detail
Votre champ de vision actuel.Dans les zones sombres, votre personnage peut voir les cases éclairées au-delà de son champ de vision actuel tant qu'elles sont dans son champ de vision maximum.
Change sources and calculation notes remain to be documented.
currentVSNBonus de champ de visionBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusBonus de portéeBonus RangeOfficial description
Game detail
Les chances de base de vos projectiles magiques de toucher leur cible.
Change sources and calculation notes remain to be documented.
Bonus_RangePortéeRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangePortéeRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngEfficacité main forteMain Hand EfficiencyOfficial description
Game detail
Le pourcentage de Protection de l'ennemi qu'ignorent vos sorts.
Change sources and calculation notes remain to be documented.
Mainhand_EfficiencyEfficacité main faibleOff-Hand EfficiencyOfficial description
Game detail
L'efficacité de la Main influence les paramètres offensifs des armes équipées dans la main respective.Le double maniement affecte négativement cette statistique.
Change sources and calculation notes remain to be documented.
Offhand_EfficiencyAnnulation de Coup critiqueCrit AvoidanceMechanics explained
Game detail
Probabilité d'annuler une attaque critique en la transformant en une normale.Une Annulation de Coup critique négative augmente la probabilité de recevoir des coups critiques.
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:PrécisionChance d'EsquiveChance de MaladresseChance de Coup critiqueChance de BlocagePuissance de Blocage
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Bruit généréNoise ProducedOfficial description
Game detail
La quantité de bruit générée par vos actions.
Change sources and calculation notes remain to be documented.
Noise_ProducedDégâts corporelsBodypart DamageOfficial description
Game detail
Les dégâts bonus que vous infligez aux parties du corps de vos ennemis.
Change sources and calculation notes remain to be documented.
Bodypart_DamageDégâts d'armureArmor DamageOfficial description
Game detail
Les dégâts bonus que vous infligez aux armures de vos ennemis.
Change sources and calculation notes remain to be documented.
Armor_DamagePénétration d'armureArmor PenetrationMechanics explained
Game detail
Le pourcentage de Protection ignoré par vos attaques.
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:ProtectionPénétration d’armure magiqueDégâts reçusRésistance physiqueRésistance à la NatureRésistance magique
Further reading:Damage and resistancesAttack resolution
Armor_PiercingPrécision des sortsSpell AccuracyOfficial description
Game detail
Les chances de base de vos projectiles magiques de toucher leur cible.
Change sources and calculation notes remain to be documented.
Spell_Hit_ChancePénétration d’armure magiqueSpell Armor PenetrationMechanics explained
Game detail
Le pourcentage de Protection de l'ennemi qu'ignorent vos sorts.
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:ProtectionPénétration d'armureDégâts reçusRésistance physiqueRésistance à la NatureRésistance magique
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingChance de saignementBleed ChanceOfficial description
Game detail
Les chances de provoquer un saignement sur une partie du corps en la touchant avec une attaque.Les saignements infligent des dégâts sur la durée et aggravent graduellement l'état des parties du corps affectées.
Change sources and calculation notes remain to be documented.
Bleeding_ChanceChance de RepousserKnockback ChanceOfficial description
Game detail
Les chances de Repousser une cible d'une case lors des attaques.Si une cible est repoussée dans une case occupée, elle subit des Dégâts écrasants et a des chances d'être Hébétée pendant 1 tour.
Change sources and calculation notes remain to be documented.
Knockback_ChanceChance d'HébéterDaze ChanceOfficial description
Game detail
Les chances d'hébéter lors des attaques.L'hébètement empêche les cibles affectées d'utiliser des compétences.
Change sources and calculation notes remain to be documented.
Daze_ChanceChance d'ÉtourdirStun ChanceOfficial description
Game detail
Les chances d'Étourdir lors des attaques.Les cibles Étourdies passent systématiquement leurs tours.
Change sources and calculation notes remain to be documented.
Stun_ChanceChance d'ImmobiliserImmobilization ChanceOfficial description
Game detail
Les chances d'Immobiliser une cible lors des attaques.Les cibles immobilisées ne peuvent pas se déplacer vers d'autres cases.
Change sources and calculation notes remain to be documented.
Immob_ChanceChance de DéstabiliserStagger ChanceOfficial description
Game detail
Les chances de Déstabiliser un adversaire.Les cibles Déstabilisées ont leurs statistiques offensives et défensives pénalisées.
Change sources and calculation notes remain to be documented.
Stagger_ChanceRésistance au DéplacementMove ResistanceOfficial description
Game detail
Les chances d'éviter de se faire Repousser, d'Attirer Immobiliser ou Déstabiliser par des attaques et des compétences de l'ennemi.
Change sources and calculation notes remain to be documented.
Knockback_ResistanceRésistance au ContrôleControl ResistanceOfficial description
Game detail
Les chances d'éviter de se faire Hébéter, Étourdir ou d'être plongé dans un état de Confusion par des attaques et des compétences de l'ennemi.
Change sources and calculation notes remain to be documented.
Stun_ResistanceRésistance au SaignementBleed ResistanceOfficial description
Game detail
Les chances d'éviter le Saignement causé par des attaques et des Compétences de l'ennemi.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceCoût en Énergie des SortsSpells Energy CostMechanics explained
Game detail
Le cœfficient d'Énergie requis pour lancer des sorts.
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:Coût en énergie des compétencesCoût en Énergie des CapacitésTemps de Recharge
Further reading:Attack resolutionFatigue
Spells_Energy_CostCoût en Énergie des CapacitésSkills Energy CostMechanics explained
Game detail
Le cœfficient d'Énergie requis pour utiliser des capacités.
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:Coût en énergie des compétencesCoût en Énergie des SortsTemps de Recharge
Further reading:Attack resolutionFatigue
Skills_Energy_CostCoût en énergie des compétencesAbilities Energy CostMechanics explained
Game detail
Le cœfficient d'Énergie requis pour utiliser les sorts et les capacités.La valeur la plus faible possible est de 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:Coût en Énergie des CapacitésCoût en Énergie des SortsTemps de Recharge
Further reading:Attack resolutionFatigue
Abilities_Energy_CostTemps de RechargeCooldowns DurationMechanics explained
Game detail
Le cœfficient du Temps de Recharge pour toutes les Compétences.Impacté négativement par le Double Maniement.
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:Coût en énergie des compétencesCoût en Énergie des CapacitésCoût en Énergie des Sorts
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Dégâts tranchantsSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageDégâts perforantsPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageDégâts écrasantsCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageDégâts déchirantsRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageDégâts de gelFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageDégâts électriquesShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageDégâts électriquesShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFDégâts de poisonPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageDégâts de feuFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageDégâts corrosifsCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageDégâts arcaniquesArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageDégâts impiesUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageDégâts sacrésSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageDégâts psioniquesPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageDégâts pursPure 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
Résistance physiquePhysical ResistanceMechanics explained
Game detail
Le pourcentage de réduction appliqué à tous les dégâts physiques que vous recevez : Tranchants, Perforants, Écrasants et Déchirants.
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:ProtectionPénétration d'armurePénétration d’armure magiqueDégâts reçusRésistance à la NatureRésistance magique
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceRésistance à la NatureNature ResistanceMechanics explained
Game detail
Le pourcentage de réduction appliqué à tous les dégâts naturels que vous encaissez : Feu, Gel, Foudre, Poison et Corrosion.
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:ProtectionPénétration d'armurePénétration d’armure magiqueDégâts reçusRésistance physiqueRésistance magique
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceRésistance magiqueMagic ResistanceMechanics explained
Game detail
Le pourcentage de réduction appliqué à tous les dégâts magiques que vous recevez : Arcaniques, ~ur~Impies~/~, Sacrés et Psioniques.
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:ProtectionPénétration d'armurePénétration d’armure magiqueDégâts reçusRésistance physiqueRésistance à la Nature
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceRésistance aux Dégâts tranchantsSlashing ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts tranchants que vous recevez.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceRésistance aux Dégâts perforantsPiercing ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts perforants que vous recevez.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceRésistance aux Dégâts écrasantsCrushing ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts écrasants que vous recevez.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceRésistance aux Dégâts déchirantsRending ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts déchirants que vous recevez.
Change sources and calculation notes remain to be documented.
Rending_ResistanceRésistance aux Dégâts de feuFire ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts de feu que vous recevez.
Change sources and calculation notes remain to be documented.
Fire_ResistanceRésistance aux Dégâts de gelFrost ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts de gel que vous recevez.
Change sources and calculation notes remain to be documented.
Frost_ResistanceRésistance aux Dégâts électriquesShock ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts électriques que vous recevez.
Change sources and calculation notes remain to be documented.
Shock_ResistanceRésistance aux Dégâts corrosifsCaustic ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts corrosifs que vous recevez.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceRésistance aux Dégâts de poisonPoison ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts de poison que vous recevez.
Change sources and calculation notes remain to be documented.
Poison_ResistanceRésistance aux Dégâts arcaniquesArcane ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts arcaniques que vous recevez.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceRésistance aux Dégâts impiesUnholy ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les ~ur~dégâts impies~/~ que vous recevez.
Change sources and calculation notes remain to be documented.
Unholy_ResistanceRésistance aux Dégâts sacrésSacred ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts sacrés que vous recevez.
Change sources and calculation notes remain to be documented.
Sacred_ResistanceRésistance aux Dégâts psioniquesPsionic ResistanceOfficial description
Game detail
Le pourcentage de réduction appliqué à tous les dégâts psioniques que vous recevez.
Change sources and calculation notes remain to be documented.
Psionic_ResistanceRésistance aux Dégâts psioniquesPsionic ResistanceOfficial description
Status and effect attributes
Inflige des DégâtsDeals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_SelfInflige des Dégâts tranchantsDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_SelfInflige des Dégâts perforantsDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_SelfInflige des Dégâts écrasantsDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_SelfInflige des Dégâts déchirantsDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_SelfInflige des Dégâts de poisonDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_SelfInflige des Dégâts de feuDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_SelfInflige des Dégâts corrosifsDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_SelfInflige des Dégâts de gelDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_SelfInflige des Dégâts électriquesDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_SelfInflige des Dégâts arcaniquesDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_SelfInflige des Dégâts impiesDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_SelfInflige des Dégâts sacrésDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_SelfInflige des Dégâts psioniquesDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_SelfInflige des Dégâts psioniquesDeals 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
Seuil de DouleurPain LimitMechanics explained
Game detail
La limite maximale de Douleur que votre personnage peut endurer.Plus la Santé est basse, plus le Seuil de Douleur est élevé.
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:DouleurVariation de la douleurRésistance à la DouleurIntoxicationVariation de l'IntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitFaimHungerMechanics explained
Game detail
Le niveau de Faim de votre personnage.
Augmente avec le temps en fonction de votre activité et de vos actions.Provoque des effets négatifs aux paliers de (25 + threshold bonus)%, (50 + threshold bonus)% et (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:SoifVariation de la faimVariation de la soifRésistance à la Faim
Further reading:Hunger and ThirstRest mode
HungerDouleurPainMechanics explained
Game detail
Le niveau de Douleur que votre personnage ressent.
Il augmente lorsque vous subissez des dégâts et des blessures.
Le niveau de Douleur maximal dépend de la Santé de votre personnage.Provoque des effets négatifs aux paliers de (25 + threshold bonus)%, (50 + threshold bonus)% et (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:Seuil de DouleurVariation de la douleurRésistance à la DouleurIntoxicationVariation de l'IntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
PainSoifThirstMechanics explained
Game detail
Le niveau de Soif de votre personnage.
Augmente avec le temps en fonction de votre activité et de vos actions.Provoque des effets négatifs aux paliers de (25 + threshold bonus)%, (50 + threshold bonus)% et (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
- What changes it
- Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Related concepts:FaimVariation de la faimVariation de la soifRésistance à la Faim
Further reading:Hunger and ThirstRest mode
ThirstyIntoxicationMechanics explained
Game detail
Le niveau d'Intoxication de votre personnage.
C'est un effet secondaire courant de l'alcool, des drogues et de certaines herbes et médicaments.Provoque des effets négatifs aux paliers de (25 + threshold bonus)%, (50 + threshold bonus)% et (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Wild Hunt bonus
Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.
Code-reviewed mechanics
- How this value works
- The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DouleurSeuil de DouleurVariation de la douleurRésistance à la DouleurVariation de l'IntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationImmunitéImmunityMechanics explained
Game detail
La résistance à diverses maladies.
Affecte également le taux de dissipation passive de l'Intoxication.
Code-reviewed mechanics
- How this value works
- Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DouleurSeuil de DouleurVariation de la douleurRésistance à la DouleurIntoxicationVariation de l'IntoxicationRésistance à l'Intoxication
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityVariation de l'ImmunitéImmunity 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 volonté de votre personnage de se battre et de persévérer.Cet attribut dépend de plusieurs facteurs :La situation (current Situation Morale% / 50 %), soit les victoires ou les revers en combat ou en exploration et l'influence de certains effets ou consommables.
Le régime (current Diet Morale% / 35 %), soit la consommation régulière de plats variés et de qualité.
Le repos (current Rest Morale% / 15%), soit un sommeil suffisant, régulier, mais également réparateur.Un moral inférieur à 50 % entraîne des effets psychiques négatifs.
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:Santé mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
MoraleSanté mentaleSanityMechanics explained
Game detail
La capacité de votre personnage à rester ancré dans la réalité.Cet attribut dépend de plusieurs facteurs :La situation (current Situation Sanity% / 50 %), soit les contacts avec la magie impie et ses abominations, les blessures à la tête, les conséquences des sorts et l'influence de certains effets et consommables.
Le style de vie (current Lifestyle Sanity% / 35 %), soit les interactions sociales et les divertissements : terminer des contrats, écouter les nouvelles et les rumeurs, prier, cuisiner et fabriquer.
Le repos(current Rest Sanity% / 15%), soit un sommeil suffisant, régulier, mais également réparateur.Une santé mentale inférieure à 50 % entraîne des effets psychiques négatifs.
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 lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
SanityMoral lié aux circonstancesSituational 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:MoralSanté mentaleMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
MoraleSituationalMoral temporaireTemporary 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:MoralSanté mentaleMoral lié aux circonstancesMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMoral (régime)Diet MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
MoraleDietMoral (sommeil)Sleep MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
MoraleRestSanté mentale (circonstances)Situational SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
SanitySituationalSanté mentale (style de vie)Lifestyle SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (sommeil)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
SanityLifestyleSanté mentale (sommeil)Sleep SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Variation du moral (circ.)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
SanityRestVariation de la douleurPain ChangeMechanics explained
Game detail
Indique la variation de votre Douleur à chaque tour.
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:DouleurSeuil de DouleurRésistance à la DouleurIntoxicationVariation de l'IntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeVariation de l'IntoxicationIntoxication ChangeMechanics explained
Game detail
Indique la variation de votre Intoxication à chaque tour.
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:DouleurSeuil de DouleurVariation de la douleurRésistance à la DouleurIntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeVariation de la faimHunger ChangeMechanics explained
Game detail
Indique la variation de votre Faim à chaque tour.
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:FaimSoifVariation de la soifRésistance à la Faim
Further reading:Hunger and ThirstRest mode
Hunger_ChangeVariation de la soifThirst ChangeMechanics explained
Game detail
Indique la variation de votre Soif à chaque tour.
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:FaimSoifVariation de la faimRésistance à la Faim
Further reading:Hunger and ThirstRest mode
Thirst_ChangeVariation santé mentale (circ.)Sit. Sanity ChangeMechanics explained
Game detail
Indique la variation de votre Santé mentale à chaque tour.
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:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation du moral (circ.)
Further reading:Morale and SanitySleep and saving
Sanity_ChangeVariation du moral (circ.)Sit. Morale ChangeMechanics explained
Game detail
Indique la variation de votre Moral à chaque tour.
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:MoralSanté mentaleMoral lié aux circonstancesMoral temporaireMoral (régime)Moral (sommeil)Santé mentale (circonstances)Santé mentale (style de vie)Santé mentale (sommeil)Variation santé mentale (circ.)
Further reading:Morale and SanitySleep and saving
Morale_ChangeFatigueMechanics explained
Game detail
Le degré d'épuisement de votre personnage.Il augmente suite à de nombreuses actions, comme : bouger sur une autre case, bloquer, esquiver et utiliser des compétences.
Les sorts génèrent plus de Fatigue que les capacités.Chaque pourcentage de Fatigue diminue le Seuil d'Énergie maximale de 0,5%Produit un effet négatif aux paliers de (25 + threshold bonus)%, (50 + threshold bonus)% et (75 + threshold bonus)%.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
Value formulas
Three effect thresholds
First = 25% + bonus; second = 50% + bonus; third = 75% + bonus
The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.
With no relevant bonuses, the thresholds are 25%, 50% and 75%.
Threshold bonus sources
Bonus = Austerity bonus + Wild Hunt bonus
Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.
Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.
Code-reviewed mechanics
- How this value works
- A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
- What changes it
- Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Related concepts:Résistance à la FatigueVariation de la Fatigue
FatigueRésistance à la FatigueFatigue ResistanceMechanics explained
Game detail
Affecte à quelle vitesse votre degré de Fatigue augmente.
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:FatigueVariation de la Fatigue
Fatigue_GainVariation de la FatigueFatigue 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:FatigueRésistance à la Fatigue
Fatigue_ChangeRésistance à la DouleurPain ResistanceMechanics explained
Game detail
Modifie le taux d'augmentation de la Douleur.
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:DouleurSeuil de DouleurVariation de la douleurIntoxicationVariation de l'IntoxicationRésistance à l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceRésistance à la FaimHunger ResistanceMechanics explained
Game detail
Modifie le taux d'augmentation de la Faim.
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:FaimSoifVariation de la faimVariation de la soif
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceRésistance à l'IntoxicationIntoxication ResistanceMechanics explained
Game detail
Modifie le taux d'augmentation de l'Intoxication.
Code-reviewed mechanics
- How this value works
- Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
- What changes it
- Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Related concepts:DouleurSeuil de DouleurVariation de la douleurRésistance à la DouleurIntoxicationVariation de l'IntoxicationImmunité
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceAucun symptômeNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderTraitement de la BlessureInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionChances de nauséeNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceChances de poisonPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
Puissance magiqueMagic PowerOfficial description
Game detail
Le cœfficient des dégâts et l'impact de la plupart des sorts.Influence également les dégâts magiques et naturels infligés par vos attaques.
Change sources and calculation notes remain to be documented.
Magic_PowerDégâts de Retour de flammeBackfire DamageOfficial description
Game detail
La quantité de Dégâts infligé au personnage qui subit le Retour de flamme d'un sort.Inflige des Dégâts du même type que le sort qui a échoué, à hauteur du pourcentage indiqué de son coût en Énergie.Peut être affecté par les actions suivantes :+30 % pour chaque sort lancé
-10 % après avoir passé un tour
-10 % si restez sur la même case.
Change sources and calculation notes remain to be documented.
Backfire_DamageDégâts de Retour de flammeBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntVariation du Retour de flammeBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeChances de MiracleMiracle ChanceOfficial description
Game detail
Les chances de réussir un lancer de sort critique, ce qui améliore ses effets.
Change sources and calculation notes remain to be documented.
Miracle_ChancePuissance de MiracleMiracle PotencyOfficial description
Game detail
Le multiplicateur correspondant à l'efficacité bonus du sort critique.
Change sources and calculation notes remain to be documented.
Miracle_PowerChances de Retour de flammeBackfire ChanceOfficial description
Game detail
Les chances de se tromper en lançant un sort, ce qui cause un Retour de flamme.Le Retour des flamme des sorts inflige des dégâts de même type que celui du sort au lanceur, génère plus de fatigue supplémentaire et affecte négativement la santé mentale.
Change sources and calculation notes remain to be documented.
Miscast_ChancePuissance pyromantiquePyromantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Pyromancie.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerPuissance géomantiqueGeomantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Géomancie.
Change sources and calculation notes remain to be documented.
Geomantic_PowerPuissance vénomantiqueVenomantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Vénomancie.
Change sources and calculation notes remain to be documented.
Venomantic_PowerPuissance cryomantiqueCryomantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Cryomancie.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerPuissance électromantiqueElectromantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts d'Fulguromancie.
Change sources and calculation notes remain to be documented.
Electromantic_PowerPuissance arcaniqueArcanistic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts d'Arcanes.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerPuissance astromantiqueAstromantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts d'Astromancie.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPuissance psiomantiquePsimantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Psiomancie.
Change sources and calculation notes remain to be documented.
Psimantic_PowerPuissance chronomantiqueChronomantic PowerOfficial description
Game detail
Indique l'efficacité de tous les sorts de Chronomancie.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
TêteHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorseTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoMainsHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsJambesLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsDurabilité d'armureArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityVolonté de se battreWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleConservationExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationDurée des effets du platDish 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
Disposition commercialeTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityTaille des stocksStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeOr disponibleAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountFréquence de restockageRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockPrix des réparationsRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesPrix d'achat de la nourritureFood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_ModPrix d'achat des boissonsBeverages Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_ModPrix d'achat de l'alcoolAlcohol Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_ModPrix d'achat des médicamentsMedicine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_ModPrix d'achat des armesWeapons Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_ModPrix d'achat des armuresArmor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModPrix d'achat des bijouxJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModPrix d'achat des objets de valeurValuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModPrix d'achat des droguesDrugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModPrix d'achat des parcheminsScrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModPrix d'achat des déchetsJunk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModPrix d'achat des ingrédientsIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModPrix d'achat des artéfactsArtifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModPrix d'achat des traitésTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModPrix d'achat des marchandisesCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModPrix d'achat des livresBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModPrix d'achat des matériauxMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModPrix d'achat des outilsTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModPrix d'achat des sacsBags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModPrix d'achat des additifsAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModPrix d'achat des munitionsAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModPrix d'achat de l'orGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModPrix d'achat de l'argentSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModPrix d'achat du métalMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModPrix d'achat du cuirLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModPrix d'achat du tissuCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModPrix d'achat du boisWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModPrix d'achat des gemmesGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModPrix d'achat des herbesHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModPrix d'achat des sacs de grainSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPPrix d'achat des caisses de charbonCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPPrix d'achat des sacs de selSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPPrix d'achat des cargaisons de boisShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPPrix d'achat des tonneaux de bièreBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPPrix d'achat des caisses de vinCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPPrix d'achat des seaux de cidrePails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPPrix de vente de la nourritureFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModPrix de vente des boissonsBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModPrix de vente de l'alcoolAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_ModPrix de vente des médicamentsMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModPrix de vente des armesWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModPrix de vente des armuresArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModPrix de vente des bijouxJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModPrix de vente des objets de valeurValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModPrix de vente des droguesDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModPrix de vente des ingrédientsIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_ModPrix de vente des traitésTreatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_ModPrix de vente des marchandisesCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModPrix de vente des matériauxMaterials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_ModPrix de vente des outilsTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModPrix de vente des munitionsAmmunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_ModPrix de vente de l'orGold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_ModPrix de vente de l'argentSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModPrix de vente du métalMetal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_ModPrix de vente du cuirLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModPrix de vente du tissuCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModPrix de vente du boisWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModPrix de vente des gemmesGems 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
Ensauvagement de la zoneArea WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessProbabilités d'embuscadeAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceGain de réputation des contratsReputation GainOfficial description
Game detail
Coefficient de la réputation reçue de toutes les sources.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalGain de réputation des contratsContracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainGain de réputation des contrats (Bastion)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_BastionGain de réputation des contrats (Crypte)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_CryptGain de réputation des contrats (Catacombes)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_CatacombsContrats disponiblesAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityLimite de durée des contratsContracts 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