Stoneshard Wiki

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.
HP
Santé 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.
max_hp
Régénération 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.
Health_Restoration
Efficacité 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.
Healing_Received
Restauration de SantéHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Seuil 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.
Health_Threshold
ÉnergieEnergyMechanics 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.
MP
Énergie 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.
max_mp
Régénération 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.
MP_Restoration
Restauration d'ÉnergieEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Seuil 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.
Max_Energy_Threshold
Dégâts 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.
Damage_Received
Renvoi 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_Returned
Drain 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.

Lifesteal
Drain 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.

Manasteal
Drain 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_Drain
ProtectionMechanics 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.
DEF
Protection de la têteHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Protection du corpsBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Protection des brasArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Protection des jambesLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
DéterminationFortitudeOfficial 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.

Fortitude
Restauration de SantéHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Restauration d'ÉnergieEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Coût 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_Cost

Character 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.

AP
PAAPOfficial 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.

SP
NiveauLevelOfficial 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.

LVL
ExpérienceExperienceOfficial description
#

Game detail

La quantité de points d'expérience que votre personnage a acquis.

Change sources and calculation notes remain to be documented.

XP
Expérience 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_XP

Primary 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.

STR
AgilitéAgilityOfficial 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.

AGL
PerceptionOfficial 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.

PRC
VitalitéVitalityOfficial 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.

Vitality
VolontéWillpowerOfficial description
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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.

WIL

Combat 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.

DMG
Dégâts 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.

OFFDMG
Dégâts 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_Damage
PrécisionAccuracyMechanics 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.
Hit_Chance
Chance 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.
CRT
Efficacité 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.

CRTD
Chance 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.
PRR
Puissance 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.
Block_Power
Récupération 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_Recovery
Chance 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.

CTA
Chance 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.
EVS
Chance 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.
FMB
Crochetage 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.

Savvy
FurtivitéStealthOfficial description
#

Game detail

L'efficacité du Mode Furtivité. [Indisponible dans la Bêta]

Change sources and calculation notes remain to be documented.

STL
Champ 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.

VSN
VisionOfficial 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.

currentVSN
Bonus 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_Bonus
Bonus 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_Range
PortéeRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
PortéeRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Efficacité 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_Efficiency
Efficacité 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_Efficiency
Annulation 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.
Crit_Avoid

Further 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_Produced
Dégâts 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_Damage
Dégâts 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_Damage
Pénétration 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.
Armor_Piercing
Précision 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_Chance
Pénétration 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.
Spell_Armor_Piercing
Chance 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_Chance
Chance 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_Chance
Chance 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_Chance
Chance 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_Chance
Chance 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_Chance
Chance 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_Chance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Coût 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.
Spells_Energy_Cost
Coût 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.
Skills_Energy_Cost
Coût 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.
Abilities_Energy_Cost
Temps 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.
Cooldown_Reduction

Damage types

Dégâts tranchantsSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Dégâts perforantsPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Dégâts écrasantsCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Dégâts déchirantsRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Dégâts de gelFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Dégâts électriquesShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Dégâts électriquesShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Dégâts de poisonPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Dégâts de feuFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Dégâts corrosifsCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Dégâts arcaniquesArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Dégâts impiesUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Dégâts sacrésSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Dégâts psioniquesPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Dégâts pursPure 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

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.
Physical_Resistance
Résistance 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.
Nature_Resistance
Résistance 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.
Magic_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance 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_Resistance
Résistance aux Dégâts psioniquesPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

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

Health 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.
Pain_Limit
FaimHungerMechanics 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.
Hunger
DouleurPainMechanics 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.
Pain
SoifThirstMechanics 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.
Thirsty
IntoxicationMechanics 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.
Intoxication
ImmunitéImmunityMechanics 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.
Immunity
Variation de l'ImmunitéImmunity 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 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.
Morale
Santé 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.
Sanity
Moral 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.
MoraleSituational
Moral 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.
MoraleTemporary
Moral (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.
MoraleDiet
Moral (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.
MoraleRest
Santé 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.
SanitySituational
Santé 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.
SanityLifestyle
Santé 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.
SanityRest
Variation 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.
Pain_Change
Variation 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.
Toxicity_Change
Variation 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.
Hunger_Change
Variation 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.
Thirst_Change
Variation 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.
Sanity_Change
Variation 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.
Morale_Change
FatigueMechanics 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.
Fatigue
Résistance 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.
Fatigue_Gain
Variation 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.
Fatigue_Change
Résistance 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.
Pain_Resistance
Résistance 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.
Hunger_Resistance
Résistance 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.
Toxicity_Resistance
Aucun symptômeNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Traitement de la BlessureInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Chances de nauséeNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Chances de poisonPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

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_Power
Dégâts 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_Damage
Dégâts 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_Int
Variation du Retour de flammeBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Chances 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_Chance
Puissance 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_Power
Chances 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_Chance
Puissance pyromantiquePyromantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Pyromancie.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Puissance géomantiqueGeomantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Géomancie.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Puissance vénomantiqueVenomantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Vénomancie.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Puissance cryomantiqueCryomantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Cryomancie.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Puissance électromantiqueElectromantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts d'Fulguromancie.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Puissance arcaniqueArcanistic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts d'Arcanes.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Puissance astromantiqueAstromantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts d'Astromancie.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Puissance psiomantiquePsimantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Psiomancie.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Puissance chronomantiqueChronomantic PowerOfficial description
#

Game detail

Indique l'efficacité de tous les sorts de Chronomancie.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

TêteHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorseTorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
MainsHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
JambesLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Durabilité d'armureArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Volonté 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_Morale
ConservationExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Durée 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_Duration

Trade values

Disposition commercialeTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Taille des stocksStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Or disponibleAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Fréquence de restockageRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Prix des réparationsRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_BP
Prix 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_BP
Prix 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_BP
Prix 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_BP
Prix 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_BP
Prix 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_BP
Prix 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_BP
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod
Prix 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_Mod

Contract 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_Wilderness
Probabilités d'embuscadeAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Gain 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.

ReputationGainGlobal
Gain 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_Gain
Gain 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_Bastion
Gain 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_Crypt
Gain 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_Catacombs
Contrats disponiblesAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Limite 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_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

Sources

Version du jeu 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
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