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.

Indice

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

SaluteHealthMechanics explained
#

Game detail

La quantità di danni che puoi subire prima di morire.

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
Salute MassimaMax HealthMechanics explained
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Game detail

La quantità di danni che puoi subire prima di morire.

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
Rigenerazione SaluteHealth RestorationMechanics explained
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Game detail

La velocità di ripristino passivo della tua Salute.
Quanto più alto è questo numero, tanto più rapidamente rigeneri Salute.Di norma ripristina 5% Salute Massima alla volta.Restare in combattimento influisce temporaneamente sulla Rigenerazione Salute.

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
Efficienza VitaleHealing EfficiencyMechanics explained
#

Game detail

Determina la quantità di Salute che ricevi da tutte le fonti esterne.

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
Ripristino di SaluteHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Soglia Salute MassimaMax Health ThresholdMechanics explained
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Game detail

La quantità massima di Salute ripristinabile.
Viene affetta negativamente da Ferite e danni anatomici.

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
EnergiaEnergyMechanics explained
#

Game detail

La risorsa usata per attivare Abilità e compiere altre azioni, come nuotare.

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
Energia MassimaMax EnergyMechanics explained
#

Game detail

La risorsa usata per attivare Abilità e compiere altre azioni, come nuotare.

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
Rigenerazione EnergiaEnergy RestorationMechanics explained
#

Game detail

La velocità di ripristino della tua Energia.
Quanto più alto è questo numero, tanto più rapidamente rigeneri Energia.Di norma ripristina 5% Energia Massima alla volta.

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
Ripristino di EnergiaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Soglia Energia MassimaMax Energy ThresholdMechanics explained
#

Game detail

La quantità massima di Energia ripristinabile.Viene affetta negativamente dalla Fatica percepita dal personaggio.

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
Danni SubitiDamage TakenMechanics explained
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Game detail

La quantità di danni subiti da tutte le fonti esterne.
Vengono determinati dopo l'applicazione di Protezioni e Resistenze.

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
Danni RiflessiDamage ReflectionOfficial description
#

Game detail

La percentuale dei danni ravvicinati subiti riflessi contro il nemico.

Change sources and calculation notes remain to be documented.

Damage_Returned
Prosciugamento VitaleLife DrainOfficial description
#

Game detail

La percentuale di Danni inflitti che ti vengono restituiti sotto forma di Salute.

Change sources and calculation notes remain to be documented.

Lifesteal
Prosciugamento EnergeticoEnergy DrainOfficial description
#

Game detail

La percentuale di Danni inflitti che ti vengono restituiti sotto forma di Energia.

Change sources and calculation notes remain to be documented.

Manasteal
Prosciugamento EnergeticoEnergy DrainOfficial description
#

Game detail

La percentuale di Danni inflitti che ti vengono restituiti sotto forma di Energia.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
ProtezioneProtectionMechanics explained
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Game detail

La quantita di danni che una specifica parte del corpo può assorbire quando subisce un attacco.
Determinata prima dell'applicazione delle Resistenze.L'efficacia della protezione è ridotta del 33% contro Danni Magici e Danni Naturali.

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
Protezione (Testa)Head ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Protezione (Torace)Body ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Protezione (Braccia)Arms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Protezione (Gambe)Legs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
Forza d'AnimoFortitudeOfficial description
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Game detail

Influisce sulla durata degli effetti fisici e mentali negativi subiti, come anche sui danni subiti da Sanguinamento, Avvelenamento, In FIamme e Pioggia Acida.Riduce anche la perdita di Morale e Sanità.Valore massimo possibile: 50%

Change sources and calculation notes remain to be documented.

Fortitude
Ripristino di SaluteHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Ripristino di EnergiaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Costo di NuotoSwimming CostDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

PASPOfficial description
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Game detail

I Punti Attributo (PA) ti permettono di migliorare le tue statistiche primarie.Ottieni 1 PA ogni volta che sali di livello.

Change sources and calculation notes remain to be documented.

AP
PAAPOfficial description
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Game detail

I Punti Abilità (PA) ti permettono di apprendere nuove Abilità.Ottieni 1 PA ogni volta che sali di livello.

Change sources and calculation notes remain to be documented.

SP
LivelloLevelOfficial description
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Game detail

Ricevi 1 Punto Attributo e 1 Punto Abilità ogni volta che sali di livello.
Il livello massimo raggiungibile dal personaggio è 30.

Change sources and calculation notes remain to be documented.

LVL
EsperienzaExperienceOfficial description
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Game detail

La quantità di punti esperienza acquisiti dal tuo personaggio.

Change sources and calculation notes remain to be documented.

XP
Esperienza OttenutaExperience GainOfficial description
#

Game detail

Il coefficiente di esperienza che ricevi da tutte le fonti.

Change sources and calculation notes remain to be documented.

Received_XP

Primary attributes

ForzaStrengthOfficial description
#

Game detail

La Forza determina le tue capacità offensive in combattimento.Inoltre, influisce sui Danni inflitti a mani nude, nonché su Portata e Prob. di Colpo Critico degli oggetti lanciati.Ogni punto di Forza conferisce +1,5% Danni d'Arma, +1,5% Prob. di Blocco e +1 Capacità di Blocco.Raggiungere le soglie di 15, 20, 25 e 30 punti conferisce inoltre: +7,5% Danni Anatomici
+10% Efficienza Critica
+15% Danni all'ArmaturaNon è possibile investire più di 30 punti in Forza.

Change sources and calculation notes remain to be documented.

STR
AgilitàAgilityOfficial description
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Game detail

L'Agilità determina la tua destrezza in combattimento.Inoltre, aumenta le prob. di disarmare le trappole. Influisce anche su Danni, Precisione e Prob. di Tentennamento degli oggetti lanciati.Ogni punto di Agilità conferisce +1,5% Prob. di Contrattacco e -1,5% Prob. di Tentennamento e Ritorsione.Raggiungere le soglie di 15, 20, 25 e 30 punti conferisce inoltre: +5% Prob. di Schivata
+2,5% Efficienza Manuale
+7,5% Resistenza al MovimentoNon è possibile investire più di 30 punti in Agilità.

Change sources and calculation notes remain to be documented.

AGL
PercezionePerceptionOfficial description
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Game detail

La Percezione permette di vedere i pericoli in anticipo e di effettuare attacchi più precisi.Inoltre, aumenta la Precisione e la Prob. di Colpo Critico degli oggetti lanciati.Ogni punto di Percezione conferisce +1,5% Precisione e +1,5% Penetrazione Armatura ad attacchi e incantesimi.Raggiungere le soglie di 15, 20, 25 e 30 punti conferisce inoltre: +5% Campo Visivo
+5% Portata Bonus
+5% Prob. di Miracolo e Colpo CriticoNon è possibile investire più di 30 punti in Percezione.

Change sources and calculation notes remain to be documented.

PRC
VitalitàVitalityOfficial description
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Game detail

La Vitalità determina la tua resistenza agli attacchi e ad altre insidie.Ogni punto di Vitalità conferisce +4 Energia Massima e +1,5% Rigenerazione Energia.Raggiungere le soglie di 15, 20, 25 e 30 punti conferisce inoltre: +15 Salute Massima
+2,5% Ripristino Capacità di Blocco
+7.5% Capacità di ControlloNon è possibile investire più di 30 punti in Vitalità.

Change sources and calculation notes remain to be documented.

Vitality
VolontàWillpowerOfficial description
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Game detail

La Volontà determina le tue capacità magiche e rende dolore e avversità più tollerabili.Ogni punto di Volontà conferisce -1,5% Tempi di Ricarica e -1,5% Costo delle Abilità.Raggiungere le soglie di 15, 20, 25 e 30 punti conferisce inoltre: +7,5% Potere Magico
+7,5% Resistenza al Dolore
+7,5% Forza d'AnimoNon è possibile investire più di 30 punti in Volontà.

Change sources and calculation notes remain to be documented.

WIL

Combat attributes

Danni - Mano PrincipaleMain Hand DamageOfficial description
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Game detail

I danni che infliggi con l'arma equipaggiata nella mano principale (slot di sinistra).

Change sources and calculation notes remain to be documented.

DMG
Danni - Mano SecondariaOff-Hand DamageOfficial description
#

Game detail

I danni che infliggi con l'arma equipaggiata nella mano secondaria (slot di destra).

Change sources and calculation notes remain to be documented.

OFFDMG
Danni d'ArmaWeapon DamageOfficial description
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Game detail

Il coefficiente dei Danni Fisici inflitti dai tuoi attacchi.

Change sources and calculation notes remain to be documented.

Weapon_Damage
PrecisioneAccuracyMechanics explained
#

Game detail

La tua probabilità di colpire un bersaglio con attacchi e proiettili.
Una Precisione superiore al 100% riduce la Prob. di Schivata del bersaglio.Ogni proiettile lanciato tramite armi da tiro riceve -2% Precisione per ogni casella di distanza dal bersaglio.Inoltre, gli archi ricevono -50% e -25% Precisione quando effettuano tiri contro bersagli situati entro 1 o 2 caselle di distanza.Le abilità Offensive ottengono +4% Precisione.

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
Prob. di Colpo CriticoCrit ChanceMechanics explained
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Game detail

La probabilità di infliggere Danni bonus con un attacco potenziandolo con un effetto derivato dall'arma in uso.

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
Efficienza CriticaCrit EfficiencyOfficial description
#

Game detail

Il coefficiente dei danni aggiuntivi inflitti tramite i Colpi Critici.

Change sources and calculation notes remain to be documented.

CRTD
Prob. di BloccoBlock ChanceMechanics explained
#

Game detail

La tua probabilità di bloccare un attacco ravvicinato e di assorbire tutti o alcuni dei suoi danni.
Equipaggiare uno scudo permette di bloccare gli attacchi a distanza fisici e magici.

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
Capacità di BloccoBlock PowerMechanics explained
#

Game detail

La quantità massima di danni che puoi assorbire tramite un Blocco.La Capacità di Blocco diminuisce dopo ogni blocco riuscito, e si ripristina parzialmente all'inizio di ogni turno.
Il blocco di Danni Magici e Danni Naturali è catterizzato da -33% efficacia.La tua Capacità di Blocco di base è determinata dalla Forza del personaggio.

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
Ripristino Capacità di BloccoBlock Power RecoveryOfficial description
#

Game detail

La percentuale di Capacità di Blocco massima ripristinata ad ogni turno.

Change sources and calculation notes remain to be documented.

Block_Recovery
Prob. di ContrattaccoCounter ChanceOfficial description
#

Game detail

La probabilità di effettuare un attacco subito dopo aver subito un colpo ravvicinato.È possibile contrattaccare ogni nemico soltanto una volta per turno.

Change sources and calculation notes remain to be documented.

CTA
Prob. di SchivataDodge ChanceMechanics explained
#

Game detail

La probabilità di schivare parzialmente un attacco ravvicinato, trasformandolo in un Tentennamento, o di schivare completamente un Tentennamento azzerandone i danni.L'efficacia della Prob. di Schivata è ridotta del 50% contro proiettili fisici e magici, ma un'eventuale schivata azzera i danni subiti.Una Prob. di Schivata negativa aumenta la Precisione degli attacchi nemici.

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
Prob. di TentennamentoFumble ChanceMechanics explained
#

Game detail

La tua probabilità di infliggere danni dimezzati con un attacco.
Viene affetta negativamente dall'uso di Armi Doppie.Le armi da tiro hanno +2% Prob. di Tentennamento per ogni casella di distanza dal bersaglio.Un attacco Tentennante non può Stordire, Spiazzare, Respingere, Immobilizzare o far Sanguinare il suo bersaglio.I tentennamenti aumentano le prob. la rottura di frecce e dardi quando questi colpiscono il loro bersaglio.Le abilità Offensive ottengono -4% Prob di Tentennamento.

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
Scassinamento & DisarmoLock-picking & DisarmingOfficial description
#

Game detail

La tua probabilità di disarmare trappole o scassinare serrature con successo.

Change sources and calculation notes remain to be documented.

Savvy
FurtivitàStealthOfficial description
#

Game detail

Determina l'efficienza della Mod. Furtiva. [Non disponibile nella versione Beta]

Change sources and calculation notes remain to be documented.

STL
Campo Visivo MassimoMax VisionOfficial description
#

Game detail

Determina il raggio del tuo Campo Visivo.

Change sources and calculation notes remain to be documented.

VSN
Campo VisivoVisionOfficial description
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Game detail

Il tuo attuale Campo Visivo.Nelle zone più buie il tuo personaggio può vedere le aree illuminate al di fuori del raggio del suo Campo Visivo se esse si trovano entro la portata del suo Campo Visivo Massimo.

Change sources and calculation notes remain to be documented.

currentVSN
Campo Visivo BonusBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Portata BonusBonus RangeOfficial description
#

Game detail

Determina la portata massima dei tuoi attacchi a distanza e di alcuni incantesimi.

Change sources and calculation notes remain to be documented.

Bonus_Range
PortataRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
PortataRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Efficienza - Mano PrincipaleMain Hand EfficiencyOfficial description
#

Game detail

Influisce sui parametri offensivi dell'arma equipaggiata nella tua mano principale.Viene affetta negativamente dall'uso di Armi Doppie.

Change sources and calculation notes remain to be documented.

Mainhand_Efficiency
Efficienza - Mano SecondariaOff-Hand EfficiencyOfficial description
#

Game detail

Influisce sui parametri offensivi dell'arma equipaggiata nella tua mano principale.Viene affetta negativamente dall'uso di Armi Doppie.

Change sources and calculation notes remain to be documented.

Offhand_Efficiency
Elusività CriticaCrit AvoidanceMechanics explained
#

Game detail

La tua probabilità di eludere un colpo critico convertendolo in uno normale.Un'Elusività Critica negativa aumenta le probabilità di subire colpi critici.

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

Rumore ProdottoNoise ProducedOfficial description
#

Game detail

La quantità di rumore generato quando effettui un'azione.

Change sources and calculation notes remain to be documented.

Noise_Produced
Danni AnatomiciBodypart DamageOfficial description
#

Game detail

I Danni che i tuoi attacchi infliggono alle Parti del Corpo dei nemici.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
Danni all'ArmaturaArmor DamageOfficial description
#

Game detail

I Danni bonus che i tuoi attacchi infliggono all'armatura dei nemici.

Change sources and calculation notes remain to be documented.

Armor_Damage
Penetrazione ArmaturaArmor PenetrationMechanics explained
#

Game detail

La percentuale di Protezione ignorata dai tuoi attacchi.

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
Precisione (Incantesimi)Spell AccuracyOfficial description
#

Game detail

La prob. base che i tuoi incantesimi a distanza colpiscano i loro bersagli.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Penetrazione Armatura (Incantesimi)Spell Armor PenetrationMechanics explained
#

Game detail

La percentuale di Protezione nemica ignorata dai tuoi incantesimi.

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
Prob. di SanguinamentoBleed ChanceOfficial description
#

Game detail

La probabilità dei tuoi attacchi di provocare Sanguinamento a una parte del corpo colpita.Il Sanguinamento infligge danni nel tempo e peggiora progressivamente le condizioni della Parte del Corpo colpita.

Change sources and calculation notes remain to be documented.

Bleeding_Chance
Prob. di RespingimentoKnockback ChanceOfficial description
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Game detail

La probabilità dei tuoi attacchi di Respingere un bersaglio colpito di una casella.Se un bersaglio viene Respinto contro una casella già occupata, esso subisce alcuni Danni da Impatto e può venire Spiazzato per 1 turno.

Change sources and calculation notes remain to be documented.

Knockback_Chance
Prob. di SpiazzamentoDaze ChanceOfficial description
#

Game detail

La probabilità dei tuoi attacchi di Spiazzare un bersaglio colpito.Lo Spiazzamento impedisce l'uso di Abilità.

Change sources and calculation notes remain to be documented.

Daze_Chance
Prob. di StordimentoStun ChanceOfficial description
#

Game detail

La probabilità dei tuoi attacchi di Stordire un bersaglio colpito.
I bersagli Storditi sono costretti a saltare il loro turno.

Change sources and calculation notes remain to be documented.

Stun_Chance
Prob. di ImmobilizzazioneImmobilization ChanceOfficial description
#

Game detail

La probabilità dei tuoi attacchi di Immobilizzare un bersaglio colpito.L'Immobilizzazione impedisce ai bersagli di spostarsi verso altre caselle.

Change sources and calculation notes remain to be documented.

Immob_Chance
Prob. di VacillamentoStagger ChanceOfficial description
#

Game detail

La probabilità dei tuoi attacchi di far Vacillare un bersaglio colpito.I bersagli Vacillanti subiscono forti penalità alle loro statistiche offensive e difensive.

Change sources and calculation notes remain to be documented.

Stagger_Chance
Resistenza al MovimentoMove ResistanceOfficial description
#

Game detail

La tua probabilità di eludere Respingimenti, Immobilizzazioni e Vacillamenti derivanti da attacchi e Abilità nemici.

Change sources and calculation notes remain to be documented.

Knockback_Resistance
Capacità di ControlloControl ResistanceOfficial description
#

Game detail

La tua probabilità di eludere Stordimenti, Spiazzamenti e Confusione derivanti da attacchi e Abilità nemici.

Change sources and calculation notes remain to be documented.

Stun_Resistance
Resistenza al SanguinamentoBleed ResistanceOfficial description
#

Game detail

La tua probabilità di eludere eventuali Sanguinamenti provocati da attacchi e Abilità nemici.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Costo degli IncantesimiSpells Energy CostMechanics explained
#

Game detail

Il modificatore relativo all'Energia richiesta per lanciare Incantesimi.Valore minimo possibile: 25%

Code-reviewed mechanics

How this value works
Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Spells_Energy_Cost
Costo delle AbilitàSkills Energy CostMechanics explained
#

Game detail

Il modificatore relativo all'Energia richiesta per usare Abilità.

Code-reviewed mechanics

How this value works
Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Skills_Energy_Cost
Costo in Energia delle AbilitàAbilities Energy CostMechanics explained
#

Game detail

modificatore relativo all'Energia richiesta per usare Abilità e incantesimi.Valore minimo possibile: 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
Tempi di RicaricaCooldowns DurationMechanics explained
#

Game detail

Il coefficiente determinante i tempi di ricarica di tutte le abilità.Viene affetto negativamente dall'uso di Armi Doppie.

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

Danni da TaglioSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Danni PenetrantiPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Danni da ImpattoCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Danni LacerantiRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Danni da GeloFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Danni da ShockShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Danni da ShockShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Danni da VelenoPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Danni da FuocoFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Danni CausticiCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Danni ArcaniArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Danni ProfaniUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Danni SacriSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Danni PsioniciPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Danni PuriPure 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

Resistenza FisicaPhysical ResistanceMechanics explained
#

Game detail

La percentuale di riduzione di tutti i Danni Fisici subiti: da Taglio, Penetranti, da Impatto e Laceranti.

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
Resistenza NaturaleNature ResistanceMechanics explained
#

Game detail

La percentuale di riduzione di tutti i Danni Naturali subiti: da Fuoco, da Gelo, da Shock, da Veleno e Caustici.

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
Resistenza MagicaMagic ResistanceMechanics explained
#

Game detail

La percentuale di riduzione di tutti i Danni Magici subiti: Arcani, ~ur~Profani~/~, Sacri e Psionici.

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
Resistenza ai TagliSlashing ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Taglio subiti.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
Resistenza alle PenetrazioniPiercing ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Penetranti subiti.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
Resistenza agli ImpattiCrushing ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Impatto subiti.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
Resistenza alle LacerazioniRending ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Laceranti subiti.

Change sources and calculation notes remain to be documented.

Rending_Resistance
Resistenza al FuocoFire ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Fuoco subiti.

Change sources and calculation notes remain to be documented.

Fire_Resistance
Resistenza al GeloFrost ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Gelo subiti.

Change sources and calculation notes remain to be documented.

Frost_Resistance
Resistenza allo ShockShock ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Shock subiti.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Resistenza CausticaCaustic ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Caustici subiti.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Resistenza al VelenoPoison ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni da Veleno subiti.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Resistenza ArcanaArcane ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Arcani subiti.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Resistenza ProfanaUnholy ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i ~ur~Danni Profani~/~ subiti.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Resistenza SacraSacred ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Sacri subiti.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Resistenza PsionicaPsionic ResistanceOfficial description
#

Game detail

La percentuale di riduzione di tutti i Danni Psionici subiti.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Resistenza PsionicaPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status and effect attributes

Infligge DanniDeals DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage_Self
Infligge Danni da TaglioDeals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
Infligge Danni PenetrantiDeals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
Infligge Danni da ImpattoDeals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
Infligge Danni LacerantiDeals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
Infligge Danni da VelenoDeals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
Infligge Danni da FuocoDeals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
Infligge Danni CausticiDeals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
Infligge Danni da GeloDeals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
Infligge Danni da ShockDeals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
Infligge Danni ArcaniDeals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
Infligge Danni ProfaniDeals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
Infligge Danni SacriDeals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
Infligge Danni PsioniciDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
Infligge Danni PsioniciDeals 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

Tolleranza al DolorePain LimitMechanics explained
#

Game detail

Il limite massimo di Dolore che il tuo personaggio può tollerare.
Diminuisce con l'abbassarsi della Salute.

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
FameHungerMechanics explained
#

Game detail

La Fame avvertita dal tuo personaggio.
Aumenta nel tempo a seconda delle azioni che compi.Determina degli effetti negativi quando raggiunge le soglie di (25 + threshold bonus)%, (50 + threshold bonus)% e (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
DolorePainMechanics explained
#

Game detail

Il Dolore avvertito dal tuo personaggio.
Aumenta quando subisci danni e Ferite.
La tua tolleranza massima al Dolore dipende dalla tua Salute.Determina degli effetti negativi quando raggiunge le soglie di (25 + threshold bonus)%, (50 + threshold bonus)% e (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
SeteThirstMechanics explained
#

Game detail

La Sete avvertita dal tuo personaggio.
Aumenta nel tempo a seconda delle azioni che compi.Determina degli effetti negativi quando raggiunge le soglie di (25 + threshold bonus)%, (50 + threshold bonus)% e (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
IntossicazioneIntoxicationMechanics explained
#

Game detail

L'Intossicazione avvertita dal tuo personaggio.
Essa è un effetto collaterale di alcol, droghe, ed alcune erbe o medicamenti.Determina degli effetti negativi quando raggiunge le soglie di (25 + threshold bonus)%, (50 + threshold bonus)% e (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
ImmunitàImmunityMechanics explained
#

Game detail

La tua resistenza contro varie malattie.
Influisce anche sulla velocità di recupero dall'Intossicazione.

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
Sensibilità ImmunitariaImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoraleMechanics explained
#

Game detail

La capacità di combattere e perseverare del tuo personaggio.Questo valore è determinato da diversi fattori:Situazioni - (current Situation Morale% / 50%) - trionfi o incidenti in battaglia ed esplorazione, come anche l'influenza di certi effetti e consumabili.
Dieta - (current Diet Morale% / 35%) - regolare consumo di cibo variegato e di alta qualità.
Riposo - (current Rest Morale% / 15%) - sonno sufficiente, regolare e di qualità.Un Morale inferiore alla soglia del 50% determina effetti Psichici negativi.

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
SanitàSanityMechanics explained
#

Game detail

La capacità del tuo personaggio di mantenere i piedi per terra.Questo valore è determinato da diversi fattori:Situazioni (current Situation Sanity% / 50%) - interazioni con la magia profana e le sue aberrazioni, Ferite alla testa, esiti nel lancio degli incantesimi, come anche l'influenza di certi effetti e consumabili.
Stile di Vita (current Lifestyle Sanity% / 35%) - svaghi e interazioni sociali: completamento di Contratti, ascolto di notizie e dicerie, preghiera, cucina e creazione.
Riposo (current Rest Sanity% / 15%) - sonno sufficiente, regolare e di qualità.Una Sanità inferiore alla soglia del 50% determina effetti Psichici negativi.

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
Morale SituazionaleSituational 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
Morale TemporaleTemporary 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
Morale (Dieta)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
Morale (Sonno)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
Sanità SituazionaleSituational 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
Sanità (Stile di Vita)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
Sanità (Sonno)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
Sensibilità al DolorePain ChangeMechanics explained
#

Game detail

Indica il tasso di variazione del tuo Dolore ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Change
Sensibilità all'IntossicazioneIntoxication ChangeMechanics explained
#

Game detail

Indica il tasso di variazione della tua Intossicazione ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Change
Sensibilità alla FameHunger ChangeMechanics explained
#

Game detail

Indica il tasso di variazione della tua Fame ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Change
Sensibilità alla SeteThirst ChangeMechanics explained
#

Game detail

Indica il tasso di variazione della tua Sete ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirst_Change
Sensibilità alla Sanità SituazionaleSit. Sanity ChangeMechanics explained
#

Game detail

Indica il tasso di variazione della tua Sanità ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity_Change
Sensibilità al Morale SituazionaleSit. Morale ChangeMechanics explained
#

Game detail

Indica il tasso di variazione del tuo Morale ad ogni turno.

Code-reviewed mechanics

How this value works
A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale_Change
FaticaFatigueMechanics explained
#

Game detail

Il grado di sfinimento del tuo personaggio.Aumenta quando compi varie azioni, tra cui gli spostamenti su altre caselle, blocchi, schivate e utilizzi di abilità.
Gli incantesimi generano più Fatica delle abilità.Ogni punto percentuale di Fatica diminuisce la Soglia di Energia Massima di 0,5%.Quando raggiunge le soglie di (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)% provoca un effetto negativo.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue
Resistenza alla FaticaFatigue ResistanceMechanics explained
#

Game detail

Influisce sul tasso di variazione della Fatica.

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
Sensibilità alla FaticaFatigue 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
Resistenza al DolorePain ResistanceMechanics explained
#

Game detail

Influisce sulla rapidità con cui accumuli Dolore.

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
Resistenza alla FameHunger ResistanceMechanics explained
#

Game detail

Influisce sulla rapidità con cui accumuli Fame.

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
Resistenza all'IntossicazioneIntoxication ResistanceMechanics explained
#

Game detail

Influisce sulla rapidità con cui accumuli Intossicazione.

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
Nessun sintomoNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Trattamento delle FeriteInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Prob. di NauseaNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Prob. di AvvelenamentoPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

Potere MagicoMagic PowerOfficial description
#

Game detail

Il coefficiente determinante danni ed impatto di molti incantesimi.Influisce anche sui Danni Magici e Danni Naturali inflitti dai tuoi attacchi.

Change sources and calculation notes remain to be documented.

Magic_Power
Danni di RitorsioneBackfire DamageOfficial description
#

Game detail

La quantità di danni subiti dal personaggio in seguito al lancio fallito di un incantesimo.Tramuta il costo in Energia percentuale dell'incantesimo in Danni dello stesso tipo.Questo valore è modificato dalle seguenti azioni:+30% per ogni incantesimo lanciato
-10% per aver saltato un turno
-10% per non aver effettuato spostamenti.

Change sources and calculation notes remain to be documented.

Backfire_Damage
Danni di RitorsioneBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Variazione Danni di RitorsioneBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Prob. di MiracoloMiracle ChanceOfficial description
#

Game detail

La probabilità di lanciare un incantesimo critico potenziandone danni, durata degli effetti ed altri aspetti.

Change sources and calculation notes remain to be documented.

Miracle_Chance
Potenza dei MiracoliMiracle PotencyOfficial description
#

Game detail

Il coefficiente d'efficacia degli incantesimi potenziati.

Change sources and calculation notes remain to be documented.

Miracle_Power
Prob. di RitorsioneBackfire ChanceOfficial description
#

Game detail

La probabilità di compiere un errore durante il lancio di un incantesimo, provocando una Ritorsione.Un tale incantesimo infligge danni dello stesso tipo al suo autore, genera maggior Fatica e influisce negativamente sulla Sanità.

Change sources and calculation notes remain to be documented.

Miscast_Chance
Potere PiromanticoPyromantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Piromanzia.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Potere GeomanticoGeomantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Geomanzia.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Potere VenomanticoVenomantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Venomanzia.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Potere CriomanticoCryomantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Criomanzia.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Potere ElettromanticoElectromantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Elettromanzia.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Potere ArcanoArcanistic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Arcanistica.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Potere AstromanticoAstromantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Astromanzia.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Potere PsicomanticoPsimantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Psicomanzia.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Potere CronomanticoChronomantic PowerOfficial description
#

Game detail

Determina l'efficacia di tutti gli incantesimi di Cronomanzia.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

TestaHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
ManiHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
GambeLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Durabilità dell'ArmaturaArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Volontà di LottareWill to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Resistenza al DeperimentoExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Durata Effetti del CiboDish 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

Redditività di ScambioTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Dimensioni di LottoStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Oro DisponibileAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Frequenza di RifornimentoRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Costi di RiparazioneRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Prezzi d'Acquisto - CiboFood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Prezzi d'Acquisto - BevandeBeverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Prezzi d'Acquisto - AlcolAlcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Prezzi d'Acquisto - MedicineMedicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Prezzi d'Acquisto - ArmiWeapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Prezzi d'Acquisto - ArmatureArmor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Prezzi d'Acquisto - GioielliJewelry Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
Prezzi d'Acquisto - PreziosiValuables Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
Prezzi d'Acquisto - DrogheDrugs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
Prezzi d'Acquisto - PergameneScrolls Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
Prezzi d'Acquisto - CiarpameJunk Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
Prezzi d'Acquisto - IngredientiIngredients Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_BP_Mod
Prezzi d'Acquisto - ArtefattiArtifacts Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
Prezzi d'Acquisto - TrattatiTreatises Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
Prezzi d'Acquisto - Merce di LussoCommodities Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_BP_Mod
Prezzi d'Acquisto - LibriBooks Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
Prezzi d'Acquisto - MaterialiMaterials Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
Prezzi d'Acquisto - AttrezziTools Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
Prezzi d'Acquisto - BorseBags Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
Prezzi d'Acquisto - AdditiviAdditives Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
Prezzi d'Acquisto - MunizioniAmmunition Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_BP_Mod
Prezzi d'Acquisto - OroGold Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_BP_Mod
Prezzi d'Acquisto - ArgentoSilver Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
Prezzi d'Acquisto - MetalloMetal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_BP_Mod
Prezzi d'Acquisto - CuoioLeather Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_BP_Mod
Prezzi d'Acquisto - TessutiCloth Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
Prezzi d'Acquisto - LegnameWood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_BP_Mod
Prezzi d'Acquisto - GemmeGems Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
Prezzi d'Acquisto - ErbeHerbs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Herb_BP_Mod
Prezzi d'Acquisto - Sacchi di GranoSacks 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
Prezzi d'Acquisto - Casse di CarboneCrates 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
Prezzi d'Acquisto - Sacchi di SaleSacks 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
Prezzi d'Acquisto - Lotti di LegnameShipments 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
Prezzi d'Acquisto - Barili di BirraBarrels 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
Prezzi d'Acquisto - Casse di VinoCrates of Wine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wine_BP
Prezzi d'Acquisto - Secchi di SidroPails 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
Prezzi di Vendita - CiboFood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_SP_Mod
Prezzi di Vendita - BevandeBeverages Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
Prezzi di Vendita - AlcolAlcohol Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
Prezzi di Vendita - MedicineMedicine Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
Prezzi di Vendita - ArmiWeapons Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
Prezzi di Vendita - ArmatureArmor Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
Prezzi di Vendita - GioielliJewelry Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
Prezzi di Vendita - PreziosiValuables Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_SP_Mod
Prezzi di Vendita - DrogheDrugs Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
Prezzi di Vendita - IngredientiIngredients Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
Prezzi di Vendita - TrattatiTreatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
Prezzi di Vendita - Merce di LussoCommodities Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
Prezzi di Vendita - MaterialiMaterials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
Prezzi di Vendita - AttrezziTools Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
Prezzi di Vendita - MunizioniAmmunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
Prezzi di Vendita - OroGold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
Prezzi di Vendita - ArgentoSilver Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
Prezzi di Vendita - MetalloMetal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
Prezzi di Vendita - CuoioLeather Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
Prezzi di Vendita - TessutiCloth Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
Prezzi di Vendita - LegnameWood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
Prezzi di Vendita - GemmeGems 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

Selvatichezza dell'AreaArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Prob. di ImboscateAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Reputazione OttenutaReputation GainOfficial description
#

Game detail

Il coefficiente di Reputazione che ricevi da tutte le fonti.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Reputazione da ContrattiContracts Reputation GainDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain
Reputazione da Contratti (Bastione)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
Reputazione da Contratti (Cripta)Contracts Reputation Gain (Crypt)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Crypt
Reputazione da Contratti (Catacombe)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
Contratti DisponibiliAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Tempo Limite dei ContrattiContracts 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

Fonti

Versione del gioco 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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