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.
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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.
Related concepts:Salute MassimaSoglia Salute Massima
Further reading:Body conditions and injuriesRest mode
HPSalute MassimaMax HealthMechanics explained
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.
Related concepts:SaluteSoglia Salute Massima
Further reading:Body conditions and injuriesRest mode
max_hpRigenerazione SaluteHealth RestorationMechanics explained
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.
Related concepts:Rigenerazione Energia
Further reading:Rest modeBody conditions and injuries
Health_RestorationEfficienza 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.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedRipristino di SaluteHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resSoglia Salute MassimaMax Health ThresholdMechanics explained
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.
Related concepts:SaluteSalute Massima
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergiaEnergyMechanics 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.
Related concepts:Energia MassimaSoglia Energia Massima
MPEnergia 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.
Related concepts:EnergiaSoglia Energia Massima
max_mpRigenerazione 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.
Related concepts:Rigenerazione Salute
Further reading:Rest modeBody conditions and injuries
MP_RestorationRipristino di EnergiaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resSoglia 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.
Related concepts:EnergiaEnergia Massima
Max_Energy_ThresholdDanni SubitiDamage TakenMechanics explained
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.
Related concepts:ProtezionePenetrazione ArmaturaPenetrazione Armatura (Incantesimi)Resistenza FisicaResistenza NaturaleResistenza Magica
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedDanni 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_ReturnedProsciugamento 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.
LifestealProsciugamento 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.
ManastealProsciugamento 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_DrainProtezioneProtectionMechanics explained
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.
Related concepts:Penetrazione ArmaturaPenetrazione Armatura (Incantesimi)Danni SubitiResistenza FisicaResistenza NaturaleResistenza Magica
Further reading:Damage and resistancesAttack resolution
DEFProtezione (Testa)Head ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFProtezione (Torace)Body ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFProtezione (Braccia)Arms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFProtezione (Gambe)Legs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFForza d'AnimoFortitudeOfficial description
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.
FortitudeRipristino di SaluteHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnRipristino di EnergiaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnCosto di NuotoSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
PASPOfficial description
Game detail
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.
APPAAPOfficial description
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.
SPLivelloLevelOfficial description
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.
LVLEsperienzaExperienceOfficial description
Game detail
La quantità di punti esperienza acquisiti dal tuo personaggio.
Change sources and calculation notes remain to be documented.
XPEsperienza 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_XPPrimary 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.
STRAgilitàAgilityOfficial description
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.
AGLPercezionePerceptionOfficial description
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.
PRCVitalitàVitalityOfficial description
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.
VitalityVolontàWillpowerOfficial description
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.
WILCombat attributes
Danni - Mano PrincipaleMain Hand DamageOfficial description
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.
DMGDanni - 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.
OFFDMGDanni d'ArmaWeapon DamageOfficial description
Game detail
Il coefficiente dei Danni Fisici inflitti dai tuoi attacchi.
Change sources and calculation notes remain to be documented.
Weapon_DamagePrecisioneAccuracyMechanics 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.
Related concepts:Prob. di SchivataProb. di TentennamentoProb. di Colpo CriticoElusività CriticaProb. di BloccoCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
Hit_ChanceProb. di Colpo CriticoCrit ChanceMechanics explained
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.
Related concepts:PrecisioneProb. di SchivataProb. di TentennamentoElusività CriticaProb. di BloccoCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
CRTEfficienza CriticaCrit EfficiencyOfficial description
Game detail
Il coefficiente dei danni aggiuntivi inflitti tramite i Colpi Critici.
Change sources and calculation notes remain to be documented.
CRTDProb. 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.
Related concepts:PrecisioneProb. di SchivataProb. di TentennamentoProb. di Colpo CriticoElusività CriticaCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
PRRCapacità 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.
Related concepts:PrecisioneProb. di SchivataProb. di TentennamentoProb. di Colpo CriticoElusività CriticaProb. di Blocco
Further reading:Attack resolutionDamage and resistances
Block_PowerRipristino 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_RecoveryProb. 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.
CTAProb. 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.
Related concepts:PrecisioneProb. di TentennamentoProb. di Colpo CriticoElusività CriticaProb. di BloccoCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
EVSProb. 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.
Related concepts:PrecisioneProb. di SchivataProb. di Colpo CriticoElusività CriticaProb. di BloccoCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
FMBScassinamento & 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.
SavvyFurtivitàStealthOfficial description
Game detail
Determina l'efficienza della Mod. Furtiva. [Non disponibile nella versione Beta]
Change sources and calculation notes remain to be documented.
STLCampo Visivo MassimoMax VisionOfficial description
Game detail
Determina il raggio del tuo Campo Visivo.
Change sources and calculation notes remain to be documented.
VSNCampo VisivoVisionOfficial description
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.
currentVSNCampo Visivo BonusBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusPortata 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_RangePortataRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangePortataRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngEfficienza - 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_EfficiencyEfficienza - 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_EfficiencyElusività 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.
Related concepts:PrecisioneProb. di SchivataProb. di TentennamentoProb. di Colpo CriticoProb. di BloccoCapacità di Blocco
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther 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_ProducedDanni 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_DamageDanni 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_DamagePenetrazione 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.
Related concepts:ProtezionePenetrazione Armatura (Incantesimi)Danni SubitiResistenza FisicaResistenza NaturaleResistenza Magica
Further reading:Damage and resistancesAttack resolution
Armor_PiercingPrecisione (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_ChancePenetrazione 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.
Related concepts:ProtezionePenetrazione ArmaturaDanni SubitiResistenza FisicaResistenza NaturaleResistenza Magica
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingProb. 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_ChanceProb. di RespingimentoKnockback ChanceOfficial description
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_ChanceProb. 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_ChanceProb. 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_ChanceProb. 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_ChanceProb. 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_ChanceResistenza 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_ResistanceCapacità 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_ResistanceResistenza 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_ResistanceCosto 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.
Related concepts:Costo in Energia delle AbilitàCosto delle AbilitàTempi di Ricarica
Further reading:Attack resolutionFatigue
Spells_Energy_CostCosto 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.
Related concepts:Costo in Energia delle AbilitàCosto degli IncantesimiTempi di Ricarica
Further reading:Attack resolutionFatigue
Skills_Energy_CostCosto 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.
Related concepts:Costo delle AbilitàCosto degli IncantesimiTempi di Ricarica
Further reading:Attack resolutionFatigue
Abilities_Energy_CostTempi 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.
Related concepts:Costo in Energia delle AbilitàCosto delle AbilitàCosto degli Incantesimi
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage 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_DamageDanni PenetrantiPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageDanni da ImpattoCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageDanni LacerantiRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageDanni da GeloFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageDanni da ShockShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageDanni da ShockShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFDanni da VelenoPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageDanni da FuocoFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageDanni CausticiCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageDanni ArcaniArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageDanni ProfaniUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageDanni SacriSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageDanni PsioniciPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageDanni PuriPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
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.
Related concepts:ProtezionePenetrazione ArmaturaPenetrazione Armatura (Incantesimi)Danni SubitiResistenza NaturaleResistenza Magica
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceResistenza 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.
Related concepts:ProtezionePenetrazione ArmaturaPenetrazione Armatura (Incantesimi)Danni SubitiResistenza FisicaResistenza Magica
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceResistenza 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.
Related concepts:ProtezionePenetrazione ArmaturaPenetrazione Armatura (Incantesimi)Danni SubitiResistenza FisicaResistenza Naturale
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza 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_ResistanceResistenza PsionicaPsionic ResistanceOfficial description
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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfInfligge 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_SelfHealth 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.
Related concepts:DoloreSensibilità al DoloreResistenza al DoloreIntossicazioneSensibilità all'IntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitFameHungerMechanics 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.
Related concepts:SeteSensibilità alla FameSensibilità alla SeteResistenza alla Fame
Further reading:Hunger and ThirstRest mode
HungerDolorePainMechanics 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.
Related concepts:Tolleranza al DoloreSensibilità al DoloreResistenza al DoloreIntossicazioneSensibilità all'IntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
PainSeteThirstMechanics 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.
Related concepts:FameSensibilità alla FameSensibilità alla SeteResistenza alla Fame
Further reading:Hunger and ThirstRest mode
ThirstyIntossicazioneIntoxicationMechanics 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.
Related concepts:DoloreTolleranza al DoloreSensibilità al DoloreResistenza al DoloreSensibilità all'IntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationImmunitàImmunityMechanics 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.
Related concepts:DoloreTolleranza al DoloreSensibilità al DoloreResistenza al DoloreIntossicazioneSensibilità all'IntossicazioneResistenza all'Intossicazione
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunitySensibilità ImmunitariaImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoraleMechanics 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.
Related concepts:SanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
MoraleSanitàSanityMechanics 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.
Related concepts:MoraleMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
SanityMorale 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.
Related concepts:MoraleSanitàMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
MoraleSituationalMorale 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.
Related concepts:MoraleSanitàMorale SituazionaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMorale (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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
MoraleDietMorale (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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
MoraleRestSanità 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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
SanitySituationalSanità (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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Sonno)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
SanityLifestyleSanità (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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sensibilità al Morale SituazionaleSensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
SanityRestSensibilità 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.
Related concepts:DoloreTolleranza al DoloreResistenza al DoloreIntossicazioneSensibilità all'IntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeSensibilità 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.
Related concepts:DoloreTolleranza al DoloreSensibilità al DoloreResistenza al DoloreIntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeSensibilità 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.
Related concepts:FameSeteSensibilità alla SeteResistenza alla Fame
Further reading:Hunger and ThirstRest mode
Hunger_ChangeSensibilità 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.
Related concepts:FameSeteSensibilità alla FameResistenza alla Fame
Further reading:Hunger and ThirstRest mode
Thirst_ChangeSensibilità 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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità al Morale Situazionale
Further reading:Morale and SanitySleep and saving
Sanity_ChangeSensibilità 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.
Related concepts:MoraleSanitàMorale SituazionaleMorale TemporaleMorale (Dieta)Morale (Sonno)Sanità SituazionaleSanità (Stile di Vita)Sanità (Sonno)Sensibilità alla Sanità Situazionale
Further reading:Morale and SanitySleep and saving
Morale_ChangeFaticaFatigueMechanics 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.
Related concepts:Resistenza alla FaticaSensibilità alla Fatica
FatigueResistenza 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.
Related concepts:FaticaSensibilità alla Fatica
Fatigue_GainSensibilità 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.
Related concepts:FaticaResistenza alla Fatica
Fatigue_ChangeResistenza 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.
Related concepts:DoloreTolleranza al DoloreSensibilità al DoloreIntossicazioneSensibilità all'IntossicazioneResistenza all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceResistenza 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.
Related concepts:FameSeteSensibilità alla FameSensibilità alla Sete
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceResistenza 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.
Related concepts:DoloreTolleranza al DoloreSensibilità al DoloreResistenza al DoloreIntossicazioneSensibilità all'IntossicazioneImmunità
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceNessun sintomoNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderTrattamento delle FeriteInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionProb. di NauseaNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceProb. di AvvelenamentoPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
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_PowerDanni 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_DamageDanni di RitorsioneBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntVariazione Danni di RitorsioneBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeProb. 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_ChancePotenza dei MiracoliMiracle PotencyOfficial description
Game detail
Il coefficiente d'efficacia degli incantesimi potenziati.
Change sources and calculation notes remain to be documented.
Miracle_PowerProb. 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_ChancePotere PiromanticoPyromantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Piromanzia.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerPotere GeomanticoGeomantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Geomanzia.
Change sources and calculation notes remain to be documented.
Geomantic_PowerPotere VenomanticoVenomantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Venomanzia.
Change sources and calculation notes remain to be documented.
Venomantic_PowerPotere CriomanticoCryomantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Criomanzia.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerPotere ElettromanticoElectromantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Elettromanzia.
Change sources and calculation notes remain to be documented.
Electromantic_PowerPotere ArcanoArcanistic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Arcanistica.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerPotere AstromanticoAstromantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Astromanzia.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPotere PsicomanticoPsimantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Psicomanzia.
Change sources and calculation notes remain to be documented.
Psimantic_PowerPotere CronomanticoChronomantic PowerOfficial description
Game detail
Determina l'efficacia di tutti gli incantesimi di Cronomanzia.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
TestaHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorsoDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoManiHandsDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsGambeLegsDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsDurabilità dell'ArmaturaArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityVolontà di LottareWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleResistenza al DeperimentoExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationDurata 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_DurationTrade 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_FavorabilityDimensioni di LottoStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeOro DisponibileAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountFrequenza di RifornimentoRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockCosti di RiparazioneRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_BPPrezzi 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_BPPrezzi 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_BPPrezzi 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_BPPrezzi 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_BPPrezzi 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_BPPrezzi 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_BPPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModPrezzi 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_ModContract 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_WildernessProb. di ImboscateAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceReputazione OttenutaReputation GainOfficial description
Game detail
Il coefficiente di Reputazione che ricevi da tutte le fonti.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalReputazione 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_GainReputazione 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_BastionReputazione 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_CryptReputazione 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_CatacombsContratti DisponibiliAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityTempo 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_DeadlineErrand RewardsErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier