Attribute dictionary
この記事には選択言語の翻訳がまだありません。以下は英語本文です。利用可能な公式名は選択言語を優先します。
Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
目次
Reading this dictionary
Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.
Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.
Find an entry
254 / 254 entries
Health and Energy
体力HealthMechanics explained
Game detail
死亡してしまうまでに受けられるダメージ量
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.
Further reading:Body conditions and injuriesRest mode
HP最大体力Max HealthMechanics explained
Game detail
死亡してしまうまでに受けられるダメージ量
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.
Further reading:Body conditions and injuriesRest mode
max_hp体力回復Health RestorationMechanics explained
Game detail
間接的な体力回復の頻度
この値が高ければ、より頻繁に回復が発生する。基本値では一回の回復で最大体力の5%が回復する。戦闘の継続中は一時的に体力回復が中断される。
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:活力回復
Further reading:Rest modeBody conditions and injuries
Health_Restoration回復効率Healing EfficiencyMechanics explained
Game detail
全ての発生源から受ける体力の回復値にかかる係数
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_Received体力限界回復Health ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_res体力限界Max Health ThresholdMechanics explained
Game detail
体力はこの値まで回復できる。各部位に負ったダメージと負傷によって悪影響を受ける。
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.
Further reading:Body conditions and injuriesRest mode
Health_Threshold活力EnergyMechanics explained
Game detail
アビリティの使用と水泳など一部のアクションで消費するリソースの量
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.
最大活力Max EnergyMechanics explained
Game detail
アビリティの使用と水泳など一部のアクションで消費するリソースの量
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.
活力回復Energy RestorationMechanics explained
Game detail
間接的な活力回復の頻度
この値が高ければ、より頻繁に回復が発生する。基本値では一回の回復で最大活力の5%が回復する。
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:体力回復
Further reading:Rest modeBody conditions and injuries
MP_Restoration活力限界回復Energy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_res活力限界Max Energy ThresholdMechanics explained
Game detail
活力はこの値まで回復できる。キャラクターの疲労によって悪影響を受ける。
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.
被ダメージDamage TakenMechanics explained
Game detail
全ての発生源から受けるダメージ量
防御および耐性の効力が発揮された後に計算される。
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:防御アーマー貫通魔術アーマー貫通物理耐性自然耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
Damage_Receivedダメージ反射Damage ReflectionOfficial description
Game detail
敵から近接攻撃で受けた元のダメージのうち、この割合が跳ね返される。
Change sources and calculation notes remain to be documented.
Damage_Returned体力吸収Life DrainOfficial description
Game detail
攻撃で与えたダメージのうち、この割合に等しい値の体力が回復する。
Change sources and calculation notes remain to be documented.
Lifesteal活力吸収Energy DrainOfficial description
Game detail
攻撃で与えたダメージのうち、この割合に等しい値の活力が回復する。
Change sources and calculation notes remain to be documented.
Manasteal活力吸収Energy DrainOfficial description
Game detail
攻撃で与えたダメージのうち、この割合に等しい値の活力が回復する。
Change sources and calculation notes remain to be documented.
Spell_Energy_Drain防御ProtectionMechanics explained
Game detail
特定の部位に攻撃が命中した際に緩和するダメージ量
耐性の効力が発揮される前に計算される。防御は魔術ダメージおよび自然ダメージに対して効率が33%低下する。
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:アーマー貫通魔術アーマー貫通被ダメージ物理耐性自然耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
DEF頭部防御Head ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEF胴体防御Body ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEF腕部防御Arms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEF脚部防御Legs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEF忍耐力FortitudeOfficial description
Game detail
不利な肉体的効果、精神的効果、一部の持続効果を受けた際の持続時間と、出血、毒、炎上、酸浴を原因とする継続ダメージに影響する。また、士気と正気度の減少を緩和する。最大値:50%
Change sources and calculation notes remain to be documented.
Fortitude体力限界回復Health ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_Turn活力限界回復Energy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turn水泳コストSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
SPSPOfficial description
Game detail
SPは主要能力値の成長に使うことができる。レベルアップのたびに1のSPを得る。
Change sources and calculation notes remain to be documented.
APAPAPOfficial description
Game detail
APは新たなアビリティの習得に使うことができる。レベルアップのたびに1のAPを得る。
Change sources and calculation notes remain to be documented.
SPレベルLevelOfficial description
Game detail
キャラクターはレベルアップのたびに1のSPと1のAPを得る。
レベルの最大値は30である。
Change sources and calculation notes remain to be documented.
LVL経験値ExperienceOfficial description
獲得経験値Experience GainOfficial description
Game detail
全ての発生源から獲得する経験値に掛かる係数
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
筋力StrengthOfficial description
Game detail
筋力は主に戦闘能力に関連する。さらに、素手の与ダメージを増加させ、アイテム投擲の射程とクリティカル率に影響する。筋力の各ポイントにつき、武器ダメージ+1.5%、ブロック率+1.5%、ブロック力+1の補正を得る。この値が15、20、25、30に達するたび、次の補正を得る:部位ダメージ+7.5%
クリティカル倍率+10%
アーマーダメージ+15%筋力は30が上限となる。
Change sources and calculation notes remain to be documented.
STR敏捷性AgilityOfficial description
Game detail
敏捷性は戦闘の巧さを左右する。さらに、罠の解除成功率を上昇させ、投擲の与ダメージ、精度、ファンブル率に影響する。敏捷性の各ポイントにつき、反撃率+1.5%、ファンブル率-1.5%、反動確率-1.5%の補正を得る。この値が15、20、25、30に達するたび、次の補正を得る:回避率+5%
両腕能率+2.5%
移動耐性+7.5%敏捷性は30が上限となる
Change sources and calculation notes remain to be documented.
AGL洞察力PerceptionOfficial description
Game detail
洞察力は危険を早期に発見し、正確に攻撃する能力を向上させる。さらに、投擲の精度とクリティカル率に影響する。洞察力の各ポイントにつき、精度+1.5%および攻撃・魔術のアーマー貫通+1.5%の補正を得る。この値が15、20、25、30に達するたび、次の補正を得る:視界+5%
射程ボーナス+5%
クリティカル率+5%奇跡確率+5%洞察力は30が上限となる。
Change sources and calculation notes remain to be documented.
PRC生命力VitalityOfficial description
Game detail
生命力は持久力や生存性を向上させる。生命力の各ポイントにつき、最大活力+4および活力回復+2%の補正を得る。この値が15、20、25、30に達するたび、次の補正を得る:最大体力+15
ブロック力回復+5%
コントロール耐性+7.5%生命力は30が上限となる。
Change sources and calculation notes remain to be documented.
Vitality意志力WillpowerOfficial description
Game detail
意志力は苦難や苦境への耐性に影響する。意志力の各ポイントにつき、クールダウン時間-1.5%およびアビリティコスト-1.5%の補正を得る。この値が15、20、25、30に達するたびに次の補正を得る:魔力+7.5%
苦痛耐性+7.5%
忍耐力+7.5%意志力は30が上限となる。
Change sources and calculation notes remain to be documented.
WILCombat attributes
利き腕ダメージMain Hand DamageOfficial description
非利き腕ダメージOff-Hand DamageOfficial description
武器ダメージWeapon DamageOfficial description
Game detail
攻撃によって与える物理ダメージに掛かる係数
Change sources and calculation notes remain to be documented.
Weapon_Damage精度AccuracyMechanics explained
Game detail
近接攻撃と射撃の命中率100%を超える精度は対象の回避率を減少させる。射撃武器は対象との距離一タイルごとに精度-2%の補正を受ける。さらに、弓は1タイルおよび2タイルの距離の対象に射撃する際、それぞれ精度-50%および-25%の補正を受ける。攻撃スキルは精度+4%の固有補正を持つ。
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:回避率ファンブル率クリティカル率クリティカル回避ブロック率ブロック力
Further reading:Attack resolutionDamage and resistances
Hit_Chanceクリティカル率Crit ChanceMechanics explained
Game detail
攻撃によりボーナスダメージを与えつつ、武器の種類に応じた追加効果が発揮される確率
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:精度回避率ファンブル率クリティカル回避ブロック率ブロック力
Further reading:Attack resolutionDamage and resistances
CRTクリティカル倍率Crit EfficiencyOfficial description
Game detail
攻撃がクリティカルした際のボーナスダメージに掛かる係数
Change sources and calculation notes remain to be documented.
CRTDブロック率Block ChanceMechanics explained
Game detail
近接攻撃をブロックする確率で、その過程で全部もしくは一部のダメージを緩和する。
盾を装備している場合は物理的および魔術的な遠距離攻撃もブロック可能。
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:精度回避率ファンブル率クリティカル率クリティカル回避ブロック力
Further reading:Attack resolutionDamage and resistances
PRRブロック力Block PowerMechanics explained
Game detail
ブロックによって緩和できる現在および最大のダメージ量。ブロック力はブロックに成功するたびに減少し、毎ターン徐々に回復する。魔術ダメージおよび自然ダメージに対するブロックは効率が33%低下する。基本ブロック力は筋力に依存する。
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:精度回避率ファンブル率クリティカル率クリティカル回避ブロック率
Further reading:Attack resolutionDamage and resistances
Block_Powerブロック力回復Block Power RecoveryOfficial description
Game detail
毎ターン、最大ブロック力のうちこの割合が回復する。
Change sources and calculation notes remain to be documented.
Block_Recovery反撃率Counter ChanceOfficial description
Game detail
近接攻撃を受けた後にコストの消費無しで攻撃を行う確率敵はそれぞれ、ターンに一度しか反撃を受けない。
Change sources and calculation notes remain to be documented.
CTA回避率Dodge ChanceMechanics explained
Game detail
命中する攻撃の直撃を避けることで、その攻撃をファンブルに変更し、あるいはファンブルしている攻撃を完全に回避してダメージを完全に無効化する確率回避率は物理的および魔術的な投射物に対しては効果が半減するが、回避に成功すればダメージを完全に無効化できる。回避率が負の値になると敵の攻撃の精度が上昇する。
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:精度ファンブル率クリティカル率クリティカル回避ブロック率ブロック力
Further reading:Attack resolutionDamage and resistances
EVSファンブル率Fumble ChanceMechanics explained
Game detail
攻撃で与えるダメージが半減する確率
二刀流はこの値に悪影響を与える。射撃武器は対象との距離一タイルごとにファンブル率+2%の補正を受ける。近接攻撃や射撃がファンブルすると、その攻撃に備わっていたスタン、眩惑、ノックバック、硬直、よろめき、出血の各確率が0になる。また、ファンブルした遠距離攻撃が対象に命中した場合、矢弾の損傷する確率が上昇する。攻撃スキルはファンブル率-4%の固有補正を持つ。
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:精度回避率クリティカル率クリティカル回避ブロック率ブロック力
Further reading:Attack resolutionDamage and resistances
FMB開錠と罠解除Lock-picking & DisarmingOfficial description
隠密性StealthOfficial description
最大視界Max VisionOfficial description
視界VisionOfficial description
Game detail
現在の視界キャラクターが暗闇の中にいる時、現在の視界より遠い場所であっても、最大視界の範囲内で照らされているタイルであれば視認できる。
Change sources and calculation notes remain to be documented.
currentVSN視界ボーナスBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_Bonus射程ボーナスBonus RangeOfficial description
Game detail
遠距離攻撃と一部の魔術の射程に影響する。
Change sources and calculation notes remain to be documented.
Bonus_Range射程RangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Range射程RangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rng利き腕能率Main Hand EfficiencyOfficial description
Game detail
腕の能率はそれぞれの手に装備した武器の攻撃数値に影響する。二刀流はこの数値に悪影響を及ぼす。
Change sources and calculation notes remain to be documented.
Mainhand_Efficiency非利き腕能率Off-Hand EfficiencyOfficial description
Game detail
腕の能率はそれぞれの手に装備した武器の攻撃数値に影響する。二刀流はこの数値に悪影響を及ぼす。
Change sources and calculation notes remain to be documented.
Offhand_Efficiencyクリティカル回避Crit AvoidanceMechanics explained
Game detail
クリティカルした攻撃を避け、通常の攻撃に変える確率クリティカル回避が負の値になるとクリティカルした攻撃を受ける確率が上昇する。
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:精度回避率ファンブル率クリティカル率ブロック率ブロック力
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
発生音量Noise ProducedOfficial description
Game detail
キャラクターの行動によって発生する騒音の大きさ
Change sources and calculation notes remain to be documented.
Noise_Produced部位ダメージBodypart DamageOfficial description
Game detail
攻撃によって敵の身体部位に与えるダメージに掛かる係数
Change sources and calculation notes remain to be documented.
Bodypart_DamageアーマーダメージArmor DamageOfficial description
Game detail
攻撃によって敵のアーマーに与えるダメージに掛かる係数
Change sources and calculation notes remain to be documented.
Armor_Damageアーマー貫通Armor PenetrationMechanics explained
Game detail
攻撃時に無視する敵の防御の割合
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:防御魔術アーマー貫通被ダメージ物理耐性自然耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
Armor_Piercing魔術精度Spell AccuracyOfficial description
Game detail
投射系の魔術が対象に命中する基本確率
Change sources and calculation notes remain to be documented.
Spell_Hit_Chance魔術アーマー貫通Spell Armor PenetrationMechanics explained
Game detail
魔術が無視する敵の防御の割合
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:防御アーマー貫通被ダメージ物理耐性自然耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
Spell_Armor_Piercing出血確率Bleed ChanceOfficial description
Game detail
攻撃後、それが命中した部位一つに出血を発生させる確率出血は継続ダメージを与え、影響を受けた部位の状態を悪化させる。
Change sources and calculation notes remain to be documented.
Bleeding_Chanceノックバック確率Knockback ChanceOfficial description
Game detail
攻撃によって対象を1タイル後退させる確率ノックバックにより対象を占有されているタイルに後退させると、衝撃ダメージを与えたうえ確率で1ターンの眩惑を与える。
Change sources and calculation notes remain to be documented.
Knockback_Chance眩惑確率Daze ChanceOfficial description
Game detail
攻撃によって対象に眩惑を与える確率眩惑状態の対象はアビリティを使用できなくなる。
Change sources and calculation notes remain to be documented.
Daze_Chanceスタン確率Stun ChanceOfficial description
Game detail
攻撃によって対象にスタンを与える確率スタン状態の対象は一回のターンを強制的に飛ばされる。
Change sources and calculation notes remain to be documented.
Stun_Chance硬直確率Immobilization ChanceOfficial description
Game detail
攻撃によって対象に硬直を与える確率硬直状態の対象は別のタイルに移動できなくなる。
Change sources and calculation notes remain to be documented.
Immob_Chanceよろめき確率Stagger ChanceOfficial description
Game detail
攻撃によって対象によろめきを与える確率よろめき状態の対象は攻撃と防御に関する多くの能力値に大きなペナルティを受ける。
Change sources and calculation notes remain to be documented.
Stagger_Chance移動耐性Move ResistanceOfficial description
Game detail
敵の攻撃とアビリティによるノックバック、引き寄せ、硬直、よろめきを防ぐ確率
Change sources and calculation notes remain to be documented.
Knockback_Resistanceコントロール耐性Control ResistanceOfficial description
Game detail
敵の攻撃とアビリティによるスタン、眩惑、混乱を防ぐ確率
Change sources and calculation notes remain to be documented.
Stun_Resistance出血耐性Bleed ResistanceOfficial description
Game detail
敵の攻撃とアビリティによる出血を防ぐ確率
Change sources and calculation notes remain to be documented.
Bleeding_Resistance魔術コストSpells Energy CostMechanics explained
Game detail
魔術の使用に必要な活力量にかかる補正
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:アビリティコストスキルコストクールダウン時間
Further reading:Attack resolutionFatigue
Spells_Energy_CostスキルコストSkills Energy CostMechanics explained
Game detail
スキルの使用に必要な活力量にかかる補正
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:アビリティコスト魔術コストクールダウン時間
Further reading:Attack resolutionFatigue
Skills_Energy_CostアビリティコストAbilities Energy CostMechanics explained
Game detail
スキルおよび魔術の使用に必要な活力量にかかる係数最小値: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:スキルコスト魔術コストクールダウン時間
Further reading:Attack resolutionFatigue
Abilities_Energy_Costクールダウン時間Cooldowns DurationMechanics explained
Game detail
全てのアビリティのクールダウン時間に掛かる係数二刀流はこの数値に悪影響を及ぼす。
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:アビリティコストスキルコスト魔術コスト
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
斬撃ダメージSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage刺突ダメージPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage衝撃ダメージCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage断裂ダメージRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage氷結ダメージFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage電撃ダメージShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage電撃ダメージShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageF毒ダメージPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage火炎ダメージFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage腐食ダメージCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage秘術ダメージArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage不浄ダメージUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage神聖ダメージSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage精神ダメージPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage純ダメージPure 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
物理耐性Physical ResistanceMechanics explained
Game detail
キャラクターが受ける全ての物理ダメージ(斬撃、刺突、衝撃、断裂)を緩和する割合
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:防御アーマー貫通魔術アーマー貫通被ダメージ自然耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
Physical_Resistance自然耐性Nature ResistanceMechanics explained
Game detail
キャラクターが受ける全ての自然ダメージ(火炎、氷結、電撃、毒、腐食)を緩和する割合
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:防御アーマー貫通魔術アーマー貫通被ダメージ物理耐性魔術耐性
Further reading:Damage and resistancesAttack resolution
Nature_Resistance魔術耐性Magic ResistanceMechanics explained
Game detail
キャラクターが受ける全ての魔術ダメージ(秘術、~ur~不浄~/~、神聖、精神)を緩和する割合
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:防御アーマー貫通魔術アーマー貫通被ダメージ物理耐性自然耐性
Further reading:Damage and resistancesAttack resolution
Magic_Resistance斬撃耐性Slashing ResistanceOfficial description
Game detail
キャラクターが受ける全ての斬撃ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Slashing_Resistance刺突耐性Piercing ResistanceOfficial description
Game detail
キャラクターが受ける全ての刺突ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Piercing_Resistance衝撃耐性Crushing ResistanceOfficial description
Game detail
キャラクターが受ける全ての衝撃ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Blunt_Resistance断裂耐性Rending ResistanceOfficial description
Game detail
キャラクターが受ける全ての断裂ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Rending_Resistance火炎耐性Fire ResistanceOfficial description
Game detail
キャラクターが受ける全ての火炎ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Fire_Resistance氷結耐性Frost ResistanceOfficial description
Game detail
キャラクターが受ける全ての氷結ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Frost_Resistance電撃耐性Shock ResistanceOfficial description
Game detail
キャラクターが受ける全ての電撃ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Shock_Resistance腐食耐性Caustic ResistanceOfficial description
Game detail
キャラクターが受ける全ての腐食ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Caustic_Resistance毒耐性Poison ResistanceOfficial description
Game detail
キャラクターが受ける全ての毒ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Poison_Resistance秘術耐性Arcane ResistanceOfficial description
Game detail
キャラクターが受ける全ての秘術ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Arcane_Resistance不浄耐性Unholy ResistanceOfficial description
Game detail
キャラクターが受ける全ての~ur~不浄ダメージ~/~を緩和する割合
Change sources and calculation notes remain to be documented.
Unholy_Resistance神聖耐性Sacred ResistanceOfficial description
Game detail
キャラクターが受ける全ての神聖ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Sacred_Resistance精神耐性Psionic ResistanceOfficial description
Game detail
キャラクターが受ける全ての精神ダメージを緩和する割合
Change sources and calculation notes remain to be documented.
Psionic_Resistance精神耐性Psionic ResistanceOfficial description
Status and effect attributes
与ダメージDeals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_Self斬撃与ダメージDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_Self刺突与ダメージDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_Self衝撃与ダメージDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_Self断裂与ダメージDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_Self毒与ダメージDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_Self火炎与ダメージDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_Self腐食与ダメージDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_Self氷結与ダメージDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_Self電撃与ダメージDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_Self秘術与ダメージDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_Self不浄与ダメージDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_Self神聖与ダメージDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_Self精神与ダメージDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_Self精神与ダメージDeals 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
苦痛限界Pain LimitMechanics explained
Game detail
キャラクターが耐えられる苦痛の上限量体力が低いほど苦痛限界は高くなる。
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:苦痛苦痛変化量苦痛耐性中毒中毒変化量中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Limit空腹度HungerMechanics explained
Game detail
キャラクターの空腹の度合い
活動の激しさに応じて、時間とともに増加する。(25 + threshold bonus)%、(50 + threshold bonus)%、(75 + threshold bonus)%に達するとそれぞれ不利な効果が発生する。
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:渇水度空腹度変化量渇水度変化量空腹耐性
Further reading:Hunger and ThirstRest mode
Hunger苦痛PainMechanics explained
Game detail
キャラクターの苦痛の度合い
被ダメージや負傷によって増加する。
苦痛の上限はキャラクターの体力によって変動する。(25 + threshold bonus)%、(50 + threshold bonus)%、(75 + threshold bonus)%に達するとそれぞれ不利な効果が発生する。
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:苦痛限界苦痛変化量苦痛耐性中毒中毒変化量中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Pain渇水度ThirstMechanics explained
Game detail
キャラクターの喉の渇きの度合い
活動の激しさに応じて、時間とともに増加する。(25 + threshold bonus)%、(50 + threshold bonus)%、(75 + threshold bonus)%に達するとそれぞれ不利な効果が発生する。
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:空腹度空腹度変化量渇水度変化量空腹耐性
Further reading:Hunger and ThirstRest mode
Thirsty中毒IntoxicationMechanics explained
Game detail
キャラクターの中毒の度合い
アルコール、ドラッグ、一部の薬草、医薬品の一般的な副作用(25 + threshold bonus)%、(50 + threshold bonus)%、(75 + threshold bonus)%に達するとそれぞれ不利な効果が発生する。
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:苦痛苦痛限界苦痛変化量苦痛耐性中毒変化量中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Intoxication免疫力ImmunityMechanics explained
Game detail
さまざまな疾病に対する抵抗力
また、中毒の自然回復率にも影響する。
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:苦痛苦痛限界苦痛変化量苦痛耐性中毒中毒変化量中毒耐性
Further reading:Pain and IntoxicationBody conditions and injuries
Immunity免疫力変化量Immunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_Change士気MoraleMechanics explained
Game detail
キャラクターの戦う意欲と我慢強さこの値はいくつかの要因に影響を受ける:状況(current Situation Morale%/50%):戦闘や探索の成功や失敗、および特定の効果や消耗品による影響
食事(current Diet Morale%/35%):定期的に摂取する食料の品質と多様性
休息(current Rest Morale%/15%):十分かつ定期的な睡眠とその質士気が50%を下回ると不利な精神状態を引き起こす。
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:正気度状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
Morale正気度SanityMechanics explained
Game detail
キャラクターが現実を明瞭に把握し続ける能力この値はいくつかの要因に影響を受ける:状況(current Situation Sanity%/50%):不浄な魔術とそれが産み出す忌まわしいものとの接触、頭部の負傷、魔術の詠唱、および特定の効果や消耗品による影響
生活(current Lifestyle Sanity%/35%):社交と娯楽:契約の完遂、情報や噂、祈り、調理、作成
休息(current Rest Sanity%/15%):十分かつ定期的な睡眠とその質正気度が50%を下回ると不利な精神状態を引き起こす。
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:士気状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
Sanity状況起因士気Situational 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:士気正気度一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
MoraleSituational一時的士気Temporary 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:士気正気度状況起因士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
MoraleTemporary食事起因士気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:士気正気度状況起因士気一時的士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
MoraleDiet睡眠起因士気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:士気正気度状況起因士気一時的士気食事起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
MoraleRest状況起因正気度Situational SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:士気正気度状況起因士気一時的士気食事起因士気睡眠起因士気生活起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
SanitySituational生活起因正気度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:士気正気度状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度睡眠起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
SanityLifestyle睡眠起因正気度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:士気正気度状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度状況起因士気変化量状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
SanityRest苦痛変化量Pain ChangeMechanics explained
Game detail
毎ターンの苦痛の変化量
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:苦痛苦痛限界苦痛耐性中毒中毒変化量中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Change中毒変化量Intoxication ChangeMechanics explained
Game detail
毎ターンの中毒の変化量
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:苦痛苦痛限界苦痛変化量苦痛耐性中毒中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_Change空腹度変化量Hunger ChangeMechanics explained
Game detail
毎ターンの空腹度の変化量
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:空腹度渇水度渇水度変化量空腹耐性
Further reading:Hunger and ThirstRest mode
Hunger_Change渇水度変化量Thirst ChangeMechanics explained
Game detail
毎ターンの渇水度の変化量
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:空腹度渇水度空腹度変化量空腹耐性
Further reading:Hunger and ThirstRest mode
Thirst_Change状況起因正気度変化量Sit. Sanity ChangeMechanics explained
Game detail
毎ターンの正気度の変化量
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:士気正気度状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因士気変化量
Further reading:Morale and SanitySleep and saving
Sanity_Change状況起因士気変化量Sit. Morale ChangeMechanics explained
Game detail
毎ターンの士気の変化量
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:士気正気度状況起因士気一時的士気食事起因士気睡眠起因士気状況起因正気度生活起因正気度睡眠起因正気度状況起因正気度変化量
Further reading:Morale and SanitySleep and saving
Morale_Change疲労FatigueMechanics explained
Game detail
キャラクターの疲労の度合い別のタイルへの移動、ブロック、回避、アビリティの使用など、様々な行動によって増加する。疲労の値1%につき、活力限界が0.5%低下する。(25 + threshold bonus)%、(50 + threshold bonus)%、(75 + threshold bonus)%に達するとそれぞれ不利な効果が発生する。
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.
疲労耐性Fatigue ResistanceMechanics explained
Game detail
疲労の上昇率に影響する。
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.
疲労変化量Fatigue 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.
苦痛耐性Pain ResistanceMechanics explained
Game detail
苦痛の増減の変化率
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:苦痛苦痛限界苦痛変化量中毒中毒変化量中毒耐性免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Resistance空腹耐性Hunger ResistanceMechanics explained
Game detail
空腹度の増減の変化率
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:空腹度渇水度空腹度変化量渇水度変化量
Further reading:Hunger and ThirstRest mode
Hunger_Resistance中毒耐性Intoxication ResistanceMechanics explained
Game detail
中毒の増減の変化率
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:苦痛苦痛限界苦痛変化量苦痛耐性中毒中毒変化量免疫力
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_Resistance症状なしNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholder負傷の処置Injury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Condition嘔吐確率Nausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_Chance毒確率Poisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
魔力Magic PowerOfficial description
Game detail
ほとんどの魔術のダメージと効力に掛かる係数さらに、攻撃によって与える魔術ダメージと自然ダメージにも影響する。
Change sources and calculation notes remain to be documented.
Magic_Power反動ダメージBackfire DamageOfficial description
Game detail
魔術の詠唱に失敗した際に詠唱者に与えられるダメージ量詠唱に失敗した魔術のコストのうち所定の割合を、対応する種類のダメージとして与える。以下の行動に影響を受ける:魔術を詠唱するたびに+30%
ターンをスキップするたびに-10%
同じタイルに留まるたびに-10%
Change sources and calculation notes remain to be documented.
Backfire_Damage反動ダメージBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_Int反動ダメージ変化量Backfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_Change奇跡確率Miracle ChanceOfficial description
Game detail
魔術がクリティカルし、ダメージや効果時間などの様々な性能が強化される確率
Change sources and calculation notes remain to be documented.
Miracle_Chance奇跡効能Miracle PotencyOfficial description
Game detail
奇跡が発生した魔術のボーナス効率に掛かる係数
Change sources and calculation notes remain to be documented.
Miracle_Power反動確率Backfire ChanceOfficial description
Game detail
魔術の詠唱に失敗して反動を引き起こす確率反動を引き起こした魔術は、それに応じた種類のダメージを詠唱者に与え、より多くの疲労を産み出し、正気度に悪影響を与える。
Change sources and calculation notes remain to be documented.
Miscast_Chance炎術力Pyromantic PowerOfficial description
地術力Geomantic PowerOfficial description
毒術力Venomantic PowerOfficial description
氷術力Cryomantic PowerOfficial description
電術力Electromantic PowerOfficial description
Game detail
全ての電術の効率
Change sources and calculation notes remain to be documented.
Electromantic_Power秘術力Arcanistic PowerOfficial description
占星術力Astromantic PowerOfficial description
精神術力Psimantic PowerOfficial description
時術力Chronomantic PowerOfficial description
Other attributes
頭部HeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head胴体TorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Torso腕部HandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Hands脚部LegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legsアーマー耐久度Armor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_Durability戦意Will to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_Morale消費期限Expiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_Duration料理効果時間Dish 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
取引好感度Trade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_Favorability在庫量Stocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_Size所持金Available GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_Amount補充頻度Restocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_Restock修理価格Repair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_Prices食料買取価格Food Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_Mod飲料買取価格Beverages Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_Mod酒類買取価格Alcohol Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_Mod医療器具買取価格Medicine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_Mod武器買取価格Weapons Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_Mod防具買取価格Armor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_Mod宝飾品買取価格Jewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_Mod貴重品買取価格Valuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_Mod薬物買取価格Drugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_Mod巻物買取価格Scrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_Mod雑品買取価格Junk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_Mod材料買取価格Ingredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_Mod遺物買取価格Artifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_Mod魔術書買取価格Treatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_Mod交易品買取価格Commodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_Mod書籍買取価格Books Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_Mod資源買取価格Materials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_Mod道具買取価格Tools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_Mod鞄類買取価格Bags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_Mod添加物買取価格Additives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_Mod矢弾買取価格Ammunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_Mod金買取価格Gold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_Mod銀買取価格Silver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_Mod金属買取価格Metal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_Mod皮革買取価格Leather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_Mod衣類買取価格Cloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_Mod木製品買取価格Wood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_Mod宝石買取価格Gems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_Mod薬草買取価格Herbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_Mod穀物買取価格Sacks 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木炭買取価格Crates 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塩買取価格Sacks 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木材買取価格Shipments 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ビール買取価格Barrels 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ワイン買取価格Crates 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シードル買取価格Pails 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食料販売価格Food Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_Mod飲料販売価格Beverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_Mod酒類販売価格Alcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_Mod医療器具販売価格Medicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_Mod武器販売価格Weapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_Mod防具販売価格Armor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_Mod宝飾品販売価格Jewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_Mod貴重品販売価格Valuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_Mod薬物販売価格Drugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_Mod材料販売価格Ingredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_Mod魔術書販売価格Treatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_Mod交易品販売価格Commodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_Mod資源販売価格Materials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_Mod道具販売価格Tools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_Mod矢弾販売価格Ammunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_Mod金販売価格Gold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_Mod銀販売価格Silver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_Mod金属販売価格Metal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_Mod皮革販売価格Leather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_Mod衣類販売価格Cloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_Mod木製品販売価格Wood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_Mod宝石販売価格Gems 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
地域の未開度Area WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_Wilderness待伏確率Ambush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_Chance獲得評判Reputation GainOfficial description
Game detail
全ての発生源から獲得する評判に掛かる係数
Change sources and calculation notes remain to be documented.
ReputationGainGlobal契約獲得評判Contracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain契約獲得評判(城砦)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契約獲得評判(墓所)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契約獲得評判(カタコンベ)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利用可能契約数Available ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Availability契約期限Contracts 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