Stoneshard Wiki

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.
HP
最大体力Max HealthMechanics explained
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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.
max_hp
体力回復Health RestorationMechanics explained
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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.
Health_Restoration
回復効率Healing EfficiencyMechanics explained
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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.
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
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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.
Health_Threshold
活力EnergyMechanics explained
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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.
MP
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.
max_mp
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.
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.
Max_Energy_Threshold
被ダメージDamage TakenMechanics explained
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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.
Damage_Received
ダメージ反射Damage ReflectionOfficial description
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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
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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.
DEF
頭部防御Head ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
胴体防御Body ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
腕部防御Arms ProtectionDescription needed
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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
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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
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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
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

SPSPOfficial description
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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.

AP
APAPOfficial description
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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
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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
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Game detail

キャラクターが得た経験値の量

Change sources and calculation notes remain to be documented.

XP
獲得経験値Experience GainOfficial description
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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_XP

Primary attributes

筋力StrengthOfficial description
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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
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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
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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
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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
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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.

WIL

Combat attributes

利き腕ダメージMain Hand DamageOfficial description
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Game detail

利き腕に持った武器で与えるダメージ量

Change sources and calculation notes remain to be documented.

DMG
非利き腕ダメージOff-Hand DamageOfficial description
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Game detail

非利き腕に持った武器で与えるダメージ量

Change sources and calculation notes remain to be documented.

OFFDMG
武器ダメージWeapon DamageOfficial description
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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.
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.
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.
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.
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
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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.
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.
FMB
開錠と罠解除Lock-picking & DisarmingOfficial description
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Game detail

罠解除もしくは開錠に成功する確率

Change sources and calculation notes remain to be documented.

Savvy
隠密性StealthOfficial description
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Game detail

ステルスモードの効率 [ベータでは未実装]

Change sources and calculation notes remain to be documented.

STL
最大視界Max VisionOfficial description
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Game detail

視界の最大値

Change sources and calculation notes remain to be documented.

VSN
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
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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
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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
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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
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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.
Crit_Avoid

Further combat attributes

発生音量Noise ProducedOfficial description
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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.
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.
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
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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
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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
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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.
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.
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.
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.
Cooldown_Reduction

Damage 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_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

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.
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.
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.
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
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

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_Self

Health 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Fatigue
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.
Fatigue_Gain
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.
Fatigue_Change
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.
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.
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.
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_Chance

Magic

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
#

Game detail

全ての炎術の効率

Change sources and calculation notes remain to be documented.

Pyromantic_Power
地術力Geomantic PowerOfficial description
#

Game detail

全ての地術の効率

Change sources and calculation notes remain to be documented.

Geomantic_Power
毒術力Venomantic PowerOfficial description
#

Game detail

全ての毒術の効率

Change sources and calculation notes remain to be documented.

Venomantic_Power
氷術力Cryomantic PowerOfficial description
#

Game detail

全ての氷術の効率

Change sources and calculation notes remain to be documented.

Cryomantic_Power
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
#

Game detail

全ての秘術の効率

Change sources and calculation notes remain to be documented.

Arcanistic_Power
占星術力Astromantic PowerOfficial description
#

Game detail

全ての占星術の効率

Change sources and calculation notes remain to be documented.

Astromantic_Power
精神術力Psimantic PowerOfficial description
#

Game detail

全ての精神術の効率

Change sources and calculation notes remain to be documented.

Psimantic_Power
時術力Chronomantic PowerOfficial description
#

Game detail

全ての時術の効率

Change sources and calculation notes remain to be documented.

Chronomantic_Power

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_Duration

Trade 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_Mod

Contract 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_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

出典

ゲームバージョン 0.9.4.25

  1. Same-release official attribute and effect name/description tables
  2. Same-release restoration, stat recalculation, attack and effect processing; explanations reviewed per entry
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