Status 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 an effect's meaning, entry or removal and consequences. An effect instance, a meter and a damage type can have similar names yet represent different mechanics.
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
211 / 211 entries
Other official effects
楽観OptimismOfficial description
Game detail
士気に応じて変動する忍耐力へのボーナス
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_optimism
勇壮HeroismMechanics explained
Game detail
スタック数は視界内の敵の数に応じて変動する(最大でⅤまで増加)敵を殺害すると最大活力の(0.04 × Energy capacity × strength)%を回復し、30ターンにわたって効果のスタック数ごとに回復効率+(10 × strength)%
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Energy restored per kill
Energy restoration input = 0.04 × Energy capacity × strength
This is Energy points. The execution code does not multiply it by Heroism stacks. Restoration is rounded and limited by the Energy recovery threshold. The official text appends a percent sign and claims a per-stack effect; use the execution formula here.
Example: capacity 100 and strength 1.6 → 6.4 Energy points, rounded to 6 and capped by the recovery threshold.
Healing Efficiency after a kill
Healing Efficiency bonus = 10 × stacks × strength (percentage points)
Heroism stacks depend on visible aggressive enemies, up to 5. A kill registers this temporary bonus for 30 turns; the card's per-stack value is 10 × strength.
Example: 3 stacks at strength 1.6 → this kill registers +48 percentage points.
Psyche effect strength multiplier
Strength = 1 + Vow of the Feat bonus + crown bonus
Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.
Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.
復調Second WindMechanics explained
Game detail
全てのクールダウンが1ターン短くなる発現時、肉体的な不利効果を全て取り除いた上で最大体力の(20 × strength)%と最大活力の(20 × strength)%を回復する30ターンに一度、50%の確率でキャラクターが死を回避する
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Restoration on activation
Base restoration fraction = 20% × strength
Health input = Health capacity × the fraction; Energy input = Energy capacity × the fraction. Health input is multiplied by Healing Efficiency/100 and rounded; Energy input is rounded directly. Both respect their respective recovery thresholds.
Example: strength 1.6, Health capacity 100, Healing Efficiency 125% → 32 Health input, 40 after the healing modifier, then capped.
Psyche effect strength multiplier
Strength = 1 + Vow of the Feat bonus + crown bonus
Vow of the Feat adds 0.4 + 0.02 × Level when active, otherwise 0. Each Crown of Benor the Dauntless equipped or in the inventory adds 0.25; without one it adds 0. Strength 1 means the base effect; 1.6 means 160% of base, not an extra 160%.
Example: Level 10 with Vow of the Feat and no crown source → 1 + 0.4 + 0.2 = 1.6.
逆上FrenzyMechanics explained
Game detail
current target-switch chance%の確率で、近接攻撃、射撃、魔術を本来狙った対象ではなく、最も近くにいるランダムな敵一体に向けるcurrent movement-redirection chance%の確率で、歩行しようとした際に最も近くにいる敵の方向に進む毎ターン、それぞれの確率は正気度に応じて上昇し、ターンをスキップすることでリセットされる
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Accumulating both loss-of-control chances
Gain each turn = 5 − 0.05 × Sanity (percentage points)
New chance = old chance + gain, clamped to 0–100%. Attack and movement have separate counters, both initially 0%; waiting clears both. The official text only says +5% per turn, but code subtracts the Sanity term. Target switching needs another eligible enemy; redirected movement needs an available tile.
Example: Sanity 60 → +2 percentage points per turn; with unchanged Sanity and no waiting, both reach 6% after 3 turns.
誇大妄想MegalomaniaOfficial description
Game detail
敵の音が間接的に聴こえる確率と、罠を発見できる確率がゼロになるキャラクターが自らの能力を過大視する取引好感度と獲得評判に対するペナルティが徐々に上昇する(最大で-25%)契約を完遂することでそれぞれのペナルティがリセットされる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_megalomania
死願Death WishOfficial description
Game detail
魔術で与えたダメージの割合分の体力と活力を回復する
対象との距離の各タイルごとに体力と活力の回復量が減少するこのボーナスの性能と、体力および活力の回復割合は、苦痛と喪失した体力に応じて動的に変化する敵を殺害するとこの効果の持続時間が短くなる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_deathwish
恐慌PanicMechanics explained
Game detail
発現時、最大活力の30%を回復する視界内の敵一体につき、アビリティコスト-10%および状況起因士気変化量-1%の補正を得るターンをスキップすることでこの効果の持続時間が大幅に短くなり、さらに視界内の敵一体につき1%の状況起因士気が回復する30ターンに一度、状況起因士気が0%まで減少しているなら(現在:current Situation Morale)、キャラクターは装備している武器を落とす
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
The weapon-drop check's input
Check value = current Situation Morale
The value is the Situation component, not total Morale. Its range is 0–50%; Rest, Diet and Temporary Morale do not replace this input. Triggering still depends on the state's check timing and cooldown.
Example: Situation 0, Diet 25, Rest 10 → this input is still 0%, not total Morale 35%.
悲観PessimismOfficial description
Game detail
士気に応じて変動する忍耐力、回復効率、疲労耐性へのペナルティ消耗品で状況起因士気を回復することで、この効果を一時的に取り除くことができる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_pessimism
不安AnxietyOfficial description
Game detail
近接攻撃と射撃によりファンブル率+3%および精度-3%の補正を得る
近接攻撃や射撃がミスまたはファンブルするとこのペナルティはリセットされる魔術の詠唱により反動確率+6%の補正を得る
詠唱に失敗するとこのペナルティはリセットされるどちらの効果も最大で5回までスタックする士気に応じた確率でランダムな攻撃スキル一つが1ターンのクールダウン状態に置かれる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_anxiety
偏執症ParanoiaOfficial description
Game detail
疲労に応じて変動するアビリティコスト、被ダメージ、ファンブル率、反動確率へのペナルティキャラクターが何もない場所に危険を見聞きしてしまう
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_paranoia
錯乱DeliriumOfficial description
Game detail
歩行の際に確率でランダムな方向に進むアイテムを使用したり、投げたり、装備したりする際に確率でそれを落とすアビリティを使用する際、確率で本来狙った対象を中心とする1~2タイルの範囲のどこかに使用する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_irrationality
浄化CatharsisOfficial description
Game detail
発現時、最大体力の10%と最大活力の10%を回復する危険な敵を殺害した際、キャラクターのレベルに応じて体力、活力、状況起因士気、状況起因正気度を回復する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_state_catharsis
酸浴Acid BathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_acid
苦悶の呪いCurse of AgonyOfficial description
Game detail
このペナルティは苦痛に応じて変動する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_agony
バッドトリップBad TripOfficial description
Game detail
好ましい精神的効果を受けられない不快な離脱症状を引き起こす
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Change sources and calculation notes remain to be documented.
o_db_bad_trip
盲目BlindnessOfficial description
Game detail
視界半径が0になる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_blind
頑健SturdinessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_burly
混乱ConfusionOfficial description
Game detail
ふらつき:歩行時に確率でランダムな方向に進む
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_confuse
激昂Battle RageDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_rage
ずぶ濡れWetnessOfficial description
Game detail
スタックIIIおよびIV:金属製の装備が極めて遅い速度で錆びるスタックがII以上の時の各スタックにつき、電術の魔術に反動確率 +10% の補正が備わる火元の近くに留まると、この効果の持続時間が急速に減少するマントを装備していると、雨によってスタックⅡ以上の効果を受けなくなる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_wet
酩酊DrunkennessOfficial description
Game detail
スタックⅡ、Ⅲ、Ⅳ:確率で混乱を引き起こす
スタックⅢ、Ⅳ:確率で嘔吐を引き起こす
スタックⅣ:確率で睡眠状態に陥る
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drunk
身躱しElusivenessOfficial description
Game detail
別のタイルに移動するたび、移動したタイル一つにつきこの効果のスタックが一つ増加する(最大 Ⅴ)
スタック数は攻撃を回避したり、ファンブルした近接攻撃や射撃を受けたりするたび減少するが、効果の持続時間は 1 ターン延びる(最大 6 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_elusive
卓越した精度Exceptional PrecisionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_accurate
衰弱EnervationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_fragile
清涼感VigorDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_fresh
凍えFreezing StiffDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_ice
ネットNetOfficial description
Game detail
別のタイルに移動できないターンをスキップすることで効果時間を数ターン短縮することができる(短縮幅は筋力と敏捷性に依存する)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_net
クモの巣WebOfficial description
Game detail
別のタイルに移動できないターンをスキップすることで効果時間を数ターン短縮することができる(短縮幅は筋力と敏捷性に依存する)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_web
炎上BurningOfficial description
Game detail
ターンをスキップすることで効果時間を数ターン短縮することができる(短縮幅は生命力と敏捷性に依存する)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_fire
血の犠牲Sacrificial BloodOfficial description
Game detail
この効果を受けた対象に向けた魔術に、魔力 +6% および回復効率 +6% の補正が備わり(どちらの効果も最大で 6 回までスタックする)、最大活力の 6% を回復し、全てのクールダウンを 1 ターン短縮する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_sacrifical
石化PetrificationOfficial description
Game detail
物理的効果を得られなくなる
いかなる行動も実行できない
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_stone
憑依PossessionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_poss
迅速な回復Rapid RestorationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_regen
睡眠SleepOfficial description
Game detail
いかなる行動も実行できない
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_sleep
石肌Stone SkinDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stoneskin
スタンStunOfficial description
Game detail
いかなる行動も実行できない
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_stun
霊障Spectral HauntingOfficial description
Game detail
受ける近接攻撃と射撃全てにファンブル率+20%、精度-10%の補正を与えるダメージを受けるとこの効果は取り除かれる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_unstable
弱体化WeaknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_weak
早わかりReceptivenessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_receptive
体力吸収Life DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_lifesteal
活力吸収Energy DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_manasteal
明瞭な視界Clear VisionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_clearsight
疲労感FatigueMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired01
疲労困憊Severe FatigueMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired02
消耗ExhaustionMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired03
窮鼠Against the OddsMechanics explained
Game detail
体力が (2.5 × Vitality)% を下回らなくなる敵を殺害すると、最大体力の (2.5 × Vitality)% と最大活力の (2.5 × Willpower)% を回復する
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Health floor and restoration on a kill
Health floor = Health capacity × 2.5 × Vitality / 100
A kill uses the same expression for Health restoration input. Energy input = Energy capacity × 2.5 × Willpower / 100. Health then applies Healing Efficiency and rounding; Energy applies rounding; both respect recovery thresholds. The floor directly raises current Health and is separate from healing.
Example: Health capacity 120, Vitality 20 → Health floor 60; Energy capacity 100, Willpower 12 → 30 Energy input on a kill.
ヒル治療Leech TherapyOfficial description
Game detail
使用した部位の状態が+0.5%ずつ改善する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_leech_parent
硬直ImmobilizationOfficial description
Game detail
移動不能
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_immob
昏睡ComaOfficial description
Game detail
移動不能
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_coma
腐敗の呪いCurse of DecayOfficial description
Game detail
スタックⅣ:ランダムな部位一ヵ所の状態が 1% 悪化するこの効果は毎ターンスタックし(最大Ⅳ)、通常攻撃、射撃、アビリティの使用によりスタックが 2 減少する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_curse
レイズ・シールドShield RaisedDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_shield_raised
雷のエンチャントLightning EnchantmentDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_electric
饗宴の印Mark of the FeastOfficial description
Game detail
受ける全ての近接攻撃が体力吸収 +13% の補正を備える出血を受けると、この効果の持続時間が 1 ターン延びる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_feast
血の誓約Blood OathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_blood_vow
不浄なる祝福Unholy BlessingOfficial description
Game detail
この効果を繰り返して与えることで、効果の追加スタックを得て(最大Ⅲ)、効果の持続時間が元に戻る
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_dark_blessing
剣士の構えFencer StanceOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は剣による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_fencer_stance
石の鎧Stone ArmorOfficial description
Game detail
ルーンの巨石を出現させると、この効果の持続時間が 2 ターン延長される効果時間が切れるか、再度この効果が発現した時、石の鎧は爆発して隣接する全ての対象に秘術ダメージ および衝撃ダメージ を与え、確率でノックバックさせる
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Change sources and calculation notes remain to be documented.
o_b_stone_armor
ルーンの力Runic EmpowermentDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_runic_power
眩惑DazeOfficial description
Game detail
アビリティ使用不能
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Change sources and calculation notes remain to be documented.
o_db_daze
持ちこたえろ!Hold the Line!Official description
Game detail
このアビリティツリーのスキルを使用すると、この効果のスタック数が2増加する(最大 Ⅳ)が、効果の持続時間が 1 ターン短縮されるスタック数は近接攻撃を受けるたびに減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
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Change sources and calculation notes remain to be documented.
o_b_defence_stance
皆殺しMassacreOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は斧による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
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Change sources and calculation notes remain to be documented.
o_b_massacre
槌と金床Hammer and AnvilOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数はメイスによる通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
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Change sources and calculation notes remain to be documented.
o_b_hammer_and_anvil
鉄の饗宴Feast of SteelOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は大剣による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
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Change sources and calculation notes remain to be documented.
o_b_steel_feast
パリイParryDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_riposte
不動の構えUnwavering StanceOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は杖による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_unwavering_stance
狙うTaking AimDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_taking_aim
制圧射撃SuppressionOfficial description
Game detail
このアビリティツリーのスキル(狙うを除く)を使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は通常の射撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 12 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_suppression
ペイン・スタブPainful StabsOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は短剣による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_painful_stabs
狩人の標的Hunter's MarkDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_hunters_mark
狩りの醍醐味Thrill of the HuntOfficial description
Game detail
《狩人の標的》の効果を受けた対象を殺害するか、新たな対象に効果を与えると、効果の スタック が増加する(最大 Ⅳ)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_hunter
裂傷Gaping WoundOfficial description
Game detail
アビリティの使用後に確率で出血を引き起こす
近接攻撃、射撃、別のタイルへの移動、アビリティの使用で、1ターンにつき二度出血を引き起こす
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Change sources and calculation notes remain to be documented.
o_db_gaping_wound
吸血鬼の血Vampiric BloodOfficial description
Game detail
最大体力の 6% と最大活力の 6% を回復する
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Change sources and calculation notes remain to be documented.
o_b_vampiric_blood
血の狂気Blood CrazeOfficial description
Game detail
近接攻撃を行うことにより、この効果の追加スタックを得て(最大Ⅵ)、効果の持続時間が元に戻る
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Change sources and calculation notes remain to be documented.
o_b_blood_craze
自発的な犠牲Willing SacrificeOfficial description
Game detail
詠唱者がダメージを受けるたび、詠唱者の視界内に存在する味方の体力が同じ値だけ回復し、発動中のクールダウンが 1 ターン短縮される
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Change sources and calculation notes remain to be documented.
o_b_willing_sacrifice
先手Seized InitiativeDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_ini_seized
後手Initiative LossDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_ini_lost
防御戦術Defensive TacticOfficial description
Game detail
通常の近接攻撃と射撃、そして攻撃スキルを使用するとスタック数が減少する(ターンに一回限り)敵を殺害するとスタック数が 2 増加する(最大Ⅵ)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_tactics_def
攻撃戦術Offensive TacticOfficial description
Game detail
通常の近接攻撃と射撃、そして攻撃スキルを使用するとスタック数が減少する(ターンに一回限り)敵を殺害するとスタック数が 2 増加する(最大Ⅵ)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_tactics_off
戦いへの渇望Thirst for BattleOfficial description
Game detail
この効果の性能は現在の体力に応じて動的に変動する
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Change sources and calculation notes remain to be documented.
o_b_battle_thirst
興奮Adrenaline RushOfficial description
Game detail
スタックⅢ:全てのクールダウンを 1 ターン短縮する
スタックⅥ:現在の体力が 40% 未満である場合、最大体力の 4% を回復する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_adrenaline
祝福BlessingDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_bless
心の安寧Peace of MindOfficial description
Game detail
経験値を得るとこの効果の持続時間が短くなる
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Change sources and calculation notes remain to be documented.
o_b_bless_elf
祖先の加護Ancestors' GazeOfficial description
Game detail
敵を殺害することによりスタック数が増加する(最大 Ⅵ)
スタック数は60ターンごとに減少する体力が 30% 未満になるとこの効果は取り除かれる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_bless_dwarf
トロールの再生Troll RegenerationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_troll_regeneration
挽回RegroupDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_regroup
槍使いの構えPikeman StanceOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大Ⅳ)スタック数は槍による通常攻撃で減少するが(ターンに一回限り)、同じタイルに留まることで効果の持続時間が 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_pikemanstance槍使いの構えPikeman StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stance_spear
集中ConcentrationOfficial description
Game detail
武器攻撃スキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)
このアビリティツリーの攻撃スキルを使用すると、この効果のスタックが 2 減少する敵を殺害すると効果の持続時間が 2 ターン延びる
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Change sources and calculation notes remain to be documented.
o_b_honed_moves
一切合切Enough for EveryoneOfficial description
Game detail
キャラクターが隣接している場合、キャラクターが別の対象に攻撃を行うたび、キャラクターから攻撃を受ける
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_crowdcontrol
魂の生贄Soul SacrificeOfficial description
Game detail
この効果が切れる際、対象は爆発して隣接する全てのタイルに対象の残り体力に等しい値の~ur~不浄ダメージ~/~を与える(ただし最大で対象の最大体力の 20%)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_soul_sacrifice
呪縛の印Binding SigilOfficial description
Game detail
詠唱者と味方のアンデッドを繋ぐ魔術の繋がり繋がった味方に被ダメージ -33% の補正を与える
詠唱者が受けたダメージの 33% を繋がった味方に移し替える
詠唱者は、繋がった味方が与えたダメージの 33% に等しい値の活力を回復する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_binding_sigil
やれ!Sic!Official description
Game detail
犬から受ける全ての攻撃に与ダメージ +50% の補正が備わる
この効果を受けた対象が視界内に存在する限り、犬は決して逃亡しない
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Change sources and calculation notes remain to be documented.
o_db_sic_em
煙による呼吸困難Suffocating CloudOfficial description
Game detail
咳を引き起こす可能性がある
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Change sources and calculation notes remain to be documented.
o_db_suffocating_cloud
咳CoughingOfficial description
Game detail
騒音を発生させる
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Change sources and calculation notes remain to be documented.
o_db_cough
酒まみれDoused in AlcoholDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_soaked_alco
油まみれDoused in OilDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_soaked_oil
強力な一振りMighty SwingOfficial description
Game detail
このアビリティツリーの他のスキルを強化し、独自の性能を付与する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_mighty_swing
戦士の構えStriker StanceOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は大槌による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_carnage戦士の構えStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stance_2hmace
大暴れRampageOfficial description
Game detail
このアビリティツリーのスキルを使用すると、この効果の追加スタックを得る(最大 Ⅳ)スタック数は大斧による通常攻撃で減少するが(ターンに一回限り)、効果の持続時間は 1 ターン延びる(最大 10 ターン)
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_rampage戦士の構えStriker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stance_2haxe
アルクードAl'qudOfficial description
Game detail
不快な離脱症状を引き起こす
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Change sources and calculation notes remain to be documented.
o_b_drug_alqud
アバーサAbasaOfficial description
Game detail
不快な離脱症状を引き起こす
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Change sources and calculation notes remain to be documented.
o_b_drug_abasa
スズメバチの蜜Hornet HoneyOfficial description
Game detail
不快な離脱症状を引き起こす
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_drug_honey
ニカーフNikkafOfficial description
Game detail
不快な離脱症状を引き起こす
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_drug_nikkaf
スターダストStardustDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_drug_stardust
アヘンParegoricOfficial description
Game detail
咳のペナルティが半減する不快な離脱症状を引き起こす
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_drug_paregoric
離脱症状:アルクードAl'qud AftermathOfficial description
Game detail
眩惑または混乱を引き起こす可能性がある
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drug_alqud
離脱症状:スズメバチの蜜Hornet Honey AftermathOfficial description
Game detail
嘔吐を引き起こす可能性がある
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drug_honey
離脱症状:アヘンParegoric AftermathOfficial description
Game detail
睡眠状態に陥る可能性がある
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drug_paregoric
離脱症状:ニカーフNikkaf AftermathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drug_nikkaf
離脱症状:バッドトリップBad Trip AftermathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_drug_hungover
よろめきStaggerDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_stagger
指名手配:罰金または投獄Wanted: Fine or JailMechanics explained
Game detail
法律を破ったため追跡隊に追われている罰金: current jurisdiction's fine (crowns)
もしくは
収監: current jurisdiction's jail term (days)間
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Displayed fine and jail term
New fine = previous fine + this event's fine
New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.
Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.
指名手配:被発見時に敵対Wanted: Attacked on SightMechanics explained
Game detail
懸賞金が懸けられている。発見されると攻撃される罰金: current jurisdiction's fine (crowns)
もしくは
収監: current jurisdiction's jail term (days) 間
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Displayed fine and jail term
New fine = previous fine + this event's fine
New jail term = previous days + the event's days, clamped to 0–40. The card reads the current jurisdiction's faction record. Increments belong to each event; there is no fixed conversion from jail days to a fine. Setting the crime record to 0 also clears the fine.
Example: 100 crowns + 200 → 300 crowns; 39 jail days + 4 → 40 days.
野生の怒りBestial RageOfficial description
Game detail
66%の確率で、本来の対象ではなく隣接するランダムな対象一体に近接攻撃を行う
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Change sources and calculation notes remain to be documented.
o_b_bestial_rage
闇隠れMurkOfficial description
Game detail
毎ターン、この効果の追加スタックを得る(最大 Ⅵ)この効果はダメージを受けたり、アビリティを使用したり、近接攻撃を行ったりすると取り除かれる
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_murk
肉体の共有Shared FleshOfficial description
Game detail
通常攻撃や別のタイルへの移動ができない
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_flesh_pile
生存の意思Will to SurviveOfficial description
Game detail
一時的に負傷や不利状態を無効化
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_will_to_survive
感電ResonanceDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_resonance
衝撃ImpulseOfficial description
Game detail
詠唱者から遠ざかる方向にノックバックする可能性がある
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_impulse
静電場Static FieldOfficial description
Game detail
効果範囲内の全ての対象に電撃ダメージを与え、それらの電撃耐性を減少させ、確率で硬直させる
詠唱者には影響しない
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_static_field
策略の印Seal of FinesseOfficial description
Game detail
同じタイルに留まるとこの効果の追加スタックを得る(最大 Ⅴ)スタック数は別のタイルに移動すると減少するし、スタックⅠの時に移動すると効果が消滅する
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Change sources and calculation notes remain to be documented.
o_b_seal_finesse
力の印Seal of PowerOfficial description
Game detail
各魔術学派の魔術を使用すると、(その印が未発現の場合)この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_seal_power
力の泉Place of PowerOfficial description
Game detail
力の泉に留まるとこの効果の追加スタックを得て(最大 Ⅳ)、その持続時間が 1 ターン延びる魔術を使用するとスタック数が減少する
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Change sources and calculation notes remain to be documented.
o_b_place_of_power
反射の印Seal of ReflectionOfficial description
Game detail
狙われて受けた魔術全てが(そうした対象が存在する場合には)8 タイル以内にいるランダムな対象一体を狙ったものに変更される
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Change sources and calculation notes remain to be documented.
o_b_seal_reflection
制約の印Seal of ShacklesOfficial description
Game detail
アビリティを使用すると、消費した活力の一定割合に等しい値の秘術ダメージを与える
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Change sources and calculation notes remain to be documented.
o_db_mute
炎術の印Seal of PyromancyOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_pyromancy
電術の印Seal of ElectromancyOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_electromancy
地術の印Seal of GeomancyOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_geomancy
秘術の印Seal of ArcanisticsOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_arcanistics
不浄の印Seal of UnholinessOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_unholy
血術の印Seal of SanguimancyOfficial description
Game detail
魔術を使用すると、この効果は対応する学派の《印》に変化し、その効果の持続時間を 3 ターン延長する(最大 9 ターン)
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Change sources and calculation notes remain to be documented.
o_b_magic_vampire
生か死かDead or AliveOfficial description
Game detail
この効果を受けた対象が雇い主の視界内にいるとき、その対象が受ける近接攻撃および射撃全てに精度 +10%、アーマー貫通 +15%、部位ダメージ +20% の補正が備わる
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Change sources and calculation notes remain to be documented.
o_db_dead_or_alive
二日酔いHangoverOfficial description
Game detail
二日酔いの持続時間は中毒の値で変動する
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Change sources and calculation notes remain to be documented.
o_db_hangover
鉄壁Unyielding DefenseDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_def_unyielding
衝撃に備えろ!Brace for Impact!Official description
Game detail
受ける近接攻撃と射撃全てにファンブル率、精度、アーマー貫通へのペナルティを与える
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Change sources and calculation notes remain to be documented.
o_b_brace_for_impact
奪精Stolen EssenceOfficial description
Game detail
魔術を使用すると、消費した活力の 9% に等しい値の体力を回復する奪精を繰り返し使用すると、この効果のスタックが一つ増加し(最大Ⅲ)、効果の持続時間が元に戻る
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Change sources and calculation notes remain to be documented.
o_b_harvested_essence
死兆Deadly PremonitionOfficial description
Game detail
次に使用する攻撃スキルまたは魔術に「ファンブル率 +50%、反動確率 +50%、クールダウン時間 +50%」の補正を与える攻撃スキルまたは魔術を使用するとこの効果は取り除かれ、詠唱者のクールダウン全てを 2 ターン短縮する
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o_db_deadly_premonition
霊障Spectral HauntingOfficial description
Game detail
受ける近接攻撃と射撃の全てにファンブル率 +20% および精度 -10% の補正を与えるダメージを受けるとこの効果は取り除かれるこの効果が切れる際、亡霊は 2~4 ターンにわたって姿を消したのち、敵に隣接するタイルで実体化して近接攻撃を行い、これが命中した場合には自身を強化する
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Change sources and calculation notes remain to be documented.
o_b_ghost_mark
キャラバンの休息Caravan's RestOfficial description
Game detail
馬は回復する時間を必要とするキャラバンの移動は一時的に利用できなくなっている
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Change sources and calculation notes remain to be documented.
o_db_caravan_cd
疫病PestilenceOfficial description
Game detail
毒を引き起こす可能性がある
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Change sources and calculation notes remain to be documented.
o_db_pest
敏捷性の訓練Agility TrainingDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_agility_training
精密性の訓練Precision TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_coordination_training
筋力の訓練Strength TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_strength_training
持久力の訓練Endurance TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_endurance_training
邪光Baleful GlowDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_baleful_glow
啓示:拙速Revelation: HastinessOfficial description
Game detail
別のタイルへの移動と戦法の使用により~ur~不浄ダメージ 33~/~ を与える
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Change sources and calculation notes remain to be documented.
o_db_revelation_move
啓示:不幸Revelation: MisfortuneOfficial description
Game detail
近接攻撃や射撃をファンブルしたり、魔術の詠唱に失敗したりすると、全てのアビリティが 2 ターンのクールダウン状態に置かれる
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Change sources and calculation notes remain to be documented.
o_db_revelation_fumble
啓示:過信Revelation: OverconfidenceOfficial description
Game detail
攻撃スキルや魔術の使用により、隣接するタイルにランダムな弱い亡霊が呼び出される
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Change sources and calculation notes remain to be documented.
o_db_revelation_attack
啓示:喪失Revelation: LossesOfficial description
Game detail
アイテムの使用や投擲により、10 ターンにわたって《弱体化》、《衰弱》、混乱もしくは 3 ターンにわたって《盲目》を受ける
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Change sources and calculation notes remain to be documented.
o_db_revelation_item
昇天AscensionOfficial description
Game detail
プロセライトは昇天の儀式によって強化されている
儀式を妨害することでこの効果は取り除かれる
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Change sources and calculation notes remain to be documented.
o_b_ascension昇天の儀式Rite of AscensionOfficial description
Game detail
The icon mapping has not been verified.
この効果で敵を殺害すると、儀式を妨害できる
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Change sources and calculation notes remain to be documented.
o_b_ascension_ritual
吸血の堕落Vampiric CorruptionOfficial description
Game detail
有害な魔術によって弱体化している:この効果は時間と共に強くなる呪いの源を発見することでこの効果の強度を下げ、最終的には取り除くことができる
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Change sources and calculation notes remain to be documented.
o_db_relic_curse
血魔術Blood HexOfficial description
Game detail
毛穴という毛穴から血の流れ出る感覚がする:出血の引き起こされる確率が徐々に上昇する敵を殺害することによりこの効果を遅らせることができる
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Change sources and calculation notes remain to be documented.
o_db_fever
猟場番の煎じ茶Ranger BrewDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_gamekeeper_brew
鉄の規律Iron DisciplineOfficial description
Game detail
視界内にいる野盗一体ごとにアビリティコストと戦意の喪失率が減少する
視界内にいる危険度の低い野盗一体ごとにクールダウン時間と被ダメージが減少する視界内にいる危険度の高い野盗一体ごとに武器ダメージと精度が増加する全ての効果は 5 回までスタックする
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Change sources and calculation notes remain to be documented.
o_b_brigand_discipline
掘り崩しUndermineOfficial description
Game detail
最大体力の5%を回復する
いかなる行動も実行できないこの効果は25のダメージを受けると取り除かれるこの効果が終了した時、この兵士ロックイーターはあらゆる障害物を無視して4タイル以内に移動し、アーマー貫通と与ダメージにスタックするボーナスを得る
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Change sources and calculation notes remain to be documented.
o_b_dig_in
蟲孔WormholeOfficial description
Game detail
効果時間が切れるか効果が取り除かれた時、対象をマークしたタイルにテレポートさせ、秘術ダメージを与えるマークしたタイルが占有されている場合、対象をその最も近くにある非占有タイルにテレポートさせ、追加の秘術ダメージを与えて確率でスタンさせる
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Change sources and calculation notes remain to be documented.
o_db_wormhole
エーテルの盾Aether ShieldOfficial description
Game detail
被ダメージの 20% に等しい活力を回復する
詠唱者に命中する物理的および魔術的投射物全て(投擲されたアイテムを含む)を破壊し、そのダメージと効果を無効化するテレポートによってこの効果の持続時間が 3 ターン延長され(最大 8 ターン)、破壊した投射物一つにつき 1 ターン短縮される
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Change sources and calculation notes remain to be documented.
o_b_aether_shield
停滞StasisOfficial description
Game detail
秘術以外のダメージ全てを無効化
《蟲孔》以外の効果全てを無効化
いかなる行動も実行できない
死亡しなくなる
クールダウン全てと発現中の効果の持続時間が停止するこの効果の持続時間が切れるか効果が取り除かれた時、対象が《停滞》の効果中に受けた秘術ダメージの一定割合に等しいダメージを 3x3 の範囲のタイルに与え、影響を受けた対象全てを確率で眩惑させる
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Change sources and calculation notes remain to be documented.
o_db_stasis呼び寄せられた存在Summoned EntityOfficial description
Game detail
The icon mapping has not been verified.
効果の持続時間が切れるか効果が取り除かれた時、呼び出された存在は消滅する
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Change sources and calculation notes remain to be documented.
o_b_summoned_entity
虚像IntangibilityOfficial description
Game detail
キャラクターは近接攻撃、射撃、魔術の対象にならない
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Change sources and calculation notes remain to be documented.
o_b_untargetable
覚悟DeterminationMechanics explained
Game detail
隣接したタイルに移動してくるそれぞれの敵に対して武器ダメージ +round(Agility + Perception)% および出血確率 +round(55 + 2 × Strength)% の補正を備えた近接攻撃を一切の消費なく行う
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Bonuses to the triggered strike
Weapon Damage bonus = round(Agility + Perception)%; Bleeding Chance bonus = round(55 + 2 × Strength)%
Use the effect holder's current attributes. Weapon Damage is an attack modifier; Bleeding Chance still enters subsequent resistance checks. Neither is final damage nor an unconditional bleeding probability.
Example: Agility 15, Perception 12, Strength 10 → +27% Weapon Damage and +75% Bleeding Chance.
貪食GluttonyOfficial description
Game detail
このグールは運を掴んだ
夜を徹して貪り食った結果、その肉体ははち切れんばかりに膨らんでいる
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Change sources and calculation notes remain to be documented.
o_db_gluttony
血の宮廷を賛美せよ!Praise the Court!Official description
Game detail
この効果が終了した時、嘆き願う者は隷属せし者に変化し、視界内にいるプロセライト全てに9ターンにわたって《血の誓約》を与える
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Change sources and calculation notes remain to be documented.
o_b_worship
守りの誓いOath of ProtectionOfficial description
Game detail
被ダメージの100%を詠唱者に移し替える
ダメージを受けるたび詠唱者のクールダウン全てを1ターン短縮する
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Change sources and calculation notes remain to be documented.
o_b_oath_protection
贖いの誓いOath of RetributionOfficial description
Game detail
近接攻撃と射撃による被ダメージの33%を、~ur~不浄ダメージ~/~として反射する
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Change sources and calculation notes remain to be documented.
o_b_oath_retribution
導きの誓いOath of GuidanceOfficial description
Game detail
この効果は、攻撃の失敗、ファンブル、受けた近接攻撃と射撃、そして最も近い敵との距離により強化される
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Change sources and calculation notes remain to be documented.
o_b_oath_guidance
血の絆Blood BondOfficial description
Game detail
味方が受けたダメージの100%を詠唱者に与える
詠唱者が回復した体力の33%を味方も回復する
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Change sources and calculation notes remain to be documented.
o_b_blood_bond
沸き立つ血液Boiling BloodMechanics explained
Game detail
移動により~ur~不浄ダメージ~/~を与え、移動したタイル一つにつきランダムな部位の状態を3%悪化させる
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Damage input triggered by movement
Unholy damage input = 3
With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Boiling Blood also supplies 3 body-part condition damage to a random part and 100% Armor Penetration.
懺悔ConfessionOfficial description
Game detail
アビリティを使用すると、詠唱者およびその視界内にプロセライト全てに3ターン(詠唱者の視界内に味方がいない場合は6ターン)にわたって次のうち一つの効果を与える:攻撃スキルの使用で《激昂》を得る
突進スキルの使用で《血の誓約》を得る
戦法の使用で1スタックの《身躱し》を得る
魔術の使用で《迅速な回復》を得る
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Change sources and calculation notes remain to be documented.
o_db_confession
罪の重荷Burden of SinOfficial description
Game detail
詠唱者の視界外に1ターンいるたび、また詠唱者がアビリティを使用するたび、この効果の追加のスタックを与える(最大VI)
敵を殺害すると、この効果のスタック数が3減少する
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Change sources and calculation notes remain to be documented.
o_db_sin
締め付けConstrictionOfficial description
Game detail
衝撃ダメージ、刺突ダメージ、~ur~不浄ダメージ~/~を与える
毎ターン、この与ダメージは15%ずつ上昇する
別のタイルに移動できない
ターンをスキップすることで効果時間を数ターン短縮することができる(短縮幅は筋力と敏捷性に依存する)
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Change sources and calculation notes remain to be documented.
o_db_constricted
暗中模索Heart of DarknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_heart_of_darkness
恩寵の剥奪Gift RescindedOfficial description
Game detail
死亡時、隣接するランダムな2~3個のタイルに血溜まりを残すこの効果が終了したり、そのプロセライトが死亡したりした時、詠唱者のクールダウンを即座に解消し、最大体力の33%および最大活力の33%を回復する
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_gift_denied
昇揚ExaltationOfficial description
Game detail
受ける近接攻撃と射撃全てにファンブル率+26%および精度-26%の補正を与える
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Change sources and calculation notes remain to be documented.
o_b_exaltation
審判の日Judgement DayMechanics explained
Game detail
この効果は別のタイルへの移動またはテレポートにより取り除かれ、~ur~不浄ダメージ~/~を与え、確率で出血および硬直を引き起こす
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Value formulas
Damage input triggered by movement
Unholy damage input = 9
With a valid caster, the trigger assigns this input and sends it through normal damage calculation; it is not fixed final Health loss. Judgement Day then checks knockback and bleeding and removes itself; the chances still subtract the relevant resistances.
瘴気MiasmaOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_miasmaWand Charge: FireOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_fireWand Charge: FrostOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_frostWand Charge: ElectricityOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_shockWand Charge: PoisonOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_poisonWand Charge: AcidOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_acidWand Charge: ArcaneOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_arcaneWand Charge: PsionicOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_psionicWand Charge: EntropyOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_entropyLey Line AlignmentOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_leyCore health and survival effects
出血BleedingMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Ongoing bleeding
- Registers healing efficiency −10%, Energy Restoration −2.5% and cooldown duration +10%. Per-turn pure-damage input is round(max(1, (3 + capacity × 1%) × (1 − Fortitude ÷ 100))); the corresponding body part is also damaged. Bleeding identities are tracked per part.
- What changes it
- Hit and injury paths can attempt to apply Bleeding; immunity and body-part resistance can still reject that attempt.
Further reading:Body conditions and injuries
o_db_bleed
嘔吐VomitingMechanics explained
Code-reviewed mechanics
- What happens after entry
- Vomiting registers per-turn Intoxication −4, Hunger +8 and Thirst +8: meter inputs rather than healing. Entry stops the current action, lowers situational and diet Morale by 2 each, and removes current Satiety and food-sourced temporary stat layers.
- Why vomiting occurs
- Eating past zero Hunger while already satiated and without an existing Vomiting instance enters this path. Food use has an order: removing existing temporary layers does not reverse every immediate gain.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:満腹感
Further reading:Hunger and ThirstCooking
o_db_nause
満腹感SatietyMechanics explained
Game detail
この効果の発現中、空腹感を減らす消耗品を使用すると嘔吐を引き起こす
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Satiety and overeating
- Eating below zero Hunger grants Satiety when not already satiated. Duration is excess capped at 40, multiplied by 5, with at least 1 turn. Going past zero again while satiated enters Vomiting. Satiety itself has stages, so extra modifiers are not constant throughout.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:嘔吐
Further reading:Hunger and ThirstCooking
o_db_hunger0
毒PoisoningMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Per-turn poison damage
- Compute min(1 + Health capacity × 3%, 10) × (1 − Fortitude ÷ 100), then round. This self-poison input goes through damage resolution, so it need not equal final Health loss. Birds have a further halving branch. Per-turn Intoxication registers +1, still subject to Intoxication Resistance.
- Worked example
- At capacity 100 and Fortitude 0%, the poison input is 4; at 50% Fortitude it is 2. Removing Poisoning stops the effect, while reducing Intoxication changes only the meter. Reapplication follows stack and duration rules.
- What changes it
- Damage progress and some consumables have distinct poisoning entries; reapplication and update can also follow different paths.
Further reading:Pain and IntoxicationDamage and resistances
o_db_poison
中毒IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:苦痛激痛激痛性ショック重度の中毒致命的中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox1
重度の中毒Severe IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:苦痛激痛激痛性ショック中毒致命的中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox2
致命的中毒Deadly IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:苦痛激痛激痛性ショック中毒重度の中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox3
苦痛PainMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:激痛激痛性ショック中毒重度の中毒致命的中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain1
激痛Severe PainMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:苦痛激痛性ショック中毒重度の中毒致命的中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain2
激痛性ショックPain ShockMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:苦痛激痛中毒重度の中毒致命的中毒
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain3
空腹感HungerMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:酷い空腹飢餓喉の渇き酷い渇き脱水症状
Further reading:Hunger and ThirstRest mode
o_db_hunger1
酷い空腹Terrible HungerMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:空腹感飢餓喉の渇き酷い渇き脱水症状
Further reading:Hunger and ThirstRest mode
o_db_hunger2
飢餓StarvationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 4 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:空腹感酷い空腹喉の渇き酷い渇き脱水症状
Further reading:Hunger and ThirstRest mode
o_db_hunger3
喉の渇きThirstMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:空腹感酷い空腹飢餓酷い渇き脱水症状
Further reading:Hunger and ThirstRest mode
o_db_thirst1
酷い渇きTerrible ThirstMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:空腹感酷い空腹飢餓喉の渇き脱水症状
Further reading:Hunger and ThirstRest mode
o_db_thirst2
脱水症状DehydrationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 2 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:空腹感酷い空腹飢餓喉の渇き酷い渇き
Further reading:Hunger and ThirstRest mode
o_db_thirst3
軽度の負傷Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:中度の負傷重度の負傷軽度の負傷(処置済)中度の負傷(処置済)重度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1
中度の負傷Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:軽度の負傷重度の負傷軽度の負傷(処置済)中度の負傷(処置済)重度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2
重度の負傷Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:軽度の負傷中度の負傷軽度の負傷(処置済)中度の負傷(処置済)重度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3
軽度の負傷(処置済)Stabilized Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:軽度の負傷中度の負傷重度の負傷中度の負傷(処置済)重度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1_stabil
中度の負傷(処置済)Stabilized Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:軽度の負傷中度の負傷重度の負傷軽度の負傷(処置済)重度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2_stabil
重度の負傷(処置済)Stabilized Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:軽度の負傷中度の負傷重度の負傷軽度の負傷(処置済)中度の負傷(処置済)
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3_stabil