Stoneshard Wiki

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
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Game detail

楽観

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
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Game detail

勇壮

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.

o_state_heroism
復調Second WindMechanics explained
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Game detail

復調

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.

o_state_secondwind
逆上FrenzyMechanics explained
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Game detail

逆上

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.

o_state_frenzy
誇大妄想MegalomaniaOfficial description
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Game detail

誇大妄想

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
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Game detail

死願

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
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Game detail

恐慌

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%.

o_state_panic
悲観PessimismOfficial description
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Game detail

悲観

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
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Game detail

不安

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
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Game detail

偏執症

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
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Game detail

錯乱

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
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Game detail

浄化

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
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Game detail

酸浴持続

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
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Game detail

苦悶の呪い物理

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
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Game detail

バッドトリップ持続

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

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_bad_trip
盲目BlindnessOfficial description
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Game detail

盲目精神

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
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Game detail

頑健物理

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
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Game detail

混乱精神

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
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Game detail

激昂物理

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
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Game detail

ずぶ濡れ持続

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
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Game detail

酩酊持続

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
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Game detail

身躱し戦法

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
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Game detail

卓越した精度精神

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
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Game detail

衰弱物理

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
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Game detail

清涼感精神

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
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Game detail

凍え物理

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
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Game detail

ネット持続

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
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Game detail

クモの巣持続

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
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Game detail

炎上持続

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
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Game detail

血の犠牲魔術

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
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Game detail

石化魔術

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
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Game detail

憑依魔術

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
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Game detail

迅速な回復物理

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
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Game detail

睡眠精神

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
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Game detail

石肌魔術

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
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Game detail

スタン物理

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
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Game detail

霊障魔術

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
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Game detail

弱体化物理

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
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Game detail

早わかり精神

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
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Game detail

体力吸収魔術

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
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Game detail

活力吸収魔術

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
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Game detail

明瞭な視界物理

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
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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.
o_db_tired01
疲労困憊Severe FatigueMechanics explained
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Game detail

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.
o_db_tired02
消耗ExhaustionMechanics explained
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Game detail

消耗体調

睡魔:確率で睡眠状態に陥る
死の淵:数ターンごとにキャラクターの最大体力が減少する

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.
o_db_tired03
窮鼠Against the OddsMechanics explained
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Game detail

窮鼠戦法

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.

o_b_against_all
ヒル治療Leech TherapyOfficial description
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Game detail

ヒル治療物理

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
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Game detail

硬直物理

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
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Game detail

昏睡物理

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
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Game detail

腐敗の呪い魔術

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
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Game detail

レイズ・シールド戦法

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
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Game detail

雷のエンチャント魔術

This official entry has no written description.

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o_b_electric
饗宴の印Mark of the FeastOfficial description
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Game detail

饗宴の印魔術

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

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o_db_feast
深紅の恩寵Crimson GiftDescription needed
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Game detail

The icon mapping has not been verified.

深紅の恩寵

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o_b_crimson_banner_effect
血の誓約Blood OathDescription needed
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Game detail

血の誓約魔術

This official entry has no written description.

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o_b_blood_vow
不浄なる祝福Unholy BlessingOfficial description
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Game detail

不浄なる祝福物理

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

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o_b_dark_blessing
剣士の構えFencer StanceOfficial description
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Game detail

剣士の構え構え

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)

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o_b_fencer_stance
石の鎧Stone ArmorOfficial description
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Game detail

石の鎧魔術

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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o_b_stone_armor
ルーンの力Runic EmpowermentDescription needed
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Game detail

ルーンの力魔術

This official entry has no written description.

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o_b_runic_power
眩惑DazeOfficial description
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Game detail

眩惑精神

アビリティ使用不能

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o_db_daze
持ちこたえろ!Hold the Line!Official description
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Game detail

持ちこたえろ!戦法

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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o_b_defence_stance
皆殺しMassacreOfficial description
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Game detail

皆殺し構え

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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o_b_massacre
槌と金床Hammer and AnvilOfficial description
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Game detail

槌と金床構え

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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o_b_hammer_and_anvil
鉄の饗宴Feast of SteelOfficial description
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Game detail

鉄の饗宴構え

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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o_b_steel_feast
パリイParryDescription needed
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Game detail

パリイ戦法

This official entry has no written description.

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o_b_riposte
不動の構えUnwavering StanceOfficial description
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Game detail

不動の構え構え

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)

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o_b_unwavering_stance
狙うTaking AimDescription needed
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Game detail

狙う戦法

This official entry has no written description.

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o_b_taking_aim
制圧射撃SuppressionOfficial description
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Game detail

制圧射撃構え

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)

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o_b_suppression
ペイン・スタブPainful StabsOfficial description
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Game detail

ペイン・スタブ構え

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)

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o_b_painful_stabs
狩人の標的Hunter's MarkDescription needed
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Game detail

狩人の標的物理

This official entry has no written description.

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o_db_hunters_mark
狩りの醍醐味Thrill of the HuntOfficial description
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Game detail

狩りの醍醐味戦法

《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)

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o_b_hunter
裂傷Gaping WoundOfficial description
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Game detail

裂傷物理

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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o_db_gaping_wound
吸血鬼の血Vampiric BloodOfficial description
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Game detail

吸血鬼の血魔術

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
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Game detail

血の狂気物理

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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o_b_blood_craze
自発的な犠牲Willing SacrificeOfficial description
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Game detail

自発的な犠牲魔術

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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o_b_willing_sacrifice
先手Seized InitiativeDescription needed
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Game detail

先手戦法

This official entry has no written description.

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o_b_ini_seized
後手Initiative LossDescription needed
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Game detail

後手精神

This official entry has no written description.

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o_db_ini_lost
防御戦術Defensive TacticOfficial description
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Game detail

防御戦術戦法

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)

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o_b_tactics_def
攻撃戦術Offensive TacticOfficial description
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Game detail

攻撃戦術戦法

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)

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o_b_tactics_off
戦いへの渇望Thirst for BattleOfficial description
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Game detail

戦いへの渇望戦法

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
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Game detail

興奮戦法

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

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o_b_adrenaline
祝福BlessingDescription needed
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Game detail

祝福精神

This official entry has no written description.

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o_b_bless
心の安寧Peace of MindOfficial description
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Game detail

心の安寧精神

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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o_b_bless_elf
祖先の加護Ancestors' GazeOfficial description
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Game detail

祖先の加護精神

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

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o_b_bless_dwarf
トロールの再生Troll RegenerationDescription needed
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Game detail

トロールの再生物理

This official entry has no written description.

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o_b_troll_regeneration
挽回RegroupDescription needed
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Game detail

挽回戦法

This official entry has no written description.

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o_b_regroup
槍使いの構えPikeman StanceOfficial description
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Game detail

槍使いの構え構え

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)

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o_b_pikemanstance
槍使いの構えPikeman StanceDescription needed
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Game detail

The icon mapping has not been verified.

槍使いの構え

This official entry has no written description.

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o_b_stance_spear
集中ConcentrationOfficial description
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Game detail

集中戦法

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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o_b_honed_moves
一切合切Enough for EveryoneOfficial description
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Game detail

一切合切戦法

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

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Change sources and calculation notes remain to be documented.

o_db_crowdcontrol
魂の生贄Soul SacrificeOfficial description
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Game detail

魂の生贄物理

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%)

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o_db_soul_sacrifice
呪縛の印Binding SigilOfficial description
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Game detail

呪縛の印魔術

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

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o_b_binding_sigil
やれ!Sic!Official description
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Game detail

やれ!物理

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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o_db_sic_em
煙による呼吸困難Suffocating CloudOfficial description
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Game detail

煙による呼吸困難

咳を引き起こす可能性がある

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o_db_suffocating_cloud
咳CoughingOfficial description
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Game detail

咳物理

騒音を発生させる

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o_db_cough
酒まみれDoused in AlcoholDescription needed
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Game detail

酒まみれ持続

This official entry has no written description.

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o_db_soaked_alco
油まみれDoused in OilDescription needed
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Game detail

油まみれ持続

This official entry has no written description.

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o_db_soaked_oil
強力な一振りMighty SwingOfficial description
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Game detail

強力な一振り戦法

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

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o_b_mighty_swing
戦士の構えStriker StanceOfficial description
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Game detail

戦士の構え構え

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)

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o_b_carnage
戦士の構えStriker StanceDescription needed
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Game detail

The icon mapping has not been verified.

戦士の構え

This official entry has no written description.

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o_b_stance_2hmace
大暴れRampageOfficial description
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Game detail

大暴れ構え

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)

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o_b_rampage
戦士の構えStriker StanceDescription needed
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Game detail

The icon mapping has not been verified.

戦士の構え

This official entry has no written description.

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o_b_stance_2haxe
アルクードAl'qudOfficial description
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Game detail

アルクード精神

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
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Game detail

アバーサ精神

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
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Game detail

スズメバチの蜜精神

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_honey
ニカーフNikkafOfficial description
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Game detail

ニカーフ精神

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_nikkaf
スターダストStardustDescription needed
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Game detail

スターダスト精神

This official entry has no written description.

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o_b_drug_stardust
アヘンParegoricOfficial description
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Game detail

アヘン精神

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

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o_b_drug_paregoric
離脱症状:アルクードAl'qud AftermathOfficial description
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Game detail

離脱症状:アルクード持続

眩惑または混乱を引き起こす可能性がある

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o_db_drug_alqud
離脱症状:スズメバチの蜜Hornet Honey AftermathOfficial description
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Game detail

離脱症状:スズメバチの蜜持続

嘔吐を引き起こす可能性がある

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o_db_drug_honey
離脱症状:アヘンParegoric AftermathOfficial description
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Game detail

離脱症状:アヘン持続

睡眠状態に陥る可能性がある

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Change sources and calculation notes remain to be documented.

o_db_drug_paregoric
離脱症状:ニカーフNikkaf AftermathDescription needed
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Game detail

離脱症状:ニカーフ持続

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
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Game detail

離脱症状:バッドトリップ持続

This official entry has no written description.

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Change sources and calculation notes remain to be documented.

o_db_drug_hungover
よろめきStaggerDescription needed
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Game detail

よろめき物理

This official entry has no written description.

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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
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Game detail

指名手配:罰金または投獄体調

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.

o_db_crime_wanted
指名手配:被発見時に敵対Wanted: Attacked on SightMechanics explained
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Game detail

指名手配:被発見時に敵対体調

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.

o_db_crime_dead_or_alive
野生の怒りBestial RageOfficial description
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Game detail

野生の怒り魔術

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
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Game detail

闇隠れ物理

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

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Change sources and calculation notes remain to be documented.

o_b_murk
肉体の共有Shared FleshOfficial description
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Game detail

肉体の共有魔術

通常攻撃や別のタイルへの移動ができない

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Change sources and calculation notes remain to be documented.

o_b_flesh_pile
生存の意思Will to SurviveOfficial description
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Game detail

生存の意思精神

一時的に負傷や不利状態を無効化

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Change sources and calculation notes remain to be documented.

o_b_will_to_survive
感電ResonanceDescription needed
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Game detail

感電魔術

This official entry has no written description.

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Change sources and calculation notes remain to be documented.

o_db_resonance
衝撃ImpulseOfficial description
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Game detail

衝撃魔術

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

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Change sources and calculation notes remain to be documented.

o_db_impulse
静電場Static FieldOfficial description
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Game detail

静電場魔術

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

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Change sources and calculation notes remain to be documented.

o_db_static_field
策略の印Seal of FinesseOfficial description
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Game detail

策略の印魔術

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
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Game detail

力の印魔術

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
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Game detail

力の泉物理

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

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_place_of_power
反射の印Seal of ReflectionOfficial description
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Game detail

反射の印魔術

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
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Game detail

制約の印魔術

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
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Game detail

炎術の印魔術

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)

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_magic_pyromancy
電術の印Seal of ElectromancyOfficial description
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Game detail

電術の印魔術

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)

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_magic_electromancy
地術の印Seal of GeomancyOfficial description
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Game detail

地術の印魔術

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)

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_magic_geomancy
秘術の印Seal of ArcanisticsOfficial description
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Game detail

秘術の印魔術

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)

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_magic_arcanistics
不浄の印Seal of UnholinessOfficial description
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Game detail

不浄の印魔術

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)

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_magic_unholy
血術の印Seal of SanguimancyOfficial description
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Game detail

血術の印魔術

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)

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_magic_vampire
生か死かDead or AliveOfficial description
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Game detail

生か死か戦法

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

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_dead_or_alive
二日酔いHangoverOfficial description
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Game detail

二日酔い持続

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
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Game detail

鉄壁戦法

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
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Game detail

衝撃に備えろ!戦法

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

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_brace_for_impact
奪精Stolen EssenceOfficial description
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Game detail

奪精物理

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

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_harvested_essence
死兆Deadly PremonitionOfficial description
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Game detail

死兆魔術

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

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_deadly_premonition
霊障Spectral HauntingOfficial description
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Game detail

霊障魔術

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

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_ghost_mark
キャラバンの休息Caravan's RestOfficial description
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Game detail

キャラバンの休息イベント

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

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_caravan_cd
疫病PestilenceOfficial description
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Game detail

疫病持続

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
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Game detail

敏捷性の訓練精神

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
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Game detail

精密性の訓練精神

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_coordination_training
筋力の訓練Strength TrainingDescription needed
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Game detail

筋力の訓練精神

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_strength_training
持久力の訓練Endurance TrainingDescription needed
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Game detail

持久力の訓練精神

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_endurance_training
邪光Baleful GlowDescription needed
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Game detail

邪光物理

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_baleful_glow
啓示:拙速Revelation: HastinessOfficial description
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Game detail

啓示:拙速物理

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
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Game detail

啓示:不幸物理

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
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Game detail

啓示:過信物理

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
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Game detail

啓示:喪失物理

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

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_revelation_item
昇天AscensionOfficial description
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Game detail

昇天魔術

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
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Game detail

The icon mapping has not been verified.

昇天の儀式

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
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Game detail

吸血の堕落持続

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

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_relic_curse
血魔術Blood HexOfficial description
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Game detail

血魔術持続

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

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_fever
猟場番の煎じ茶Ranger BrewDescription needed
#

Game detail

猟場番の煎じ茶精神

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
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Game detail

鉄の規律精神

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
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Game detail

掘り崩し物理

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
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Game detail

蟲孔魔術

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
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Game detail

エーテルの盾魔術

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

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_aether_shield
停滞StasisOfficial description
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Game detail

停滞物理

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
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Game detail

The icon mapping has not been verified.

呼び寄せられた存在

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

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_summoned_entity
虚像IntangibilityOfficial description
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Game detail

虚像魔術

キャラクターは近接攻撃、射撃、魔術の対象にならない

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_untargetable
覚悟DeterminationMechanics explained
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Game detail

覚悟戦法

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.

o_b_determination
貪食GluttonyOfficial description
#

Game detail

貪食物理

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

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_gluttony
血の宮廷を賛美せよ!Praise the Court!Official description
#

Game detail

血の宮廷を賛美せよ!持続

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

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_worship
守りの誓いOath of ProtectionOfficial description
#

Game detail

守りの誓い魔術

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

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_oath_protection
贖いの誓いOath of RetributionOfficial description
#

Game detail

贖いの誓い魔術

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

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_oath_retribution
導きの誓いOath of GuidanceOfficial description
#

Game detail

導きの誓い魔術

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

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_oath_guidance
血の絆Blood BondOfficial description
#

Game detail

血の絆魔術

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

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_bond
沸き立つ血液Boiling BloodMechanics explained
#

Game detail

沸き立つ血液魔術

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.

o_db_boiling_blood
懺悔ConfessionOfficial description
#

Game detail

懺悔魔術

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

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_confession
罪の重荷Burden of SinOfficial description
#

Game detail

罪の重荷魔術

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

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_sin
締め付けConstrictionOfficial description
#

Game detail

締め付け魔術

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)

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_constricted
暗中模索Heart of DarknessDescription needed
#

Game detail

暗中模索魔術

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

恩寵の剥奪魔術

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

昇揚魔術

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

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_exaltation
審判の日Judgement DayMechanics explained
#

Game detail

審判の日魔術

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.

o_db_judgement_day
瘴気MiasmaOfficial description
#

Game detail

The icon mapping has not been verified.

瘴気

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_miasma
Wand Charge: FireOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Fire

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_fire
Wand Charge: FrostOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Frost

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_frost
Wand Charge: ElectricityOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Electricity

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_shock
Wand Charge: PoisonOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Poison

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_poison
Wand Charge: AcidOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Acid

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_acid
Wand Charge: ArcaneOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Arcane

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_arcane
Wand Charge: PsionicOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Psionic

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_psionic
Wand Charge: EntropyOfficial description
#

Game detail

The icon mapping has not been verified.

Wand Charge: Entropy

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_entropy
Ley Line AlignmentOfficial description
#

Game detail

The icon mapping has not been verified.

Ley Line Alignment

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_ley

Core 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.

出血持続

効果を受けている部位の状態が 1% ずつ悪化する

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.
o_db_bleed
嘔吐VomitingMechanics explained
#

Game detail

嘔吐物理

睡眠中の嘔吐は大きなダメージを与える

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.
o_db_nause
満腹感SatietyMechanics explained
#

Game detail

満腹感体調

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.
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.
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.

中毒体調

中毒の自然回復率は免疫力に左右される

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.
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.

重度の中毒体調

ふらつき:歩行時に確率でランダムな方向に進む中毒の自然回復率は免疫力に左右される

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.
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.

致命的中毒体調

ふらつき:歩行時に確率でランダムな方向に進む
確率で嘔吐を引き起こす中毒の自然回復率は免疫力に左右される

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.
o_db_tox3
苦痛PainMechanics explained
#

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.
o_db_pain1
激痛Severe PainMechanics explained
#

Game detail

激痛体調

ふらつき:歩行時に確率でランダムな方向に進む

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.
o_db_pain2
激痛性ショックPain ShockMechanics explained
#

Game detail

激痛性ショック体調

ふらつき:歩行時に確率でランダムな方向に進む
死の淵:数ターンごとにキャラクターの最大体力が減少する

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.
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.
o_db_hunger1
酷い空腹Terrible HungerMechanics explained
#

Game detail

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.
o_db_hunger2
飢餓StarvationMechanics explained
#

Game detail

Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.

飢餓体調

死の淵:数ターンごとにキャラクターの最大体力が減少する

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.
o_db_hunger3
喉の渇きThirstMechanics explained
#

Game detail

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.
o_db_thirst1
酷い渇きTerrible ThirstMechanics explained
#

Game detail

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.
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.

脱水症状体調

死の淵:数ターンごとにキャラクターの最大体力が減少する

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.
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.

軽度の負傷負傷

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.
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.

中度の負傷負傷

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.
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.

重度の負傷負傷

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.
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.

軽度の負傷(処置済)負傷

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.
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.

中度の負傷(処置済)負傷

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.
o_db_inj2_stabil
重度の負傷(処置済)Stabilized Severe InjuryMechanics explained
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Game detail

Human head injury example; the actual icon and penalties depend on the injured body part.

重度の負傷(処置済)負傷

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.
o_db_inj3_stabil

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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