Status dictionary
이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.
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.
목차
Reading this dictionary
Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.
Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.
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211 / 211 entries
Other official effects
긍정적OptimismOfficial description
Game detail
사기에 따라 추가 인내력이 부여됩니다.
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
영웅적HeroismMechanics explained
Game detail
시야 내에 있는 적의 수에 따라 누적 수치가 (최대 5까지) 결정됩니다.적을 처치할 경우 최대 기력의 (0.04 × Energy capacity × strength)%이 회복되고, 효과가 누적된 수치마다 30턴 동안 치료 효율성이 +(10 × strength)% 증가합니다.
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.
원기회복Second WindMechanics explained
Game detail
모든 재준비 시간이 1턴 감소합니다.발동될 경우, 부정적 정신 효과가 모두 제거되고 최대 체력의 (20 × strength)%와 최대 기력의 (20 × strength)%가 회복됩니다.30턴마다 캐릭터가 50%의 확률로 죽음을 회피합니다.
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.
열광FrenzyMechanics explained
Game detail
current target-switch chance%의 확률로, 노렸던 목표물이 아닌 가장 근접한 적들 중 하나를 무작위로 우선시하면서 타격 및 사격하거나 주문을 사용합니다.걸을 때 current movement-redirection chance%의 확률로 가장 가까운 적을 향해 걸음을 옮깁니다.매 턴마다 두 확률 모두 이성에 따라 증가합니다. 턴을 건너뛰면 두 확률 모두 초기화됩니다.
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.
과대망상MegalomaniaOfficial description
Game detail
적의 소리를 듣거나 함정을 파악할 수동적 확률이 무효화됩니다.캐릭터가 자신의 역량을 강제로 과대평가합니다.거래 호감도와 획득하는 명성에 대한 불이익이 (최대 25%까지) 서서히 증가합니다.계약을 완료할 경우, 두 불이익이 모두 초기화됩니다.
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
사생결단Death WishOfficial description
Game detail
주문으로 입힌 피해의 비율에 따라 체력 및 기력이 회복됩니다.
목표물까지의 거리에 있는 타일마다 회복되는 체력 및 기력의 양이 감소합니다.보너스의 효과와 체력 및 기력의 회복률은 고통과 소실한 체력에 따라 현격하게 변화합니다.적을 처치할 경우, 효과의 지속 시간이 감소합니다.
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
공황PanicMechanics explained
Game detail
발동될 경우, 최대 기력의 30%가 회복됩니다.시야 내에 있는 적마다 능력 사용 기력이 -10%, 상황 사기 변화율이 -1% 감소합니다.턴을 건너뛸 경우, 효과의 지속 시간이 상당히 감소하고, 시야 내에 있는 적마다 상황 사기가 1% 회복됩니다.30턴마다, 상황 사기가 0%(현재 수치: current Situation Morale)까지 감소할 경우 캐릭터가 강제로 장착한 무기를 흘립니다.
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%.
비관PessimismOfficial description
Game detail
사기에 따라 인내력, 치료 효율성, 피로 저항력에 불이익이 부여됩니다.소모품으로 상황 사기를 회복할 경우, 이 효과가 일시적으로 제거됩니다.
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
불안AnxietyOfficial description
Game detail
타격 및 사격의 실책률이 +3% 증가하고, 정확도가 -3% 감소합니다.
이 불이익은 타격 혹은 사격이 빗나가거나 실책을 저지르면 초기화됩니다.주문을 사용할 경우, 역효과 발생률이 +6% 증가합니다.
이 불이익은 주문을 잘못 시전하면 초기화됩니다.두 효과 모두 최대 5회 누적됩니다.사기에 따라 확률적으로 무작위 공격 기술의 재준비 시간이 1턴 증가합니다.
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
편집증ParanoiaOfficial description
Game detail
피로에 따라 능력 사용 기력, 받는 피해, 실책률, 역효과 발생률에 불이익이 부여됩니다.캐릭터가 존재하지 않는 위험을 강제로 듣거나 목격합니다.
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
섬망DeliriumOfficial description
Game detail
걸을 때 확률적으로 무작위 방향으로 걸음을 옮깁니다.아이템을 사용하거나, 던지거나, 장착할 때 확률적으로 그러지 않고 흘립니다.확률적으로 의도한 능력을 노렸던 목표물이 아닌 목표물 주변의 1-2타일에 사용합니다.
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
카타르시스CatharsisOfficial description
Game detail
발동될 경우, 최대 체력의 10%와 최대 기력의 10%가 회복됩니다.위험한 적을 처치할 경우, 캐릭터의 레벨에 따라 체력과 기력, 상황 사기 및 이성이 회복됩니다.
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
염산 목욕Acid BathDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_acid
고뇌의 저주Curse of AgonyOfficial description
Game detail
고통에 따라 불이익이 현격하게 변화합니다.
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
환각Bad TripOfficial description
Game detail
정신 강화 효과를 받지 못합니다.불쾌한 후유증을 유발합니다.
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
맹목BlindnessOfficial description
Game detail
시야의 반경이 0으로 설정됩니다.
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
경화SturdinessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_burly
혼란ConfusionOfficial description
Game detail
비틀거립니다. 걸을 때 확률적으로 무작위 방향으로 걸음을 옮깁니다.
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
전투 분노Battle RageDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_rage
축축함WetnessOfficial description
Game detail
이 효과가 3회 및 4회 누적될 경우, 금속 장비가 서서히 녹슬기 시작합니다.누적 수치가 2부터 시작될 경우, 전격 마법의 역효과 발생률이 +10% 증가합니다.불 근처에 머무르면 효과의 지속 시간이 빠르게 감소합니다.비를 막는 망토를 착용하면 효과의 누적 수치가 1 이상 올라가지 않습니다.
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
취기DrunkennessOfficial description
Game detail
이 효과가 2회, 3회 및 4회 누적 시, 확률적으로 혼란이 발생합니다.
3회 및 4회 누적 시, 확률적으로 구토합니다.
4회 누적 시, 확률적으로 수면에 빠집니다.
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
신속ElusivenessOfficial description
Game detail
다른 타일로 이동할 경우, 지나간 타일마다 효과가 1회(최대 5회) 누적됩니다.
회피하거나 실수한 공격 및 사격을 받을 때마다, 효과의 지속 시간이 1턴(최대 6턴) 증가하지만, 누적 수치는 감소합니다.
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
이례적인 정밀함Exceptional PrecisionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_accurate
무기력EnervationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_fragile
활력VigorDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_fresh
동결Freezing StiffDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_ice
그물NetOfficial description
Game detail
다른 타일로 이동할 수 없습니다.턴을 건너뛰면 효과의 지속 시간이 (근력 및 민첩성에 따라) 몇 턴 정도 감소합니다.
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
거미줄WebOfficial description
Game detail
다른 타일로 이동할 수 없습니다.턴을 건너뛰면 효과의 지속 시간이 (근력 및 민첩성에 따라) 몇 턴 정도 감소합니다.
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
화상BurningOfficial description
Game detail
턴을 건너뛰면 효과의 지속 시간이 (생명력 및 민첩성에 따라) 몇 턴 정도 감소합니다.
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
희생의 피Sacrificial BloodOfficial description
Game detail
이 효과에 걸린 목표물에게 주문을 사용하면 마법력이 +6%, 치료 효율성이 +6% 증가(둘 다 최대 6회 누적)하고, 최대 기력의 6%가 회복되며, 모든 재준비 시간이 1턴 감소합니다.
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
석화PetrificationOfficial description
Game detail
물리적 효과를 받지 않습니다.
아무 행동도 할 수 없습니다.
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
빙의PossessionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_poss
빠른 회복Rapid RestorationDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_regen
수면SleepOfficial description
Game detail
아무 행동도 할 수 없습니다.
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
피부 석화Stone SkinDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_stoneskin
기절StunOfficial description
Game detail
아무 행동도 할 수 없습니다.
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
허깨비Spectral HauntingOfficial description
Game detail
받은 타격 및 사격의 실책률이 +20% 증가하고, 정확도가 -10% 감소합니다.피해를 받을 경우 효과가 제거됩니다.
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
약화WeaknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_weak
감수성ReceptivenessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_receptive
체력 흡수Life DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_lifesteal
기력 흡수Energy DrainDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_manasteal
뚜렷한 시야Clear VisionDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_clearsight
피로FatigueMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired01
심한 피로Severe FatigueMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired02
탈진ExhaustionMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Fatigue in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
Further reading:Fatigue
o_db_tired03
역경 극복Against the OddsMechanics explained
Game detail
체력이 (2.5 × Vitality)% 이하로 떨어지지 않습니다.적을 처치하면 최대 체력의 (2.5 × Vitality)%, 최대 기력의 (2.5 × Willpower)%가 회복됩니다.
The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.
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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.
거머리 치료Leech TherapyOfficial description
Game detail
효과를 받은 신체 부위의 상태가 +0.5% 개선됩니다.
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o_b_leech_parent
속박ImmobilizationOfficial description
Game detail
이동할 수 없습니다.
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o_db_immob
혼수상태ComaOfficial description
Game detail
이동할 수 없습니다.
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o_db_coma
부패의 저주Curse of DecayOfficial description
Game detail
이 효과가 4회 누적될 경우, 무작위 신체 부위의 상태가 1% 악화됩니다.매 턴마다 효과가 (최대 4회) 누적될 수 있습니다. 기본 공격과 사격 및 능력을 사용하면 효과가 2회 감소합니다.
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o_db_curse
방패 들기Shield RaisedDescription needed
Game detail
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o_b_shield_raised
신속 변화Lightning EnchantmentDescription needed
Game detail
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o_b_electric
성찬의 흔적Mark of the FeastOfficial description
Game detail
모든 받은 타격의 체력 흡수율이 +13% 증가합니다.출혈이 발생하면 효과의 지속 시간이 1턴 증가합니다.
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o_db_feast
피의 서약Blood OathDescription needed
Game detail
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o_b_blood_vow
부정한 축복Unholy BlessingOfficial description
Game detail
중복으로 적용된 효과가 1회(최대 3회) 누적되고 지속 시간이 갱신됩니다.
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o_b_dark_blessing
검객의 자세Fencer StanceOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.검으로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_fencer_stance
돌갑옷Stone ArmorOfficial description
Game detail
룬 옥석을 소환하면 효과의 지속 시간이 2턴 증가합니다.효과가 만료 혹은 재발동될 경우, 갑옷이 폭발하여 인접한 모든 목표물에게 미지 피해와 분쇄 피해를 입히고 확률적으로 넉백에 빠트립니다.
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o_b_stone_armor
권능의 룬Runic EmpowermentDescription needed
Game detail
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o_b_runic_power
진탕DazeOfficial description
Game detail
능력을 사용할 수 없습니다.
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o_db_daze
전선 유지!Hold the Line!Official description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 2회(최대 4회) 누적되지만 지속 시간이 1턴 감소합니다.공격을 받을 때마다 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_defence_stance
학살MassacreOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.도끼로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_massacre
망치와 모루Hammer and AnvilOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.철퇴로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_hammer_and_anvil
철의 축제Feast of SteelOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.양손 검으로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_steel_feast
받아치기ParryDescription needed
Game detail
This official entry has no written description.
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o_b_riposte
확고한 자세Unwavering StanceOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.지팡이로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_unwavering_stance
조준Taking AimDescription needed
Game detail
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o_b_taking_aim
제압 사격SuppressionOfficial description
Game detail
(조준을 제외한) 능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.원거리 무기로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 12턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_suppression
고통의 칼날Painful StabsOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.단검으로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_painful_stabs
사냥꾼의 낙인Hunter's MarkDescription needed
Game detail
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o_db_hunters_mark
사냥의 참맛Thrill of the HuntOfficial description
Game detail
사냥꾼의 낙인에 걸린 목표물을 죽이거나 해당 기술을 새로운 목표물에게 사용했을 경우, 효과가 1회(최대 4회) 누적됩니다.
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o_b_hunter
상처 확대Gaping WoundOfficial description
Game detail
능력을 사용한 뒤에 출혈이 발생할 수 있습니다.
타격, 사격, 다른 타일로의 이동, 능력 사용이 일어났을 경우 출혈이 턴당 2회 발생합니다.
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o_db_gaping_wound
흡혈귀의 피Vampiric BloodOfficial description
Game detail
최대 체력의 6%와 최대 기력의 6%가 회복됩니다.
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o_b_vampiric_blood
핏빛 광기Blood CrazeOfficial description
Game detail
타격하면 효과가 1회(최대 6회) 누적되고 지속 시간이 갱신됩니다.
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o_b_blood_craze
자발적인 희생Willing SacrificeOfficial description
Game detail
시전자가 피해를 받을 때마다, 시전자의 시야 내에 있는 아군들이 그 피해만큼의 체력을 회복하고, 그들의 직접 발동 능력의 재준비 시간도 1턴 감소합니다.
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o_b_willing_sacrifice
주도권 확보Seized InitiativeDescription needed
Game detail
This official entry has no written description.
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o_b_ini_seized
주도권 상실Initiative LossDescription needed
Game detail
This official entry has no written description.
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o_db_ini_lost
방어 전술Defensive TacticOfficial description
Game detail
기본 공격 및 사격과 공격 기술을 사용하면 누적 수치가 (턴당 1회) 감소합니다.적을 죽이면 누적 수치가 2(최대 6) 증가합니다.
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o_b_tactics_def
공격 전술Offensive TacticOfficial description
Game detail
기본 공격 및 사격과 공격 기술을 사용하면 누적 수치가 (턴당 1회) 감소합니다.적을 죽이면 누적 수치가 2(최대 6) 증가합니다.
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o_b_tactics_off
전투 갈망Thirst for BattleOfficial description
Game detail
현재 체력에 따라 효과의 능력이 현격하게 변화합니다.
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o_b_battle_thirst
아드레날린 분출Adrenaline RushOfficial description
Game detail
이 효과가 3회 누적될 경우, 모든 재준비 시간이 1턴 감소합니다.
6회 누적 시, 현재 체력이 40% 이하일 경우 최대 체력의 4%가 회복됩니다.
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o_b_adrenaline
축복BlessingDescription needed
Game detail
This official entry has no written description.
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o_b_bless
마음의 평화Peace of MindOfficial description
Game detail
경험치를 획득하면 효과의 지속 시간이 감소합니다.
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o_b_bless_elf
선조들의 시선Ancestors' GazeOfficial description
Game detail
적을 처치하면 누적 수치가 (최대 6회) 증가합니다.
60턴마다 누적 수치가 감소합니다.체력이 30% 이하로 떨어지면 효과가 종료됩니다.
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o_b_bless_dwarf
트롤의 회복Troll RegenerationDescription needed
Game detail
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o_b_troll_regeneration
재집결RegroupDescription needed
Game detail
This official entry has no written description.
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o_b_regroup
창병의 자세Pikeman StanceOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.같은 타일에 남아 있으면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 기본 창 공격에 의해 누적 수치가 (턴당 1회) 감소합니다.
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o_b_pikemanstance창병의 자세Pikeman StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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o_b_stance_spear
집중ConcentrationOfficial description
Game detail
무기 공격 기술을 사용하면 효과가 1회(최대 4회) 누적됩니다.
이 능력 체계의 공격 기술을 사용하면 누적 수치가 2 감소합니다.적을 죽이면 효과의 지속 시간이 2턴 증가합니다.
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o_b_honed_moves
전원 상대Enough for EveryoneOfficial description
Game detail
인접한 캐릭터가 있을 경우, 해당 캐릭터가 다른 목표물을 공격할 때마다 그 캐릭터로부터 공격을 받습니다.
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o_db_crowdcontrol
영혼 희생Soul SacrificeOfficial description
Game detail
효과가 만료되면 목표물이 폭발하면서, 인접한 모든 타일에 남아 있던 체력과 같은 (다만 최대치의 20% 미만인) 양만큼의 ~ur~부정 피해~/~를 입힙니다.
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o_db_soul_sacrifice
속박의 인장Binding SigilOfficial description
Game detail
시전자와 언데드 아군을 마법으로 연결합니다.아군이 받는 피해 -33% 감소
시전자가 받은 피해의 33%를 아군에게 전가
아군이 받은 피해의 33%만큼 시전자의 기력 회복
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o_b_binding_sigil
공격!Sic!Official description
Game detail
개들이 효과를 받은 목표물에게 입히는 피해가 +50% 증가합니다.
개들의 시야에 이 효과에 걸린 목표물이 있을 경우, 개들이 도망치지 않습니다
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o_db_sic_em
숨막히는 연기Suffocating CloudOfficial description
Game detail
확률적으로 기침을 유발합니다.
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o_db_suffocating_cloud
기침CoughingOfficial description
Game detail
소음을 유발합니다.
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o_db_cough
알코올 범벅Doused in AlcoholDescription needed
Game detail
This official entry has no written description.
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o_db_soaked_alco
기름 범벅Doused in OilDescription needed
Game detail
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o_db_soaked_oil
강력한 스윙Mighty SwingOfficial description
Game detail
능력 체계에 있는 다른 기술들을 강화시키고 특수한 속성들을 부여합니다.
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o_b_mighty_swing
타격자의 자세Striker StanceOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.양손 철퇴로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_carnage타격자의 자세Striker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_stance_2hmace
대난투RampageOfficial description
Game detail
능력 체계에 있는 기술들을 사용하면 효과가 1회(최대 4회) 누적됩니다.양손 도끼로 기본 공격을 하면 효과의 지속 시간이 1턴(최대 10턴) 증가하지만, 누적 수치가 (턴당 1회) 감소합니다.
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o_b_rampage타격자의 자세Striker StanceDescription needed
Game detail
The icon mapping has not been verified.
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_stance_2haxe
알 쿠드Al'qudOfficial description
Game detail
불쾌한 후유증을 유발합니다.
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o_b_drug_alqud
아바사AbasaOfficial description
Game detail
불쾌한 후유증을 유발합니다.
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o_b_drug_abasa
말벌꿀Hornet HoneyOfficial description
Game detail
불쾌한 후유증을 유발합니다.
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Change sources and calculation notes remain to be documented.
o_b_drug_honey
니카프NikkafOfficial description
Game detail
불쾌한 후유증을 유발합니다.
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o_b_drug_nikkaf
별가루StardustDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_drug_stardust
파레고릭ParegoricOfficial description
Game detail
기침의 불이익이 반감됩니다.불쾌한 후유증을 유발합니다.
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o_b_drug_paregoric
알 쿠드의 후유증Al'qud AftermathOfficial description
Game detail
확률적으로 진탕이나 혼란을 유발합니다.
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Change sources and calculation notes remain to be documented.
o_db_drug_alqud
말벌꿀의 후유증Hornet Honey AftermathOfficial description
Game detail
확률적으로 구토를 유발합니다.
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Change sources and calculation notes remain to be documented.
o_db_drug_honey
파레고릭의 후유증Paregoric AftermathOfficial description
Game detail
확률적으로 수면을 유발합니다.
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o_db_drug_paregoric
니카프의 후유증Nikkaf AftermathDescription needed
Game detail
This official entry has no written description.
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o_db_drug_nikkaf
환각의 후유증Bad Trip AftermathDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_drug_hungover
경직StaggerDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_db_stagger
현상수배: 벌금 혹은 구금Wanted: Fine or JailMechanics explained
Game detail
법을 어겨서 현상수배자가 되었습니다.벌금: current jurisdiction's fine (crowns)
혹은
구금 기간: current jurisdiction's jail term (days)
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.
현상수배: 발견 시 공격Wanted: Attacked on SightMechanics explained
Game detail
당신의 목에 현상금이 걸렸습니다. 목격되면 공격당할 것입니다.벌금: current jurisdiction's fine (crowns)
혹은
구금 기간: current jurisdiction's jail term (days)
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.
야수의 분노Bestial RageOfficial description
Game detail
66%의 확률로 의도한 목표물이 아닌 인접한 목표물들 중 하나를 무작위로 공격합니다.
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Change sources and calculation notes remain to be documented.
o_b_bestial_rage
암흑MurkOfficial description
Game detail
매 턴마다 효과가 1회(최대 6회) 누적됩니다.피해를 받거나, 능력을 사용하거나, 타격하면 효과가 증발합니다.
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Change sources and calculation notes remain to be documented.
o_b_murk
육체 공유Shared FleshOfficial description
Game detail
기본 공격과 다른 타일로의 이동이 금지됩니다
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Change sources and calculation notes remain to be documented.
o_b_flesh_pile
생존 의지Will to SurviveOfficial description
Game detail
일시적으로 부상과 부정적 상태에 면역이 됩니다.
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o_b_will_to_survive
공명ResonanceDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_resonance
전기 자극ImpulseOfficial description
Game detail
확률적으로 시전자로부터 넉백당합니다.
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Change sources and calculation notes remain to be documented.
o_db_impulse
자기장Static FieldOfficial description
Game detail
효과 영역 안에 있는 시전자를 제외한 모든 목표물에게 전격 피해를 입히고, 전격 저항력을 감소시키며, 확률적으로 속박시킵니다.
시전자에게는 효과가 없습니다.
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Change sources and calculation notes remain to be documented.
o_db_static_field
기교의 인장Seal of FinesseOfficial description
Game detail
같은 타일에 머무르면 매 턴마다 효과가 1회(최대 5회) 누적됩니다.다른 타일로 이동하면 누적 수치가 감소합니다.
누적 수치가 1인 상태에서 이동하면 효과가 제거됩니다.
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Change sources and calculation notes remain to be documented.
o_b_seal_finesse
마법력의 인장Seal of PowerOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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Change sources and calculation notes remain to be documented.
o_b_seal_power
마법력의 원천Place of PowerOfficial description
Game detail
"마법력의 원천"에 머무르면 효과가 1회(최대 4회) 누적됩니다.주문을 시전하면 누적 수치가 감소합니다.
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Change sources and calculation notes remain to be documented.
o_b_place_of_power
반사의 봉인Seal of ReflectionOfficial description
Game detail
조준한 주문을 받을 때마다, 해당 주문이 8타일 이내에 존재하는 무작위 목표물에게 (존재할 때만) 재이동합니다.
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Change sources and calculation notes remain to be documented.
o_b_seal_reflection
속박의 봉인Seal of ShacklesOfficial description
Game detail
능력을 사용하면 소모한 기력과 같은 퍼센트의 미지 피해를 입힙니다.
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Change sources and calculation notes remain to be documented.
o_db_mute
화염 마법의 봉인Seal of PyromancyOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
전격 마법의 봉인Seal of ElectromancyOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
대지 마법의 봉인Seal of GeomancyOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
미지 마법의 봉인Seal of ArcanisticsOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
부정 마법의 봉인Seal of UnholinessOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
흡혈 마법의 봉인Seal of SanguimancyOfficial description
Game detail
이 효과를 해당 마법 학파의 "인장"으로 전환시키는 특화 마법을 시전하여, 효과의 지속 시간을 3턴 (최대 9턴) 증가시킵니다.
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
생사불문Dead or AliveOfficial description
Game detail
이 효과에 걸린 목표물이 봉급 담당원의 시야에 있을 경우, 봉급 담당관에게 받는 모든 타격 및 사격의 정확도가 +10%, 방어구 관통력이 +15%, 신체 부위 피해가 +20% 증가합니다.
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
숙취HangoverOfficial description
Game detail
숙취의 지속 시간이 중독의 영향을 받습니다.
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Change sources and calculation notes remain to be documented.
o_db_hangover
완고한 방어Unyielding DefenseDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_def_unyielding
충격 대비!Brace for Impact!Official description
Game detail
공격 및 사격을 받을 때마다 실책률, 정확도 및 방어구 관통력에 불이익을 받습니다.
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
정수 강탈Stolen EssenceOfficial description
Game detail
주문을 사용하면 소모한 기력의 9%만큼 체력을 회복합니다."정수 강탈"을 반복해서 사용할 경우 효과가 1회(최대 3회) 누적되고 지속 시간이 갱신됩니다.
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
위험한 징후Deadly PremonitionOfficial description
Game detail
다음에 사용한 공격 기술 혹은 주문의 실책률이 +50%, 역효과 발생률이 +50%, 재준비 시간이 +50% 증가합니다.공격 기술 혹은 주문을 사용하면 효과가 증발하고 시전자의 모든 재준비 시간이 2턴 감소합니다.
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
허깨비Spectral HauntingOfficial description
Game detail
모든 받는 타격 및 사격의 실책률이 +20% 증가하고 정확도가 -10% 감소합니다.피해를 받으면 이 효과가 제거됩니다.효과가 만료될 경우 망령은 2-4턴 동안 사라졌다가 적과 인접한 타일 위에 나타나서 타격하고, 그 타격이 명중했을 경우 스스로 강화합니다.
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
여행대 휴식Caravan's RestOfficial description
Game detail
말들이 잠시 쉬어야 합니다.여행대 이동이 일시적으로 불가능합니다.
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
역병PestilenceOfficial description
Game detail
확률적으로 중독을 유발합니다.
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Change sources and calculation notes remain to be documented.
o_db_pest
민첩성 훈련Agility TrainingDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_agility_training
정확도 훈련Precision TrainingDescription needed
Game detail
This official entry has no written description.
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Change sources and calculation notes remain to be documented.
o_b_coordination_training
근력 훈련Strength TrainingDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_strength_training
지구력 훈련Endurance TrainingDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_endurance_training
불길한 빛Baleful GlowDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_baleful_glow
계시: 경솔Revelation: HastinessOfficial description
Game detail
다른 타일로 이동한 뒤 기동 기술을 사용하면 ~ur~33 부정 피해~/~를 받습니다.
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Change sources and calculation notes remain to be documented.
o_db_revelation_move
계시: 불행Revelation: MisfortuneOfficial description
Game detail
타격과 사격 및 주문 사용 중에 실수했을 경우, 모든 능력에 재준비 시간이 2턴 추가됩니다.
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_fumble
계시: 자만Revelation: OverconfidenceOfficial description
Game detail
공격 기술 혹은 주문을 사용할 경우, 인접한 타일에 약한 무작위 망령이 소환됩니다.
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Change sources and calculation notes remain to be documented.
o_db_revelation_attack
계시: 상실Revelation: LossesOfficial description
Game detail
아이템을 사용하거나 버리면 10턴 동안 혼란이나 "무기력" 혹은 "약화" 중 하나가, 3턴 동안 "맹목"이 발생합니다.
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Change sources and calculation notes remain to be documented.
o_db_revelation_item
승천AscensionOfficial description
Game detail
교단원들이 승천 의식에 의해 강화됩니다.
효과를 제거하려면 의식을 방해하십시오.
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Change sources and calculation notes remain to be documented.
o_b_ascension승천 의식Rite of AscensionOfficial description
Game detail
The icon mapping has not been verified.
이 효과를 지닌 적들을 모두 처치하면 의식을 방해할 수 있습니다.
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_ascension_ritual
흡혈 부패Vampiric CorruptionOfficial description
Game detail
해로운 마술 때문에 점점 약해집니다. 이 효과는 시간이 지날수록 강해집니다.저주의 원인을 찾아서 그 영향을 줄이고 완전히 제거하십시오.
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
피의 저주Blood HexOfficial description
Game detail
모든 구멍에서 피가 새어나오는 기분이 들어서, 출혈이 발생할 확률이 느리게 증가합니다.적을 처치하면 이 효과를 늦출 수 있습니다.
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
숲지기의 음료Ranger BrewDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_gamekeeper_brew
강철 같은 규율Iron DisciplineOfficial description
Game detail
시야 내에 있는 도적마다 전투 의지의 소실량과 능력 사용 기력이 감소합니다.
시야 내에 있는 덜 위험한 도적마다 재준비 시간과 받는 피해가 감소합니다.
시야 내에 있는 더 위험한 도적마다 무기 피해와 정확도가 증가합니다.모든 효과는 최대 5회 누적됩니다.
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_brigand_discipline
발밑 파기UndermineOfficial description
Game detail
최대 체력의 5%가 회복됩니다.
행동을 수행할 수 없습니다.25 피해를 받으면 효과가 제거됩니다.효과가 만료될 경우, 록이터 병사가 4타일 내에서 모든 장애물을 무시하며 즉시 이동한 후 방어구 관통력과 피해 보너스를 획득합니다.
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_dig_in
웜홀WormholeOfficial description
Game detail
효과가 만료 혹은 제거될 경우, 목표물을 지정한 타일로 순간이동시킨 후 미지 피해를 입힙니다.지정한 타일에 누군가가 있을 경우, 목표물을 가장 가깝고 빈 타일로 순간이동시킨 후 추가로 미지 피해를 입히고 확률적으로 기절에 빠트립니다.
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_wormhole
에테르 방어막Aether ShieldOfficial description
Game detail
받은 피해의 20%만큼 기력을 회복합니다.
시전자에게 명중할 수 있는 (투척 아이템을 포함한) 모든 물리적 및 마법적 투사체를 파괴하여 피해 및 효과를 방지합니다.순간이동할 경우 효과의 지속 시간이 3턴(최대 8턴) 증가, 파괴한 투사체마다 1턴씩 감소합니다.
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Change sources and calculation notes remain to be documented.
o_b_aether_shield
정지장StasisOfficial description
Game detail
미지를 제외한 모든 피해에 면역이 됩니다.
"웜홀"을 제외한 모든 효과에 면역이 됩니다.
아무 행동도 수행할 수 없습니다.
사망하지 않습니다.
발동된 모든 효과의 재준비 시간 및 지속 시간이 정지됩니다.효과가 만료 혹은 제거될 경우, 목표물이 "정지장"에 걸려 있는 동안 받았던 미지 피해의 특정 비율만큼의 피해를 3x3타일에 입히고, 효과에 걸린 모든 목표물을 확률적으로 진탕에 빠트립니다.
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_stasis소환체 소환Summoned EntityOfficial description
Game detail
The icon mapping has not been verified.
효과가 만료 혹은 제거될 경우, 소환체가 사라집니다.
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
접촉 불가IntangibilityOfficial description
Game detail
캐릭터가 타격, 사격 및 주문의 목표물이 되지 않습니다.
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Change sources and calculation notes remain to be documented.
o_b_untargetable
결단DeterminationMechanics explained
Game detail
무기 피해가 +round(Agility + Perception)%, 출혈 확률이 +round(55 + 2 × Strength)% 증가한 상태에서 인접한 타일들로 이동한 모든 적들을 자유롭게 타격합니다.
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.
폭식GluttonyOfficial description
Game detail
이 구울은 드디어 행운을 맞이했습니다. 밤새 배가 터지도록 먹었기 때문이죠.
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Change sources and calculation notes remain to be documented.
o_db_gluttony
신궁을 찬양하라!Praise the Court!Official description
Game detail
효과가 만료될 경우, 탄원자가 집착자로 변신한 후 시야 내에 있는 모든 교단원들에게 9턴 동안 "피의 서약" 효과를 부여합니다.
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Change sources and calculation notes remain to be documented.
o_b_worship
보호의 서약Oath of ProtectionOfficial description
Game detail
받은 피해의 100%를 시전자에게 전가합니다.
피해를 받을 경우, 시전자의 모든 재준비 시간이 1턴 감소합니다.
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
보복의 서약Oath of RetributionOfficial description
Game detail
타격 및 사격에 의해 받은 피해의 33%를 ~ur~부정 피해~/~의 형태로 반사합니다.
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
인도의 서약Oath of GuidanceOfficial description
Game detail
빗나간 공격과 실책, 받은 타격 및 사격과 가장 근접한 적까지의 거리에 따라 효과가 강화됩니다.
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
피의 결속Blood BondOfficial description
Game detail
아군에게 받은 피해의 100%를 시전자도 받습니다.
시전자에 의해 회복된 체력의 33%를 아군도 회복합니다.
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
들끓는 피Boiling BloodMechanics explained
Game detail
이동할 경우 ~ur~부정 피해~/~를 입히며, 지나간 타일마다 무작위 신체 부위의 상태가 3% 악화됩니다.
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.
자백ConfessionOfficial description
Game detail
능력을 사용할 경우, 시야 내에 있는 시전자와 모든 교단원들에게 3턴(시전자의 시야 내에 아군이 없을 경우 6턴) 동안 다음 효과 중 하나가 적용됩니다.공격 기술에 "전투 분노"가 부여됩니다.
돌격 기술에 "피의 서약"이 부여됩니다.
기동에 "신속"이 1회 누적됩니다.
주문에 "빠른 회복"이 부여됩니다.
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
죄책감Burden of SinOfficial description
Game detail
시전자의 시야 밖에 있는 턴마다, 그리고 능력을 사용할 때마다 효과가 1회(최대 6회) 누적됩니다.
적을 처치할 경우 누적 수치가 3 감소합니다.
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Change sources and calculation notes remain to be documented.
o_db_sin
수축ConstrictionOfficial description
Game detail
박살, 관통, ~ur~부정 피해~/~를 입힙니다. 매 턴마다 입히는 피해가 15% 증가합니다.
다른 타일로 이동할 수 없습니다.
턴을 건너뛸 경우, (근력과 민첩성에 따라) 효과의 지속 시간이 몇 턴 감소합니다.
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
어둠의 심연Heart of DarknessDescription needed
Game detail
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_heart_of_darkness
박탈당한 은혜Gift RescindedOfficial description
Game detail
사망할 경우, 인접한 무작위 타일에 2-3개의 피 웅덩이를 생성합니다.효과가 만료될 경우 교단원은 사망하고, 시전자는 재준비 시간이 즉시 갱신되며, 최대 체력의 33%와 최대 기력의 33%를 회복합니다.
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
광희ExaltationOfficial description
Game detail
받는 모든 타격 및 사격의 실책률이 +26% 증가, 정확도가 -26% 감소합니다.
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
심판의 날Judgement DayMechanics explained
Game detail
다른 타일로 이동 혹은 순간이동할 경우 효과가 제거되면서 ~ur~부정 피해~/~를 입히고, 확률적으로 출혈과 속박이 발생합니다.
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.
독기MiasmaOfficial description
Game detail
The icon mapping has not been verified.
확률적으로 기침을 일으킵니다.
중독이 100%일 경우, 독성 피해를 입힙니다.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_db_miasmaWand Charge: FireOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_fireWand Charge: FrostOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_frostWand Charge: ElectricityOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_shockWand Charge: PoisonOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_poisonWand Charge: AcidOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_acidWand Charge: ArcaneOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_arcaneWand Charge: PsionicOfficial description
Game detail
The icon mapping has not been verified.
WIP
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Change sources and calculation notes remain to be documented.
o_b_wand_charge_psionicWand Charge: EntropyOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_wand_charge_entropyLey Line AlignmentOfficial description
Game detail
The icon mapping has not been verified.
WIP
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Change sources and calculation notes remain to be documented.
o_b_leyCore health and survival effects
출혈BleedingMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Ongoing bleeding
- Registers healing efficiency −10%, Energy Restoration −2.5% and cooldown duration +10%. Per-turn pure-damage input is round(max(1, (3 + capacity × 1%) × (1 − Fortitude ÷ 100))); the corresponding body part is also damaged. Bleeding identities are tracked per part.
- What changes it
- Hit and injury paths can attempt to apply Bleeding; immunity and body-part resistance can still reject that attempt.
Further reading:Body conditions and injuries
o_db_bleed
구토VomitingMechanics explained
Code-reviewed mechanics
- What happens after entry
- Vomiting registers per-turn Intoxication −4, Hunger +8 and Thirst +8: meter inputs rather than healing. Entry stops the current action, lowers situational and diet Morale by 2 each, and removes current Satiety and food-sourced temporary stat layers.
- Why vomiting occurs
- Eating past zero Hunger while already satiated and without an existing Vomiting instance enters this path. Food use has an order: removing existing temporary layers does not reverse every immediate gain.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:포만
Further reading:Hunger and ThirstCooking
o_db_nause
포만SatietyMechanics explained
Game detail
이 효과가 발생할 경우, 공복을 줄여주는 소모품을 사용하면 구토합니다.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Satiety and overeating
- Eating below zero Hunger grants Satiety when not already satiated. Duration is excess capped at 40, multiplied by 5, with at least 1 turn. Going past zero again while satiated enters Vomiting. Satiety itself has stages, so extra modifiers are not constant throughout.
- What changes it
- Eating has its own Satiety check as Hunger is lowered. Satiety is distinct from the three Hunger penalties.
Related concepts:구토
Further reading:Hunger and ThirstCooking
o_db_hunger0
유독PoisoningMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Per-turn poison damage
- Compute min(1 + Health capacity × 3%, 10) × (1 − Fortitude ÷ 100), then round. This self-poison input goes through damage resolution, so it need not equal final Health loss. Birds have a further halving branch. Per-turn Intoxication registers +1, still subject to Intoxication Resistance.
- Worked example
- At capacity 100 and Fortitude 0%, the poison input is 4; at 50% Fortitude it is 2. Removing Poisoning stops the effect, while reducing Intoxication changes only the meter. Reapplication follows stack and duration rules.
- What changes it
- Damage progress and some consumables have distinct poisoning entries; reapplication and update can also follow different paths.
Further reading:Pain and IntoxicationDamage and resistances
o_db_poison
중독IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:고통심한 고통충격적인 고통심한 중독치명적인 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox1
심한 중독Severe IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:고통심한 고통충격적인 고통중독치명적인 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox2
치명적인 중독Deadly IntoxicationMechanics explained
Game detail
Example: Health capacity 100, Fortitude 0%. Actual values depend on the character; duration belongs to a particular effect instance.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Intoxication in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:고통심한 고통충격적인 고통중독심한 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_tox3
고통PainMechanics 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.
Related concepts:심한 고통충격적인 고통중독심한 중독치명적인 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain1
심한 고통Severe PainMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:고통충격적인 고통중독심한 중독치명적인 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain2
충격적인 고통Pain ShockMechanics explained
Game detail
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Pain in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- Pain or Intoxication reaching its threshold triggers a stage check. After treatment changes the meter, check the resulting stage separately.
Related concepts:고통심한 고통중독심한 중독치명적인 중독
Further reading:Pain and IntoxicationBody conditions and injuries
o_db_pain3
공복HungerMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:끔찍한 공복기아갈증끔찍한 갈증탈수증
Further reading:Hunger and ThirstRest mode
o_db_hunger1
끔찍한 공복Terrible HungerMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:공복기아갈증끔찍한 갈증탈수증
Further reading:Hunger and ThirstRest mode
o_db_hunger2
기아StarvationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Hunger in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 4 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:공복끔찍한 공복갈증끔찍한 갈증탈수증
Further reading:Hunger and ThirstRest mode
o_db_hunger3
갈증ThirstMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [25, 50) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:공복끔찍한 공복기아끔찍한 갈증탈수증
Further reading:Hunger and ThirstRest mode
o_db_thirst1
끔찍한 갈증Terrible ThirstMechanics explained
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [50, 75) selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:공복끔찍한 공복기아갈증탈수증
Further reading:Hunger and ThirstRest mode
o_db_thirst2
탈수증DehydrationMechanics explained
Game detail
Modifiers on entering this stage. The Health capacity penalty continues accumulating over effect turns.
Code-reviewed mechanics
- Entry and removal
- Without threshold modifiers, Thirst in [75, 100] selects this stage. Passives can raise thresholds. Crossing to another range replaces the stage; falling below the first threshold removes it. The three stages do not stack.
- How modifiers apply
- The card lists this stage's registered changes. Ordinary stats are contributions from this effect; per-turn changes are passed to their meter handlers, where positive gain can still be reduced by resistance.
- Accumulating capacity loss
- Every 2 effect turns, add 1% of then-current Health capacity to this instance's cumulative penalty. It is neither a one-off 1% loss nor direct current-Health damage. A meter drop from 90 to 80 retains this stage; 90 to 70 leaves it at default thresholds. Leaving removes its contribution, followed by stat recalculation.
- What changes it
- The corresponding Hunger/Thirst meter check selects the stage; food, drink and activity affect entry and exit.
Related concepts:공복끔찍한 공복기아갈증끔찍한 갈증
Further reading:Hunger and ThirstRest mode
o_db_thirst3
경상Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:부상중상안정된 경상안정된 부상안정된 중상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1
부상Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:경상중상안정된 경상안정된 부상안정된 중상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2
중상Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:경상부상안정된 경상안정된 부상안정된 중상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3
안정된 경상Stabilized Minor InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:경상부상중상안정된 부상안정된 중상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj1_stabil
안정된 부상Stabilized Moderate InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:경상부상중상안정된 경상안정된 중상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj2_stabil
안정된 중상Stabilized Severe InjuryMechanics explained
Game detail
Human head injury example; the actual icon and penalties depend on the injured body part.
This official entry has no written description.
This card shows reviewed text; variables are explained by the formulas below. Other stat changes, duration and additional descriptions need a specific instance or further review.
Code-reviewed mechanics
- Injury versus stabilization
- Injuries are stored per body part, with part-specific icons and penalties. Stabilization first improves that part's condition, then replaces its injury with a stabilized version. Stabilization stops ongoing Pain gain, while part penalties require condition recovery. Restoring Health and repairing a part are separate steps.
- What changes it
- Body-part condition selects the injury stage. Stabilizing entries such as a splint are distinct from restoring Health.
Related concepts:경상부상중상안정된 경상안정된 부상
Further reading:Body conditions and injuriesPain and Intoxication
o_db_inj3_stabil