Stoneshard Wiki

Attribute dictionary

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Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.

Spis treści

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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254 / 254 entries

Health and Energy

ŻycieHealthMechanics explained
#

Game detail

Ilość obrażeń, które jesteś w stanie odnieść, zanim umrzesz.

Code-reviewed mechanics

How this value works
Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
HP
Maksymalne życieMax HealthMechanics explained
#

Game detail

Ilość obrażeń które jesteś w stanie odnieść, zanim umrzesz.

Code-reviewed mechanics

How this value works
Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
max_hp
Odzyskiwanie życiaHealth RestorationMechanics explained
#

Game detail

Tempo, w jakim odzyskujesz życie.
Im wyższa wartość, tym częściej odzyskujesz życie.Domyślnie przywraca 5% maksymalnego życia przy każdej aktywacji.Pozostanie w walce tymczasowo zatrzyma odzyskiwanie życia .

Code-reviewed mechanics

How this value works
Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Health_Restoration
Skuteczność leczeniaHealing EfficiencyMechanics explained
#

Game detail

Współczynnik leczenia otrzymywanego ze wszystkich źródeł.

Code-reviewed mechanics

How this value works
The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
What changes it
Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Healing_Received
Regeneracja życiaHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Próg maksymalnego życiaMax Health ThresholdMechanics explained
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Game detail

Próg życia, które możesz przywrócić.
Na jego wartość negatywnie wpływają urazy i obrażenia części ciała.

Code-reviewed mechanics

How this value works
The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Health_Threshold
EnergiaEnergyMechanics explained
#

Game detail

Ilość energii, jaką możesz wykorzystać na swoje umiejętności i inne czynności, takie jak pływanie.

Code-reviewed mechanics

How this value works
Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
MP
Maksymalna energiaMax EnergyMechanics explained
#

Game detail

Ilość energii, jaką możesz wykorzystać na swoje umiejętności i inne czynności, takie jak pływanie.

Code-reviewed mechanics

How this value works
Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
max_mp
Odzyskiwanie energiiEnergy RestorationMechanics explained
#

Game detail

Tempo, w jakim odzyskujesz energię.
Im wyższa wartość, tym częściej następuje odzyskiwanie energii.Domyślnie przywraca 5% maksymalnej energii przy każdej aktywacji.

Code-reviewed mechanics

How this value works
Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
MP_Restoration
Regeneracja energiiEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Próg maksymalnej energiiMax Energy ThresholdMechanics explained
#

Game detail

Maksymalny próg energii, którą można przywrócić za pomocą regeneracji.Na jego wartość negatywnie wpływa zmęczenie postaci.

Code-reviewed mechanics

How this value works
The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Max_Energy_Threshold
Otrzymywane obrażeniaDamage TakenMechanics explained
#

Game detail

Ilość obrażeń otrzymywanych ze wszystkich źródeł.
Obejmuje obrażenia zdedukowane przez ochronę i odporności.

Code-reviewed mechanics

How this value works
Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Damage_Received
Odbicie obrażeńDamage ReflectionOfficial description
#

Game detail

Procent początkowych obrażeń w walce wręcz odbijanych w stronę wroga.

Change sources and calculation notes remain to be documented.

Damage_Returned
Wysysanie życiaLife DrainOfficial description
#

Game detail

Procent zadanych obrażeń, który regeneruje twoje życie.

Change sources and calculation notes remain to be documented.

Lifesteal
Wysysanie energiiEnergy DrainOfficial description
#

Game detail

Procent zadanych obrażeń, który regeneruje twoją energię.

Change sources and calculation notes remain to be documented.

Manasteal
Wysysanie energiiEnergy DrainOfficial description
#

Game detail

Procent zadanych obrażeń, który regeneruje twoją energię.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
OchronaProtectionMechanics explained
#

Game detail

Ilość obrażeń absorbowanych przez konkretne części ciała przy otrzymaniu obrażeń.
Jest aplikowana przed redukcją z odporności.Ochrona jest o 33% mniej skuteczna przeciwko obrażeniom od magii i natury.

Code-reviewed mechanics

How this value works
Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
DEF
Ochrona głowyHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Ochrona tułowiaBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Ochrona rąkArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Ochrona nógLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
ZahartowanieFortitudeOfficial description
#

Game detail

Wpływa na czas trwania otrzymanych negatywnych fizycznych, psychicznych oraz niektórych przewlekłych efektów oraz na obrażenia rozłożone w czasie od krwawienia, zatrucia, podpalenia i kwasowej kąpieli.Spowalnia również utratę morale i zdrowia psychicznego.Maks. wartość: 50%

Change sources and calculation notes remain to be documented.

Fortitude
Życie na turęHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Energia na turęEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Koszt energii pływaniaSwimming CostDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

PASPOfficial description
#

Game detail

Punkty Atrybutów (PA) używane są do rozwijania twoich podstawowych atrybutów.Każdy nowy poziom daje ci 1 PA.

Change sources and calculation notes remain to be documented.

AP
PUAPOfficial description
#

Game detail

Punkty Umiejętności (PU) są wykorzystywane do nauki nowych umiejętności i zaklęć.Każdy nowy poziom daje ci 1 PU.

Change sources and calculation notes remain to be documented.

SP
PoziomLevelOfficial description
#

Game detail

Każdy nowy poziom daje twojej postaci 1 Punkt Atrybutów i 1 Punkt Umiejętności.
Maksymalny poziom to 30.

Change sources and calculation notes remain to be documented.

LVL
DoświadczenieExperienceOfficial description
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Game detail

Liczba zdobytych punktów doświadczenia.

Change sources and calculation notes remain to be documented.

XP
Otrzymywane doświadczenieExperience GainOfficial description
#

Game detail

Liczba punktów doświadczenia, które zdobywasz ze wszystkich źródeł.

Change sources and calculation notes remain to be documented.

Received_XP

Primary attributes

SiłaStrengthOfficial description
#

Game detail

Siła wpływa na twoje główne możliwości bojowe.Do tego zwiększa obrażenia zadawane bez broni wpływa na zasięg oraz szansę na trafienie krytyczne rzucanych przedmiotów.Każdy punkt siły daje +1.5% obrażeń broni, +1.5% szans na blok i +1% siły bloku.Osiągnięcie progu 15, 20, 25 oraz 30 punktów daje również: +7.5% obrażeń w części ciała
+10% skuteczność obr. krytycznych
+15% obrażeń w pancerzSiła jest ograniczona do maks. 30 punktów.

Change sources and calculation notes remain to be documented.

STR
ZręcznośćAgilityOfficial description
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Game detail

Zręczność zwiększa twoją finezję w walce.Do tego zwiększa szanse na rozbrojenie pułapek i wpływa na obrażenia, celność, i szansę na trafienie krytyczne rzucanych przedmiotówKażdy punkt zręczności daje +1.5% szans na kontrę oraz -1,5% szans na porażkę oraz rykoszet.Osiągnięcie progu 15, 20, 25 oraz 30 punktów daje również: +5% szans na unik
+2.5% skuteczności obu rąk
+7.5% odporności na odepchnięcieZręczność jest ograniczona do maks. 30 punktów.

Change sources and calculation notes remain to be documented.

AGL
PercepcjaPerceptionOfficial description
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Game detail

Percepcja pozwala szybciej zauważać zagrożenia i wyprowadzać ciosy z większą precyzją.Do tego wpływa ona na obrażenia, celność, i szanse na trafienie krytyczne rzucanych przedmiotów.Każdy punkt percepcji daje +1.5% celności oraz +1.5% penetracji pancerza atakom i zaklęciom.Osiągnięcie progu 15, 20, 25, oraz 30 punktów daje również: +5% pola widzenia
+5% dodatkowego zasięgu
+5% szans na trafienie krytyczne oraz cudPercepcja jest ograniczona do maks. 30 punktów.

Change sources and calculation notes remain to be documented.

PRC
WitalnośćVitalityOfficial description
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Game detail

Witalność wpływa na twoją zdolność przeżycia oraz wytrzymałość.Każdy punkt witalności daje +4 maksymalnej energii oraz +2% odzyskiwania energii.Osiągnięcie progu 15, 20, 25 oraz 30 punktów daje również: +15 maksymalnego życia
+5% odnowienia siły bloku
+7.5% odporności na odepchnięcie Witalność jest ograniczona do maks. 30 punktów.

Change sources and calculation notes remain to be documented.

Vitality
WolaWillpowerOfficial description
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Game detail

Wola czyni trudy i zmagania łatwiejszymi do zniesienia.Każdy punkt siły woli daje -1.5% czasu odnawiania oraz -1.5% kosztu energii umiejętności.Osiągnięcie progu 15, 20, 25 oraz 30 punktów daje również: +7.5% siły magii
+7.5% odporności na ból
+7.5% zahartowaniaWola jest ograniczona do maks. 30 punktów.

Change sources and calculation notes remain to be documented.

WIL

Combat attributes

Obrażenia głównej rękiMain Hand DamageOfficial description
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Game detail

Obrażenia zadawane bronią w twojej głównej ręce.

Change sources and calculation notes remain to be documented.

DMG
Obrażenia drugiej rękiOff-Hand DamageOfficial description
#

Game detail

Obrażenia zadawane bronią w twojej drugiej ręce.

Change sources and calculation notes remain to be documented.

OFFDMG
Obrażenia broniWeapon DamageOfficial description
#

Game detail

Modyfikator obrażeń fizycznych zadawanych przez twoje ataki.

Change sources and calculation notes remain to be documented.

Weapon_Damage
CelnośćAccuracyMechanics explained
#

Game detail

Szansa na trafienie atakami wręcz i strzałami.Celność powyżej 100% zmniejsza szansę na unik celuBroń dystansowa otrzymuje -2% celności za każde pole dzielące strzelca od celu.Łuki otrzymują również -50% oraz -25% celności podczas strzelania do celów oddalonych kolejno: o 1 lub 2 pola.Umiejętności ataku mają podstawowe +4% celności.

Code-reviewed mechanics

How this value works
Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Hit_Chance
Szansa na trafienie krytyczneCrit ChanceMechanics explained
#

Game detail

Szansa na to, że wykonany atak zada dodatkowe obrażenia oraz zostanie wzmocniony dodatkowym efektem, zależnym od typu broni.

Code-reviewed mechanics

How this value works
Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
CRT
Skuteczność obr. krytycznychCrit EfficiencyOfficial description
#

Game detail

Współczynnik dodatkowych obrażeń, zadawanych przez trafienia krytyczne.

Change sources and calculation notes remain to be documented.

CRTD
Szansa na blokBlock ChanceMechanics explained
#

Game detail

Szansa na zablokowanie ataków wręcz, udany blok zaabsorbuje część obrażeń.
Jeżeli masz w użyciu tarczę, możesz również zablokować pociski, zarówno fizyczne, jak i magiczne.

Code-reviewed mechanics

How this value works
The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
PRR
Siła blokuBlock PowerMechanics explained
#

Game detail

Obecna i maksymalna ilość obrażeń jaką możesz zablokować. Siła bloku spada z każdym skutecznie zablokowanym atakiem i regeneruje się w każdej turze.Blokowanie obrażeń od magii oraz natury jest o 33% mniej skuteczne.Bazowa siła bloku zależy od siły postaci.

Code-reviewed mechanics

How this value works
Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Block_Power
Odnowienie siły blokuBlock Power RecoveryOfficial description
#

Game detail

Procent maksymalnej siły bloku odnawianej co turę.

Change sources and calculation notes remain to be documented.

Block_Recovery
Szansa na kontręCounter ChanceOfficial description
#

Game detail

Szansa na wykonanie kontry w momencie otrzymania ataku wręcz.Każdego wroga można skontrować tylko raz na turę.

Change sources and calculation notes remain to be documented.

CTA
Szansa na unikDodge ChanceMechanics explained
#

Game detail

Szansa na częściowe uniknięcie udanego ataku wroga, obrócenie go w porażkę lub uniknięcie go zupełnie jeśli jest już porażką.Szansa na unik jest o połowę mniej skuteczna przeciwko fizycznym i magicznym pociskom, jednak udany unik kompletnie neguje ich obrażenia.Ujemna szansa na unik zwiększa celność ataków wroga.

Code-reviewed mechanics

How this value works
The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
EVS
Szansa na porażkęFumble ChanceMechanics explained
#

Game detail

Szansa na to, że wykonany atak wręcz zada tylko połowę obrażeń.
Walka dwiema broniami wpływa negatywnie na ten atrybut.Broń dystansowa otrzymuje +2% szans na porażkę za każde pole dzielące strzelca od celu.Atak z porażką ma zerową szansę na ogłuszenie, dezorientację, odepchnięcie, unieruchomienie, wytrącenie z równowagi oraz wywołaniekrwawienia.W przypadku strzałów porażka spowoduje zniszczenie pocisku przy trafieniu w cel.Umiejętności ataku mają bazowe -4% szans na porażkę.

Code-reviewed mechanics

How this value works
Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
FMB
Otwieranie zamków i rozbrajanieLock-picking & DisarmingOfficial description
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Game detail

Szansa na skuteczne rozbrojenie pułapki lub otwarcie zamka wytrychem.

Change sources and calculation notes remain to be documented.

Savvy
UkrycieStealthOfficial description
#

Game detail

Skuteczność trybu ukrycia. [Niedostępne w becie]

Change sources and calculation notes remain to be documented.

STL
Maks. pole widzeniaMax VisionOfficial description
#

Game detail

Maksymalny promień pola widzenia.

Change sources and calculation notes remain to be documented.

VSN
Pole widzeniaVisionOfficial description
#

Game detail

Obecny promień pola widzenia.W ciemnych miejscach, twoja postać widzi oświetlone pola poza obecnym polem widzenia, pod warunkiem, że są one w zasięgu maksymalnego pola widzenia.

Change sources and calculation notes remain to be documented.

currentVSN
Bonusowe pole widzeniaBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Dodatkowy zasięgBonus RangeOfficial description
#

Game detail

Wpływa na zasięg, z którego możesz wykonać atak dystansowy lub rzucić niektóre czary.

Change sources and calculation notes remain to be documented.

Bonus_Range
ZasięgRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
ZasięgRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Skuteczność głównej rękiMain Hand EfficiencyOfficial description
#

Game detail

Wpływa na skuteczność ofensywną broni w wybranej dłoniWalka dwiema broniami wpływa negatywnie na ten atrybut.

Change sources and calculation notes remain to be documented.

Mainhand_Efficiency
Skuteczność drugiej rękiOff-Hand EfficiencyOfficial description
#

Game detail

Wpływa na skuteczność ofensywną używanej broni w wybranej dłoni.Walka dwiema broniami wpływa negatywnie na ten atrybut.

Change sources and calculation notes remain to be documented.

Offhand_Efficiency
Szansa na uniknięcie trafień krytycznychCrit AvoidanceMechanics explained
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Game detail

Szansa na uniknięcie krytycznego ataku poprzez zamianę go w zwykły atak.Ujemna szansa na uniknięcie trafień krytycznych zwiększa szanse na otrzymanie trafienia krytycznego.

Code-reviewed mechanics

How this value works
The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Crit_Avoid

Further combat attributes

Robiony hałasNoise ProducedOfficial description
#

Game detail

Ilość hałasu, jaki generują twoje działania.

Change sources and calculation notes remain to be documented.

Noise_Produced
Obrażenia w części ciałaBodypart DamageOfficial description
#

Game detail

Modyfikator dodatkowych obrażeń, zadawanych częściom ciała wrogów.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
Obrażenia w pancerzArmor DamageOfficial description
#

Game detail

Modyfikator dodatkowych obrażeń, zadawanych pancerzowi wrogów.

Change sources and calculation notes remain to be documented.

Armor_Damage
Penetracja pancerzaArmor PenetrationMechanics explained
#

Game detail

Procentowa wartość ochrony ignorowana przez twoje ataki.

Code-reviewed mechanics

How this value works
Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Armor_Piercing
Celność zaklęćSpell AccuracyOfficial description
#

Game detail

Podstawowe szanse na to, że twoje magiczne pociski trafią w cel.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Penetracja pancerza zaklęćSpell Armor PenetrationMechanics explained
#

Game detail

Procent ochrony wroga, który twoje zaklęcia ignorują.

Code-reviewed mechanics

How this value works
The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Spell_Armor_Piercing
Szansa na krwawienieBleed ChanceOfficial description
#

Game detail

Szansa na wywołanie krwawienia atakami.Krwawienie zadaje obrażenia rozłożone w czasie oraz pogarsza stan części ciała z tym efektem.

Change sources and calculation notes remain to be documented.

Bleeding_Chance
Szansa na odepchnięcieKnockback ChanceOfficial description
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Game detail

Szansa na odepchnięcie celu o jedno pole atakami.
Jeżeli cel został odepchnięty na zajęte pole, otrzyma dodatkowe obrażenia obuchowe i może zostać oszołomiony na 1 turę.

Change sources and calculation notes remain to be documented.

Knockback_Chance
Szansa na oszołomienieDaze ChanceOfficial description
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Game detail

Szansa na oszołomienie celu atakami.
Oszołomienie uniemożliwia celowi używanie umiejętności.

Change sources and calculation notes remain to be documented.

Daze_Chance
Szansa na ogłuszenieStun ChanceOfficial description
#

Game detail

Szansa na ogłuszenie celu atakami.
Ogłuszeni wrogowie zawsze pomijają swoją turę.

Change sources and calculation notes remain to be documented.

Stun_Chance
Szansa na unieruchomienieImmobilization ChanceOfficial description
#

Game detail

Szansa na unieruchomienie celu atakami.Unieruchomione cele nie mogą przemieścić się na inne pole.

Change sources and calculation notes remain to be documented.

Immob_Chance
Szansa na wytrącenie z równowagiStagger ChanceOfficial description
#

Game detail

Szansa na wytrącenie celu z równowagi atakami.Wytrąceni z równowagi wrogowie otrzymują kary do zarówno ofensywnych, jak i defensywnych atrybutów.

Change sources and calculation notes remain to be documented.

Stagger_Chance
Odporność na przemieszczenieMove ResistanceOfficial description
#

Game detail

Szansa na uniknięcie odepchnięcia, przyciągnięcia, unieruchomienia lub wytrącenia z równowagi, zadawanych atakami i umiejętnościami wroga.

Change sources and calculation notes remain to be documented.

Knockback_Resistance
Odporność na kontrolęControl ResistanceOfficial description
#

Game detail

Szansa na uniknięcie ogłuszenia, dezorientacji, oszołomienia lub wytrącenia z równowagi, zadawanych atakami i umiejętnościami wroga.

Change sources and calculation notes remain to be documented.

Stun_Resistance
Odporność na krwawienieBleed ResistanceOfficial description
#

Game detail

Szansa na uniknięcie krwawienia wywołanego przez ataki i umiejętności wroga.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Koszt energii zaklęćSpells Energy CostMechanics explained
#

Game detail

Współczynnik kosztu energii wykorzystywanej przez zaklęcia.

Code-reviewed mechanics

How this value works
Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Spells_Energy_Cost
Koszt energii zdolnościSkills Energy CostMechanics explained
#

Game detail

Współczynnik kosztu energii wykorzystywanej przez umiejętności.

Code-reviewed mechanics

How this value works
Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Skills_Energy_Cost
Koszt energii umiejętnościAbilities Energy CostMechanics explained
#

Game detail

Współczynnik kosztu energii wykorzystywanej przez umiejętności i zaklęcia.Jego najniższa możliwa wartość to 25%

Code-reviewed mechanics

How this value works
A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Abilities_Energy_Cost
Długość czasu odnawianiaCooldowns DurationMechanics explained
#

Game detail

Współczynnik czasu odnawiania wszystkich umiejętności.
Walka dwiema broniami wpływa negatywnie na ten atrybut.

Code-reviewed mechanics

How this value works
The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Cooldown_Reduction

Damage types

Obrażenia cięteSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Obrażenia kłutePiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Obrażenia obuchoweCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Obrażenia rozdzierająceRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Obrażenia od mrozuFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Obrażenia od porażeniaShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Obrażenia od porażeniaShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Obrażenia od truciznyPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Obrażenia od ogniaFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Obrażenia od kwasuCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Obrażenia tajemneArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Obrażenia przeklęteUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Obrażenia święteSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Obrażenia psionicznePsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Obrażenia nieuchronnePure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

Odporność na obr. fizycznePhysical ResistanceMechanics explained
#

Game detail

Procentowa redukcja wszystkich obrażeń fizycznych, które możesz otrzymać: ciętych, kłutych, obuchowych i rozdzierających.

Code-reviewed mechanics

How this value works
Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Physical_Resistance
Odporność na obr. od naturyNature ResistanceMechanics explained
#

Game detail

Procentowa redukcja wszystkich obrażeń od natury, które możesz otrzymać: ognia, mrozu, porażenia, trucizn i kwasu.

Code-reviewed mechanics

How this value works
Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Nature_Resistance
Odporność na obr. magiczneMagic ResistanceMechanics explained
#

Game detail

Procentowa redukcja wszystkich obrażeń magicznych, które możesz otrzymać: tajemnych, ~ur~przeklętych~/~, świętych i psionicznych.

Code-reviewed mechanics

How this value works
Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Magic_Resistance
Odporność na obr. cięteSlashing ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń ciętych, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
Odporność na obr. kłutePiercing ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń kłutych, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
Odporność na obr. obuchoweCrushing ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń obuchowych, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
Odporność na obr. rozdzierająceRending ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń rozrywających, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Rending_Resistance
Odporność na ogieńFire ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od ~u~ognia~/~, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Fire_Resistance
Odporność na mrózFrost ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od mrozu, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Frost_Resistance
Odporność na porażenieShock ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od porażeń, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Odporność na kwasCaustic ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od kwasu, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Odporność na truciznyPoison ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od trucizn, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Odporność na obr. tajemneArcane ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich obrażeń od magii tajemnej, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Odporność na obr. przeklęteUnholy ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich ~ur~przeklętych~/~ obrażeń, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Odporność na obr. święteSacred ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich świętych obrażeń, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Odporność na obr. psionicznePsionic ResistanceOfficial description
#

Game detail

Procentowa redukcja wszystkich psionicznych obrażeń, które otrzymujesz.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Odporność na obr. psionicznePsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status and effect attributes

Zadaje obrażeniaDeals DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage_Self
Zadaje obrażenia cięteDeals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
Zadaje obrażenia kłuteDeals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
Zadaje obrażenia obuchoweDeals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
Zadaje obrażenia rozdzierająceDeals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
Zadaje obrażenia od truciznyDeals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
Zadaje obrażenia od ogniaDeals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
Zadaje obrażenia od kwasuDeals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
Zadaje obrażenia od mrozuDeals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
Zadaje obrażenia od porażeniaDeals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
Zadaje obrażenia tajemneDeals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
Zadaje obrażenia przeklęteDeals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
Zadaje obrażenia święteDeals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
Zadaje obrażenia psioniczneDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
Zadaje obrażenia psioniczneDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage_Self

Health and survival

Limit bóluPain LimitMechanics explained
#

Game detail

Maksymalna ilość bólu, jaką twoja postać jest w stanie wytrzymać.
Im niższy poziom życia, tym wyższy limit bólu.

Code-reviewed mechanics

How this value works
Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Limit
GłódHungerMechanics explained
#

Game detail

Poziom głodu twojej postaci.
Zwiększa się z czasem w zależności od aktywności i wykonywanych czynności.Kiedy osiągnie (25 + threshold bonus)%, (50 + threshold bonus)% oraz (75 + threshold bonus)% wywoła negatywny efekt.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger
BólPainMechanics explained
#

Game detail

Poziom bólu twojej postaci.
Rośnie wraz z otrzymywanymi obrażeniami i urazami.
Maksymalny poziom bólu zależy od życia twojej postaci.Kiedy osiągnie (25 + threshold bonus)%, (50 + threshold bonus)% oraz (75 + threshold bonus)%, wywoła negatywny efekt.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain
PragnienieThirstMechanics explained
#

Game detail

Poziom spragnienia twojej postaci.
Zwiększa się z czasem w zależności od aktywności i wykonywanych czynności.Kiedy osiągnie (25 + threshold bonus)%, (50 + threshold bonus)% oraz (75 + threshold bonus)% wywoła negatywny efekt.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirsty
OdurzenieIntoxicationMechanics explained
#

Game detail

Poziom odurzenia twojej postaci.
To typowy efekt uboczny przy zażywaniu silnych leków, alkoholu, niektórych ziół oraz narkotyków.Kiedy osiągnie (25 + threshold bonus)%, (50 + threshold bonus)% oraz (75 + threshold bonus)% wywoła negatywny efekt.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Wild Hunt bonus

Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.

Code-reviewed mechanics

How this value works
The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Intoxication
OdpornośćImmunityMechanics explained
#

Game detail

Odporność na różne dolegliwości.
Wpływa również na częstotliwość pasywnego zmniejszania poziomu odurzenia.

Code-reviewed mechanics

How this value works
Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Immunity
Zmiana odpornościImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoraleMechanics explained
#

Game detail

Gotowość twojej postaci do walki i wytrwania.Ten atrybut zależy od kilku czynników:Sytuacji - (current Situation Morale% / 50%) - triumfów i niepowodzeń w walce i eksploracji, oraz wpływu pewnych efektów i przedmiotów.
Diety - (current Diet Morale% / 35%) - regularnego spożywania zróżnicowanych dań wysokiej jakości.
Odpoczynku - (current Rest Morale% / 15%) - wystarczająco długiego regularnego snu i jego jakości.Morale poniżej 50% powoduje negatywne stany psychiczne.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Morale = Situation + Temporary + Diet + Rest Morale

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.

Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale
Zdrowie psychiczneSanityMechanics explained
#

Game detail

Zdolność twojej postaci do trzeźwego postrzegania rzeczywistości.Ten atrybut zależy od kilku czynników:Sytuacji (current Situation Sanity% / 50%) - kontaktów z plugawą magią i tworzonymi przez nią wynaturzeniami, urazów głowy, wyników rzucania zaklęć, oraz wpływu pewnych efektów i przedmiotów.
Stylu życia (current Lifestyle Sanity% / 35%) - interakcji społecznych i rozrywki: wypełniania kontraktów, dowiadywania się wieści i plotek, modlenia się, gotowania i rękodzielnictwa.
Odpoczynku (current Rest Sanity% / 15%) - wystarczająco długiego regularnego snu i jego jakości.Zdrowie psychiczne poniżej 50% powoduje negatywne stany psychiczne.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Sanity = Situation + Lifestyle + Rest Sanity

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.

Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity
Sytuacyjne moraleSituational MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleSituational
Tymczasowe moraleTemporary MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleTemporary
Morale (dieta)Diet MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleDiet
Morale (sen)Sleep MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleRest
Sytuacyjne zdrowie psychiczneSituational SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanitySituational
Zdrowie psychiczne (styl życia)Lifestyle SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityLifestyle
Zdrowie psychiczne (sen)Sleep SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityRest
Zmiana natężenia bóluPain ChangeMechanics explained
#

Game detail

Wyznacza sposób, w jaki ból twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Change
Zmiana poziomu odurzeniaIntoxication ChangeMechanics explained
#

Game detail

Wyznacza sposób, w jaki odurzenie twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Change
Zmiana poziomu głoduHunger ChangeMechanics explained
#

Game detail

Wyznacza sposób, w jaki głód twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Change
Zmiana poziomu pragnieniaThirst ChangeMechanics explained
#

Game detail

Wyznacza sposób, w jaki pragnienie twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirst_Change
Zmiana sytuacyjnego zdrowia psychicznegoSit. Sanity ChangeMechanics explained
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Game detail

Wyznacza sposób, w jaki zdrowie psychiczne twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity_Change
Zmiana sytuacyjnego moraleSit. Morale ChangeMechanics explained
#

Game detail

Wyznacza sposób, w jaki morale twojej postaci zmienia się co turę.

Code-reviewed mechanics

How this value works
A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale_Change
ZmęczenieFatigueMechanics explained
#

Game detail

Poziom zmęczenia przedstawia to jak wyczerpana jest postać.Podnosi go wykonywanie różnych czynności, wliczając przemieszczanie się, blokowanie, uniki oraz używanie umiejętności.
Czary generują więcej zmęczenia niż inne zdolności.Każdy procent zmęczenia obniża maksymalny poziom energii o 0.5%.Po osiągnięciu (25 + threshold bonus)%, (50 + threshold bonus)% oraz (75 + threshold bonus)%, powoduje negatywny efekt.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue
Odporność na zmęczenieFatigue ResistanceMechanics explained
#

Game detail

Wpływa na szybkość, z jaką rośnie zmęczenie.

Code-reviewed mechanics

How this value works
Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Gain
Zmiana zmęczeniaFatigue ChangeMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Change
Odporność na bólPain ResistanceMechanics explained
#

Game detail

Zmienia szybkość, z jaką rośnie ból.

Code-reviewed mechanics

How this value works
Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Resistance
Odporność na głódHunger ResistanceMechanics explained
#

Game detail

Zmienia szybkość, z jaką rośnie głód.

Code-reviewed mechanics

How this value works
Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Resistance
Odporność na odurzenieIntoxication ResistanceMechanics explained
#

Game detail

Zmienia szybkość, z jaką rośnie odurzenie.

Code-reviewed mechanics

How this value works
Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Resistance
Brak symptomówNo symptomsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Leczenie urazówInjury TreatmentDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Szansa na nudnościNausea ChanceDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Szansa na zatruciePoisoning ChanceDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

Moc magicznaMagic PowerOfficial description
#

Game detail

Modyfikator obrażeń i skuteczności większości zaklęć.Wpływa również na obrażenia od natury i magiczne zadawane atakami.

Change sources and calculation notes remain to be documented.

Magic_Power
Obrażenia rykoszetuBackfire DamageOfficial description
#

Game detail

Ilość obrażeń zadanych postaci po nieudanym rzuceniu zaklęcia.Zadają określony procent obrażeń od energii wydanej na czar jako obrażenia odpowiadającego mu typu.Wpływają na niego następujące akcje:+30% za każdy rzucony czar
-10% za pominięcie tury
-10% za pozostanie na tym samym polu

Change sources and calculation notes remain to be documented.

Backfire_Damage
Obrażenia rykoszetuBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Zmiana obr. rykoszetuBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Szansa na cudMiracle ChanceOfficial description
#

Game detail

Szansa na rzucenie krytycznego czaru o wzmocnionym efekcie. Może to zwiększyć jego obrażenia, czas trwania efektów i tym podobne.

Change sources and calculation notes remain to be documented.

Miracle_Chance
Siła cuduMiracle PotencyOfficial description
#

Game detail

Współczynnik dodatkowej skuteczności krytycznego zaklęcia.

Change sources and calculation notes remain to be documented.

Miracle_Power
Szansa na rykoszetBackfire ChanceOfficial description
#

Game detail

Szansa, że podczas rzucania zaklęcia zostanie popełniony błąd, skutkujący rykoszetem.Zaklęcia rzucone z rykoszetem zadają obrażenia również używającemu, generują więcej zmęczenia, oraz wpływają negatywnie na psychikę.

Change sources and calculation notes remain to be documented.

Miscast_Chance
Moc piromancjiPyromantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów piromancji.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Moc geomancjiGeomantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów geomancji.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Moc wenomancjiVenomantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów wenomancji.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Moc kriomancjiCryomantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów kriomancji.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Moc elektromancjiElectromantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów electromancji.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Moc magii tajemnejArcanistic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów tajemnych.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Moc astralnaAstromantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów astromancji.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Moc psionicznaPsimantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów psionicznych.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Moc chronomancjiChronomantic PowerOfficial description
#

Game detail

Wskazuje skuteczność wszystkich czarów chronomancji.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

GłowaHeadDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TułówTorsoDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
RęceHandsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
NogiLegsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Wytrzymałość pancerzaArmor DurabilityDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Wola walkiWill to FightDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Termin ważnościExpiration TimeDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Czas trwania efektów najedzeniaDish Effects DurationDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_Effects_Duration

Trade values

Korzystność handluTrade FavorabilityDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Wielkość asortymentuStocks SizeDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Zapas złotaAvailable GoldDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Częstotliwość dostawRestocks FrequencyDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Ceny naprawRepair PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Ceny zakupu żywnościFood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Ceny zakupu napojówBeverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Ceny zakupu alkoholuAlcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Ceny zakupu lekarstwMedicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Ceny zakupu broniWeapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Ceny zakupu pancerzyArmor Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Ceny zakupu biżuteriiJewelry Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
Ceny zakupu kosztownościValuables Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
Ceny zakupu narkotykówDrugs Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
Ceny zakupu zwojówScrolls Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
Ceny zakupu rupieciJunk Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
Ceny zakupu składnikówIngredients Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_BP_Mod
Ceny zakupu artefaktówArtifacts Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
Ceny zakupu podręcznikówTreatises Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
Ceny zakupu dóbr handlowychCommodities Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_BP_Mod
Ceny zakupu książekBooks Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
Ceny zakupu materiałówMaterials Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
Ceny zakupu narzędziTools Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
Ceny zakupu torebBags Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
Ceny zakupu dodatkówAdditives Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
Ceny zakupu amunicjiAmmunition Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_BP_Mod
Ceny zakupu złotaGold Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_BP_Mod
Ceny zakupu srebraSilver Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
Ceny zakupu metaliMetal Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_BP_Mod
Ceny zakupu skóryLeather Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_BP_Mod
Ceny zakupu tkaninyCloth Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
Ceny zakupu drewnaWood Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_BP_Mod
Ceny zakupu klejnotówGems Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
Ceny zakupu ziółHerbs Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Herb_BP_Mod
Ceny zakupu worków zbożaSacks of Grain Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wheat_BP
Ceny zakupu skrzyń z węglemCrates of Charcoal Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Coal_BP
Ceny zakupu worków soliSacks of Salt Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Salt_BP
Ceny zakupu partii drewnaShipments of Timber Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Timber_BP
Ceny zakupu beczek piwaBarrels of Beer Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ale_BP
Ceny zakupu skrzyń winaCrates of Wine Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wine_BP
Ceny zakupu wiader cydruPails of Cider Buying PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cider_BP
Ceny sprzedaży żywnościFood Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_SP_Mod
Ceny sprzedaży napojówBeverages Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
Ceny sprzedaży alkoholuAlcohol Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
Ceny sprzedaży lekarstwMedicine Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
Ceny sprzedaży broniWeapons Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
Ceny sprzedaży pancerzyArmor Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
Ceny sprzedaży biżuteriiJewelry Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
Ceny sprzedaży kosztownościValuables Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_SP_Mod
Ceny sprzedaży narkotykówDrugs Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
Ceny sprzedaży składnikówIngredients Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
Ceny sprzedaży podręcznikówTreatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
Ceny sprzedaży dóbr handlowychCommodities Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
Ceny sprzedaży materiałówMaterials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
Ceny sprzedaży narzędziTools Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
Ceny sprzedaży amunicjiAmmunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
Ceny sprzedaży złotaGold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
Ceny sprzedaży srebraSilver Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
Ceny sprzedaży metaliMetal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
Ceny sprzedaży skóryLeather Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
Ceny sprzedaży tkaninyCloth Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
Ceny sprzedaży drewnaWood Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
Ceny sprzedaży klejnotówGems Selling PricesDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_SP_Mod

Contract values

Dzikość okolicyArea WildernessDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Szansa na zasadzkęAmbush ChanceDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Zdobywana reputacjaReputation GainOfficial description
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Game detail

Modyfikator ilości reputacji zdobywanej ze wszystkich źródeł.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Zdobywana reputacja (kontrakty)Contracts Reputation GainDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain
Reputacja z kontraktów (Bastion)Contracts Reputation Gain (Bastion)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Bastion
Reputacja z kontraktów (Krypta)Contracts Reputation Gain (Crypt)Description needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Crypt
Reputacja z kontraktów (Katakumby)Contracts Reputation Gain (Catacombs)Description needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Catacombs
Dostępne kontraktyAvailable ContractsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Czas na wypełnienie kontraktówContracts Time LimitDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errand RewardsErrands RewardsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

Źródła

Wersja gry 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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