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.
Related concepts:Maksymalne życiePróg maksymalnego życia
Further reading:Body conditions and injuriesRest mode
HPMaksymalne 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.
Related concepts:ŻyciePróg maksymalnego życia
Further reading:Body conditions and injuriesRest mode
max_hpOdzyskiwanie 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.
Related concepts:Odzyskiwanie energii
Further reading:Rest modeBody conditions and injuries
Health_RestorationSkuteczność 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.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedRegeneracja życiaHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resPróg maksymalnego życiaMax Health ThresholdMechanics explained
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.
Related concepts:ŻycieMaksymalne życie
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergiaEnergyMechanics 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.
Related concepts:Maksymalna energiaPróg maksymalnej energii
MPMaksymalna 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.
Related concepts:EnergiaPróg maksymalnej energii
max_mpOdzyskiwanie 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.
Related concepts:Odzyskiwanie życia
Further reading:Rest modeBody conditions and injuries
MP_RestorationRegeneracja energiiEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resPróg 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.
Related concepts:EnergiaMaksymalna energia
Max_Energy_ThresholdOtrzymywane 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.
Related concepts:OchronaPenetracja pancerzaPenetracja pancerza zaklęćOdporność na obr. fizyczneOdporność na obr. od naturyOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedOdbicie 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_ReturnedWysysanie życiaLife DrainOfficial description
Game detail
Procent zadanych obrażeń, który regeneruje twoje życie.
Change sources and calculation notes remain to be documented.
LifestealWysysanie energiiEnergy DrainOfficial description
Game detail
Procent zadanych obrażeń, który regeneruje twoją energię.
Change sources and calculation notes remain to be documented.
ManastealWysysanie energiiEnergy DrainOfficial description
Game detail
Procent zadanych obrażeń, który regeneruje twoją energię.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainOchronaProtectionMechanics 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.
Related concepts:Penetracja pancerzaPenetracja pancerza zaklęćOtrzymywane obrażeniaOdporność na obr. fizyczneOdporność na obr. od naturyOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
DEFOchrona głowyHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFOchrona tułowiaBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFOchrona rąkArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFOchrona nógLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFZahartowanieFortitudeOfficial 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.
FortitudeŻycie na turęHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnEnergia na turęEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnKoszt energii pływaniaSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter 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.
APPUAPOfficial 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.
SPPoziomLevelOfficial 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.
LVLDoświadczenieExperienceOfficial description
Game detail
Liczba zdobytych punktów doświadczenia.
Change sources and calculation notes remain to be documented.
XPOtrzymywane doświadczenieExperience GainOfficial description
Game detail
Liczba punktów doświadczenia, które zdobywasz ze wszystkich źródeł.
Change sources and calculation notes remain to be documented.
Received_XPPrimary 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.
STRZręcznośćAgilityOfficial description
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.
AGLPercepcjaPerceptionOfficial description
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.
PRCWitalnośćVitalityOfficial description
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.
VitalityWolaWillpowerOfficial description
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.
WILCombat attributes
Obrażenia głównej rękiMain Hand DamageOfficial description
Game detail
Obrażenia zadawane bronią w twojej głównej ręce.
Change sources and calculation notes remain to be documented.
DMGObrażenia drugiej rękiOff-Hand DamageOfficial description
Game detail
Obrażenia zadawane bronią w twojej drugiej ręce.
Change sources and calculation notes remain to be documented.
OFFDMGObrażenia broniWeapon DamageOfficial description
Game detail
Modyfikator obrażeń fizycznych zadawanych przez twoje ataki.
Change sources and calculation notes remain to be documented.
Weapon_DamageCelnośćAccuracyMechanics 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.
Related concepts:Szansa na unikSzansa na porażkęSzansa na trafienie krytyczneSzansa na uniknięcie trafień krytycznychSzansa na blokSiła bloku
Further reading:Attack resolutionDamage and resistances
Hit_ChanceSzansa 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.
Related concepts:CelnośćSzansa na unikSzansa na porażkęSzansa na uniknięcie trafień krytycznychSzansa na blokSiła bloku
Further reading:Attack resolutionDamage and resistances
CRTSkuteczność obr. krytycznychCrit EfficiencyOfficial description
Game detail
Współczynnik dodatkowych obrażeń, zadawanych przez trafienia krytyczne.
Change sources and calculation notes remain to be documented.
CRTDSzansa 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.
Related concepts:CelnośćSzansa na unikSzansa na porażkęSzansa na trafienie krytyczneSzansa na uniknięcie trafień krytycznychSiła bloku
Further reading:Attack resolutionDamage and resistances
PRRSiła 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.
Related concepts:CelnośćSzansa na unikSzansa na porażkęSzansa na trafienie krytyczneSzansa na uniknięcie trafień krytycznychSzansa na blok
Further reading:Attack resolutionDamage and resistances
Block_PowerOdnowienie siły blokuBlock Power RecoveryOfficial description
Game detail
Procent maksymalnej siły bloku odnawianej co turę.
Change sources and calculation notes remain to be documented.
Block_RecoverySzansa 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.
CTASzansa 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.
Related concepts:CelnośćSzansa na porażkęSzansa na trafienie krytyczneSzansa na uniknięcie trafień krytycznychSzansa na blokSiła bloku
Further reading:Attack resolutionDamage and resistances
EVSSzansa 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.
Related concepts:CelnośćSzansa na unikSzansa na trafienie krytyczneSzansa na uniknięcie trafień krytycznychSzansa na blokSiła bloku
Further reading:Attack resolutionDamage and resistances
FMBOtwieranie zamków i rozbrajanieLock-picking & DisarmingOfficial description
Game detail
Szansa na skuteczne rozbrojenie pułapki lub otwarcie zamka wytrychem.
Change sources and calculation notes remain to be documented.
SavvyUkrycieStealthOfficial description
Game detail
Skuteczność trybu ukrycia. [Niedostępne w becie]
Change sources and calculation notes remain to be documented.
STLMaks. pole widzeniaMax VisionOfficial description
Game detail
Maksymalny promień pola widzenia.
Change sources and calculation notes remain to be documented.
VSNPole 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.
currentVSNBonusowe pole widzeniaBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusDodatkowy 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_RangeZasięgRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeZasięgRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngSkuteczność 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_EfficiencySkuteczność 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_EfficiencySzansa na uniknięcie trafień krytycznychCrit AvoidanceMechanics explained
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.
Related concepts:CelnośćSzansa na unikSzansa na porażkęSzansa na trafienie krytyczneSzansa na blokSiła bloku
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Robiony hałasNoise ProducedOfficial description
Game detail
Ilość hałasu, jaki generują twoje działania.
Change sources and calculation notes remain to be documented.
Noise_ProducedObrażenia w części ciałaBodypart DamageOfficial description
Game detail
Modyfikator dodatkowych obrażeń, zadawanych częściom ciała wrogów.
Change sources and calculation notes remain to be documented.
Bodypart_DamageObrażenia w pancerzArmor DamageOfficial description
Game detail
Modyfikator dodatkowych obrażeń, zadawanych pancerzowi wrogów.
Change sources and calculation notes remain to be documented.
Armor_DamagePenetracja 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.
Related concepts:OchronaPenetracja pancerza zaklęćOtrzymywane obrażeniaOdporność na obr. fizyczneOdporność na obr. od naturyOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
Armor_PiercingCelność 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_ChancePenetracja 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.
Related concepts:OchronaPenetracja pancerzaOtrzymywane obrażeniaOdporność na obr. fizyczneOdporność na obr. od naturyOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingSzansa 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_ChanceSzansa na odepchnięcieKnockback ChanceOfficial description
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_ChanceSzansa na oszołomienieDaze ChanceOfficial description
Game detail
Szansa na oszołomienie celu atakami.
Oszołomienie uniemożliwia celowi używanie umiejętności.
Change sources and calculation notes remain to be documented.
Daze_ChanceSzansa 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_ChanceSzansa 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_ChanceSzansa 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_ChanceOdporność 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_ResistanceOdporność 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_ResistanceOdporność 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_ResistanceKoszt 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.
Related concepts:Koszt energii umiejętnościKoszt energii zdolnościDługość czasu odnawiania
Further reading:Attack resolutionFatigue
Spells_Energy_CostKoszt 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.
Related concepts:Koszt energii umiejętnościKoszt energii zaklęćDługość czasu odnawiania
Further reading:Attack resolutionFatigue
Skills_Energy_CostKoszt 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.
Related concepts:Koszt energii zdolnościKoszt energii zaklęćDługość czasu odnawiania
Further reading:Attack resolutionFatigue
Abilities_Energy_CostDługość 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.
Related concepts:Koszt energii umiejętnościKoszt energii zdolnościKoszt energii zaklęć
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Obrażenia cięteSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageObrażenia kłutePiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageObrażenia obuchoweCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageObrażenia rozdzierająceRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageObrażenia od mrozuFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageObrażenia od porażeniaShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageObrażenia od porażeniaShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFObrażenia od truciznyPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageObrażenia od ogniaFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageObrażenia od kwasuCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageObrażenia tajemneArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageObrażenia przeklęteUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageObrażenia święteSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageObrażenia psionicznePsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageObrażenia nieuchronnePure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage 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.
Related concepts:OchronaPenetracja pancerzaPenetracja pancerza zaklęćOtrzymywane obrażeniaOdporność na obr. od naturyOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceOdporność 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.
Related concepts:OchronaPenetracja pancerzaPenetracja pancerza zaklęćOtrzymywane obrażeniaOdporność na obr. fizyczneOdporność na obr. magiczne
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceOdporność 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.
Related concepts:OchronaPenetracja pancerzaPenetracja pancerza zaklęćOtrzymywane obrażeniaOdporność na obr. fizyczneOdporność na obr. od natury
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceOdporność na obr. cięteSlashing ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń ciętych, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceOdporność na obr. kłutePiercing ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń kłutych, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceOdporność na obr. obuchoweCrushing ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń obuchowych, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceOdporność na obr. rozdzierająceRending ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń rozrywających, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Rending_ResistanceOdporność 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_ResistanceOdporność na mrózFrost ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń od mrozu, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Frost_ResistanceOdporność na porażenieShock ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń od porażeń, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Shock_ResistanceOdporność na kwasCaustic ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń od kwasu, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceOdporność na truciznyPoison ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich obrażeń od trucizn, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Poison_ResistanceOdporność 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_ResistanceOdporność 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_ResistanceOdporność na obr. święteSacred ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich świętych obrażeń, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Sacred_ResistanceOdporność na obr. psionicznePsionic ResistanceOfficial description
Game detail
Procentowa redukcja wszystkich psionicznych obrażeń, które otrzymujesz.
Change sources and calculation notes remain to be documented.
Psionic_ResistanceOdporność na obr. psionicznePsionic ResistanceOfficial description
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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfZadaje 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_SelfHealth 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.
Related concepts:BólZmiana natężenia bóluOdporność na bólOdurzenieZmiana poziomu odurzeniaOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitGłódHungerMechanics 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.
Related concepts:PragnienieZmiana poziomu głoduZmiana poziomu pragnieniaOdporność na głód
Further reading:Hunger and ThirstRest mode
HungerBólPainMechanics 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.
Related concepts:Limit bóluZmiana natężenia bóluOdporność na bólOdurzenieZmiana poziomu odurzeniaOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
PainPragnienieThirstMechanics 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.
Related concepts:GłódZmiana poziomu głoduZmiana poziomu pragnieniaOdporność na głód
Further reading:Hunger and ThirstRest mode
ThirstyOdurzenieIntoxicationMechanics 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.
Related concepts:BólLimit bóluZmiana natężenia bóluOdporność na bólZmiana poziomu odurzeniaOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationOdpornośćImmunityMechanics 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.
Related concepts:BólLimit bóluZmiana natężenia bóluOdporność na bólOdurzenieZmiana poziomu odurzeniaOdporność na odurzenie
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityZmiana odpornościImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoraleMechanics 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.
Related concepts:Zdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
MoraleZdrowie 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.
Related concepts:MoraleSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
SanitySytuacyjne 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.
Related concepts:MoraleZdrowie psychiczneTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
MoraleSituationalTymczasowe 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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMorale (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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
MoraleDietMorale (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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
MoraleRestSytuacyjne 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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Zdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
SanitySituationalZdrowie 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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (sen)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
SanityLifestyleZdrowie 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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zmiana sytuacyjnego moraleZmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
SanityRestZmiana 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.
Related concepts:BólLimit bóluOdporność na bólOdurzenieZmiana poziomu odurzeniaOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeZmiana 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.
Related concepts:BólLimit bóluZmiana natężenia bóluOdporność na bólOdurzenieOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeZmiana 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.
Related concepts:GłódPragnienieZmiana poziomu pragnieniaOdporność na głód
Further reading:Hunger and ThirstRest mode
Hunger_ChangeZmiana 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.
Related concepts:GłódPragnienieZmiana poziomu głoduOdporność na głód
Further reading:Hunger and ThirstRest mode
Thirst_ChangeZmiana sytuacyjnego zdrowia psychicznegoSit. Sanity ChangeMechanics explained
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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego morale
Further reading:Morale and SanitySleep and saving
Sanity_ChangeZmiana 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.
Related concepts:MoraleZdrowie psychiczneSytuacyjne moraleTymczasowe moraleMorale (dieta)Morale (sen)Sytuacyjne zdrowie psychiczneZdrowie psychiczne (styl życia)Zdrowie psychiczne (sen)Zmiana sytuacyjnego zdrowia psychicznego
Further reading:Morale and SanitySleep and saving
Morale_ChangeZmęczenieFatigueMechanics 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.
Related concepts:Odporność na zmęczenieZmiana zmęczenia
FatigueOdporność 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.
Related concepts:ZmęczenieZmiana zmęczenia
Fatigue_GainZmiana 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.
Related concepts:ZmęczenieOdporność na zmęczenie
Fatigue_ChangeOdporność 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.
Related concepts:BólLimit bóluZmiana natężenia bóluOdurzenieZmiana poziomu odurzeniaOdporność na odurzenieOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceOdporność 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.
Related concepts:GłódPragnienieZmiana poziomu głoduZmiana poziomu pragnienia
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceOdporność 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.
Related concepts:BólLimit bóluZmiana natężenia bóluOdporność na bólOdurzenieZmiana poziomu odurzeniaOdporność
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceBrak symptomówNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderLeczenie urazówInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionSzansa na nudnościNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceSzansa na zatruciePoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
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_PowerObrażenia 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_DamageObrażenia rykoszetuBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntZmiana obr. rykoszetuBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeSzansa 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_ChanceSiła cuduMiracle PotencyOfficial description
Game detail
Współczynnik dodatkowej skuteczności krytycznego zaklęcia.
Change sources and calculation notes remain to be documented.
Miracle_PowerSzansa 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_ChanceMoc piromancjiPyromantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów piromancji.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerMoc geomancjiGeomantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów geomancji.
Change sources and calculation notes remain to be documented.
Geomantic_PowerMoc wenomancjiVenomantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów wenomancji.
Change sources and calculation notes remain to be documented.
Venomantic_PowerMoc kriomancjiCryomantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów kriomancji.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerMoc elektromancjiElectromantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów electromancji.
Change sources and calculation notes remain to be documented.
Electromantic_PowerMoc magii tajemnejArcanistic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów tajemnych.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerMoc astralnaAstromantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów astromancji.
Change sources and calculation notes remain to be documented.
Astromantic_PowerMoc psionicznaPsimantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów psionicznych.
Change sources and calculation notes remain to be documented.
Psimantic_PowerMoc chronomancjiChronomantic PowerOfficial description
Game detail
Wskazuje skuteczność wszystkich czarów chronomancji.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
GłowaHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTułówTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoRęceHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsNogiLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsWytrzymałość pancerzaArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityWola walkiWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleTermin ważnościExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationCzas trwania efektów najedzeniaDish Effects DurationDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_Effects_DurationTrade values
Korzystność handluTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityWielkość asortymentuStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeZapas złotaAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountCzęstotliwość dostawRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockCeny naprawRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesCeny 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_ModCeny 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_ModCeny 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_ModCeny 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_ModCeny 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_ModCeny zakupu pancerzyArmor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModCeny zakupu biżuteriiJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModCeny zakupu kosztownościValuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModCeny zakupu narkotykówDrugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModCeny zakupu zwojówScrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModCeny zakupu rupieciJunk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModCeny zakupu składnikówIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModCeny zakupu artefaktówArtifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModCeny zakupu podręcznikówTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModCeny zakupu dóbr handlowychCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModCeny zakupu książekBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModCeny zakupu materiałówMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModCeny zakupu narzędziTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModCeny zakupu torebBags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModCeny zakupu dodatkówAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModCeny zakupu amunicjiAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModCeny zakupu złotaGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModCeny zakupu srebraSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModCeny zakupu metaliMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModCeny zakupu skóryLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModCeny zakupu tkaninyCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModCeny zakupu drewnaWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModCeny zakupu klejnotówGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModCeny zakupu ziółHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModCeny zakupu worków zbożaSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPCeny zakupu skrzyń z węglemCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPCeny zakupu worków soliSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPCeny zakupu partii drewnaShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPCeny zakupu beczek piwaBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPCeny zakupu skrzyń winaCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPCeny zakupu wiader cydruPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPCeny sprzedaży żywnościFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModCeny sprzedaży napojówBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModCeny sprzedaży alkoholuAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_ModCeny sprzedaży lekarstwMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModCeny sprzedaży broniWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModCeny sprzedaży pancerzyArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModCeny sprzedaży biżuteriiJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModCeny sprzedaży kosztownościValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModCeny sprzedaży narkotykówDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModCeny sprzedaży składnikówIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_ModCeny 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_ModCeny sprzedaży dóbr handlowychCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModCeny 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_ModCeny sprzedaży narzędziTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModCeny 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_ModCeny 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_ModCeny sprzedaży srebraSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModCeny 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_ModCeny sprzedaży skóryLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModCeny sprzedaży tkaninyCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModCeny sprzedaży drewnaWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModCeny sprzedaży klejnotówGems Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_SP_ModContract values
Dzikość okolicyArea WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessSzansa na zasadzkęAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceZdobywana reputacjaReputation GainOfficial description
Game detail
Modyfikator ilości reputacji zdobywanej ze wszystkich źródeł.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalZdobywana reputacja (kontrakty)Contracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainReputacja 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_BastionReputacja z kontraktów (Krypta)Contracts Reputation Gain (Crypt)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CryptReputacja z kontraktów (Katakumby)Contracts Reputation Gain (Catacombs)Description needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_Gain_CatacombsDostępne kontraktyAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityCzas na wypełnienie kontraktówContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineErrand RewardsErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier