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.

Conteúdo

Reading this dictionary

Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.

Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.

Find an entry

254 / 254 entries

Health and Energy

VidaHealthMechanics explained
#

Game detail

A quantidade de dano que você pode receber antes de morrer.

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
Vida MáxMax HealthMechanics explained
#

Game detail

A quantidade de dano que você pode receber antes de morrer.

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
Recuperação de VidaHealth RestorationMechanics explained
#

Game detail

A taxa de Recuperação de Vida.
Quanto maior este número, mais frequentemente sua regeneração acontecerá.

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
Eficiência de CuraHealing EfficiencyMechanics explained
#

Game detail

O fator de Restauração de Vida recebida de todas as fontes.

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
Restauração de VidaHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Limite de Vida MáxMax Health ThresholdMechanics explained
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Game detail

O limite máximo de Vida que você pode recuperar.
Depende do grau de ferimento nas partes do seu corpo.

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

O recurso gasto ao usar habilidades e realizar outras ações, tal como nadar.

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
Energia MáxMax EnergyMechanics explained
#

Game detail

O recurso gasto ao usar habilidades e realizar outras ações, tal como nadar.

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
Recuperação de EnergiaEnergy RestorationMechanics explained
#

Game detail

A taxa de Recuperação de Energia.
Quanto maior este número, mais frequentemente sua regeneração acontecerá.

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
Restauração de EnergiaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Limite de Energia MáxMax Energy ThresholdMechanics explained
#

Game detail

O limite máximo para a quantia de Energia que pode ser recuperada através de Recuperação.Pode ser excedido se a Energia for recuperada com habilidades, consumíveis e efeitos.

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
Dano RecebidoDamage TakenMechanics explained
#

Game detail

A quantidade total de Dano recebido de todas as fontes.

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
Dano RefletidoDamage ReflectionOfficial description
#

Game detail

O percentual do dano original devolvido a inimigos em ataques corpo a corpo.

Change sources and calculation notes remain to be documented.

Damage_Returned
Roubo de VidaLife DrainOfficial description
#

Game detail

A porcentagem de Dano de ataque que você recebe como Saúde.

Change sources and calculation notes remain to be documented.

Lifesteal
Roubo de EnergiaEnergy DrainOfficial description
#

Game detail

A porcentagem de Dano de ataque que você recebe como Energia.

Change sources and calculation notes remain to be documented.

Manasteal
Roubo de EnergiaEnergy DrainOfficial description
#

Game detail

A porcentagem de Dano de ataque que você recebe como Energia.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
ProteçãoProtectionMechanics explained
#

Game detail

A quantidade de Dano absorvida por partes específicas do corpo ao receber um golpe.Proteção é 50% menos eficaz contra dano Mágico e Natural.

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
Proteção para CabeçaHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Proteção para CorpoBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Proteção para BraçosArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Proteção para PernasLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
FortitudeOfficial description
#

Game detail

Afeta a duração dos efeitos negativos recebidos e do dano ao longo do tempo recebido de Sangramento, Envenenamento, Em Chamas e Banho Ácido.

Change sources and calculation notes remain to be documented.

Fortitude
Restauração de VidaHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Restauração de EnergiaEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Custo de NataçãoSwimming 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

Pontos de Atributo são usados para aumentar seus status primários.Você ganha 1 PA quando sobe de nível.

Change sources and calculation notes remain to be documented.

AP
PHAPOfficial description
#

Game detail

Pontos de Habilidade são usados para aprender novas Habilidades.Você ganha 1 PH quando sobe de nível.

Change sources and calculation notes remain to be documented.

SP
NívelLevelOfficial description
#

Game detail

Você recebe um Ponto de Atributo e um Ponto de Habilidade em cada nível.
Seu nível máximo é 30.

Change sources and calculation notes remain to be documented.

LVL
ExperiênciaExperienceOfficial description
#

Game detail

A quantidade de pontos de experiência que seu personagem adquiriu.

Change sources and calculation notes remain to be documented.

XP
Experiência RecebidaExperience GainOfficial description
#

Game detail

O coeficiente de experiência que você recebe ao matar inimigos, descobrir novos locais e ler livros.

Change sources and calculation notes remain to be documented.

Received_XP

Primary attributes

ForçaStrengthOfficial description
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Game detail

Força afeta sua capacidade primária de combate. Além disso, ela aumenta a Capacidade de Bloqueio base, o Dano e Alcance de itens arremessáveis e também melhora o Dano de ataques desarmados.Cada ponto de Força concede +1,5% de Dano da Arma e +1.5% de Chance de Bloqueio.Alcançar os limiares de 15, 20, 25 e 30 pontos também concede:+7,5% de Dano Anatômico
+10% de Eficiência de Acerto Crít
+15% de Dano de ArmaduraForça tem um limite máximo de 30 pontos.

Change sources and calculation notes remain to be documented.

STR
AgilidadeAgilityOfficial description
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Game detail

Agility influences your finesse in battle.Additionally, it increases the chance to disarm traps and affects the damage, Accuracy, and Fumble Chance of thrown items.Each point of Agility grants +1.5% Counter Chance and -1.5% Fumble and Backfire Chances.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +5% Dodge Chance
+2.5% Hands Efficiency
+7.5% Move ResistanceAgility is capped at 30 points.

Change sources and calculation notes remain to be documented.

AGL
PercepçãoPerceptionOfficial description
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Game detail

Percepção possibilita que você antecipe o perigo e ajuda na execução de ataques mais precisos. Além disso, aumenta o Dano, a Precisão e a Chance de Acerto Crít. de itens arremessáveis.Cada ponto de Percepção concede +1,5% de Precisão e +1,5% de Penetração de Armadura.Alcançar os limiares de 15, 20, 25 e 30 pontos também concede:+5% de Visão
+5% de Alcance Bônus
+5% de Chance de Crít. e de MilagrePercepção tem um limite máximo de 30 pontos.

Change sources and calculation notes remain to be documented.

PRC
VitalidadeVitalityOfficial description
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Game detail

Vitalidade afeta sua resistência e sobrevivência.Cada ponto de Vitalidade concede +4 de Energia Máx e +2% de Recuperação de Energia.Alcançar os limiares de 15, 20, 25 e 30 pontos também concede:+15 de Vida Máx
+5% de Recuperação de Bloqueio
+7,5% de Resistência ao ControleVitalidade tem um limite máximo de 30 pontos.

Change sources and calculation notes remain to be documented.

Vitality
Força de VontadeWillpowerOfficial description
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Game detail

Willpower makes hardships and misery more tolerable.Each point of Willpower grants -1.5% Cooldowns Duration and -1.5% Abilities Energy Cost.Reaching the thresholds of 15, 20, 25, and 30 points also grants: +7.5% Magic Power
+7.5% Pain Resistance
+7.5% FortitudeWillpower is capped at 30 points.

Change sources and calculation notes remain to be documented.

WIL

Combat attributes

Dano da Mão PrincipalMain Hand DamageOfficial description
#

Game detail

O dano que você causa com a arma em sua mão principal.

Change sources and calculation notes remain to be documented.

DMG
Dano da Mão SecundáriaOff-Hand DamageOfficial description
#

Game detail

O dano que você causa com a arma em sua mão secundária.

Change sources and calculation notes remain to be documented.

OFFDMG
Dano da ArmaWeapon DamageOfficial description
#

Game detail

O fator de Dano Físico causado pelos seus ataques.

Change sources and calculation notes remain to be documented.

Weapon_Damage
PrecisãoAccuracyMechanics explained
#

Game detail

A chance de acertar um ataque ou disparo.Precisão acima de 100% reduz a Chance de Esquiva do alvo.Armas de longo alcance recebem uma penalidade de Precisão quando disparadas contra alvos distantes (disparos contra alvos além da metade do Alcance máximo recebem -2% de Precisão por cada espaço extra).Arcos recebem -50% e -25% de Precisão quando disparados contra alvos no alcance de 1 e 2 espaços respectivamente.

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
Chance de Acerto CrítCrit ChanceMechanics explained
#

Game detail

A chance de causar bônus de dano com um ataque ao mesmo tempo que o fortalece com um efeito adicional dependendo do tipo da arma.

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
Eficiência de Acerto CrítCrit EfficiencyOfficial description
#

Game detail

O coeficiente de dano bônus causado com ataques críticos.

Change sources and calculation notes remain to be documented.

CRTD
Chance de BloqueioBlock ChanceMechanics explained
#

Game detail

A chance de bloquear um ataque corpo a corpo, absorvendo uma parte do Dano.
Se você tiver um escudo equipado, também poderá bloquear ataques de longa distância.Acertos críticos não podem ser bloqueados inteiramente.

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
Capacidade de BloqueioBlock PowerMechanics explained
#

Game detail

O Dano atual e máximo que você pode absorver ao bloquear.A Capacidade de Bloqueio diminui a cada bloqueio bem-sucedido e se recupera a cada turno.A eficácia de bloquear dano Mágico e Natural é 50% menor.A base de Capacidade de Bloqueio é baseada na Força.

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
Recuperação de BloqueioBlock Power RecoveryOfficial description
#

Game detail

A porcentagem da Capacidade de Bloqueio restaurada a cada turno.

Change sources and calculation notes remain to be documented.

Block_Recovery
Chance de Contra-ataqueCounter ChanceOfficial description
#

Game detail

A chance de executar um contra-ataque após receber um ataque corpo a corpo.

Change sources and calculation notes remain to be documented.

CTA
Chance de EsquivaDodge ChanceMechanics explained
#

Game detail

A chance de evitar parcialmente um ataque corpo a corpo, transformado-o em um ataque Atrapalhado de raspão, ou de evitar totalmente um ataque corpo a corpo já Atrapalhado, negando seu dano por completo.A Chance de Esquiva tem metade da eficácia contra projéteis físicos e mágicos, mas uma esquiva bem-sucedida negará completamente o Dano deles.Chance de Esquiva abaixo de 0% aumenta a Precisão dos ataques inimigos.

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
Chance de Atrapalhar-seFumble ChanceMechanics explained
#

Game detail

A chance de causar Dano pela metade com golpes e disparos. Atrapalhar-se com um disparo também faz com que flechas e virotes se quebrem ao atingir o alvo.Atrapalhar-se com um golpe ou disparo zera a chance de causar Atordoamento, Tontura, Repulsão, Imobilização, Estarrecimento e Sangramento com ele.Empunhar armas de duas mãos afeta negativamente este atributo.

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
Arrombar e DesarmarLock-picking & DisarmingOfficial description
#

Game detail

A chance em desarmar com sucesso uma armadilha ou arrombar uma fechadura.

Change sources and calculation notes remain to be documented.

Savvy
FurtividadeStealthOfficial description
#

Game detail

A eficácia do modo de Furtividade.[Indisponível no Beta]

Change sources and calculation notes remain to be documented.

STL
Visão MáxMax VisionOfficial description
#

Game detail

O alcance máximo do seu campo de visão.

Change sources and calculation notes remain to be documented.

VSN
VisãoVisionOfficial description
#

Game detail

Your current Vision range.In dark areas, your character can see illuminated tiles beyond the current Vision range, as long as they are within the Max Vision range.

Change sources and calculation notes remain to be documented.

currentVSN
Visão BônusBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Alcance BônusBonus RangeOfficial description
#

Game detail

Altera o alcance de seus ataques à distância e certas magias.

Change sources and calculation notes remain to be documented.

Bonus_Range
AlcanceRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
AlcanceRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Eficiência da Mão PrincipalMain Hand EfficiencyOfficial description
#

Game detail

A Eficiência da Mão influencia nos parâmetros ofensivos de armas equipadas na respectiva mão.Empunhar duas armas afeta negativamente este atributo.

Change sources and calculation notes remain to be documented.

Mainhand_Efficiency
Eficiência da Mão SecundáriaOff-Hand EfficiencyOfficial description
#

Game detail

A Eficiência da Mão influencia nos parâmetros ofensivos de armas equipadas na respectiva mão.Empunhar duas armas afeta negativamente este atributo.

Change sources and calculation notes remain to be documented.

Offhand_Efficiency
Evasão de Acerto CrítCrit AvoidanceMechanics explained
#

Game detail

A chance de evitar ataques críticos transformando-os em básicos.Evasão de Acerto Crítico negativa aumenta a probabilidade de receber ataques críticos.

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

Ruído ProduzidoNoise ProducedOfficial description
#

Game detail

O nível de ruído produzido por suas ações.

Change sources and calculation notes remain to be documented.

Noise_Produced
Dano AnatômicoBodypart DamageOfficial description
#

Game detail

O dano extra que você causa nas partes do corpo de seus inimigos.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
Dano de ArmaduraArmor DamageOfficial description
#

Game detail

O dano extra que você causa à armadura de seus inimigos.

Change sources and calculation notes remain to be documented.

Armor_Damage
Penetração de ArmaduraArmor PenetrationMechanics explained
#

Game detail

A porcentagem de Proteção ignorada por seus ataques.

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
Spell AccuracyOfficial description
#

Game detail

The base chance for your projectile spells to hit their target.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Spell Armor PiercingSpell Armor PenetrationMechanics explained
#

Game detail

The percentage of enemy Protection ignored by your spells.

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
Chance de SangramentoBleed ChanceOfficial description
#

Game detail

A chance de causar Sangramento a uma parte aleatória do corpo.Sangramento causa Dano e piora as Condições das partes do corpo afetadas.

Change sources and calculation notes remain to be documented.

Bleeding_Chance
Chance de RepulsãoKnockback ChanceOfficial description
#

Game detail

A chance que um ataque tem de Repelir um inimigo por um espaço.Se um inimigo for Repelido para um espaço já ocupado, ele recebe um pouco de Dano Contundente e fica Tonto por 1 turno.

Change sources and calculation notes remain to be documented.

Knockback_Chance
Chance de TonturaDaze ChanceOfficial description
#

Game detail

A chance que um ataque tem de causar Tontura a um inimigo.Tontura impede que alvos afetados usem Habilidades e também reduz suas resistências de Movimentação e Controle.

Change sources and calculation notes remain to be documented.

Daze_Chance
Chance de AtordoamentoStun ChanceOfficial description
#

Game detail

A chance que um ataque tem de causar Atordoamento a um inimigo.Alvos Atordoados são forçados a pular seu turno.

Change sources and calculation notes remain to be documented.

Stun_Chance
Chance de ImobilizaçãoImmobilization ChanceOfficial description
#

Game detail

A chance que um ataque tem de Imobilizar um inimigo.Alvos Imobilizados não podem se mover para outros espaços.

Change sources and calculation notes remain to be documented.

Immob_Chance
Chance de EstarrecerStagger ChanceOfficial description
#

Game detail

A chance que um ataque tem de Estarrecer um inimigo.Alvos Estarrecidos recebem penalidades maiores tanto para atributos ofensivos quanto defensivos.

Change sources and calculation notes remain to be documented.

Stagger_Chance
Resistência ao MovimentoMove ResistanceOfficial description
#

Game detail

A chance de evitar Repulsão, Puxões, Imobilização e Estarrecimento aplicados por ataques e habilidades de inimigos.

Change sources and calculation notes remain to be documented.

Knockback_Resistance
Resistência ao ControleControl ResistanceOfficial description
#

Game detail

A chance de evitar Atordoamento, Tontura e Confusão de habilidades e ataques inimigos.

Change sources and calculation notes remain to be documented.

Stun_Resistance
Resistência a SangramentoBleed ResistanceOfficial description
#

Game detail

A chance de evitar Sangramento originada de habilidades e ataques inimigos.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Custo de Energia de FeitiçosSpells Energy CostMechanics explained
#

Game detail

O fator de Energia necessário para Feitiços.

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
Custo de Energia de HabilidadesSkills Energy CostMechanics explained
#

Game detail

O fator de Energia necessário para Habilidades.

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
Custo de Energia de AptidõesAbilities Energy CostMechanics explained
#

Game detail

The coefficient for the amount of Energy required to use skills and spells.The lowest possible value: 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
Duração de RecargaCooldowns DurationMechanics explained
#

Game detail

O fator de Duração de Recarga para todas as Habilidades.Empunhar duas armas afeta negativamente este atributo.

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

Dano CortanteSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Dano PerfurantePiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Dano ContundenteCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Dano DilaceranteRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Dano CongelanteFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Dano ElétricoShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Dano ElétricoShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Dano VenenosoPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Dano FlamejanteFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Dano CáusticoCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Dano ArcanoArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Dano ProfanoUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Dano SagradoSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Dano PsiônicoPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Dano PuroPure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Dano EntrópicoEntropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

Resistência FísicaPhysical ResistanceMechanics explained
#

Game detail

O percentual de redução para todo o Dano Físico recebido: Cortante, Perfurante, Contundente e Dilacerante.

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
Resistência ElementalNature ResistanceMechanics explained
#

Game detail

O percentual de redução para todo o Dano Natural recebido: Flamejante, Congelante, Elétrico, Venenoso e Cáustico.

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
Resistência MágicaMagic ResistanceMechanics explained
#

Game detail

O percentual de redução para todo o Dano Mágico recebido: Arcano, ~ur~Profano~/~, Sagrado e Psimântico.

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
Resistência a CorteSlashing ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Cortante recebido.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
Resistência à PerfuraçãoPiercing ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Perfurante recebido.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
Resistência a ContusãoCrushing ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Contundente recebido.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
Resistência a LaceraçãoRending ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Dilacerante recebido.

Change sources and calculation notes remain to be documented.

Rending_Resistance
Resistência ao FogoFire ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Flamejante recebido.

Change sources and calculation notes remain to be documented.

Fire_Resistance
Resistência ao CongelamentoFrost ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Congelante recebido.

Change sources and calculation notes remain to be documented.

Frost_Resistance
Resistência à EletricidadeShock ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Elétrico recebido.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Resistência CáusticaCaustic ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Cáustico recebido.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Resistência ao VenenoPoison ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Venenoso recebido.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Resistência ArcanaArcane ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Arcano recebido.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Resistência ProfanaUnholy ResistanceOfficial description
#

Game detail

O percentual de redução para todo o ~ur~Dano Profano~/~ recebido.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Resistência SagradaSacred ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Sagrado recebido.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Resistência PsiônicaPsionic ResistanceOfficial description
#

Game detail

O percentual de redução para todo o Dano Psimântico recebido.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Resistência PsiônicaPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status and effect attributes

Causa DanoDeals DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage_Self
Causa Dano CortanteDeals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
Causa Dano PerfuranteDeals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
Causa Dano ContundenteDeals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
Causa Dano DilaceranteDeals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
Causa Dano VenenosoDeals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
Causa Dano FlamejanteDeals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
Causa Dano CáusticoDeals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
Causa Dano CongelanteDeals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
Causa Dano ElétricoDeals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
Causa Dano ArcanoDeals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
Causa Dano ProfanoDeals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
Causa Dano SagradoDeals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
Causa Dano PsiônicoDeals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
Causa Dano PsiônicoDeals 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

Limite de DorPain LimitMechanics explained
#

Game detail

O limite máximo de Dor que seu personagem pode aguentar.
Quanto mais baixa a Vida, mais alto o Limite de Dor.

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
FomeHungerMechanics explained
#

Game detail

O nível de Fome do seu personagem.
Aumenta com o tempo, dependendo de sua atividade e ações.Quando alcançar (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)%, gera um efeito negativo.

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
DorPainMechanics explained
#

Game detail

O nível de Dor do seu personagem.
Aumenta quando recebe Dano e Ferimentos.
O nível máximo de Dor depende da Vida do seu personagem.Quando alcançar (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)%, gera um efeito negativo.

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
SedeThirstMechanics explained
#

Game detail

O nível de Sede do seu personagem.
Aumenta com o tempo, dependendo de sua atividade e ações.Quando alcançar (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)%, gera um efeito negativo.

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
IntoxicaçãoIntoxicationMechanics explained
#

Game detail

O nível de Intoxicação do seu personagem.
É um efeito colateral comum do álcool, drogas, algumas ervas e medicamentos.Quando alcançar (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)%, gera um efeito negativo.

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
ImunidadeImmunityMechanics explained
#

Game detail

The resistance to a variety of maladies.
Also affects the rate of passive recovery from Intoxication.

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
Alteração da ImunidadeImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoralMoraleMechanics explained
#

Game detail

A prontidão do seu personagem para lutar e perseverar.Este atributo depende de diversos fatores:Situações (current Situation Morale%/50%) - triunfos ou contratempos em combate e exploração, assim como a influência de certos efeitos e consumíveis.
Moral abaixo de 50% resulta em estados negativos de Psique.

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
SanidadeSanityMechanics explained
#

Game detail

A capacidade do seu personagem de manter uma noção firme da realidade.Este atributo depende de diversos fatores:Situações (current Situation Sanity%/50%) - contatos com magia profana e suas abominações, Ferimentos na cabeça, resultado das conjurações de feitiços, assim como a influência de certos efeitos e consumíveis.
Estilo de Vida (current Lifestyle Sanity%/35%) - interações sociais e entretenimento: concluir Contratos, ficar por dentro das notícias e rumores, rezar, cozinhar e criar coisas.
Sanidade abaixo de 50% resulta em estados negativos de Psique.

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
Moral SituacionalSituational 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
Moral TemporáriaTemporary 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
Moral de NutriçãoDiet 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
Moral de DescansoSleep 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
Sanidade SituacionalSituational 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
Sanidade de Estilo de VidaLifestyle 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
Sanidade de DescansoSleep 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
Alteração da DorPain ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Dor.

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
Alteração da IntoxicaçãoIntoxication ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Intoxicação.

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
Alteração da FomeHunger ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Fome.

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
Alteração da SedeThirst ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Sede.

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
Alteração da Sanidade SitSit. Sanity ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Sanidade

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
Alteração da Moral SitSit. Morale ChangeMechanics explained
#

Game detail

Indica a variação por turno da sua Moral.

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
FadigaFatigueMechanics explained
#

Game detail

O grau de exaustão do seu personagem.Aumenta ao realizar diversas ações, incluindo movimentar-se para outros espaços, bloquear, desviar e usar habilidades.
Feitiço geram mais Fadiga que habilidades.Cada percentual de Fadiga reduz o Limite de Energia Máx em 0,5%.Ao chegar em (25 + threshold bonus)%, (50 + threshold bonus)% e (75 + threshold bonus)%, ele produz um efeito negativo.

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
Resistência a FadigaFatigue ResistanceMechanics explained
#

Game detail

Altera a velocidade em que sua Fadiga aumenta.

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
Alteração da FadigaFatigue 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
Resistência à DorPain ResistanceMechanics explained
#

Game detail

Altera a velocidade em que sua Dor aumenta.

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
Resistência à FomeHunger ResistanceMechanics explained
#

Game detail

Altera a velocidade em que sua Fome aumenta.

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
Resistência à IntoxicaçãoIntoxication ResistanceMechanics explained
#

Game detail

Altera a velocidade em que sua Intoxicação aumenta.

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
Sem SintomasNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Tratamento de FerimentoInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Chance de NáuseaNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Chance de EnvenenamentoPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

Poder MágicoMagic PowerOfficial description
#

Game detail

Altera o Dano e a eficácia da maioria de suas magias.Também afeta o Dano Mágico causado por ataques básicos.

Change sources and calculation notes remain to be documented.

Magic_Power
Dano de RetrofeitiçoBackfire DamageOfficial description
#

Game detail

A quantia de Dano causado ao personagem quando erra um feitiço.Causa o percentual listado do custo de Energia do feitiço errado como Dano do tipo correspondente.Pode ser afetado pelas ações a seguir:+30% para cada feitiço
-10% por pular um turno
-10% por permanecer no mesmo espaço

Change sources and calculation notes remain to be documented.

Backfire_Damage
Dano de RetrofeitiçoBackfire DamageDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Alteração no Dano de RetrofeitiçoBackfire Damage ChangeOfficial description
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Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Chance de MilagreMiracle ChanceOfficial description
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Game detail

A chance de conjurar um feitiço crítico, fortalecendo seus efeitos.

Change sources and calculation notes remain to be documented.

Miracle_Chance
Potência de MilagreMiracle PotencyOfficial description
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Game detail

O coeficiente da eficácia adicional dos feitiços críticos.

Change sources and calculation notes remain to be documented.

Miracle_Power
Chance de RetrofeitiçoBackfire ChanceOfficial description
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Game detail

A chance de fazer um erro ao conjurar uma habilidade, causando um Retrofeitiço.Retrofeitiços causam Dano ao conjurador, geram mais Fadiga e afetam a Sanidade negativamente.

Change sources and calculation notes remain to be documented.

Miscast_Chance
Poder PiromânticoPyromantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Piromancia.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Poder GeomânticoGeomantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Geomancia.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Poder VenomânticoVenomantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Venomancia.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Poder CriogênicoCryomantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Criomancia.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Poder EletromânticoElectromantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Geomancia.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Poder ArcanoArcanistic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços Arcanos.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Poder AstromânticoAstromantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Astromancia.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Poder PsimânticoPsimantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços Psimânticos.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Poder CronomânticoChronomantic PowerOfficial description
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Game detail

Indica a eficácia de todos os feitiços de Cronomancia.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

CabeçaHeadDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
TorsoDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
MãosHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
PernasLegsDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Durabilidade da ArmaduraArmor 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
Vontade de LutarWill 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
Tempo até EstragarExpiration 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
Duração dos efeitos do PratoDish 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

Favorabilidade ComercialTrade 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
Tamanho do estoqueStocks 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
Ouro disponívelAvailable 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
Frequência de reabastecimentoRestocks 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
Preço de ReparoRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Preço de compra de comidaFood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
Preço de compra de bebidasBeverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
Preço de compra de álcoolAlcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
Preço de compra de medicamentosMedicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
Preço de compra de armasWeapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
Preço de compra de armadurasArmor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
Preço de compra de joiasJewelry 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
Preço de compra de itens valiososValuables 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
Preço de compra de drogasDrugs 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
Preço de compra de pergaminhosScrolls 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
Preço de compra de lixoJunk 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
Preço de compra de ingredientesIngredients 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
Preço de compra de artefatosArtifacts 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
Preço de compra de manuaisTreatises 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
Preço de compra de recursosCommodities 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
Preço de compra de livrosBooks 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
Preço de compra de materiaisMaterials 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
Preço de compra de ferramentasTools 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
Preço de compra de bolsasBags 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
Preço de compra de aditivosAdditives 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
Preço de compra de muniçãoAmmunition 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
Preço de compra de ouroGold 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
Preço de compra de prataSilver Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
Preço de compra de metalMetal 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
Preço de compra de couroLeather 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
Preço de compra de tecidoCloth Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
Preço de compra de madeiraWood 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
Preço de compra de pedras preciosasGems Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
Preço de compra de ervasHerbs 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
Preço de compra de sacos de grãoSacks 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
Preço de compra de caixas de carvãoCrates 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
Preço de compra de sacos de salSacks 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
Preço de compra de carregamentos de madeiraShipments 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
Preço de compra de barris de cervejaBarrels 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
Preço de compra de caixas de vinhoCrates 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
Preço de compra de baldes de cidraPails 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
Preço de venda de comidaFood 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
Preço de venda de bebidasBeverages Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
Preço de venda de álcoolAlcohol Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
Preço de venda de medicamentosMedicine Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
Preço de venda de armasWeapons Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
Preço de venda de armadurasArmor Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
Preço de venda de joiasJewelry Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
Preço de venda de itens valiososValuables 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
Preço de venda de drogasDrugs Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
Preço de venda de ingredientesIngredients Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
Preço de venda de manuaisTreatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
Preço de venda de recursosCommodities Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
Preço de venda de materiaisMaterials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
Preço de venda de ferramentasTools Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
Preço de venda de muniçãoAmmunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
Preço de venda de ouroGold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
Preço de venda de prataSilver Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
Preço de venda de metalMetal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
Preço de venda de couroLeather Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
Preço de venda de tecidoCloth Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
Preço de venda de madeiraWood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
Preço de venda de pedras preciosasGems Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_SP_Mod

Contract values

Natureza da ÁreaArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Chance de EmboscadaAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Ganho de ReputaçãoReputation GainOfficial description
#

Game detail

O coeficiente de Reputação recebida de todas as fontes.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Ganho de Reputação por ContratosContracts 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
Ganho de Reputação por Contratos (Bastião)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
Ganho de Reputação por Contratos (Cripta)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_Crypt
Ganho de Reputação por Contratos (Catacumbas)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_Catacombs
Contratos DisponíveisAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Tempo Limite dos ContratosContracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

Fontes

Versão do jogo 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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