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.
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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.
Related concepts:Vida MáxLimite de Vida Máx
Further reading:Body conditions and injuriesRest mode
HPVida 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.
Related concepts:VidaLimite de Vida Máx
Further reading:Body conditions and injuriesRest mode
max_hpRecuperação 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.
Related concepts:Recuperação de Energia
Further reading:Rest modeBody conditions and injuries
Health_RestorationEficiência 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.
Further reading:Pain and IntoxicationBody conditions and injuries
Healing_ReceivedRestauração de VidaHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resLimite de Vida MáxMax Health ThresholdMechanics explained
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.
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnergiaEnergyMechanics 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.
Related concepts:Energia MáxLimite de Energia Máx
MPEnergia 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.
Related concepts:EnergiaLimite de Energia Máx
max_mpRecuperação 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.
Related concepts:Recuperação de Vida
Further reading:Rest modeBody conditions and injuries
MP_RestorationRestauração de EnergiaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resLimite 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.
Related concepts:EnergiaEnergia Máx
Max_Energy_ThresholdDano 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.
Related concepts:ProteçãoPenetração de ArmaduraSpell Armor PiercingResistência FísicaResistência ElementalResistência Mágica
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedDano 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_ReturnedRoubo 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.
LifestealRoubo 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.
ManastealRoubo 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_DrainProteçãoProtectionMechanics 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.
Related concepts:Penetração de ArmaduraSpell Armor PiercingDano RecebidoResistência FísicaResistência ElementalResistência Mágica
Further reading:Damage and resistancesAttack resolution
DEFProteção para CabeçaHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFProteção para CorpoBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFProteção para BraçosArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFProteção para PernasLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFFortitudeOfficial 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.
FortitudeRestauração de VidaHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnRestauração de EnergiaEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnCusto de NataçãoSwimming 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
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.
APPHAPOfficial 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.
SPNívelLevelOfficial 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.
LVLExperiênciaExperienceOfficial description
Game detail
A quantidade de pontos de experiência que seu personagem adquiriu.
Change sources and calculation notes remain to be documented.
XPExperiência 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_XPPrimary attributes
ForçaStrengthOfficial description
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.
STRAgilidadeAgilityOfficial description
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.
AGLPercepçãoPerceptionOfficial description
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.
PRCVitalidadeVitalityOfficial description
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.
VitalityForça de VontadeWillpowerOfficial description
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.
WILCombat 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.
DMGDano 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.
OFFDMGDano 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_DamagePrecisãoAccuracyMechanics 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.
Related concepts:Chance de EsquivaChance de Atrapalhar-seChance de Acerto CrítEvasão de Acerto CrítChance de BloqueioCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
Hit_ChanceChance 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.
Related concepts:PrecisãoChance de EsquivaChance de Atrapalhar-seEvasão de Acerto CrítChance de BloqueioCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
CRTEficiência 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.
CRTDChance 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.
Related concepts:PrecisãoChance de EsquivaChance de Atrapalhar-seChance de Acerto CrítEvasão de Acerto CrítCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
PRRCapacidade 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.
Related concepts:PrecisãoChance de EsquivaChance de Atrapalhar-seChance de Acerto CrítEvasão de Acerto CrítChance de Bloqueio
Further reading:Attack resolutionDamage and resistances
Block_PowerRecuperação 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_RecoveryChance 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.
CTAChance 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.
Related concepts:PrecisãoChance de Atrapalhar-seChance de Acerto CrítEvasão de Acerto CrítChance de BloqueioCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
EVSChance 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.
Related concepts:PrecisãoChance de EsquivaChance de Acerto CrítEvasão de Acerto CrítChance de BloqueioCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
FMBArrombar 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.
SavvyFurtividadeStealthOfficial description
Game detail
A eficácia do modo de Furtividade.[Indisponível no Beta]
Change sources and calculation notes remain to be documented.
STLVisão MáxMax VisionOfficial description
Game detail
O alcance máximo do seu campo de visão.
Change sources and calculation notes remain to be documented.
VSNVisãoVisionOfficial 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.
currentVSNVisão BônusBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusAlcance 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_RangeAlcanceRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeAlcanceRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngEficiência 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_EfficiencyEficiência 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_EfficiencyEvasão 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.
Related concepts:PrecisãoChance de EsquivaChance de Atrapalhar-seChance de Acerto CrítChance de BloqueioCapacidade de Bloqueio
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther 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_ProducedDano 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_DamageDano 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_DamagePenetração 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.
Related concepts:ProteçãoSpell Armor PiercingDano RecebidoResistência FísicaResistência ElementalResistência Mágica
Further reading:Damage and resistancesAttack resolution
Armor_PiercingSpell 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_ChanceSpell 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.
Related concepts:ProteçãoPenetração de ArmaduraDano RecebidoResistência FísicaResistência ElementalResistência Mágica
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingChance 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_ChanceChance 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_ChanceChance 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_ChanceChance 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_ChanceChance 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_ChanceChance 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_ChanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceCusto 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.
Related concepts:Custo de Energia de AptidõesCusto de Energia de HabilidadesDuração de Recarga
Further reading:Attack resolutionFatigue
Spells_Energy_CostCusto 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.
Related concepts:Custo de Energia de AptidõesCusto de Energia de FeitiçosDuração de Recarga
Further reading:Attack resolutionFatigue
Skills_Energy_CostCusto 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.
Related concepts:Custo de Energia de HabilidadesCusto de Energia de FeitiçosDuração de Recarga
Further reading:Attack resolutionFatigue
Abilities_Energy_CostDuração 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.
Related concepts:Custo de Energia de AptidõesCusto de Energia de HabilidadesCusto de Energia de Feitiços
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Dano CortanteSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageDano PerfurantePiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageDano ContundenteCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageDano DilaceranteRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageDano CongelanteFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageDano ElétricoShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageDano ElétricoShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFDano VenenosoPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageDano FlamejanteFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageDano CáusticoCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageDano ArcanoArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageDano ProfanoUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageDano SagradoSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageDano PsiônicoPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageDano PuroPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageDano EntrópicoEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage 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.
Related concepts:ProteçãoPenetração de ArmaduraSpell Armor PiercingDano RecebidoResistência ElementalResistência Mágica
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceResistência 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.
Related concepts:ProteçãoPenetração de ArmaduraSpell Armor PiercingDano RecebidoResistência FísicaResistência Mágica
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceResistência 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.
Related concepts:ProteçãoPenetração de ArmaduraSpell Armor PiercingDano RecebidoResistência FísicaResistência Elemental
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência 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_ResistanceResistência PsiônicaPsionic ResistanceOfficial description
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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfCausa 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_SelfHealth 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.
Related concepts:DorAlteração da DorResistência à DorIntoxicaçãoAlteração da IntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitFomeHungerMechanics 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.
Related concepts:SedeAlteração da FomeAlteração da SedeResistência à Fome
Further reading:Hunger and ThirstRest mode
HungerDorPainMechanics 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.
Related concepts:Limite de DorAlteração da DorResistência à DorIntoxicaçãoAlteração da IntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
PainSedeThirstMechanics 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.
Related concepts:FomeAlteração da FomeAlteração da SedeResistência à Fome
Further reading:Hunger and ThirstRest mode
ThirstyIntoxicaçãoIntoxicationMechanics 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.
Related concepts:DorLimite de DorAlteração da DorResistência à DorAlteração da IntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationImunidadeImmunityMechanics 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.
Related concepts:DorLimite de DorAlteração da DorResistência à DorIntoxicaçãoAlteração da IntoxicaçãoResistência à Intoxicação
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityAlteração da ImunidadeImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoralMoraleMechanics 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.
Related concepts:SanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
MoraleSanidadeSanityMechanics 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.
Related concepts:MoralMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
SanityMoral 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.
Related concepts:MoralSanidadeMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
MoraleSituationalMoral 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.
Related concepts:MoralSanidadeMoral SituacionalMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
MoraleTemporaryMoral 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
MoraleDietMoral 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
MoraleRestSanidade 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
SanitySituationalSanidade 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de DescansoAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
SanityLifestyleSanidade 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaAlteração da Moral SitAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
SanityRestAlteração 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.
Related concepts:DorLimite de DorResistência à DorIntoxicaçãoAlteração da IntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeAlteração 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.
Related concepts:DorLimite de DorAlteração da DorResistência à DorIntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeAlteração 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.
Related concepts:FomeSedeAlteração da SedeResistência à Fome
Further reading:Hunger and ThirstRest mode
Hunger_ChangeAlteração 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.
Related concepts:FomeSedeAlteração da FomeResistência à Fome
Further reading:Hunger and ThirstRest mode
Thirst_ChangeAlteração 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Moral Sit
Further reading:Morale and SanitySleep and saving
Sanity_ChangeAlteração 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.
Related concepts:MoralSanidadeMoral SituacionalMoral TemporáriaMoral de NutriçãoMoral de DescansoSanidade SituacionalSanidade de Estilo de VidaSanidade de DescansoAlteração da Sanidade Sit
Further reading:Morale and SanitySleep and saving
Morale_ChangeFadigaFatigueMechanics 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.
Related concepts:Resistência a FadigaAlteração da Fadiga
FatigueResistência 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.
Related concepts:FadigaAlteração da Fadiga
Fatigue_GainAlteração 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.
Related concepts:FadigaResistência a Fadiga
Fatigue_ChangeResistência 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.
Related concepts:DorLimite de DorAlteração da DorIntoxicaçãoAlteração da IntoxicaçãoResistência à IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceResistência 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.
Related concepts:FomeSedeAlteração da FomeAlteração da Sede
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceResistência 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.
Related concepts:DorLimite de DorAlteração da DorResistência à DorIntoxicaçãoAlteração da IntoxicaçãoImunidade
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceSem SintomasNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderTratamento de FerimentoInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionChance de NáuseaNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceChance de EnvenenamentoPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
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_PowerDano 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_DamageDano de RetrofeitiçoBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntAlteração no Dano de RetrofeitiçoBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeChance de MilagreMiracle ChanceOfficial description
Game detail
A chance de conjurar um feitiço crítico, fortalecendo seus efeitos.
Change sources and calculation notes remain to be documented.
Miracle_ChancePotência de MilagreMiracle PotencyOfficial description
Game detail
O coeficiente da eficácia adicional dos feitiços críticos.
Change sources and calculation notes remain to be documented.
Miracle_PowerChance de RetrofeitiçoBackfire ChanceOfficial description
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_ChancePoder PiromânticoPyromantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Piromancia.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerPoder GeomânticoGeomantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Geomancia.
Change sources and calculation notes remain to be documented.
Geomantic_PowerPoder VenomânticoVenomantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Venomancia.
Change sources and calculation notes remain to be documented.
Venomantic_PowerPoder CriogênicoCryomantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Criomancia.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerPoder EletromânticoElectromantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Geomancia.
Change sources and calculation notes remain to be documented.
Electromantic_PowerPoder ArcanoArcanistic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços Arcanos.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerPoder AstromânticoAstromantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Astromancia.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPoder PsimânticoPsimantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços Psimânticos.
Change sources and calculation notes remain to be documented.
Psimantic_PowerPoder CronomânticoChronomantic PowerOfficial description
Game detail
Indica a eficácia de todos os feitiços de Cronomancia.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
CabeçaHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadTorsoDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoMãosHandsDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsPernasLegsDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsDurabilidade da ArmaduraArmor DurabilityDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityVontade de LutarWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleTempo até EstragarExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationDuração dos efeitos do PratoDish 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
Favorabilidade ComercialTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityTamanho do estoqueStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeOuro disponívelAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountFrequência de reabastecimentoRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockPreço de ReparoRepair PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço de compra de joiasJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModPreço de compra de itens valiososValuables Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModPreço de compra de drogasDrugs Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModPreço de compra de pergaminhosScrolls Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModPreço de compra de lixoJunk Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModPreço de compra de ingredientesIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModPreço de compra de artefatosArtifacts Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModPreço de compra de manuaisTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModPreço de compra de recursosCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModPreço de compra de livrosBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModPreço de compra de materiaisMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModPreço de compra de ferramentasTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModPreço de compra de bolsasBags Buying PricesDescription needed
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This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModPreço de compra de aditivosAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModPreço de compra de muniçãoAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModPreço de compra de ouroGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModPreço 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_ModPreço de compra de metalMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModPreço de compra de couroLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModPreço 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_ModPreço de compra de madeiraWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModPreço 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_ModPreço de compra de ervasHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModPreço de compra de sacos de grãoSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPPreço de compra de caixas de carvãoCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPPreço de compra de sacos de salSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPPreço de compra de carregamentos de madeiraShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPPreço de compra de barris de cervejaBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPPreço de compra de caixas de vinhoCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPPreço de compra de baldes de cidraPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPPreço de venda de comidaFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço de venda de itens valiososValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModPreço 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_ModContract 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_WildernessChance de EmboscadaAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceGanho de ReputaçãoReputation GainOfficial description
Game detail
O coeficiente de Reputação recebida de todas as fontes.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalGanho de Reputação por ContratosContracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainGanho 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_BastionGanho 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_CryptGanho 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_CatacombsContratos DisponíveisAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityTempo 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_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