Attribute dictionary
Перевода этой статьи на выбранный язык пока нет. Ниже показан английский текст; доступные официальные названия сохраняются на выбранном языке.
Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
Содержание
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
ЗдоровьеHealthMechanics explained
Game detail
Сколько урона вы можете получить, прежде чем погибнете.
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:Запас здоровьяПорог здоровья
Further reading:Body conditions and injuriesRest mode
HPЗапас здоровьяMax HealthMechanics explained
Game detail
Сколько урона вы можете получить, прежде чем погибнете.
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:ЗдоровьеПорог здоровья
Further reading:Body conditions and injuriesRest mode
max_hpРегенерация здоровьяHealth RestorationMechanics explained
Game detail
Скорость восстановления здоровья.
Чем выше этот показатель, тем чаще срабатывает регенерация.Каждое срабатывание регенерации по умолчанию восполняет 5% запаса здоровья.Нахождение в бою приостанавливает регенерацию.
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:Регенерация энергии
Further reading:Rest modeBody conditions and injuries
Health_RestorationЭффективность леченияHealing EfficiencyMechanics explained
Game detail
Коэффициент восполняемого изо всех источников здоровья.
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_ReceivedВосполнение здоровьяHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resПорог здоровьяMax Health ThresholdMechanics explained
Game detail
Максимальное значение, до которого восполняется здоровье.Уменьшается по мере ухудшения состояния частей тела и при получении травм.
Code-reviewed mechanics
- How this value works
- The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Related concepts:ЗдоровьеЗапас здоровья
Further reading:Body conditions and injuriesRest mode
Health_ThresholdЭнергияEnergyMechanics explained
Game detail
Запас сил, расходуемый на способности и некоторые другие действия вроде плаванья.
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:Запас энергииПорог энергии
MPЗапас энергииMax EnergyMechanics explained
Game detail
Запас сил, расходуемый на способности и некоторые другие действия вроде плаванья.
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:ЭнергияПорог энергии
max_mpРегенерация энергииEnergy RestorationMechanics explained
Game detail
Скорость восстановления энергии.
Чем больше этот показатель, тем чаще срабатывает регенерация.Каждое срабатывание регенерации по умолчанию восполняет 5% запаса энергии.
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:Регенерация здоровья
Further reading:Rest modeBody conditions and injuries
MP_RestorationВосполнение энергииEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resПорог энергииMax Energy ThresholdMechanics explained
Game detail
Максимальное значение, до которого восполняется энергия.Уменьшается по мере роста усталости персонажа.
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:ЭнергияЗапас энергии
Max_Energy_ThresholdПолучаемый уронDamage TakenMechanics explained
Game detail
Показатель урона, получаемого из всех источников.
Применяется в последнюю очередь после защиты и сопротивляемостей.
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:ЗащитаПробитие брониПробитие брони заклинаниямиСопр. физ. уронуСопр. силам природыСопр. магии
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedОтражение уронаDamage ReflectionOfficial description
Game detail
Процент изначального урона, возращаемого врагам в ближнем бою.
Change sources and calculation notes remain to be documented.
Damage_ReturnedПохищение жизниLife DrainOfficial description
Game detail
Процент урона атак, преобразуемого в восполнение здоровья.
Change sources and calculation notes remain to be documented.
LifestealПохищение энергииEnergy DrainOfficial description
Game detail
Процент урона атак, преобразуемого в восполнение энергии.
Change sources and calculation notes remain to be documented.
ManastealПохищение энергии заклинаниямиEnergy DrainOfficial description
Game detail
Процент урона заклинаний, преобразуемого в восполнение энергии.
Распространяется также на вызываемые заклинаниями магические эффекты и зоны с периодическим уроном.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainЗащитаProtectionMechanics explained
Game detail
Количество урона, поглощаемого при попадании по определённой части тела.
Применяется до сопротивляемостей.Защита поглощает на 33% меньше природного и магического урона.
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:Пробитие брониПробитие брони заклинаниямиПолучаемый уронСопр. физ. уронуСопр. силам природыСопр. магии
Further reading:Damage and resistancesAttack resolution
DEFЗащита головыHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFЗащита торсаBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFЗащита рукArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFЗащита ногLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFСтойкостьFortitudeOfficial description
Game detail
Влияет на длительность получаемых негативных физических и ментальных эффектов, некоторых воздействий, а также периодический урон от кровотечений, отравлений, горений и кислотных ванн.Также снижает потери морали и рассудка.Макс. значение: 50%
Change sources and calculation notes remain to be documented.
FortitudeВосполнение здоровьяHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnВосполнение энергииEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnЗатраты на плаваньеSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
ОАSPOfficial description
Game detail
Очки атрибутов (ОА) используются для увеличения основных характеристик.Каждое повышение уровня даёт 1 ОА.
Change sources and calculation notes remain to be documented.
APОСAPOfficial description
Game detail
Очки способностей (ОС) используются для изучения новых умений и заклинаний.Каждое повышение уровня даёт 1 ОС.
Change sources and calculation notes remain to be documented.
SPУровеньLevelOfficial description
Game detail
Каждый уровень даёт персонажу 1 очко атрибутов и 1 очко способностей.
Максимальный уровень персонажа: 30.
Change sources and calculation notes remain to be documented.
LVLОпытExperienceOfficial description
Game detail
Количество опыта, полученного персонажем.
Change sources and calculation notes remain to be documented.
XPПолучаемый опытExperience GainOfficial description
Game detail
Коэффициент опыта, получаемого из всех источников.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
СилаStrengthOfficial description
Game detail
Сила влияет на основные боевые показатели.Также она увеличивает урон безоружных атак и влияет на урон и шанс крита бросков.Каждая ед. силы даёт +1.5% к урону оружия, +1.5% к шансу блока и +1 к силе блока.Достижение порогов в 15, 20, 25 и 30 ед. дополнительно даёт: +7.5% к травмирующему урону
+10% к эффективности критов
+15% к урону по бронеМакс. значение силы - 30 ед.
Change sources and calculation notes remain to be documented.
STRЛовкостьAgilityOfficial description
Game detail
Ловкость повышает искусность в поединках.Также она увеличивает шанс обезвреживания ловушек и влияет на точность, урон и шанс неудачи бросков.Каждая ед. ловкости даёт +1.5% к шансу контрудара и -1.5% к шансу неудачи и шансу Отдачи.Достижение порогов в 15, 20, 25 и 30 ед. дополнительно даёт: +5% к шансу уклонения
+2.5% к эффективности обеих рук
+7.5% к сопр. перемещениюМакс. значение ловкости - 30 ед.
Change sources and calculation notes remain to be documented.
AGLВосприятиеPerceptionOfficial description
Game detail
Восприятие позволяет раньше замечать опасности и точнее бить в цель.Также оно увеличивает точность и шанс крита бросков.Каждая ед. восприятия даёт атакам и заклинаниям +1.5% к точности и +1.5% к пробитию брони.Достижение порогов в 15, 20, 25 и 30 ед. дополнительно даёт: +5% к макс. обзору
+5% к бонусной дальности
+5% к шансу крита и шансу ЧудаМакс. значение восприятия - 30 ед.
Change sources and calculation notes remain to be documented.
PRCЖивучестьVitalityOfficial description
Game detail
Живучесть повышает выносливость и позволяет дольше оставаться в живых.Каждая ед. живучести даёт +4 к запасу энергии и +2% к регенерации энергии.Достижение порогов в 15, 20, 25 и 30 ед. дополнительно даёт: +15 к запасу здоровья
+5% к восст. силы блока
+7.5% к сопр. контролюМакс. значение живучести - 30 ед.
Change sources and calculation notes remain to be documented.
VitalityВоляWillpowerOfficial description
Game detail
Воля позволяет легче переносить тяготы и лишения.Каждая ед. воли даёт -1.5% к времени восст. способностей и -1.5% к затратам на способности.Достижение порогов в 15, 20, 25 и 30 ед. дополнительно даёт: +7.5% к силе магии
+7.5% к сопр. боли
+7.5% к стойкостиМакс. значение воли - 30 ед.
Change sources and calculation notes remain to be documented.
WILCombat attributes
Урон ведущей рукиMain Hand DamageOfficial description
Game detail
Урон, наносимый оружием в ведущей руке.
Change sources and calculation notes remain to be documented.
DMGУрон второй рукиOff-Hand DamageOfficial description
Game detail
Урон, наносимый оружием во второй руке.
Change sources and calculation notes remain to be documented.
OFFDMGУрон оружияWeapon DamageOfficial description
Game detail
Коэффициент физического урона, наносимого атаками.
Change sources and calculation notes remain to be documented.
Weapon_DamageТочностьAccuracyMechanics explained
Game detail
Шанс попадания атак и выстрелов.Избыточная точность сверх 100% уменьшает вражеский шанс уклонения.Оружие дальнего боя получает -2% точности за каждую клетку до цели.Луки также получают -50% и -25% точности за выстрелы по целям в 1 и 2 клетках соответственно.Атакующие умения имеют встроенный бонус в +4% точности.
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:Шанс уклоненияШанс неудачиШанс критаИзбегание критовШанс блокаСила блока
Further reading:Attack resolutionDamage and resistances
Hit_ChanceШанс критаCrit ChanceMechanics explained
Game detail
Шанс нанести дополнительный урон при атаке и усилить её дополнительным эффектом, зависящим от типа оружия.
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:ТочностьШанс уклоненияШанс неудачиИзбегание критовШанс блокаСила блока
Further reading:Attack resolutionDamage and resistances
CRTЭффективность критовCrit EfficiencyOfficial description
Game detail
Коэффициент бонусного урона, наносимого критическими атаками.
Change sources and calculation notes remain to be documented.
CRTDШанс блокаBlock ChanceMechanics explained
Game detail
Вероятность заблокировать атаку ближнего боя, поглотив определённое количество урона.Экипированный щит позволяет также блокировать атаки дальнего боя и магические снаряды.
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:ТочностьШанс уклоненияШанс неудачиШанс критаИзбегание критовСила блока
Further reading:Attack resolutionDamage and resistances
PRRСила блокаBlock PowerMechanics explained
Game detail
Текущее и максимальное количество урона, поглощаемого блокированием.Сила блока уменьшается успешным блокированием и частично восполняется каждый ход.Блокирование магического и природного урона на 33% менее эффективно.Стандартное значение силы блока зависит от показателя силы.
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:ТочностьШанс уклоненияШанс неудачиШанс критаИзбегание критовШанс блока
Further reading:Attack resolutionDamage and resistances
Block_PowerВосст. силы блокаBlock Power RecoveryOfficial description
Game detail
Процент максимальной силы блока, восполняемый каждый ход.
Change sources and calculation notes remain to be documented.
Block_RecoveryШанс контрудараCounter ChanceOfficial description
Game detail
Шанс произвести не тратящую ход атаку ближнего боя после получения атаки ближнего боя.Каждый враг может быть контратакован только единожды за ход.
Change sources and calculation notes remain to be documented.
CTAШанс уклоненияDodge ChanceMechanics explained
Game detail
Шанс частично уклониться от успешной атаки ближнего боя, сделав её неудачной, либо полностью уклониться от неудачной атаки ближнего боя, избежав урона.Шанс уклонения вдвое менее эффективен против атак дальнего боя и магических снарядов, но позволяет полностью избежать их урона.Негативный шанс уклонения увеличивает точность получаемых атак.
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:ТочностьШанс неудачиШанс критаИзбегание критовШанс блокаСила блока
Further reading:Attack resolutionDamage and resistances
EVSШанс неудачиFumble ChanceMechanics explained
Game detail
Вероятность нанести лишь половину урона при атаке.
Увеличивается при использовании парного оружия.Оружие дальнего боя получает +2% к шансу неудачи за каждую клетку до цели.Неудачные удары и выстрелы также обнуляют шансы оглушения, ошеломления, отбрасывания, обездвиживания, неустойчивости и кровотечения.Неудачные атаки дальнего боя также с большим шансом приводят к поломке снаряда при попадании.Атакующие умения имеют встроенный бонус в -4% к шансу неудачи.
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:ТочностьШанс уклоненияШанс критаИзбегание критовШанс блокаСила блока
Further reading:Attack resolutionDamage and resistances
FMBВзлом и обезвреживаниеLock-picking & DisarmingOfficial description
Game detail
Вероятность обезвредить ловушку или вскрыть запертый замок.
Change sources and calculation notes remain to be documented.
SavvyСкрытностьStealthOfficial description
Game detail
Эффективность режима скрытности. [Недоступно в бете]
Change sources and calculation notes remain to be documented.
STLМакс. обзорMax VisionOfficial description
Game detail
Максимальный радиус зоны видимости.
Change sources and calculation notes remain to be documented.
VSNОбзорVisionOfficial description
Game detail
Текущий радиус зоны видимости.В темноте персонаж видит освещённые зоны даже за пределами текущей зоны видимости, пока они находятся в радиусе максимальной зоны видимости.
Change sources and calculation notes remain to be documented.
currentVSNБонусный обзорBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusБонусная дальностьBonus RangeOfficial description
Game detail
Изменяет дальность атак дальнего боя и некоторых заклинаний.
Change sources and calculation notes remain to be documented.
Bonus_RangeДальностьRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeДальностьRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngЭффективность ведущей рукиMain Hand EfficiencyOfficial description
Game detail
Эффективность рук влияет на атакующие параметры оружия, экипированного в соответствующую руку.Уменьшается при использовании парного оружия.
Change sources and calculation notes remain to be documented.
Mainhand_EfficiencyЭффективность вспом. рукиOff-Hand EfficiencyOfficial description
Game detail
Эффективность рук влияет на атакующие параметры оружия, экипированного в соответствующую руку.Уменьшается при использовании парного оружия.
Change sources and calculation notes remain to be documented.
Offhand_EfficiencyИзбегание критовCrit AvoidanceMechanics explained
Game detail
Шанс избежать критической атаки, превратив её в обычную.Негативное избегание критов повышает вероятность получения критических атак.
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:ТочностьШанс уклоненияШанс неудачиШанс критаШанс блокаСила блока
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Издаваемый шумNoise ProducedOfficial description
Game detail
Количество шума, издаваемого персонажем.
Change sources and calculation notes remain to be documented.
Noise_ProducedТравмирующий уронBodypart DamageOfficial description
Game detail
Коэффициент урона по вражеским частям тела, наносимого атаками.
Change sources and calculation notes remain to be documented.
Bodypart_DamageУрон по бронеArmor DamageOfficial description
Game detail
Коэффициент урона по вражеской броне, наносимого атаками.
Change sources and calculation notes remain to be documented.
Armor_DamageПробитие брониArmor PenetrationMechanics explained
Game detail
Процент вражеской защиты, игнорируемый атаками.
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:ЗащитаПробитие брони заклинаниямиПолучаемый уронСопр. физ. уронуСопр. силам природыСопр. магии
Further reading:Damage and resistancesAttack resolution
Armor_PiercingТочность заклинанийSpell AccuracyOfficial description
Game detail
Базовая вероятность заклинаний-снарядов попасть в цель.
Change sources and calculation notes remain to be documented.
Spell_Hit_ChanceПробитие брони заклинаниямиSpell Armor PenetrationMechanics explained
Game detail
Процент вражеской защиты, игнорируемый заклинаниями.
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:ЗащитаПробитие брониПолучаемый уронСопр. физ. уронуСопр. силам природыСопр. магии
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingШанс кровотеченияBleed ChanceOfficial description
Game detail
Шанс вызвать кровотечение на задетой части тела при атаке.Кровотечение периодически наносит урон и постепенно ухудшает состояние части тела.
Change sources and calculation notes remain to be documented.
Bleeding_ChanceШанс отбрасыванияKnockback ChanceOfficial description
Game detail
Шанс отбросить врага на одну клетку назад при атаке.Отбрасывание на занятую клетку наносит дробящий урон и с шансом ошеломляет на 1 ход.
Change sources and calculation notes remain to be documented.
Knockback_ChanceШанс ошеломленияDaze ChanceOfficial description
Game detail
Шанс ошеломить врага при атаке.Ошеломление не даёт применять способности.
Change sources and calculation notes remain to be documented.
Daze_ChanceШанс оглушенияStun ChanceOfficial description
Game detail
Шанс оглушить врага при атаке.Оглушение приводит к пропуску хода.
Change sources and calculation notes remain to be documented.
Stun_ChanceШанс обездвиживанияImmobilization ChanceOfficial description
Game detail
Шанс обездвижить врага при атаке.Обездвиживание лишает возможности передвигаться.
Change sources and calculation notes remain to be documented.
Immob_ChanceШанс неустойчивостиStagger ChanceOfficial description
Game detail
Шанс наложить на врага неустойчивость при атаке.Неустойчивость значительно штрафует многие атакующие и защитные характеристики.
Change sources and calculation notes remain to be documented.
Stagger_ChanceСопр. перемещениюMove ResistanceOfficial description
Game detail
Вероятность избежать отбрасывания, притягивания, обездвиживания и неустойчивости от вражеских атак и способностей.
Change sources and calculation notes remain to be documented.
Knockback_ResistanceСопр. контролюControl ResistanceOfficial description
Game detail
Вероятность избежать оглушения, ошеломления и замешательства от вражеских атак и способностей.
Change sources and calculation notes remain to be documented.
Stun_ResistanceСопр. кровотечениюBleed ResistanceOfficial description
Game detail
Вероятность избежать открытия кровотечений от вражеских атак и способностей.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceЗатраты на заклинанияSpells Energy CostMechanics explained
Game detail
Модификатор затрат энергии, требуемых для сотворения заклинаний.
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:Затраты на способностиЗатраты на уменияВремя восст. способностей
Further reading:Attack resolutionFatigue
Spells_Energy_CostЗатраты на уменияSkills Energy CostMechanics explained
Game detail
Модификатор затрат энергии, требуемой для использования умений.
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:Затраты на способностиЗатраты на заклинанияВремя восст. способностей
Further reading:Attack resolutionFatigue
Skills_Energy_CostЗатраты на способностиAbilities Energy CostMechanics explained
Game detail
Коэффициент затрат энергии, требуемой для использования умений и заклинаний.Мин. значение: 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:Затраты на уменияЗатраты на заклинанияВремя восст. способностей
Further reading:Attack resolutionFatigue
Abilities_Energy_CostВремя восст. способностейCooldowns DurationMechanics explained
Game detail
Коэффициент времени восстановления всех способностей.Увеличивается при использовании парного оружия.
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:Затраты на способностиЗатраты на уменияЗатраты на заклинания
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Рубящий уронSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageКолющий уронPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageДробящий уронCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageРазрывающий уронRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageМорозный уронFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageЭлектрический уронShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageЭлектрический уронShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFЯдовитый уронPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageОгненный уронFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageРазъедающий уронCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageАрканический уронArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageНечестивый уронUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageСвященный уронSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamageПсионический уронPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageЧистый уронPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageЭнтропический уронEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
Сопр. физ. уронуPhysical ResistanceMechanics explained
Game detail
Процент уменьшения всего получаемого физического урона: рубящего, колющего, дробящего и разрывающего.
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:ЗащитаПробитие брониПробитие брони заклинаниямиПолучаемый уронСопр. силам природыСопр. магии
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceСопр. силам природыNature ResistanceMechanics explained
Game detail
Процент уменьшения всего получаемого природного урона: огненного, морозного, электрического, ядовитого и разъедающего.
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:ЗащитаПробитие брониПробитие брони заклинаниямиПолучаемый уронСопр. физ. уронуСопр. магии
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceСопр. магииMagic ResistanceMechanics explained
Game detail
Процент уменьшения всего получаемого магического урона: арканического, ~ur~нечестивого~/~, священного и псионического.
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:ЗащитаПробитие брониПробитие брони заклинаниямиПолучаемый уронСопр. физ. уронуСопр. силам природы
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceСопр. рубящему уронуSlashing ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого рубящего урона.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceСопр. колющему уронуPiercing ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого колющего урона.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceСопр. дробящему уронуCrushing ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого дробящего урона.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceСопр. разрывуRending ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого разрывающего урона.
Change sources and calculation notes remain to be documented.
Rending_ResistanceСопр. огнюFire ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого огненного урона.
Change sources and calculation notes remain to be documented.
Fire_ResistanceСопр. морозуFrost ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого морозного урона.
Change sources and calculation notes remain to be documented.
Frost_ResistanceСопр. электричествуShock ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого электрического урона.
Change sources and calculation notes remain to be documented.
Shock_ResistanceСопр. разъеданиюCaustic ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого разъедающего урона.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceСопр. ядуPoison ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого ядовитого урона.
Change sources and calculation notes remain to be documented.
Poison_ResistanceСопр. арканеArcane ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого арканического урона.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceСопр. нечестивому уронуUnholy ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого ~ur~нечестивого урона~/~.
Change sources and calculation notes remain to be documented.
Unholy_ResistanceСопр. священному уронуSacred ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого священного урона.
Change sources and calculation notes remain to be documented.
Sacred_ResistanceСопр. псионикеPsionic ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого псионического урона.
Change sources and calculation notes remain to be documented.
Psionic_ResistanceСопр. энтропииPsionic ResistanceOfficial description
Game detail
Процент уменьшения всего получаемого энтропического урона.
Change sources and calculation notes remain to be documented.
Entropic_ResistanceStatus and effect attributes
Наносит уронDeals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_SelfНаносит рубящий уронDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_SelfНаносит колющий уронDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_SelfНаносит дробящий уронDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_SelfНаносит разрывающий уронDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_SelfНаносит урон ядомDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_SelfНаносит урон огнёмDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_SelfНаносит разъедающий уронDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_SelfНаносит морозный уронDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_SelfНаносит электрический уронDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_SelfНаносит арканический уронDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_SelfНаносит нечестивый уронDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_SelfНаносит священный уронDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_SelfНаносит псионический уронDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_SelfНаносит энтропический уронDeals 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
Предел болиPain LimitMechanics explained
Game detail
Максимальное значение боли, которое может испытывать персонаж.Чем ниже здоровье, тем выше предел боли.
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:БольИзм. болиСопр. болиИнтоксикацияИзм. интоксикацииСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitГолодHungerMechanics explained
Game detail
Уровень голода персонажа.
Растёт со временем в зависимости от уровня активности и прочих действий.На рубежах в (25 + threshold bonus)%, (50 + threshold bonus)% и (75 + threshold bonus)% возникает негативный эффект.
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:ЖаждаИзм. голодаИзм. жаждыСопр. голоду
Further reading:Hunger and ThirstRest mode
HungerБольPainMechanics explained
Game detail
Уровень боли персонажа.
Растёт от получения урона и наличия травм.
Максимальный уровень боли зависит от общего состояния здоровья.На рубежах в (25 + threshold bonus)%, (50 + threshold bonus)% и (75 + threshold bonus)% возникает негативный эффект.
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:Предел болиИзм. болиСопр. болиИнтоксикацияИзм. интоксикацииСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
PainЖаждаThirstMechanics explained
Game detail
Уровень жажды персонажа.
Растёт со временем в зависимости от уровня активности и прочих действий.На рубежах в (25 + threshold bonus)%, (50 + threshold bonus)% и (75 + threshold bonus)% возникает негативный эффект.
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:ГолодИзм. голодаИзм. жаждыСопр. голоду
Further reading:Hunger and ThirstRest mode
ThirstyИнтоксикацияIntoxicationMechanics explained
Game detail
Уровень интоксикации персонажа.
Частый побочный эффект алкоголя, наркотиков, некоторых трав и медикаментов.На рубежах в (25 + threshold bonus)%, (50 + threshold bonus)% и (75 + threshold bonus)% возникает негативный эффект.
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:БольПредел болиИзм. болиСопр. болиИзм. интоксикацииСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationИммунитетImmunityMechanics explained
Game detail
Сопротивляемость различным хворям.
Также влияет на скорость пассивного уменьшения интоксикации.
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:БольПредел болиИзм. болиСопр. болиИнтоксикацияИзм. интоксикацииСопр. интоксикации
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityИзм. иммунитетаImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeМоральMoraleMechanics explained
Game detail
Готовность персонажа бороться и побеждать.Показатель зависит от нескольких факторов:Ситуации (current Situation Morale% / 50%) - успехи и неудачи в боях и при исследовании мира, а также воздействие некоторых расходников и эффектов.
Диета (current Diet Morale% / 35%) - регулярное употребление разнообразных и качественных блюд.
Отдых (current Rest Morale% / 15%) - достаточный и регулярный сон, а также его качество.Мораль ниже 50% вызывает негативные психические состояния.
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:РассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
MoraleРассудокSanityMechanics explained
Game detail
Способность персонажа адекватно воспринимать действительность.Показатель зависит от нескольких факторов:Ситуации (current Situation Sanity% / 50%) - взаимодействие с нечестивой магией и её порождениями, получение травм головы, сотворение заклинаний, а также воздействие некоторых расходников и эффектов.
Образ жизни (current Lifestyle Sanity% / 35%) - социальные взаимодействия и развлечения: выполнение контрактов, сплетни и слухи, молитвы, готовка и создание предметов.
Отдых (current Rest Sanity% / 15%) - достаточный и регулярный сон, а также его качество.Рассудок ниже 50% вызывает негативные психические состояния.
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:МоральСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
SanityСит. моральSituational 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:МоральРассудокВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
MoraleSituationalВрем. моральTemporary 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:МоральРассудокСит. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
MoraleTemporaryДиет. моральDiet 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:МоральРассудокСит. моральВрем. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
MoraleDietМораль (Отдых)Sleep MoraleMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:МоральРассудокСит. моральВрем. моральДиет. моральСит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
MoraleRestСит. рассудокSituational 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:МоральРассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Рассудок (Образ жизни)Рассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
SanitySituationalРассудок (Образ жизни)Lifestyle SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:МоральРассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Отдых)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
SanityLifestyleРассудок (Отдых)Sleep SanityMechanics explained
Game detail
This official entry has no written description.
Code-reviewed mechanics
- Component bounds
- This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
- What changes it
- Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Related concepts:МоральРассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Изм. сит. моралиИзм. сит. рассудка
Further reading:Morale and SanitySleep and saving
SanityRestИзм. болиPain ChangeMechanics explained
Game detail
Показатель изменения боли каждый ход.
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:БольПредел болиСопр. болиИнтоксикацияИзм. интоксикацииСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ChangeИзм. интоксикацииIntoxication ChangeMechanics explained
Game detail
Показатель изменения интоксикации каждый ход.
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:БольПредел болиИзм. болиСопр. болиИнтоксикацияСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeИзм. голодаHunger ChangeMechanics explained
Game detail
Показатель изменения голода каждый ход.
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:ГолодЖаждаИзм. жаждыСопр. голоду
Further reading:Hunger and ThirstRest mode
Hunger_ChangeИзм. жаждыThirst ChangeMechanics explained
Game detail
Показатель изменения жажды каждый ход.
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:ГолодЖаждаИзм. голодаСопр. голоду
Further reading:Hunger and ThirstRest mode
Thirst_ChangeИзм. сит. рассудкаSit. Sanity ChangeMechanics explained
Game detail
Показатель изменения рассудка каждый ход.
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:МоральРассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. морали
Further reading:Morale and SanitySleep and saving
Sanity_ChangeИзм. сит. моралиSit. Morale ChangeMechanics explained
Game detail
Показатель изменения морали каждый ход.
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:МоральРассудокСит. моральВрем. моральДиет. моральМораль (Отдых)Сит. рассудокРассудок (Образ жизни)Рассудок (Отдых)Изм. сит. рассудка
Further reading:Morale and SanitySleep and saving
Morale_ChangeУсталостьFatigueMechanics explained
Game detail
Показатель усталости персонажа.Растёт от перемещений, атак, блоков, уклонений и применения способностей.Каждый процент усталости даёт -0.5% к макс. порогу энергии.На рубежах в (25 + threshold bonus)%, (50 + threshold bonus)% и (75 + threshold bonus)% возникает негативный эффект.
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:Сопр. усталостиИзм. усталости
FatigueСопр. усталостиFatigue ResistanceMechanics explained
Game detail
Скорость накопления усталости.
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:УсталостьИзм. усталости
Fatigue_GainИзм. усталостиFatigue 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:УсталостьСопр. усталости
Fatigue_ChangeСопр. болиPain ResistanceMechanics explained
Game detail
Изменяет скорость накопления боли.
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:БольПредел болиИзм. болиИнтоксикацияИзм. интоксикацииСопр. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceСопр. голодуHunger ResistanceMechanics explained
Game detail
Изменяет скорость накопления голода.
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:ГолодЖаждаИзм. голодаИзм. жажды
Further reading:Hunger and ThirstRest mode
Hunger_ResistanceСопр. интоксикацииIntoxication ResistanceMechanics explained
Game detail
Изменяет скорость накопления интоксикации.
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:БольПредел болиИзм. болиСопр. болиИнтоксикацияИзм. интоксикацииИммунитет
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceСимптомов нетNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderЗалечивание травмInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionШанс рвотыNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceШанс отравленияPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
Сила магииMagic PowerOfficial description
Game detail
Коэффициент урона и эффективности большинства заклинаний.Также влияет на магический и природный урон, наносимый атаками.
Change sources and calculation notes remain to be documented.
Magic_PowerУрон ОтдачиBackfire DamageOfficial description
Game detail
Урон, получаемый при Отдаче.Конвертирует указанный процент энергозатрат заклинания в урон соответствующего типа.Изменяется:+30% за каждое заклинание
-10% за пропуск хода
-10% за нахождение на той же клетке
Change sources and calculation notes remain to be documented.
Backfire_DamageУрон ОтдачиBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntИзм. урона ОтдачиBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeШанс чудаMiracle ChanceOfficial description
Game detail
Шанс произнести критическое заклинание, обладающее усиленными свойствами: увеличенным уроном, повышенной длительностью эффектов и т.д.
Change sources and calculation notes remain to be documented.
Miracle_ChanceСила чудесMiracle PotencyOfficial description
Game detail
Коэффициент усиления критических заклинаний.
Change sources and calculation notes remain to be documented.
Miracle_PowerШанс ОтдачиBackfire ChanceOfficial description
Game detail
Шанс ошибиться при произнесении заклинания.Срабатывание Отдачи наносит заклинателю урон соответствующей школы, копит больше усталости и пагубно сказывается на рассудке.
Change sources and calculation notes remain to be documented.
Miscast_ChanceСила пиромантииPyromantic PowerOfficial description
Game detail
Эффективность заклинаний пиромантии.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerСила геомантииGeomantic PowerOfficial description
Game detail
Эффективность заклинаний геомантии.
Change sources and calculation notes remain to be documented.
Geomantic_PowerСила веномантииVenomantic PowerOfficial description
Game detail
Эффективность заклинаний веномантии.
Change sources and calculation notes remain to be documented.
Venomantic_PowerСила криомантииCryomantic PowerOfficial description
Game detail
Эффективность заклинаний криомантии.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerСила электромантииElectromantic PowerOfficial description
Game detail
Эффективность заклинаний электромантии.
Change sources and calculation notes remain to be documented.
Electromantic_PowerСила арканистикиArcanistic PowerOfficial description
Game detail
Эффективность заклинаний арканистики.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerСила астромантииAstromantic PowerOfficial description
Game detail
Эффективность заклинаний астромантии.
Change sources and calculation notes remain to be documented.
Astromantic_PowerСила псимантииPsimantic PowerOfficial description
Game detail
Эффективность заклинаний псимантии.
Change sources and calculation notes remain to be documented.
Psimantic_PowerСила хрономантииChronomantic PowerOfficial description
Game detail
Эффективность заклинаний хрономантии.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
ГоловаHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadТорсTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoРукиHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsНогиLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsПрочность брониArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilityБоевой духWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleСрок годностиExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationДлительность эффектов блюдаDish 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
Выгодность торговлиTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityРазмер ассортиментовStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeЗапас денегAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountОбновл. ассортиментовRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockСтоимость ремонтаRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesЦена покупки едыFood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_ModЦена покупки напитковBeverages Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_ModЦена покупки алкоголяAlcohol Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_ModЦена покупки медикаментовMedicine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_ModЦена покупки оружияWeapons Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_ModЦена покупки брониArmor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModЦена покупки украшенийJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModЦена покупки ценностейValuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModЦена покупки наркотиковDrugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModЦена покупки свитковScrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModЦена покупки хламаJunk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModЦена покупки ингредиентовIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModЦена покупки артефактовArtifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_ModЦена покупки трактатовTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModЦена покупки товаровCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModЦена покупки книгBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModЦена покупки материаловMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModЦена покупки инструментовTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModЦена покупки сумокBags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModЦена покупки добавокAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModЦена покупки боеприпасовAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModЦена покупки золотаGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModЦена покупки серебраSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModЦена покупки металлаMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModЦена покупки кожиLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModЦена покупки тканиCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModЦена покупки дереваWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModЦена покупки самоцветовGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModЦена покупки травHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModЦена покупки мешков зернаSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPЦена покупки ящиков угляCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPЦена покупки мешков солиSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPЦена покупки партий древесиныShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPЦена покупки бочек пиваBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPЦена покупки ящиков винаCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPЦена покупки кадок сидраPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPЦена продажи едыFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_ModЦена продажи напитковBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModЦена продажи алкоголяAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_ModЦена продажи медикаментовMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModЦена продажи оружияWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModЦена продажи брониArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModЦена продажи украшенийJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModЦена продажи ценностейValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModЦена продажи наркотиковDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModЦена продажи ингредиентовIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_ModЦена продажи трактатовTreatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_ModЦена продажи товаровCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModЦена продажи материаловMaterials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_ModЦена продажи инструментовTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModЦена продажи боеприпасовAmmunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_ModЦена продажи золотаGold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_ModЦена продажи серебраSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModЦена продажи металлаMetal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_ModЦена продажи кожиLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModЦена продажи тканиCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModЦена продажи дереваWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModЦена продажи самоцветовGems 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
Дикость округиArea WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessШанс засадAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_ChanceПолучаемая репутацияReputation GainOfficial description
Game detail
Коэффициент репутации, получаемой из всех источников.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalПолучаемая репутация (контракты)Contracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainРеп. за контракты (Бастион)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_BastionРеп. за контракты (Склеп)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_CryptРеп. за контракты (Катакомбы)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_CatacombsДоступные контрактыAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilityСрок выполнения контрактовContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineНаграда за порученияErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier