Stoneshard Wiki

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.

Find an entry

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.
HP
Запас 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.
max_hp
Регенерация 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.
Health_Restoration
Эффективность 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.
Healing_Received
Восполнение здоровьяHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Порог 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.
Health_Threshold
ЭнергияEnergyMechanics 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.
MP
Запас 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.
max_mp
Регенерация 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.
MP_Restoration
Восполнение энергииEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Порог 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.
Max_Energy_Threshold
Получаемый 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.
Damage_Received
Отражение уронаDamage ReflectionOfficial description
#

Game detail

Процент изначального урона, возращаемого врагам в ближнем бою.

Change sources and calculation notes remain to be documented.

Damage_Returned
Похищение жизниLife DrainOfficial description
#

Game detail

Процент урона атак, преобразуемого в восполнение здоровья.

Change sources and calculation notes remain to be documented.

Lifesteal
Похищение энергииEnergy DrainOfficial description
#

Game detail

Процент урона атак, преобразуемого в восполнение энергии.

Change sources and calculation notes remain to be documented.

Manasteal
Похищение 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_Drain
ЗащитаProtectionMechanics 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.
DEF
Защита головыHead ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Защита торсаBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Защита рукArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Защита ногLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
СтойкостьFortitudeOfficial 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.

Fortitude
Восполнение здоровьяHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Восполнение энергииEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Затраты на плаваньеSwimming CostDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character 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.

AP
ОСAPOfficial 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.

SP
УровеньLevelOfficial 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.

LVL
ОпытExperienceOfficial description
#

Game detail

Количество опыта, полученного персонажем.

Change sources and calculation notes remain to be documented.

XP
Получаемый опытExperience GainOfficial description
#

Game detail

Коэффициент опыта, получаемого из всех источников.

Change sources and calculation notes remain to be documented.

Received_XP

Primary 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.

STR
ЛовкостьAgilityOfficial 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.

AGL
ВосприятиеPerceptionOfficial 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.

PRC
ЖивучестьVitalityOfficial 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.

Vitality
ВоляWillpowerOfficial 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.

WIL

Combat attributes

Урон ведущей рукиMain Hand DamageOfficial description
#

Game detail

Урон, наносимый оружием в ведущей руке.

Change sources and calculation notes remain to be documented.

DMG
Урон второй рукиOff-Hand DamageOfficial description
#

Game detail

Урон, наносимый оружием во второй руке.

Change sources and calculation notes remain to be documented.

OFFDMG
Урон оружияWeapon DamageOfficial description
#

Game detail

Коэффициент физического урона, наносимого атаками.

Change sources and calculation notes remain to be documented.

Weapon_Damage
ТочностьAccuracyMechanics 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.
Hit_Chance
Шанс 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.
CRT
Эффективность критовCrit EfficiencyOfficial description
#

Game detail

Коэффициент бонусного урона, наносимого критическими атаками.

Change sources and calculation notes remain to be documented.

CRTD
Шанс 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.
PRR
Сила 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.
Block_Power
Восст. силы блокаBlock Power RecoveryOfficial description
#

Game detail

Процент максимальной силы блока, восполняемый каждый ход.

Change sources and calculation notes remain to be documented.

Block_Recovery
Шанс 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.

CTA
Шанс 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.
EVS
Шанс 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.
FMB
Взлом и обезвреживаниеLock-picking & DisarmingOfficial description
#

Game detail

Вероятность обезвредить ловушку или вскрыть запертый замок.

Change sources and calculation notes remain to be documented.

Savvy
СкрытностьStealthOfficial description
#

Game detail

Эффективность режима скрытности. [Недоступно в бете]

Change sources and calculation notes remain to be documented.

STL
Макс. обзорMax VisionOfficial description
#

Game detail

Максимальный радиус зоны видимости.

Change sources and calculation notes remain to be documented.

VSN
ОбзорVisionOfficial 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.

currentVSN
Бонусный обзорBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Бонусная дальностьBonus RangeOfficial description
#

Game detail

Изменяет дальность атак дальнего боя и некоторых заклинаний.

Change sources and calculation notes remain to be documented.

Bonus_Range
ДальностьRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
ДальностьRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Эффективность 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_Efficiency
Эффективность 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_Efficiency
Избегание 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.
Crit_Avoid

Further combat attributes

Издаваемый шумNoise ProducedOfficial description
#

Game detail

Количество шума, издаваемого персонажем.

Change sources and calculation notes remain to be documented.

Noise_Produced
Травмирующий уронBodypart DamageOfficial description
#

Game detail

Коэффициент урона по вражеским частям тела, наносимого атаками.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
Урон по бронеArmor DamageOfficial description
#

Game detail

Коэффициент урона по вражеской броне, наносимого атаками.

Change sources and calculation notes remain to be documented.

Armor_Damage
Пробитие 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.
Armor_Piercing
Точность заклинанийSpell AccuracyOfficial description
#

Game detail

Базовая вероятность заклинаний-снарядов попасть в цель.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Пробитие 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.
Spell_Armor_Piercing
Шанс 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_Chance
Шанс 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_Chance
Шанс 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_Chance
Шанс 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_Chance
Шанс обездвиживанияImmobilization ChanceOfficial description
#

Game detail

Шанс обездвижить врага при атаке.Обездвиживание лишает возможности передвигаться.

Change sources and calculation notes remain to be documented.

Immob_Chance
Шанс 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_Chance
Сопр. 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_Resistance
Сопр. 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_Resistance
Сопр. кровотечениюBleed ResistanceOfficial description
#

Game detail

Вероятность избежать открытия кровотечений от вражеских атак и способностей.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Затраты 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.
Spells_Energy_Cost
Затраты 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.
Skills_Energy_Cost
Затраты 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.
Abilities_Energy_Cost
Время 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.
Cooldown_Reduction

Damage types

Рубящий уронSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Колющий уронPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Дробящий уронCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Разрывающий уронRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Морозный уронFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Электрический уронShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Электрический уронShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Ядовитый уронPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Огненный уронFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Разъедающий уронCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Арканический уронArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Нечестивый уронUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Священный уронSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Псионический уронPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Чистый уронPure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Энтропический уронEntropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage 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.
Physical_Resistance
Сопр. 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.
Nature_Resistance
Сопр. 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.
Magic_Resistance
Сопр. рубящему уронуSlashing ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого рубящего урона.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
Сопр. колющему уронуPiercing ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого колющего урона.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
Сопр. дробящему уронуCrushing ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого дробящего урона.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
Сопр. разрывуRending ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого разрывающего урона.

Change sources and calculation notes remain to be documented.

Rending_Resistance
Сопр. огнюFire ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого огненного урона.

Change sources and calculation notes remain to be documented.

Fire_Resistance
Сопр. морозуFrost ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого морозного урона.

Change sources and calculation notes remain to be documented.

Frost_Resistance
Сопр. электричествуShock ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого электрического урона.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Сопр. разъеданиюCaustic ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого разъедающего урона.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Сопр. ядуPoison ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого ядовитого урона.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Сопр. арканеArcane ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого арканического урона.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Сопр. нечестивому уронуUnholy ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого ~ur~нечестивого урона~/~.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Сопр. священному уронуSacred ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого священного урона.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Сопр. псионикеPsionic ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого псионического урона.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Сопр. энтропииPsionic ResistanceOfficial description
#

Game detail

Процент уменьшения всего получаемого энтропического урона.

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self
Наносит 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_Self

Health 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.
Pain_Limit
ГолодHungerMechanics 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.
Hunger
БольPainMechanics 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.
Pain
ЖаждаThirstMechanics 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.
Thirsty
ИнтоксикацияIntoxicationMechanics 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.
Intoxication
ИммунитетImmunityMechanics 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.
Immunity
Изм. иммунитетаImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
МоральMoraleMechanics 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.
Morale
РассудокSanityMechanics 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.
Sanity
Сит. 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.
MoraleSituational
Врем. 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.
MoraleTemporary
Диет. 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.
MoraleDiet
Мораль (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.
MoraleRest
Сит. 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.
SanitySituational
Рассудок (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.
SanityLifestyle
Рассудок (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.
SanityRest
Изм. 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.
Pain_Change
Изм. 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.
Toxicity_Change
Изм. 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.
Hunger_Change
Изм. 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.
Thirst_Change
Изм. 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.
Sanity_Change
Изм. 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.
Morale_Change
УсталостьFatigueMechanics 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.
Fatigue
Сопр. 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.
Fatigue_Gain
Изм. 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.
Fatigue_Change
Сопр. 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.
Pain_Resistance
Сопр. 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.
Hunger_Resistance
Сопр. 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.
Toxicity_Resistance
Симптомов нетNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Залечивание травмInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Шанс рвотыNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Шанс отравленияPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

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_Power
Урон 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_Damage
Урон ОтдачиBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Изм. урона ОтдачиBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Шанс 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_Chance
Сила чудесMiracle PotencyOfficial description
#

Game detail

Коэффициент усиления критических заклинаний.

Change sources and calculation notes remain to be documented.

Miracle_Power
Шанс 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_Chance
Сила пиромантииPyromantic PowerOfficial description
#

Game detail

Эффективность заклинаний пиромантии.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Сила геомантииGeomantic PowerOfficial description
#

Game detail

Эффективность заклинаний геомантии.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Сила веномантииVenomantic PowerOfficial description
#

Game detail

Эффективность заклинаний веномантии.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Сила криомантииCryomantic PowerOfficial description
#

Game detail

Эффективность заклинаний криомантии.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Сила электромантииElectromantic PowerOfficial description
#

Game detail

Эффективность заклинаний электромантии.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Сила арканистикиArcanistic PowerOfficial description
#

Game detail

Эффективность заклинаний арканистики.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Сила астромантииAstromantic PowerOfficial description
#

Game detail

Эффективность заклинаний астромантии.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Сила псимантииPsimantic PowerOfficial description
#

Game detail

Эффективность заклинаний псимантии.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Сила хрономантииChronomantic PowerOfficial description
#

Game detail

Эффективность заклинаний хрономантии.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

ГоловаHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
ТорсTorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
РукиHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
НогиLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Прочность брониArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Боевой духWill to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Срок годностиExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Длительность 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_Duration

Trade values

Выгодность торговлиTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Размер ассортиментовStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Запас денегAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Обновл. ассортиментовRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Стоимость ремонтаRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_BP
Цена 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_BP
Цена 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_BP
Цена 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_BP
Цена 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_BP
Цена 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_BP
Цена 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_BP
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod
Цена 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_Mod

Contract values

Дикость округиArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Шанс засадAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
Получаемая репутацияReputation GainOfficial description
#

Game detail

Коэффициент репутации, получаемой из всех источников.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Получаемая 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_Gain
Реп. 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_Bastion
Реп. 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_Crypt
Реп. 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_Catacombs
Доступные контрактыAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Срок выполнения контрактовContracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Награда 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

Источники

Версия игры 0.9.4.25

  1. Same-release official attribute and effect name/description tables
  2. Same-release restoration, stat recalculation, attack and effect processing; explanations reviewed per entry
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