Attribute dictionary
Bu makalenin seçilen dilde çevirisi henüz yok. Aşağıda İngilizce metin gösterilir; mevcut resmî adlar seçilen dilde kalır.
Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.
İçindekiler
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
CanHealthMechanics explained
Game detail
Ölmeden önce alabileceğin Hasar miktarı.
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:Maks. CanMaks. Can Eşiği
Further reading:Body conditions and injuriesRest mode
HPMaks. CanMax HealthMechanics explained
Game detail
Ölmeden önce alabileceğin Hasar miktarı.
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:CanMaks. Can Eşiği
Further reading:Body conditions and injuriesRest mode
max_hpCan YenilenmesiHealth RestorationMechanics explained
Game detail
Pasif Can Yenilenme oranın.
Bu sayı yükseldikçe, yenilenme tiklerin daha sık gerçekleşir.Varsayılan olarak her tik başına %5 Maks. Can yenilenir.Hasar almak Can Yenilenmesini geçici olarak durdurur.
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:Enerji Yenilenmesi
Further reading:Rest modeBody conditions and injuries
Health_Restorationİyileşme PerformansıHealing EfficiencyMechanics explained
Game detail
Tüm kaynaklardan kazanılan İyileşme katsayısı.
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_ReceivedCan DolumuHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_hp_resMaks. Can EşiğiMax Health ThresholdMechanics explained
Game detail
İyileşebileceğin Can miktarının maksimum eşiği.
Uzuvlarına aldığın hasarlardan ve . yaralardan olumsuz etkilenir.
Code-reviewed mechanics
- How this value works
- The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
- What changes it
- Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Further reading:Body conditions and injuriesRest mode
Health_ThresholdEnerjiEnergyMechanics explained
Game detail
Yetenek kullanmaya ve yüzmek gibi diğer eylemlere harcanan kaynak miktarı.
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:Maks. EnerjiMaksimum Enerji
MPMaks. EnerjiMax EnergyMechanics explained
Game detail
Yetenek kullanmaya ve yüzmek gibi diğer eylemlere harcanan kaynak miktarı.
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:EnerjiMaksimum Enerji
max_mpEnerji YenilenmesiEnergy RestorationMechanics explained
Game detail
Pasif Enerji yenilenme oranın.
Bu sayı ne kadar yüksek olursa, yenilenme tikleri o kadar sık gerçekleşir.Varsayılan olarak her tik başına %5 Maks Enerji yenilenir.
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:Can Yenilenmesi
Further reading:Rest modeBody conditions and injuries
MP_RestorationEnerji DolumuEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
max_mp_resMaksimum EnerjiMax Energy ThresholdMechanics explained
Game detail
Yenilenebilecek maksimum Enerji eşiği.Karakterin Bitkinlik durumundan olumsuz etkilenir.
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:EnerjiMaks. Enerji
Max_Energy_ThresholdAlınan HasarDamage TakenMechanics explained
Game detail
Tüm kaynaklardan alınan Hasar miktarını gösterir.
Korunma ve Dirençlerden sonra etki gösterir.
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:KorunmaZırh DelmeSpell Armor PiercingFiziksel DirenciDoğa DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
Damage_ReceivedHasar YansımasıDamage ReflectionOfficial description
Game detail
Yakın dövüşlerde düşmana geri yansıttığın orijinal hasar yüzdesi.
Change sources and calculation notes remain to be documented.
Damage_ReturnedCan ÇalmaLife DrainOfficial description
Game detail
Can olarak kazanılan, saldırının verdiği Hasar yüzdesi.
Change sources and calculation notes remain to be documented.
LifestealEnerji ÇalmaEnergy DrainOfficial description
Game detail
Enerji olarak kazanılan, saldırının verdiği Hasar yüzdesi.
Change sources and calculation notes remain to be documented.
ManastealEnerji ÇalmaEnergy DrainOfficial description
Game detail
Enerji olarak kazanılan, saldırının verdiği Hasar yüzdesi.
Change sources and calculation notes remain to be documented.
Spell_Energy_DrainKorunmaProtectionMechanics explained
Game detail
Belirli vücut bölümlerinin darbe aldığında absorbe ettiği hasar miktarı..
Dirençlerden önce etki gösterir.Büyü ve Doğa Hasarına karşı %50 daha az etkilidir.
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:Zırh DelmeSpell Armor PiercingAlınan HasarFiziksel DirenciDoğa DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
DEFKafa KorumasıHead ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Head_DEFVücut KorumasıBody ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Body_DEFKol KorumasıArms ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arms_DEFBacak KorumasıLegs ProtectionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Legs_DEFMetanetFortitudeOfficial description
Game detail
Alınan olumsuz fiziksel, zihinsel ve süreğen etkilerin süresini ve ayrıca Kanama, Zehirlenme, Yanma ve Asit Yağmuru yüzünden zaman içinde alınan hasarı etkiler.Olası en yüksek değer: %50
Change sources and calculation notes remain to be documented.
FortitudeCan DolumuHealth ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HP_TurnEnerji DolumuEnergy ReplenishmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
MP_turnYüzme BedeliSwimming CostDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Swimming_CostCharacter progression
NPSPOfficial description
Game detail
Nitelik Puanları (NP), birincil Nitelikleri artırmak için harcanır.Seviye atladığında 1 NP kazanırsın.
Change sources and calculation notes remain to be documented.
APYPAPOfficial description
Game detail
Yetenek Puanları (YP), yeni Yetenekler kazanmak için harcanır.Seviye atladığında 1 YP kazanırsın.
Change sources and calculation notes remain to be documented.
SPSeviyeLevelOfficial description
Game detail
Her seviye atladığında, 1 Nitelik Puanı ve 1 Yetenek Puanı kazanırsın.
Maksimum karakter seviyesi: 30.
Change sources and calculation notes remain to be documented.
LVLTecrübeExperienceOfficial description
Game detail
Karakterinin kazandığı tecrübe puanı.
Change sources and calculation notes remain to be documented.
XPKazanılan TecrübeExperience GainOfficial description
Game detail
Düşmanları öldürerek, yeni yerler keşfederek, kitap okuyarak ve tüketilir eşya üreterek kazandığın tecrübe puanı.
Change sources and calculation notes remain to be documented.
Received_XPPrimary attributes
KuvvetStrengthOfficial description
Game detail
Güç birincil savaş yeteneklerinizi etkiler. Buna ek olarak, temel Blok Gücünü, atılan eşyalar için Hasarı ve Menzil'i artırır ve ayrıca silahsız Hasarı artırır.Her Güç puanı +%1,5 Blok Şansı ve +%3 Vücut Parçası Hasarı verir. 15, 20, 25 ve 30 puanlarına ulaşmak ayrıca şunları da sağlar: +%7,5 Silah Hasarı
+%15 Kritik Verimlilik
+%15 Zırh HasarıGüç 30 puanda sınırlıdır.
Change sources and calculation notes remain to be documented.
STRÇeviklikAgilityOfficial description
Game detail
Çeviklik savaştaki ustalığınızı etkiler. Buna ek olarak, fırlatılan eşyalar için Hasar, İsabet ve Kritik Şansını arttırır.Her Çeviklik noktası +%1,5 Karşı Saldırı Şansı ve -%1.5 Tökezleme ve Geri Tepme Şansı verir.15, 20, 25 ve 30 puanlara ulaşmak ayrıca: +%5 Kaçınma Şansı
+%2,5 El Performansı
+%7,5 Hareket Direnci verir. Çeviklik, 30 puan ile sınırlıdır.
Change sources and calculation notes remain to be documented.
AGLSezgiPerceptionOfficial description
Game detail
Sezgi tehlikeyi daha erken tespit etmenizi sağlar ve hassas saldırılar gerçekleştirmenize yardımcı olur. Buna ek olarak, fırlatılan eşyalar için Hasar, İsabet ve Kritik Şansını arttırır.Her Algı puanı +%1,5 Doğruluk ve +%1,5 Zırh Delme verir. 15, 20, 25 ve 30 puanlara ulaşmak ayrıca: +%5 Görüş
+%5 Bonus Menzili
+%5 Kritik ve Mucize Şansı verir.Sezgi 30 puan ile sınırlıdır.
Change sources and calculation notes remain to be documented.
PRCCanlılıkVitalityOfficial description
Game detail
Canlılık dayanıklılığınızı ve hayatta kalma kabiliyetinizi etkiler.Canlılık'a verilen her puan +4 Maks. Enerji ve +%2 Enerji Yenilenmesi verir.
15, 20, 25 ve 30 puanlara ulaşmak ayrıca: +15 Maks. Sağlık
+%2,5 Blok Gücü Geri Kazanımı
+%5 Kontrol Direnci verir. Canlılık 30 puan ile sınırlıdır.
Change sources and calculation notes remain to be documented.
VitalityİradeWillpowerOfficial description
Game detail
İrade zorlukları ve sefaleti daha katlanılabilir kılar.Her İrade puanı-%1.5 Bekleme Süresi Azaltma ve -%1.5 Yetenekler Enerji maliyet azaltma verir.15, 20, 25 ve 30 puanlık bir eşiğe ulaşmak ayrıca şunları sağlar: +%5 Büyü Gücü
+%7,5 Ağrı Direnci
+%7,5 Cesaretİrade Gücü 30 puan ile sınırlıdır .
Change sources and calculation notes remain to be documented.
WILCombat attributes
Baskın El HasarıMain Hand DamageOfficial description
Game detail
Baskın elindeki silahla verdiğin Hasar.
Change sources and calculation notes remain to be documented.
DMGPasif El HasarıOff-Hand DamageOfficial description
Game detail
Pasif elindeki silahla verdiğin Hasar.
Change sources and calculation notes remain to be documented.
OFFDMGSilah HasarıWeapon DamageOfficial description
Game detail
Saldırılarınla verdiğin Fiziksel Hasar katsayısı.
Change sources and calculation notes remain to be documented.
Weapon_Damageİsabet ŞansıAccuracyMechanics explained
Game detail
Hedefine, saldırılar ve belirli büyülerle vurma şansı.%100'ün üzerindeki İsabet, hedefin Kaçma Şansını azaltır.Menzilli silahlar, uzak hedeflere ateş ederken İsabet cezası alır (maksimum Menzilin yarısının ötesindeki hedeflere yapılan atışlar, ekstra karo başına -%2 İsabet).
Yaylar, sırasıyla 1 ve 2 karo içindeki hedeflere ateş ederken -%50 ve -%25 İsabet azaltma alır.Saldırı yeteneklerinin kendiliğinden +%4 İsabetliliği vardır.
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:Sıyrılma ŞansıIskalama ŞansıKritik ŞansıKritikten SıyrılmaBlok ŞansıBlok Gücü
Further reading:Attack resolutionDamage and resistances
Hit_ChanceKritik ŞansıCrit ChanceMechanics explained
Game detail
Bir saldırıyla ek Hasar verme şansı, silah türüne bağlı olarak saldırıyı ek bir etkiyle güçlendirir.
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:İsabet ŞansıSıyrılma ŞansıIskalama ŞansıKritikten SıyrılmaBlok ŞansıBlok Gücü
Further reading:Attack resolutionDamage and resistances
CRTKritik PerformansıCrit EfficiencyOfficial description
Game detail
Kritik saldırılarınla verdiğin bonus hasar katsayısı.
Change sources and calculation notes remain to be documented.
CRTDBlok ŞansıBlock ChanceMechanics explained
Game detail
Bir yakın dövüş saldırısını engelleme şansı, hasarın bir kısmını engeller.
Kalkan kullanılıyorsa, menzilli saldırıları da engellemeye izin verir.Kritik vuruşlar tamamen engellenemez.
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:İsabet ŞansıSıyrılma ŞansıIskalama ŞansıKritik ŞansıKritikten SıyrılmaBlok Gücü
Further reading:Attack resolutionDamage and resistances
PRRBlok GücüBlock PowerMechanics explained
Game detail
Bloklama ile absorbe edilebilecek mevcut ve maksimum Hasar miktarı.Bloklama Gücü her başarılı bloklamada azalır ve her turda geri kazanılır.Yakın saldırılarla verilen Büyü ve Doğa Hasarını bloklamak %50 daha az etkilidir.Temel Bloklama Gücü, karakterin Kuvvetine bağlıdır.
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:İsabet ŞansıSıyrılma ŞansıIskalama ŞansıKritik ŞansıKritikten SıyrılmaBlok Şansı
Further reading:Attack resolutionDamage and resistances
Block_PowerBlok Gücü YenilemesiBlock Power RecoveryOfficial description
Game detail
Her turda geri kazanılan maksimum Blok Gücünün yüzdesi.
Change sources and calculation notes remain to be documented.
Block_RecoveryKarşı Saldırı ŞansıCounter ChanceOfficial description
Game detail
Yakın saldırıya uğradıktan sonra bedelsiz bir saldırı gerçekleştirme şansı.Her düşmana tur başına yalnızca bir kere karşılık verilebilir.
Change sources and calculation notes remain to be documented.
CTASıyrılma ŞansıDodge ChanceMechanics explained
Game detail
Başarılı bir yakın saldırıdan kısmen kaçma, onu bir Iskalanmış hâline getirme veya zaten Iskalanmış bir yakın saldırıdan tamamen sıyrılarak Hasarını tamamen ortadan kaldırma şansı.Savunma Şansı, büyülü ve fiziksel mermilere karşı %50 kadar etkilidir, ancak başarılı bir savuşturma, Hasarlarını tamamen ortadan kaldırır.Eksi değerlerdeki Sıyrılma Şansı, düşman saldırılarının İsabetini artırır.
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:İsabet ŞansıIskalama ŞansıKritik ŞansıKritikten SıyrılmaBlok ŞansıBlok Gücü
Further reading:Attack resolutionDamage and resistances
EVSIskalama ŞansıFumble ChanceMechanics explained
Game detail
Saldırı ve atışlarda yarım Hasar verme şansı.
Çift silah kuşanmak olumsuz etkiler.Bir saldırıyı veya atışı ısklamak Sersemletme,Afallatma, Geri itme, Hareketsizleştirme, Sendeleme ve Kanama Şanslarını sıfıra düşürür.Bir atışı ıskalamak okların düştüğü yerde kırılmasına sebep olur.
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:İsabet ŞansıSıyrılma ŞansıKritik ŞansıKritikten SıyrılmaBlok ŞansıBlok Gücü
Further reading:Attack resolutionDamage and resistances
FMBKilit kırma ve EtkisizleştirmeLock-picking & DisarmingOfficial description
Game detail
Başarılı bir şekilde bir tuzağı etkisizleştirme veya bir kilidi açma şansı.
Change sources and calculation notes remain to be documented.
SavvyGizlilikStealthOfficial description
Game detail
Gizlilik modu etkinliği. [Betada yok]
Change sources and calculation notes remain to be documented.
STLMaksimum Görüş AlanıMax VisionOfficial description
Game detail
Görüş alanının maksimum yarıçapı.
Change sources and calculation notes remain to be documented.
VSNGörüş AlanıVisionOfficial description
Game detail
Your current Vision range.In dark areas, your character can see illuminated tiles beyond the current Vision range, as long as they are within the Max Vision range.
Change sources and calculation notes remain to be documented.
currentVSNBonus Görüş AlanıBonus VisionDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
VSN_BonusBonus MenzilBonus RangeOfficial description
Game detail
Menzilli saldırılar ve belirli büyülerin mesafesini değiştirir.
Change sources and calculation notes remain to be documented.
Bonus_RangeMenzilRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RangeMenzilRangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
RngBaskın El PerformansıMain Hand EfficiencyOfficial description
Game detail
El performansı, ilgili elde kuşanılmış silahın ofansif parametrelerini etkiler.Çift silah kuşanmak bu niteliği negatif etkiler.
Change sources and calculation notes remain to be documented.
Mainhand_EfficiencyPasif El PerformansıOff-Hand EfficiencyOfficial description
Game detail
El performansı, ilgili elde kuşanılmış silahın ofansif parametrelerini etkiler.Çift silah kuşanmak bu niteliği negatif etkiler.
Change sources and calculation notes remain to be documented.
Offhand_EfficiencyKritikten SıyrılmaCrit AvoidanceMechanics explained
Game detail
Bir kritik saldırıyı temel saldırıya dönüştürerek kritikten sıyrılma şansı.Eksi değerdeki Kritikten Sıyrılma kritik saldırıya maruz kalma olasılığını artırır.
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:İsabet ŞansıSıyrılma ŞansıIskalama ŞansıKritik ŞansıBlok ŞansıBlok Gücü
Further reading:Attack resolutionDamage and resistances
Crit_AvoidFurther combat attributes
Oluşan GürültüNoise ProducedOfficial description
Game detail
Aksiyonlarından Oluşan gürültü miktarı.
Change sources and calculation notes remain to be documented.
Noise_ProducedUzuv HasarıBodypart DamageOfficial description
Game detail
Düşmanların uzuvlarına verdiğin bonus hasar.
Change sources and calculation notes remain to be documented.
Bodypart_DamageZırh HasarıArmor DamageOfficial description
Game detail
Düşmanların zırhlarına verdiğin bonus hasar.
Change sources and calculation notes remain to be documented.
Armor_DamageZırh DelmeArmor PenetrationMechanics explained
Game detail
Saldırılarında, hedefte göz ardı edilen zırh yüzdesi.
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:KorunmaSpell Armor PiercingAlınan HasarFiziksel DirenciDoğa DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
Armor_PiercingSpell AccuracyOfficial description
Game detail
The base chance for your projectile spells to hit their target.
Change sources and calculation notes remain to be documented.
Spell_Hit_ChanceSpell Armor PiercingSpell Armor PenetrationMechanics explained
Game detail
The percentage of enemy Protection ignored by your spells.
Code-reviewed mechanics
- How this value works
- The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
- What changes it
- Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Related concepts:KorunmaZırh DelmeAlınan HasarFiziksel DirenciDoğa DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
Spell_Armor_PiercingKanatma ŞansıBleed ChanceOfficial description
Game detail
Saldırınla vurduktan sonra bir uzvu Kanatma şansı.Kanama zamanla hasar verir ve etkilenen uzuvların Kondisyon oranını düşürür.
Change sources and calculation notes remain to be documented.
Bleeding_ChanceGeri İtme ŞansıKnockback ChanceOfficial description
Game detail
Saldırılarının hedefi bir karo geri itme şansı.Hedefi dolu bir karoya geri itmek, hedefş 1 tur boyunca Afallatır ve Ezilme Hasarı verir.
Change sources and calculation notes remain to be documented.
Knockback_ChanceAfallatma ŞansıDaze ChanceOfficial description
Game detail
Saldırılarının hedefi Afallatmaşansı.Afallama, etkilenen hedefin yetenek kullanmasını engeller.
Change sources and calculation notes remain to be documented.
Daze_ChanceSersemletme ŞansıStun ChanceOfficial description
Game detail
Saldırılarının hedefi Sersemletme şansı.Sersemleme hedefe bir tur kaybettirir.
Change sources and calculation notes remain to be documented.
Stun_ChanceHareketsizleştirme ŞansıImmobilization ChanceOfficial description
Game detail
Saldırılarının hedefi Hareketsizleştirme şansı.Hareketsizleşen hedefler, diğer karolara hareket edemez.
Change sources and calculation notes remain to be documented.
Immob_ChanceSendeleme ŞansıStagger ChanceOfficial description
Game detail
Saldırılarının hedefi Sendeletme şansı.Sendeletme, hem saldırı hem savunma durumlarına büyük cezalar aldırır.
Change sources and calculation notes remain to be documented.
Stagger_ChanceHareket DirenciMove ResistanceOfficial description
Game detail
Düşman saldırı ve yeteneklerinin sebep olduğu Geri İtme, Çekme, Hareketsizleştirme ve Sendelemeden kaçınma şansı.
Change sources and calculation notes remain to be documented.
Knockback_ResistanceKontrol DirenciControl ResistanceOfficial description
Game detail
Düşmanın yetenek ve saldırılarından gelen Sersemleme, Afallama ve Şaşırma etkilerinden kaçınma şansı.
Change sources and calculation notes remain to be documented.
Stun_ResistanceKanama DirenciBleed ResistanceOfficial description
Game detail
Düşmanın yetenek ve saldırılarından gelen Kanama etkisinden kaçınma şansı.
Change sources and calculation notes remain to be documented.
Bleeding_ResistanceBüyü Enerji BedeliSpells Energy CostMechanics explained
Game detail
Büyüler için gereken Enerji katsayısı.Olabilecek en düşük değer: %25
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:Yetenek Enerji BedeliBeceri Enerji BedeliBekleme Süreleri
Further reading:Attack resolutionFatigue
Spells_Energy_CostBeceri Enerji BedeliSkills Energy CostMechanics explained
Game detail
Beceriler için gereken Enerji katsayısı.
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:Yetenek Enerji BedeliBüyü Enerji BedeliBekleme Süreleri
Further reading:Attack resolutionFatigue
Skills_Energy_CostYetenek Enerji BedeliAbilities Energy CostMechanics explained
Game detail
Yetenek ve büyü kullanmak için gereken Enerji miktarı katsayısı: Olası en düşük değer: %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:Beceri Enerji BedeliBüyü Enerji BedeliBekleme Süreleri
Further reading:Attack resolutionFatigue
Abilities_Energy_CostBekleme SüreleriCooldowns DurationMechanics explained
Game detail
Tüm Yetenekler için Bekleme süreleri katsayısı.Çift-silah kuşanmak bu niteliği olumsuz etkiler.
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:Yetenek Enerji BedeliBeceri Enerji BedeliBüyü Enerji Bedeli
Further reading:Attack resolutionFatigue
Cooldown_ReductionDamage types
Kesme HasarıSlashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_DamageDelme HasarıPiercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_DamageEzme HasarıCrushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_DamageParçalama HasarıRending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_DamageBuz HasarıFrost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_DamageŞok HasarıShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageŞok HasarıShock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_DamageFZehir HasarıPoison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_DamageAteş HasarıFire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_DamageYanma HasarıCaustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_DamageMistik HasarıArcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_DamageMelun HasarıUnholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_DamageKutsal HasarıSacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_DamagePsişik HasarıPsionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_DamageSaf HasarPure DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_DamageEntropy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Entropic_DamageDamage resistance
Fiziksel DirenciPhysical ResistanceMechanics explained
Game detail
Aldığın tüm Fiziksel Hasarlar için azaltma yüzdesi: Kesme, Delme, Ezme ve Parçalama.
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:KorunmaZırh DelmeSpell Armor PiercingAlınan HasarDoğa DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
Physical_ResistanceDoğa DirenciNature ResistanceMechanics explained
Game detail
Aldığın tüm Doğa Hasarı için azaltma yüzdesi: Ateş, Buz, Şok, Zehir ve Yanma.
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:KorunmaZırh DelmeSpell Armor PiercingAlınan HasarFiziksel DirenciBüyü Direnci
Further reading:Damage and resistancesAttack resolution
Nature_ResistanceBüyü DirenciMagic ResistanceMechanics explained
Game detail
Aldığın tüm Büyü Hasarı için azaltma yüzdesi: Mistik, ~ur~Melun~/~, Kutsal ve Psişik.
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:KorunmaZırh DelmeSpell Armor PiercingAlınan HasarFiziksel DirenciDoğa Direnci
Further reading:Damage and resistancesAttack resolution
Magic_ResistanceKesme DirenciSlashing ResistanceOfficial description
Game detail
Aldığın tüm Kesme Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Slashing_ResistanceDelme DirenciPiercing ResistanceOfficial description
Game detail
Aldığın tüm Delme Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Piercing_ResistanceEzme DirenciCrushing ResistanceOfficial description
Game detail
Aldığın tüm Ezme Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Blunt_ResistanceParçalama DirenciRending ResistanceOfficial description
Game detail
Aldığın tüm Parçalama Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Rending_ResistanceAteş DirenciFire ResistanceOfficial description
Game detail
Aldığın tüm Ateş Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Fire_ResistanceBuz DirenciFrost ResistanceOfficial description
Game detail
Aldığın tüm Buz Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Frost_ResistanceŞok DirenciShock ResistanceOfficial description
Game detail
Aldığın tüm Şok Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Shock_ResistanceYanma DirenciCaustic ResistanceOfficial description
Game detail
Aldığın tüm Yanma Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Caustic_ResistanceZehir DirenciPoison ResistanceOfficial description
Game detail
Aldığın tüm Zehir Hasarı için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Poison_ResistanceMistik DirenciArcane ResistanceOfficial description
Game detail
Aldığın tüm Mistik Hasar için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Arcane_ResistanceMelun DirenciUnholy ResistanceOfficial description
Game detail
Aldığın tüm ~ur~Melun Hasar~/~ için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Unholy_ResistanceKutsal DirenciSacred ResistanceOfficial description
Game detail
Aldığın tüm Kutsal Hasar için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Sacred_ResistancePsişik DirenciPsionic ResistanceOfficial description
Game detail
Aldığın tüm Psişik Hasar için azaltma yüzdesi.
Change sources and calculation notes remain to be documented.
Psionic_ResistancePsişik DirenciPsionic ResistanceOfficial description
Status and effect attributes
Hasar VerirDeals DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Pure_Damage_SelfKesme Hasarı VerirDeals Slashing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Slashing_Damage_SelfDelme Hasarı VerirDeals Piercing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Piercing_Damage_SelfEzme Hasarı VerirDeals Crushing DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Blunt_Damage_SelfParçalama Hasarı VerirDeals Rending DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Rending_Damage_SelfZehir Hasarı VerirDeals Poison DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poison_Damage_SelfAteş Hasarı VerirDeals Fire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Fire_Damage_SelfYanma Hasarı VerirDeals Caustic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Caustic_Damage_SelfBuz Hasarı VerirDeals Frost DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Frost_Damage_SelfŞok Hasarı VerirDeals Shock DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Shock_Damage_SelfMistik Hasarı VerirDeals Arcane DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Arcane_Damage_SelfMelun Hasarı VerirDeals Unholy DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Unholy_Damage_SelfKutsal Hasarı VerirDeals Sacred DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Sacred_Damage_SelfPsişik Hasarı VerirDeals Psionic DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Psionic_Damage_SelfPsişik Hasarı VerirDeals 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
Ağrı LimitiPain LimitMechanics explained
Game detail
Karakterinin dayanabileceği maksimum Ağrı Limiti.
Can ne kadar düşerse Ağrı Limiti o kadar yükselir.
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:AğrıAğrı DeğişimiAğrı Direnciİntoksikasyonİntoksikasyon Değişimiİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_LimitAçlıkHungerMechanics explained
Game detail
Karakterinin Açlık seviyesi.
Aktivite ve aksiyonlarına göre zamanla artar.Açlık %(25 + threshold bonus), %(50 + threshold bonus) ve %(75 + threshold bonus) oranlarına ulaştığında bir negatif etki oluşur.
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:SusuzlukAçlık DeğişimiSusuzluk DeğişimiAçlık Direnci
Further reading:Hunger and ThirstRest mode
HungerAğrıPainMechanics explained
Game detail
Karakterinin Ağrı seviyesi.
Yaralanmalarve alınan Hasar ile yükselir.
Maksimum Ağrı seviyesi karakterinin Can miktarına bağlıdır.Ağrı %(25 + threshold bonus), %(50 + threshold bonus) ve %(75 + threshold bonus) oranlarına ulaştığında bir negatif etki oluşur.
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:Ağrı LimitiAğrı DeğişimiAğrı Direnciİntoksikasyonİntoksikasyon Değişimiİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
PainSusuzlukThirstMechanics explained
Game detail
Karakterinin Susuzluk seviyesi.
Aktivite ve aksiyonlarına göre zamanla artar.Susuzluk %(25 + threshold bonus), %(50 + threshold bonus) ve %(75 + threshold bonus) oranlarına ulaştığında bir negatif etki oluşur.
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:AçlıkAçlık DeğişimiSusuzluk DeğişimiAçlık Direnci
Further reading:Hunger and ThirstRest mode
ThirstyİntoksikasyonIntoxicationMechanics explained
Game detail
Karakterinin İntoksikasyon seviyesi.
Alkol, uyuşturucu, ilaçlar ve bazı otların ortak bir yan etkisidir.İntoksikasyon %(25 + threshold bonus), %(50 + threshold bonus) ve %(75 + threshold bonus) oranlarına ulaştığında bir negatif etki oluşur.
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:AğrıAğrı LimitiAğrı DeğişimiAğrı Direnciİntoksikasyon Değişimiİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
IntoxicationBağışıklıkImmunityMechanics explained
Game detail
Çeşitli hastalıklara karşı direnç.
Ayrıca Zehirlenmeden pasif iyileşme oranını da etkiler.
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:AğrıAğrı LimitiAğrı DeğişimiAğrı Direnciİntoksikasyonİntoksikasyon Değişimiİntoksikasyon Direnci
Further reading:Pain and IntoxicationBody conditions and injuries
ImmunityBağışıklık DeğişimiImmunity ChangeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Immunity_ChangeMoralMoraleMechanics explained
Game detail
Karakterinin savaşmaya ve direnmeye hazır olup olmadığı.Bu istatistik çeşitli faktörlere bağlıdır:(%current Situation Morale / %50) - savaş ve keşifteki zaferler veya yenilgilerin yanı sıra belirli efektlerin ve sarf malzemelerinin etkisi.
(%current Diet Morale / %35) - tüketilenlerin yiyeceklerin kalitesi ve çeşitliliği.
(%current Rest Morale / %15) - yeterli ve düzenli uyku.Moralin %50 altında olması olumsuz Ruh durumuyla sonuçlanır.
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:Akıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
MoraleAkıl SağlığıSanityMechanics explained
Game detail
Karakterinin gerçekliği net bir şekilde kavrama yeteneği.Bu istatistik çeşitli faktörlere bağlıdır:(%current Situation Sanity / %50) - kutsal olmayan büyü ve onun iğrençlikleri ile, kafa Yaralanmaları, büyü sonuçları ve ayrıca belirli efektlerin ve sarf malzemelerinin etkisi.
(%current Lifestyle Sanity / %35) - sosyal etkileşimler ve eğlence: Sözleşmeleri tamamlamak, haberleri ve söylentileri öğrenmek, dua etmek, yemek pişirmek ve el işi yapmak.
(%current Rest Sanity / %15) - yeterli ve düzenli uyku. %50 altındaki akıl sağlığı, olumsuz Ruh durumlarıyla sonuçlanır.
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:MoralMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
SanityMoralSituational 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:MoralAkıl SağlığıGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
MoraleSituationalGeçici MoralTemporary 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:MoralAkıl SağlığıMoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
MoraleTemporaryDiyet MoralDiet 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:MoralAkıl SağlığıMoralGeçici MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
MoraleDietUyku MoralSleep 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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
MoraleRestAkıl SağlığıSituational 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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralYaşam Tarzı SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
SanitySituationalYaşam Tarzı SağlığıLifestyle 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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıUyku SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
SanityLifestyleUyku SağlığıSleep 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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıMoral DeğişimiAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
SanityRestAğrı DeğişimiPain ChangeMechanics explained
Game detail
Ağrı oranının tur başına ne kadar değişeceğini gösterir.
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:AğrıAğrı LimitiAğrı Direnciİntoksikasyonİntoksikasyon Değişimiİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_Changeİntoksikasyon DeğişimiIntoxication ChangeMechanics explained
Game detail
İntoksikasyon oranının tur başına ne kadar değişeceğini gösterir.
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:AğrıAğrı LimitiAğrı DeğişimiAğrı Direnciİntoksikasyonİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ChangeAçlık DeğişimiHunger ChangeMechanics explained
Game detail
Açlık oranının tur başına ne kadar değişeceğini gösterir.
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:AçlıkSusuzlukSusuzluk DeğişimiAçlık Direnci
Further reading:Hunger and ThirstRest mode
Hunger_ChangeSusuzluk DeğişimiThirst ChangeMechanics explained
Game detail
Susuzluk oranının tur başına ne kadar değişeceğini gösterir.
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:AçlıkSusuzlukAçlık DeğişimiAçlık Direnci
Further reading:Hunger and ThirstRest mode
Thirst_ChangeAkıl Sağlığı DeğişimiSit. Sanity ChangeMechanics explained
Game detail
Akıl Sağlığı oranının tur başına ne kadar değişeceğini gösterir.
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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıMoral Değişimi
Further reading:Morale and SanitySleep and saving
Sanity_ChangeMoral DeğişimiSit. Morale ChangeMechanics explained
Game detail
Moral oranının tur başına ne kadar değişeceğini gösterir.
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:MoralAkıl SağlığıMoralGeçici MoralDiyet MoralUyku MoralAkıl SağlığıYaşam Tarzı SağlığıUyku SağlığıAkıl Sağlığı Değişimi
Further reading:Morale and SanitySleep and saving
Morale_ChangeYorgunlukFatigueMechanics explained
Game detail
Karakterin yorulma derecesi.Karolara hareket etme, engelleme, kaçma ve yetenek kullanma gibi eylemler yapıldıkça artar.
Büyüler, becerilerden daha fazla Yorgunluk ortaya çıkarır.Yorgunluğun her bir derecesi Maksimum Enerjiyi %0,5 düşürür.%(25 + threshold bonus), %(50 + threshold bonus) ve %(75 + threshold bonus) değerlerine ulaştığında, bir negatif etki ortaya çıkar.
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:Yorgunluk DirenciYorgunluk Değişimi
FatigueYorgunluk DirenciFatigue ResistanceMechanics explained
Game detail
Yorgunluk oranını etkiler.
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:YorgunlukYorgunluk Değişimi
Fatigue_GainYorgunluk DeğişimiFatigue 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:YorgunlukYorgunluk Direnci
Fatigue_ChangeAğrı DirenciPain ResistanceMechanics explained
Game detail
Ağrı artışı oranını değiştirir.
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:AğrıAğrı LimitiAğrı Değişimiİntoksikasyonİntoksikasyon Değişimiİntoksikasyon DirenciBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
Pain_ResistanceAçlık DirenciHunger ResistanceMechanics explained
Game detail
Açlık artışı oranını değiştirir.
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:AçlıkSusuzlukAçlık DeğişimiSusuzluk Değişimi
Further reading:Hunger and ThirstRest mode
Hunger_Resistanceİntoksikasyon DirenciIntoxication ResistanceMechanics explained
Game detail
İntoksikasyon artışı oranını değiştirir.
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:AğrıAğrı LimitiAğrı DeğişimiAğrı Direnciİntoksikasyonİntoksikasyon DeğişimiBağışıklık
Further reading:Pain and IntoxicationBody conditions and injuries
Toxicity_ResistanceSemptom yokNo symptomsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
maladiesPlaceholderYaralanma TedavisiInjury TreatmentDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
ConditionBulantı ŞansıNausea ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Nausea_ChanceZehirleme ŞansıPoisoning ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Poisoning_ChanceMagic
Büyü GücüMagic PowerOfficial description
Game detail
Büyülerin çoğunluğunun hasar ve etki katsayısı.Ek olarak, saldırılarının verdiği Büyü ve Doğa Hasarı üzerinde etkilidir.
Change sources and calculation notes remain to be documented.
Magic_PowerGeri Tepme HasarıBackfire DamageOfficial description
Game detail
Bir büyü yanlış yapıldığında karakterin aldığı Hasar miktarı.Yanlış yapılan büyünün Enerji maliyetine göre listedeki yüzdesine karşılık gelen türe göre Hasar verir.Aşağıdaki durumlardan etkilenebilir:+%30 her bir büyü için
-%10 bir turu atlamak için
-%10 aynı karoda kalmak için
Change sources and calculation notes remain to be documented.
Backfire_DamageGeri Tepme HasarıBackfire DamageDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Backfire_Damage_IntGeri Tepme Hasarı ŞansıBackfire Damage ChangeOfficial description
Game detail
Backfire_Damage_Change
Change sources and calculation notes remain to be documented.
Backfire_Damage_ChangeMucize ŞansıMiracle ChanceOfficial description
Game detail
Etkileri güçlendirilmiş kritik büyü yapma şansı.
Change sources and calculation notes remain to be documented.
Miracle_ChanceMucize PotansiyeliMiracle PotencyOfficial description
Game detail
Kritik büyülerin bonus etki katsayısı.
Change sources and calculation notes remain to be documented.
Miracle_PowerYanlış Uygulama ŞansıBackfire ChanceOfficial description
Game detail
Büyü yaparken geri tepmesine sebep olabilecek hata yapma şansı.Geri tepen büyüler, yapana saldırıyla aynı türden hasar verir, daha fazla Yorgunluk oluşturur ve Akıl Sağlığını olumsuz etkiler.
Change sources and calculation notes remain to be documented.
Miscast_ChanceAteş Büyüsü GücüPyromantic PowerOfficial description
Game detail
Ateş büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Pyromantic_PowerToprak Büyüsü GücüGeomantic PowerOfficial description
Game detail
Toprak büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Geomantic_PowerZehir Büyüsü GücüVenomantic PowerOfficial description
Game detail
Zehir büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Venomantic_PowerBuz Büyüsü GücüCryomantic PowerOfficial description
Game detail
Buz büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Cryomantic_PowerElektrik Büyüsü GücüElectromantic PowerOfficial description
Game detail
Elektrik büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Electromantic_PowerGizemcilik GücüArcanistic PowerOfficial description
Game detail
Gizemcilik büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Arcanistic_PowerKozmos Büyüsü GücüAstromantic PowerOfficial description
Game detail
Kozmos büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Astromantic_PowerPsişik Büyüsü GücüPsimantic PowerOfficial description
Game detail
Psişik büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Psimantic_PowerZaman Büyüsü GücüChronomantic PowerOfficial description
Game detail
Zaman büyülerinin etkinliğini gösterir.
Change sources and calculation notes remain to be documented.
Chronomantic_PowerOther attributes
KafaHeadDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HeadGövdeTorsoDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
TorsoEllerHandsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
HandsBacaklarLegsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
LegsZırh DayanıklılığıArmor DurabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_DurabilitySavaş AzmiWill to FightDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Enemy_MoraleBozulma SüresiExpiration TimeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Spoiling_DurationYemek Etkileri SüresiDish 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
Ticaret ElverişliğiTrade FavorabilityDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Trade_FavorabilityStok HacmiStocks SizeDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Stock_SizeMevcut AltınAvailable GoldDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_AmountStoklama SıklığıRestocks FrequencyDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Settlement_RestockTamir FiyatlarıRepair PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Repair_PricesGıda Alış FiyatlarıFood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_BP_Modİçecek Alış FiyatlarıBeverages Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_BP_ModAlkol Alış FiyatlarıAlcohol Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_BP_Modİlaç Alış FiyatlarıMedicine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_BP_ModSilah Alış FiyatlarıWeapons Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_BP_ModZırh Alış FiyatlarıArmor Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_BP_ModMücevher Alış FiyatlarıJewelry Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_BP_ModDeğerli Eşya Alış FiyatlarıValuables Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_BP_ModEcza İlacı Alış FiyatlarıDrugs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_BP_ModParşömen Alış FiyatlarıScrolls Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Scroll_BP_ModHurda Alış FiyatlarıJunk Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Junk_BP_ModGıda Malzemesi Alış FiyatlarıIngredients Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_BP_ModEser Alış FiyatlarıArtifacts Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treasure_BP_Modİlmi Eser Alış FiyatlarıTreatises Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_BP_ModEmtia Alış FiyatlarıCommodities Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_BP_ModKitap Alış FiyatlarıBooks Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Book_BP_ModMalzeme Alış FiyatlarıMaterials Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_BP_ModAraç Alış FiyatlarıTools Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_BP_ModÇuval Alış FiyatlarıBags Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Bag_BP_ModKatkı Malzemesi Alış FiyatlarıAdditives Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Additive_BP_ModCephane Alış FiyatlarıAmmunition Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_BP_ModAltın Alış FiyatlarıGold Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_BP_ModGümüş Alış FiyatlarıSilver Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_BP_ModMetal Alış FiyatlarıMetal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_BP_ModDeri Alış FiyatlarıLeather Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_BP_ModKumaş Alış FiyatlarıCloth Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_BP_ModOdun Alış FiyatlarıWood Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_BP_ModCevher Alış FiyatlarıGems Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gem_BP_ModOt Alış FiyatlarıHerbs Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Herb_BP_ModÇuval Tahıl Alış FiyatlarıSacks of Grain Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wheat_BPSandık Kömür Alış FiyatlarıCrates of Charcoal Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Coal_BPÇuval Tuz Alış FiyatlarıSacks of Salt Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Salt_BPNakil Kereste Alış FiyatlarıShipments of Timber Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Timber_BPFıçı Bira Alış FiyatlarıBarrels of Beer Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ale_BPSandık Şarap Alış FiyatlarıCrates of Wine Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wine_BPKova Şıra Alış FiyatlarıPails of Cider Buying PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cider_BPGıda Satış FiyatlarıFood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Food_SP_Modİçecek Satış FiyatlarıBeverages Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Beverage_SP_ModAlkol Satış FiyatlarıAlcohol Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Alcohol_SP_Modİlaç Satış FiyatlarıMedicine Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Medicine_SP_ModSilah Satış FiyatlarıWeapons Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Weapon_SP_ModZırh Satış FiyatlarıArmor Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Armor_SP_ModMücevher Satış FiyatlarıJewelry Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Jewelry_SP_ModDeğerli Eşya Satış FiyatlarıValuables Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Valuable_SP_ModEcza İlacı Satış FiyatlarıDrugs Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Drug_SP_ModGıda Malzemesi Satış FiyatlarıIngredients Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ingredient_SP_Modİlmi Eser Satış FiyatlarıTreatises Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Treatise_SP_ModEmtia Satış FiyatlarıCommodities Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Commodity_SP_ModMalzeme Satış FiyatlarıMaterials Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Material_SP_ModAraç Satış FiyatlarıTools Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Tool_SP_ModCephane Satış FiyatlarıAmmunition Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ammo_SP_ModAltın Satış FiyatlarıGold Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Gold_SP_ModGümüş Satış FiyatlarıSilver Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Silver_SP_ModMetal Satış FiyatlarıMetal Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Metal_SP_ModDeri Satış FiyatlarıLeather Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Leather_SP_ModKumaş Satış FiyatlarıCloth Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Cloth_SP_ModOdun Satış FiyatlarıWood Selling PricesDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Wood_SP_ModCevher Satış FiyatlarıGems 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
Arazi YabanlığıArea WildernessDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Area_WildernessPusu ŞansıAmbush ChanceDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Ambush_Chanceİtibar KazanımıReputation GainOfficial description
Game detail
Tüm kaynaklardan kazanılan İtibar katsayısı.
Change sources and calculation notes remain to be documented.
ReputationGainGlobalSözleşme İtibar KazanımıContracts Reputation GainDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_Reputation_GainSözleşme İtibar Kazanımı (Tabya)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_BastionSözleşme İtibar Kazanımı (Türbe)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_CryptSözleşme İtibar Kazanımı (Yeraltı Mezarları)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_CatacombsMüsait SözleşmelerAvailable ContractsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_AvailabilitySözleşme MühletleriContracts Time LimitDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Contract_DeadlineErrand RewardsErrands RewardsDescription needed
Game detail
This official entry has no written description.
Change sources and calculation notes remain to be documented.
Errand_Reward_Modifier