Stoneshard Wiki

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.
HP
Maks. CanMax HealthMechanics explained
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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.
max_hp
Can YenilenmesiHealth RestorationMechanics explained
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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.
Health_Restoration
İyileşme PerformansıHealing EfficiencyMechanics explained
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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.
Healing_Received
Can DolumuHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
Maks. Can EşiğiMax Health ThresholdMechanics explained
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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.
Health_Threshold
EnerjiEnergyMechanics 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.
MP
Maks. 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.
max_mp
Enerji 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.
MP_Restoration
Enerji DolumuEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
Maksimum EnerjiMax Energy ThresholdMechanics explained
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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.
Max_Energy_Threshold
Alınan HasarDamage TakenMechanics explained
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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.
Damage_Received
Hasar YansımasıDamage ReflectionOfficial description
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Game detail

Yakın dövüşlerde düşmana geri yansıttığın orijinal hasar yüzdesi.

Change sources and calculation notes remain to be documented.

Damage_Returned
Can ÇalmaLife DrainOfficial description
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Game detail

Can olarak kazanılan, saldırının verdiği Hasar yüzdesi.

Change sources and calculation notes remain to be documented.

Lifesteal
Enerji ÇalmaEnergy DrainOfficial description
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Game detail

Enerji olarak kazanılan, saldırının verdiği Hasar yüzdesi.

Change sources and calculation notes remain to be documented.

Manasteal
Enerji ÇalmaEnergy DrainOfficial description
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Game detail

Enerji olarak kazanılan, saldırının verdiği Hasar yüzdesi.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
KorunmaProtectionMechanics 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.
DEF
Kafa KorumasıHead ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
Vücut KorumasıBody ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
Kol KorumasıArms ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
Bacak KorumasıLegs ProtectionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
MetanetFortitudeOfficial description
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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.

Fortitude
Can DolumuHealth ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
Enerji DolumuEnergy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
Yüzme BedeliSwimming CostDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

NPSPOfficial description
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Game detail

Nitelik Puanları (NP), birincil Nitelikleri artırmak için harcanır.Seviye atladığında 1 NP kazanırsın.

Change sources and calculation notes remain to be documented.

AP
YPAPOfficial description
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Game detail

Yetenek Puanları (YP), yeni Yetenekler kazanmak için harcanır.Seviye atladığında 1 YP kazanırsın.

Change sources and calculation notes remain to be documented.

SP
SeviyeLevelOfficial description
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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.

LVL
TecrübeExperienceOfficial description
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Game detail

Karakterinin kazandığı tecrübe puanı.

Change sources and calculation notes remain to be documented.

XP
Kazanılan 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_XP

Primary attributes

KuvvetStrengthOfficial description
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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.

STR
ÇeviklikAgilityOfficial description
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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.

AGL
SezgiPerceptionOfficial description
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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.

PRC
CanlılıkVitalityOfficial description
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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.

Vitality
İradeWillpowerOfficial description
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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.

WIL

Combat attributes

Baskın El HasarıMain Hand DamageOfficial description
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Game detail

Baskın elindeki silahla verdiğin Hasar.

Change sources and calculation notes remain to be documented.

DMG
Pasif El HasarıOff-Hand DamageOfficial description
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Game detail

Pasif elindeki silahla verdiğin Hasar.

Change sources and calculation notes remain to be documented.

OFFDMG
Silah HasarıWeapon DamageOfficial description
#

Game detail

Saldırılarınla verdiğin Fiziksel Hasar katsayısı.

Change sources and calculation notes remain to be documented.

Weapon_Damage
İsabet 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.
Hit_Chance
Kritik 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.
CRT
Kritik PerformansıCrit EfficiencyOfficial description
#

Game detail

Kritik saldırılarınla verdiğin bonus hasar katsayısı.

Change sources and calculation notes remain to be documented.

CRTD
Blok 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.
PRR
Blok 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.
Block_Power
Blok 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_Recovery
Karşı 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.

CTA
Sıyrılma 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.
EVS
Iskalama 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.
FMB
Kilit kırma ve EtkisizleştirmeLock-picking & DisarmingOfficial description
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Game detail

Başarılı bir şekilde bir tuzağı etkisizleştirme veya bir kilidi açma şansı.

Change sources and calculation notes remain to be documented.

Savvy
GizlilikStealthOfficial description
#

Game detail

Gizlilik modu etkinliği. [Betada yok]

Change sources and calculation notes remain to be documented.

STL
Maksimum Görüş AlanıMax VisionOfficial description
#

Game detail

Görüş alanının maksimum yarıçapı.

Change sources and calculation notes remain to be documented.

VSN
Görüş 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.

currentVSN
Bonus Görüş AlanıBonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
Bonus MenzilBonus RangeOfficial description
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Game detail

Menzilli saldırılar ve belirli büyülerin mesafesini değiştirir.

Change sources and calculation notes remain to be documented.

Bonus_Range
MenzilRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
MenzilRangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
Baskın 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_Efficiency
Pasif 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_Efficiency
Kritikten 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.
Crit_Avoid

Further combat attributes

Oluşan GürültüNoise ProducedOfficial description
#

Game detail

Aksiyonlarından Oluşan gürültü miktarı.

Change sources and calculation notes remain to be documented.

Noise_Produced
Uzuv HasarıBodypart DamageOfficial description
#

Game detail

Düşmanların uzuvlarına verdiğin bonus hasar.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
Zırh HasarıArmor DamageOfficial description
#

Game detail

Düşmanların zırhlarına verdiğin bonus hasar.

Change sources and calculation notes remain to be documented.

Armor_Damage
Zırh 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.
Armor_Piercing
Spell AccuracyOfficial description
#

Game detail

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

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
Spell Armor PiercingSpell Armor PenetrationMechanics explained
#

Game detail

The percentage of enemy Protection ignored by your spells.

Code-reviewed mechanics

How this value works
The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Spell_Armor_Piercing
Kanatma 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_Chance
Geri 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_Chance
Afallatma ŞansıDaze ChanceOfficial description
#

Game detail

Saldırılarının hedefi Afallatmaşansı.Afallama, etkilenen hedefin yetenek kullanmasını engeller.

Change sources and calculation notes remain to be documented.

Daze_Chance
Sersemletme ŞansıStun ChanceOfficial description
#

Game detail

Saldırılarının hedefi Sersemletme şansı.Sersemleme hedefe bir tur kaybettirir.

Change sources and calculation notes remain to be documented.

Stun_Chance
Hareketsizleştirme 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_Chance
Sendeleme 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_Chance
Hareket 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_Resistance
Kontrol DirenciControl ResistanceOfficial description
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Game detail

Düşmanın yetenek ve saldırılarından gelen Sersemleme, Afallama ve Şaşırma etkilerinden kaçınma şansı.

Change sources and calculation notes remain to be documented.

Stun_Resistance
Kanama DirenciBleed ResistanceOfficial description
#

Game detail

Düşmanın yetenek ve saldırılarından gelen Kanama etkisinden kaçınma şansı.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
Büyü 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.
Spells_Energy_Cost
Beceri 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.
Skills_Energy_Cost
Yetenek 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.
Abilities_Energy_Cost
Bekleme 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.
Cooldown_Reduction

Damage types

Kesme HasarıSlashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
Delme HasarıPiercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
Ezme HasarıCrushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
Parçalama HasarıRending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
Buz HasarıFrost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
Şok HasarıShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
Şok HasarıShock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
Zehir HasarıPoison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
Ateş HasarıFire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
Yanma HasarıCaustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
Mistik HasarıArcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
Melun HasarıUnholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
Kutsal HasarıSacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
Psişik HasarıPsionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
Saf HasarPure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage 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.
Physical_Resistance
Doğa 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.
Nature_Resistance
Büyü 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.
Magic_Resistance
Kesme DirenciSlashing ResistanceOfficial description
#

Game detail

Aldığın tüm Kesme Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
Delme DirenciPiercing ResistanceOfficial description
#

Game detail

Aldığın tüm Delme Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
Ezme DirenciCrushing ResistanceOfficial description
#

Game detail

Aldığın tüm Ezme Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
Parçalama DirenciRending ResistanceOfficial description
#

Game detail

Aldığın tüm Parçalama Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Rending_Resistance
Ateş DirenciFire ResistanceOfficial description
#

Game detail

Aldığın tüm Ateş Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Fire_Resistance
Buz DirenciFrost ResistanceOfficial description
#

Game detail

Aldığın tüm Buz Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Frost_Resistance
Şok DirenciShock ResistanceOfficial description
#

Game detail

Aldığın tüm Şok Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Shock_Resistance
Yanma DirenciCaustic ResistanceOfficial description
#

Game detail

Aldığın tüm Yanma Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
Zehir DirenciPoison ResistanceOfficial description
#

Game detail

Aldığın tüm Zehir Hasarı için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Poison_Resistance
Mistik DirenciArcane ResistanceOfficial description
#

Game detail

Aldığın tüm Mistik Hasar için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
Melun DirenciUnholy ResistanceOfficial description
#

Game detail

Aldığın tüm ~ur~Melun Hasar~/~ için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
Kutsal DirenciSacred ResistanceOfficial description
#

Game detail

Aldığın tüm Kutsal Hasar için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
Psişik DirenciPsionic ResistanceOfficial description
#

Game detail

Aldığın tüm Psişik Hasar için azaltma yüzdesi.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
Psişik DirenciPsionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

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_Self
Kesme 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_Self
Delme 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_Self
Ezme 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_Self
Parçalama 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_Self
Zehir 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_Self
Ateş 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_Self
Yanma 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_Self
Buz 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_Self
Şok 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_Self
Mistik 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_Self
Melun 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_Self
Kutsal 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_Self
Psişik 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_Self
Psişik 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_Self

Health 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.
Pain_Limit
AçlıkHungerMechanics 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.
Hunger
AğrıPainMechanics 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.
Pain
SusuzlukThirstMechanics 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.
Thirsty
İntoksikasyonIntoxicationMechanics 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.
Intoxication
BağışıklıkImmunityMechanics 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.
Immunity
Bağışıklık DeğişimiImmunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
MoralMoraleMechanics explained
#

Game detail

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.
Morale
Akıl 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.
Sanity
MoralSituational 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
Geçici 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.
MoraleTemporary
Diyet 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.
MoraleDiet
Uyku 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.
MoraleRest
Akıl 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.
SanitySituational
Yaşam 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.
SanityLifestyle
Uyku 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.
SanityRest
Ağrı 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.
Pain_Change
İntoksikasyon 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.
Toxicity_Change
Açlık 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.
Hunger_Change
Susuzluk 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.
Thirst_Change
Akıl 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.
Sanity_Change
Moral 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.
Morale_Change
YorgunlukFatigueMechanics 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.
Fatigue
Yorgunluk 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.
Fatigue_Gain
Yorgunluk 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.
Fatigue_Change
Ağrı 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.
Pain_Resistance
Açlık 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.
Hunger_Resistance
İntoksikasyon 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.
Toxicity_Resistance
Semptom yokNo symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
Yaralanma TedavisiInjury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
Bulantı ŞansıNausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
Zehirleme ŞansıPoisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

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_Power
Geri 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_Damage
Geri Tepme HasarıBackfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
Geri Tepme Hasarı ŞansıBackfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
Mucize ŞansıMiracle ChanceOfficial description
#

Game detail

Etkileri güçlendirilmiş kritik büyü yapma şansı.

Change sources and calculation notes remain to be documented.

Miracle_Chance
Mucize PotansiyeliMiracle PotencyOfficial description
#

Game detail

Kritik büyülerin bonus etki katsayısı.

Change sources and calculation notes remain to be documented.

Miracle_Power
Yanlış 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_Chance
Ateş Büyüsü GücüPyromantic PowerOfficial description
#

Game detail

Ateş büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
Toprak Büyüsü GücüGeomantic PowerOfficial description
#

Game detail

Toprak büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Geomantic_Power
Zehir Büyüsü GücüVenomantic PowerOfficial description
#

Game detail

Zehir büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Venomantic_Power
Buz Büyüsü GücüCryomantic PowerOfficial description
#

Game detail

Buz büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
Elektrik Büyüsü GücüElectromantic PowerOfficial description
#

Game detail

Elektrik büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Electromantic_Power
Gizemcilik GücüArcanistic PowerOfficial description
#

Game detail

Gizemcilik büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
Kozmos Büyüsü GücüAstromantic PowerOfficial description
#

Game detail

Kozmos büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Astromantic_Power
Psişik Büyüsü GücüPsimantic PowerOfficial description
#

Game detail

Psişik büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Psimantic_Power
Zaman Büyüsü GücüChronomantic PowerOfficial description
#

Game detail

Zaman büyülerinin etkinliğini gösterir.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

KafaHeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
GövdeTorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
EllerHandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
BacaklarLegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
Zırh DayanıklılığıArmor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
Savaş AzmiWill to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
Bozulma SüresiExpiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
Yemek 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_Duration

Trade values

Ticaret ElverişliğiTrade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
Stok HacmiStocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
Mevcut AltınAvailable GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
Stoklama SıklığıRestocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
Tamir FiyatlarıRepair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
Gıda 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_Mod
İçecek 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_Mod
Alkol 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_Mod
İlaç 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_Mod
Silah 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_Mod
Zırh 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_Mod
Mücevher 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_Mod
Değerli 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_Mod
Ecza 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_Mod
Parşömen 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_Mod
Hurda 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_Mod
Gıda 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_Mod
Eser 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_Mod
İlmi 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_Mod
Emtia 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_Mod
Kitap 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_Mod
Malzeme 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_Mod
Araç 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_Mod
Çuval 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_Mod
Katkı 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_Mod
Cephane 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_Mod
Altın 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_Mod
Gümüş 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_Mod
Metal 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_Mod
Deri 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_Mod
Kumaş 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_Mod
Odun 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_Mod
Cevher 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_Mod
Ot 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_Mod
Çuval 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_BP
Sandık 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_BP
Çuval 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_BP
Nakil 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_BP
Fıçı 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_BP
Sandık 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_BP
Kova 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_BP
Gıda 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_Mod
İçecek 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_Mod
Alkol 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_Mod
İlaç 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_Mod
Silah 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_Mod
Zırh 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_Mod
Mücevher 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_Mod
Değerli 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_Mod
Ecza 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_Mod
Gıda 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_Mod
İlmi 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_Mod
Emtia 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_Mod
Malzeme 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_Mod
Araç 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_Mod
Cephane 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_Mod
Altın 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_Mod
Gümüş 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_Mod
Metal 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_Mod
Deri 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_Mod
Kumaş 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_Mod
Odun 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_Mod
Cevher 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_Mod

Contract values

Arazi YabanlığıArea WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
Pusu ŞansıAmbush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
İtibar KazanımıReputation GainOfficial description
#

Game detail

Tüm kaynaklardan kazanılan İtibar katsayısı.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
Sözleşme 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_Gain
Sözleşme 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_Bastion
Sözleşme 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_Crypt
Sözleşme 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_Catacombs
Müsait SözleşmelerAvailable ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
Sözleşme MühletleriContracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

Kaynaklar

Oyun sürümü 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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