Enumerations

ValueDescription
AdditionalUseAdditional Use
AddAbilityStatusEffectsAdd Ability Status Effects
AddAttackStatusEffectsAdd Attack Status Effects
AttackAccuracyBonusAttack Accuracy Bonus
WoundThresholdAdjustmentWound Threshold Adjustment
NegativeReligiousTraitMultiplierNegative Religious Trait Multiplier
FinishingBlowDamagePercentAdjustmentFinishing Blow Damage Percent Adjustment
AttackSpeedMultiplierAttack Speed Multiplier
ReplaceParticleFXReplace Particle FX
ValueDescription
UndefinedUndefined
NativeAn ability that was granted natively to the character.
EquipmentEquipment
RingRing
AttributeAttribute
TalentTalent
ConsumableConsumable
RacialRacial
WeaponOrShieldWeapon Or Shield
TrapTrap
AbilityAn ability that was granted by another ability.
ProgressionAn ability that was unlocked by a character's progression.
GrimoireAn ability that is being granted by an equipped grimoire.
ScriptAn ability that was permanently given to the character by a script.
ValueDescription
NoneNone
WallsWalls
StormsStorms
ValueDescription
NoneNone
OnActivateOn Activate
OnDeactivateOn Deactivate
OnStartOverride attack's On Start vfx event.
OnLaunchOverride attack's On Launch vfx event.
OnHitOverride attack's On Hit vfx event.
ValueDescription
PrimaryUses the primary weapon slot
FullAttackUses both weapon slots sequentially.
ValueDescription
OnValueChangeOn Value Change
EndGameOnlyEnd Game Only
ValueDescription
NoneNone
UpgradeOnCritIf set, afflictions of this type can be upgraded to the next level on a critical hit.
DowngradeOnGrazeIf set, afflictions of this type can be downgraded to the next level on a graze (0-level afflictions are removed).
UpgradeOnCritAndDowngradeOnGrazeIf set, the affliction can be upgraded and downgraded.
ValueDescription
NoneNone
InactiveInactive
IdleIdle
MoveMove
PreparingToActPreparing To Act
QueuedActionQueued Action
KnockedDownKnocked Down
LaunchedLaunched
StunnedStunned
ParalyzedParalyzed
TerrifiedTerrified
UseObjectUse Object
InvestigateInvestigate
ConsumePotionConsume Potion
PushedBackPushed Back
WaitForSceneTransitionWait For Scene Transition
WaitForClearPathWait For Clear Path
WaitForEngagementToEndWait For Engagement To End
WaitForDialogueToEndWait For Dialogue To End
UnconsciousUnconscious
HitReactHit React
ReloadReload
AttackAttack
CastCast
FleeFlee
DeadDead
PetPet
PatrolPatrol
EmergeEmerge
GrabbedGrabbed
GrappleGrapple
FleeCombatFlee Combat
CinematicIdleCinematic Idle
SwitchWeaponSetSwitch Weapon Set
JumpJump
StandupStandup
PursuePursue
MoveToWaypointInCombatMove to a waypoint without dropping combat.
ValueDescription
PriorityOrderPriority Order
RandomOrderRandom Order
RoundRobinRound Robin
HighestPowerLevelHighest Power Level
ValueDescription
NoneNone
PositionPosition
GameObjectGame Object
PositionRadiusPosition Radius
GameObjectRadiusGame Object Radius
PreparingToActPreparing To Act
ActionAction
TimerTimer
UseObjectUse Object
InvestigateInvestigate
PushedBackPushed Back
UsableWithPartyMarkersUsable With Party Markers
WaitForDialogueToEndWait For Dialogue To End
WaitForClearPathWait For Clear Path
FleeFlee
MoveMove
EmergeEmerge
GrabbedGrabbed
StatusEffectStatus Effect
CowerCower
TownieScheduleTownie Schedule
FleeCombatFlee Combat
PatrolPatrol
WaitDurationWait Duration
FollowScheduleFollow Schedule
JumpJump
TerrifiedTerrified
PursuePursue
ValueDescription
NoneNone
DepthFogFog (Depth)
VolumeFogFog (Volume)
DustDust
AshAsh
ValueDescription
NormalNormal
ConsumePotionConsume Potion
AttackAttack
TerrifiedTerrified
WaitForClearPathWait For Clear Path
InterruptInterrupt
HitReactHit React
StunnedStunned
CinematicCinematic
ParalyzedParalyzed
KnockDownKnock Down
PushedBackPushed Back
UnconsciousUnconscious
DeadDead
GrabbedGrabbed
JumpJump
InvulnerableInvulnerable
ValueDescription
NotSummonedNot Summoned
AnimalCompanionAnimal Companion
SummonedSummoned
PetPet
CombatPetCombat Pet
ValueDescription
MoveWithinRangeMove Within Range
WillNotMoveWill Not Move
BreakEngagementBreak Engagement
ValueDescription
MaintainAndFaceMaintain And Face
MaintainAndDontFaceMaintain And Dont Face
BreakAndFaceBreak And Face
ValueDescription
DefaultDefault ambient music state.
StealthParty member was recently in stealth.
ConversationConversation or scripted interaction is currently active.
ValueDescription
NoneNone
EmergeAI just began to emerge.
CowerAI just began to cower.
ParalyzedAI just began to be paralyzed.
HitReactAI just began a hit reaction.
StunnedAI just began to be stunned.
DeathAI just began to die (or go unconscious).
StandupAI just began to standup.
KnockdownAI just began to be knocked down.
GroundImpactAI just began to impact the ground.
PushedBackAI just began to be pushed back.
PulledForwardAI just began to be pulled forward.
JumpAI just began to jump.
GibbedGibbed
ValueDescription
Noneno selected value
AnimEventHit
AnimEventFootstepAnim Event Footstep
AnimEventAudiotest
AnimEventJostleAnim Event Jostle
AnimEventHitReactAnim Event Hit React
AnimEventCancelStartAnim Event Cancel Start
AnimEventCancelEndAnim Event Cancel End
AnimEventTargetableToggleAnim Event Targetable Toggle
AnimEventPlayFXAnim Event Play FX
AnimEventShowSlotAnim Event Show Slot
AnimEventHideSlotAnim Event Hide Slot
AnimEventSheatheAnim Event Sheathe
AnimEventUnsheatheAnim Event Unsheathe
AnimEventScreenShakeAnim Event Screen Shake
AnimEventIncomingAttackAnim Event Incoming Attack
AnimEventExitControllerAnim Event Exit Controller
AnimEventGoVisibleAnim Event Go Visible
AnimEventGoInvisibleAnim Event Go Invisible
AnimEventAttachTargetAnim Event Attach Target
AnimEventDetachTargetAnim Event Detach Target
AnimEventVFXAnim Event VFX
AnimEventClearVFXAnim Event Clear VFX
AnimEventParryAnim Event Parry
AnimEventToggleOcclusionAnim Event Toggle Occlusion
AnimEventEquipPropsAnim Event Equip Props
AnimEventPropVFXAnim Event Prop VFX
AnimEventClearPropVFXAnim Event Clear Prop VFX
AnimEventGlobalScriptAnim Event Global Script
AnimEventTriggerScriptAnim Event Trigger Script
AnimEventJumpStartAnim Event Jump Start
AnimEventOverrideTeleportAnim Event Override Teleport
AnimEventGrappleHitAnim Event Grapple Hit
AnimEventOVSVFXAnim Event OVS VFX
AnimEventClearOVSVFXAnim Event Clear OVS VFX
AnimEventToggleMeshAnim Event Toggle Mesh
AnimEventOVSAnimationCompleteAnim Event OVS Animation Complete
AnimEventTargetableOnAnim Event Targetable On
AnimEventTargetableOffAnim Event Targetable Off
ValueDescription
NoneNone
AttackAttack
ReloadReload
AmbientAmbient
ValueDescription
NoneNone
BodyBody
BootsBoots
CapeCape
GlovesGloves
HelmHelm
HairHair
HeadHead
FacialHairFacial Hair
ValueDescription
DefaultDefault
CanRestCan Rest
CantRestCant Rest
ValueDescription
LightLight
MediumMedium
HeavyHeavy
ValueDescription
NoneNone
BrigadineBrigadine
ClothCloth
LeatherLeather
HideHide
MailMail
PaddedPadded
PlatePlate
ScaleScale
FleshFlesh
BoneBone
ValueDescription
NoneNone
ClothCloth
PaddedPadded
HideHide
LeatherLeather
ScaleScale
MailMail
BrigandineBrigandine
PlatePlate
BreastPlateBreast Plate
ValueDescription
NoneNone
SelfTarget the caster.
AnimalCompanionTarget the caster's Animal Companion summon.
SummonerTarget the character that summoned the caster.
ValueDescription
NoneNone
WeaponAn attack from a weapon.
TwoHandedWeaponAn attack from a two-handed weapon.
ProficientWeaponAn attack from a weapon the attacker is proficient with.
NonproficientWeaponAn attack from a weapon the attacker is not proficient with.
SpellAn attack from a spell.
NonSpellAbilityAn attack from an ability that is not a spell.
ParentEquippableAn attack from an equippable that also has status effects that should only affect that particular attack.
ValueDescription
NoneNone
MeleeMelee
RangedRanged
ValueDescription
NoneNone
SingleTargetThe attack targets a single entity.
AOEThe attack effects an area.
ValueDescription
OnStartOn Start
OnLaunchOn Launch
OnDisengageOn Disengage
OnImpactPreDelayOn Impact Pre Delay
OnImpactOn Impact
OnHitOn Hit
OnMissOn Miss
OnAnimEventOn Anim Event
ValueDescription
ResolveResolve
MightMight
DexterityDexterity
IntellectIntellect
ConstitutionConstitution
PerceptionPerception
ValueDescription
OffThe party AI is disabled.
AutoAttackThe party AI will only auto-attack.
OnThe party AI is fully enabled.
ValueDescription
PassiveDo not auto attack.
DefendSelfAttack melee enemies that attack me.
DefensiveAttack nearby enemies or use a ranged weapon against targets within range.
AggressiveAttack unfogged enemies who are in combat and within a specified distance.
ValueDescription
HostileHostile
AllyNotSelfAlly Not Self
SelfSelf
AllyAlly
ValueDescription
PositivePositive
NegativeNegative
ValueDescription
NeutralNeutral
PositivePositive
NegativeNegative
ValueDescription
NoneNone
AristocratAristocrat
ArtistArtist
ColonistColonist
DissidentDissident
DrifterDrifter
ExplorerExplorer
HunterHunter
LaborerLaborer
MercenaryMercenary
MerchantMerchant
MysticMystic
PhilosopherPhilosopher
ClergyClergy
RaiderRaider
SlaveSlave
ScholarScholar
ScientistScientist
FarmerFarmer
SoldierSoldier
MidwifeMidwife
GentryGentry
TrapperTrapper
MissionaryMissionary
ApprenticeApprentice
MarksmanMarksman
ValueDescription
SmallSmall
MediumMedium
LargeLarge
OverrideOverride
ValueDescription
DownButton is pressed down.
UpButton is released.
HoverButton is hovered over.
CheckButton is checked (only applies for checkbox buttons).
UncheckButton is unchecked (only applies for checkbox buttons).
SelectSelect
ValueDescription
NoneNone
FighterFighter
RogueRogue
PriestPriest
WizardWizard
BarbarianBarbarian
RangerRanger
DruidDruid
PaladinPaladin
MonkMonk
CipherCipher
ChanterChanter
ValueDescription
SkinSkin
TattooTattoo
ValueDescription
NoneNone
EarEar
HairHair
FacialHairFacial Hair
ValueDescription
NoVocalizationNo Vocalization
AbilityCastAbility Cast
BarbarianShoutBarbarian Shout
ChanterChant1Chanter Chant1
ChanterChant2Chanter Chant2
ChanterChant3Chanter Chant3
ChanterChant4Chanter Chant4
ChanterChant5Chanter Chant5
ChanterInvocation1Chanter Invocation1
ChanterInvocation2Chanter Invocation2
ChanterInvocation3Chanter Invocation3
ChanterInvocation4Chanter Invocation4
ChanterInvocation5Chanter Invocation5
CipherMindWhisper1Cipher Mind Whisper1
CipherMindWhisper2Cipher Mind Whisper2
CipherMindWhisper3Cipher Mind Whisper3
CipherMindWhisper4Cipher Mind Whisper4
CipherMindWhisper5Cipher Mind Whisper5
PaladinCommandAlliedPaladin Command Allied
PaladinCommandEnemyPaladin Command Enemy
GenericSpellCast1Generic Spell Cast1
GenericSpellCast2Generic Spell Cast2
GenericSpellCast3Generic Spell Cast3
GenericSpellCast4Generic Spell Cast4
GenericSpellCast5Generic Spell Cast5
ValueDescription
AbilityCastTriggered when casting an ability (variable for class type)
AbilityCastInterruptedWhen a spell or other ability is lost due to an Interrupt.
AttackGruntTriggered when the character performs a normal attack.
AttackIssuedTriggered when the player orders a party member to perform an attack through the UI.
BarbarianShoutBarbarian Shout
BattlecryWhen the character is first assigned an attack action that has no other vocalization.
CanDoConfirmation that a character can perform an action.
CannotDoIf a character cannot perform an action.
ChanterChant1Chanter Chant 1
ChanterChant2Chanter Chant2
ChanterChant3Chanter Chant3
ChanterChant4Chanter Chant4
ChanterChant5Chanter Chant5
ChanterInvocation1Chanter Invocation1
ChanterInvocation2Chanter Invocation2
ChanterInvocation3Chanter Invocation3
ChanterInvocation4Chanter Invocation4
ChanterInvocation5Chanter Invocation5
CipherMindWhisper1Cipher Mind Whisper1
CipherMindWhisper2Cipher Mind Whisper2
CipherMindWhisper3Cipher Mind Whisper3
CipherMindWhisper4Cipher Mind Whisper4
CipherMindWhisper5Cipher Mind Whisper5
ConfirmTriggered when the character is issued a movement command
CowerWhen NPCs cower from combat.
CriticalHitTriggered for isCrit
CriticalMissTriggered for isMiss
DamagedGruntTriggered when the character takes damage.
DeathTriggered when the character dies.
DetectableFoundTriggered when discovering a detectable
DismissedFromPartyTriggered when a character leaves the party.
EnemySpottedWhen the character spots enemies but combat has not yet started.
EnemySpottedInStealthTriggered when an enemy is revealed in when we are in stealth.
FleeWhen we flee from combat.
HitByFriendlyFireTriggered when a party member is hit by another party member.
HumorSelectedWhen the character is selected repeatedly in a short span of time.
IdleWhen the character has been idle for a certain amount of time.
ImmobilizedTriggered when the partymember's mover has become frozen
InjuredWhen the character has low Health or an Injury that can only be removed by resting (plays out of combat only).
InventoryFullTriggered when only immediate member's inventory full and only applies to non quest and non crafting items
InvestigateTriggered when a character begins investigating a suspicious stealth location.
JoinsPartyTriggered when a character joins the party.
KnockedOutTriggered when the character is knocked out.
LeadingWhen the character is assigned to the first position in the party.
LetsChatWhen the character wants to talk (companion set only).
LockPickTriggered when a command to interact with a locked OCL
LowHealthWhen the character has low health.
NPCTalkGroupWhen an NPC talks to other Townies in a group.
NPCTalkStandardWhen an NPC is clicked on to talk.
PaladinCommandAlliedPaladin Command Allied
PaladinCommandEnemyPaladin Command Enemy
PartyMemberSpottedWhen an NPC sees a party member.
PoisonedTriggered when a character becomes poisoned
RestTriggered when a character is fatigued
ScoutingTriggered in stealth mode
SelectedWhen the character is selected.
StealingTriggered when a character is alerted by stealing.
TargetImmuneTriggered when an attack is ineffective,
TaskCompleteTriggered when the partymember has completed lock pick, trap disarm
TrespassingTriggered when a character is alerted by trespassing.
WeatherChangedThe weather changed.
AllyDeathGenericGeneric response to an ally dying.
PartyAllyDeathTriggered when a party member is near the death of a fellow party member.
PartyAllyKnockOutTriggered when a party member is near the knock down of a fellow party member.
GenericSpellCast1Generic Spell Cast for Priest, Wizards and Druids
GenericSpellCast2Generic Spell Cast2 for Priest, Wizards and Druids
GenericSpellCast3Generic Spell Cast3 for Priest, Wizards and Druids
GenericSpellCast4Generic Spell Cast4 for Priest, Wizards and Druids
GenericSpellCast5Generic Spell Cast5 for Priest, Wizards and Druids
KillKill
SawAttackOnFriendlyWitenessed attacked non-hostile NPC.
ItemLootedStandardEvent when standard item is looted by player. Called on nearby party members.
ItemLootedUniqueTrigged when an unique item is looted by player. Called on nearby party members.
ItemEquippedUniqueCalled when a really good item is equipped on the character.
ItemPurchasedUniqueEvent triggered when a really good item is purchased.
ShipRamRamming Speed!
ShipFullSailFull speed ahead!
ShipHalfSailHalf Sail!
ShipBoardPrepare to board!
ShipHoldHold position!
ShipPortTurn to port!
ShipStarboardTurn to starboard!
ShipJibePrepare to jibe!
ShipFireForwardFire the forward cannons!
ShipFireAftFire the aft cannons!
ShipFirePortFire the port cannons!
ShipFireStarboardFire the starboard cannons!
ShipReportReport to...
ShipDivePrepare to dive!
ShipBraceForImpactBrace for impact!
ValueDescription
AllAll chatter VO currently playing in the game.
EventTypeThe chatter VO playing for a given event type.
GroupThe chatter VO playing in a group.
CharacterThe chatter VO playing for an individual character.
ValueDescription
NoneNone
PanOncePan Once
PanOnceThenJustTextAlwaysPan Once Then Just Text Always
JustTextOnceJust Text Once
JustTextAlwaysJust Text Always
PanAlwaysPan Always
ValueDescription
TownTown
CityCity
ValueDescription
MatchWindSpeedMatch Wind Speed
ZeroZero
LightLight
ModerateModerate
HeavyHeavy
CustomCustom
ValueDescription
InCombatIn Combat
NotInCombatNot In Combat
UseGlobalCombatStateUse Global Combat State
UseBehaviorCombatStateUses combat state determined by behavior (more flexible).
ValueDescription
NoneNone
NorthNorth
SouthSouth
EastEast
WestWest
NortheastNortheast
NorthwestNorthwest
SoutheastSoutheast
SouthwestSouthwest
ValueDescription
FoodFood
ScrollScroll
FigurineFigurine
TrapTrap
PotionPotion
DrugDrug
ExplosiveExplosive
DrinkDrink
ValueDescription
FixedFixed
PerEncounterPer Encounter
PerRestPer Rest
ValueDescription
NoneNone
PerEncounterPer Encounter
PerRestPer Rest
ChargedCharged
SpellSpell
ClassPowerPoolClass Power Pool
ClassAccruedResourceWill expend Ability Cost of the Ability Class's accrued resource (e.g. Wounds, Focus, Phrases)
ValueDescription
XX
YY
ZZ
ValueDescription
NoneNone
LleARhemenLle A Rhemen
ValueDescription
ItemCraftedItem Crafted
ItemCraftedPotionItem Crafted Potion
ItemCraftedScrollItem Crafted Scroll
ItemEnchantedItem Enchanted
ItemCraftedAntidoteItem Crafted Antidote
ItemCraftedDrugItem Crafted Drug
ItemCraftedExplosiveItem Crafted Explosive
ItemCraftedFoodItem Crafted Food
ItemCraftedPoisonItem Crafted Poison
ValueDescription
AdraDragonAdra Dragon
AnimalCompanionAnimal Companion
AnimatAnimat
BeetleBeetle
BlightBlight
CeanGwlaCean Gwla
DankSporeDank Spore
DargulDargul
DelemganDelemgan
DrakeDrake
EotenEoten
FampyrFampyr
FleshConstructFlesh Construct
GulGul
HeraldOfWoedicaHerald Of Woedica
ImpImp
LagufaethLagufaeth
LichLich
NoneNone
OgreOgre
OozeOoze
PhantomPhantom
PriestOfWoedicaPriest Of Woedica
PwgraPwgra
RevenantRevenant
ShadowShadow
SkeletonSkeleton
SkuldrSkuldr
SkyDragonSky Dragon
SpiderSpider
StelgaerStelgaer
SwampLurkerSwamp Lurker
TrollTroll
VithrackVithrack
WichtWicht
WillOWispWill OWisp
WolfWolf
WurmWurm
XauripXaurip
ValueDescription
UseAbilityUse Ability
AttackAttack
SwapToWeaponSetOneSwap To Weapon Set One
SwapToWeaponSetTwoSwap To Weapon Set Two
SwapToWeaponSetThreeSwap To Weapon Set Three
SwapToWeaponSetFourSwap To Weapon Set Four
UseItemUse Item
ValueDescription
TargetingTargeting
GeneralGeneral
ValueDescription
DefaultDefault
MightMight
ResolveResolve
ValueDescription
NoneNone
SlashSlash
CrushCrush
PiercePierce
BurnBurn
FreezeFreeze
ShockShock
CorrodeCorrode
CountThe number of normal damage types that exist.
AllAll
RawRaw
AllCountThe number of damage types that exist, including special types like Raw.
ValueDescription
OnInspectedEvent called when the gamedata object is inspected by the player.
OnItemCollectedEvent called when the Item is collected by the player.
OnItemDroppedAsLootEvent called when the Item is dropped into a loot container.
OnItemBindEvent called when soulbound item is bound to a character.
OnItemUnbindEvent is called when item is unbound.
OnItemSacrificedEvent called when item is sacrificed for Arenas...
ValueDescription
AliveAlive
DeadDead
UnconsciousUnconscious
ValueDescription
DeflectDeflect
FortitudeFortitude
ReflexReflex
WillWill
CountCount
NoneNone
ValueDescription
PristinePristine
DamagedDamaged
DestroyedDestroyed
ValueDescription
NONENONE
PX1_HIGH_LEVELPX1_ HIGH_ LEVEL
ACT4_HIGH_LEVELACT4_ HIGH_ LEVEL
ValueDescription
VeryNearVery Near
NearNear
FarFar
VeryFarVery Far
ValueDescription
ImmediateTransition immediately.
NextBeatTransition on the next beat.
NextBarTransition on the next bar.
NextGridTransition on the next grid.
NextCueTransition on the next cue,
NextBeatCustomTransition after the specified beat count.
NextBarCustomTransition after the specified bar count.
NextGridCustomTransition after the specified grid count.
NextCueCustomTransition whenever the specified cue is hit.
ValueDescription
AttachAttach to target..
PositionOnly use the initial position of the attach point.
PositionRotationOnly use the initial position and rotation of the attach point.
AttachFaceSourceAttach Face Source
PositionFaceSourcePosition Face Source
ValueDescription
CasterCaster
TargetTarget
ValueDescription
RightWeaponRight Weapon
LeftWeaponLeft Weapon
MouthMouth
TailTail
HeadHead
ChestChest
RightKneeRight Knee
LeftKneeLeft Knee
RightFootRight Foot
LeftFootLeft Foot
HipsHips
ElbowRightElbow Right
ElbowLeftElbow Left
RightHandRight Hand
LeftHandLeft Hand
RightEyeRight Eye
LeftEyeLeft Eye
RootRoot
Fx_Bone_01Fx_ Bone_01
Fx_Bone_02Fx_ Bone_02
Fx_Bone_03Fx_ Bone_03
Fx_Bone_04Fx_ Bone_04
Fx_Bone_05Fx_ Bone_05
Fx_Bone_06Fx_ Bone_06
Fx_Bone_07Fx_ Bone_07
Fx_Bone_08Fx_ Bone_08
Fx_Bone_09Fx_ Bone_09
Fx_Bone_10Fx_ Bone_10
GrapplePointGrapple Point
EmissionMeshEmission Mesh
GroundGround
ValueDescription
NoneNone
Mesh_01Mesh_01
Mesh_02Mesh_02
Mesh_03Mesh_03
Mesh_04Mesh_04
Mesh_05Mesh_05
ItemItem
ValueDescription
DefaultEffects applied from this ability follow the default stacking rules.
AlwaysEffects applied by this ability will always stack with similar status effect types.
NeverEffects applied by this ability will never stack with similar status effect types.
ValueDescription
DefaultUse default settings
CanEmpowerAllows the ability to be empowered regardless of ability source.
CannotEmpowerPrevents empowering the ability.
ValueDescription
NoneNone
QualityQuality
LashingLashing
SlayingSlaying
ProofingProofing
AttributesAttributes
UniqueUnique
WhiteForgeWhite Forge
RepairA damaged item mod for Abydon's Challenge.
ValueDescription
StandardStandard
StealthStealth
AmbushAmbush
SoloAmbushSolo Ambush
ValueDescription
AnyAny
MeleeMelee
RangedRanged
BossBoss
DestructibleDestructible
PassivePassive
ValueDescription
NoneNone
PrecipitationPrecipitation is active.
ValueDescription
HeadHead
NeckNeck
ArmorArmor
RightRingRight Ring
LeftRingLeft Ring
HandsHands
CapeCape
FeetFeet
WaistWaist
GrimoireOrTrinketGrimoire Or Trinket
PetPet
PrimaryWeaponPrimary Weapon
SecondaryWeaponSecondary Weapon
CountCount
PrimaryWeapon2Primary Weapon2
SecondaryWeapon2Secondary Weapon2
NoneNone
PrimaryPropPrimary Prop
SecondaryPropSecondary Prop
TotalEnumCountTotal Enum Count
ValueDescription
DefaultDefault
ArmorClothArmor Cloth
ArmorChainArmor Chain
ArmorLeatherArmor Leather
ArmorPlateArmor Plate
WeaponSwordSmallWeapon Sword Small
WeaponSwordLargeWeapon Sword Large
WeaponStaffClubWeapon Staff Club
WeaponWandWeapon Wand
WeaponBowWeapon Bow
WeaponCrossbowWeapon Crossbow
WeaponGunWeapon Gun
WeaponMaceWeapon Mace
WeaponFlailWeapon Flail
WeaponDaggerWeapon Dagger
WeaponShieldWeapon Shield
MiscPetMisc Pet
MiscGrimoireMisc Grimoire
JewelryNecklaceJewelry Necklace
JewelryRingJewelry Ring
ValueDescription
NoneNone
MinorMinor
MajorMajor
CriticalCritical
ValueDescription
NoneNone
PistolPistol
RifleRifle
CrossbowCrossbow
ArbalestArbalest
ValueDescription
UnusableThis item cannot be used to rest.
FoodThis item restores resources unless the the relevant challenge is enabled.
PreparedMealThis item restores resources even in challenges.
ValueDescription
EasyEasy
NormalNormal
HardHard
PathOfTheDamnedPathOfTheDamned
StoryTimeStoryTime
ValueDescription
MaleMale
FemaleFemale
NeuterNeuter
ValueDescription
LoreThis glossary category is about lore.
MechanicsThis glossary category is about gameplay mechanics.
ShipMechanicsThis glossary category is about ship/crew mechanics.
ValueDescription
NoneNone
MiscMisc
GodGod
DefaultDefault
ValueDescription
DefaultDefault
DirtDirt
StoneStone
WoodWood
WaterWater
RugRug
SnowSnow
IceIce
InBetweenThis is the ground material for the "In Between" scenes.
SandSand material
GrassGrass material
Metalmetal material
MetalGrateGrate
FleshFlesh material
BonesBone material
WaterDeepDeep Water Material
MudMud material
MagmaMagma Material
ValueDescription
NormalA standard recoil hit-react.
ProneThe character is knocked over.
ValueDescription
MissMiss
GrazeGraze
HitHit
CritCrit
NoneNone
ValueDescription
DefaultDefault
Hostile
NonHostile
HostileEver(Target Filter only) The character is currently hostile or would be hostile if it wasn't charmed/dominated.
ValueDescription
NoneNone
KillsKills
NameName
PicturePicture
LevelLevel
ObsoleteHealthOBSOLETE Health
AccuracyAccuracy
MightMight
DexterityDexterity
ResolveResolve
IntellectIntellect
ConstitutionConstitution
PerceptionPerception
DeflectionDeflection
FortitudeFortitude
ReflexesReflexes
WillWill
ArmorRatingArmor Rating
DescriptionDescription
SpecialArmorRatingsSpecial Armor Ratings
HealthHealth
PrimaryDamagePrimary Damage
SecondaryDamageSecondary Damage
AbilitiesAbilities
RaceRace
ImmunitiesImmunities
ResistancesResistances
WeaknessesWeaknesses
ValueDescription
InterruptStop the currently events and play the new event immediately.
PlaySimultaneouslyPlay the new VO file at the same time as other currently playing VO.
ValueDescription
PickupPickup
DropDrop
EquipEquip
UseUse
ValueDescription
ArmorChainArmor Chain
ArmorClothArmor Cloth
ArmorLeatherArmor Leather
ArmorPlateArmor Plate
ConsumableDrinkConsumable Drink
ConsumableDrugsConsumable Drugs
ConsumableFoodConsumable Food
ConsumablePotionConsumable Potion
LootBookLoot Book
LootCreaturePartsLoot Creature Parts
LootFigurineLoot Figurine
LootGemsLoot Gems
LootGenericLoot Generic
LootGenericJewelryLoot Generic Jewelry
LootKeysLoot Keys
LootNecklaceLoot Necklace
LootRingLoot Ring
LootScrollLoot Scroll
SpecialCampingSuppliesSpecial Camping Supplies
SpecialGrappingHookRopeSpecial Grapplng Hook Rope
SpecialLockPickSpecial Lock Pick
SpecialTorchesSpecial Torches
WeaponBowWeapon Bow
WeaponCrossbowWeapon Crossbow
WeaponDaggerWeapon Dagger
WeaponFlailWeapon Flail
WeaponGunWeapon Gun
WeaponMaceWeapon Mace
WeaponShieldWeapon Shield
WeaponStaffClubWeapon Staff Club
WeaponSwordLargeWeapon Sword Large
WeaponSwordSmallWeapon Sword Small
WeaponWandWeapon Wand
ValueDescription
WeaponsWeapons
ArmorArmor
ClothingClothing
ConsumablesConsumables
IngredientsIngredients
QuestQuest
MiscMisc
ShipCrewShip Crew
FoodOrDrinkFood Or Drink
ShipSailsShip Sails
ShipHullsShip Hulls
ShipFlagsShip Flags
ShipCannonsShip Cannons
ShipUpgradesShip Upgrades
ShipPermanentUpgradesShip Permanent Upgrades
ArtifactArtifact
ValueDescription
SelfSelf
EnemyEnemy
ValueDescription
OnUIOn UI
OnScoringCriticalHitOn Scoring Critical Hit
OnBeingCriticallyHitOn Being Critically Hit
OnUnconsciousOn Unconscious
AsSecondaryAttackAs Secondary Attack
OnSpiritShiftOn Spirit Shift
OnScoringCritOrHitOn Scoring Crit Or Hit
OnBeingCritOrHitOn Being Crit Or Hit
OnHealthBelowRatioOn Health Below Ratio
OnScoringKillThe item mod's ability is fired when the weapon scores a kill.
ValueDescription
DefaultIf the character uses NPCAppearance, he can jump; otherwise, he cannot jump.
CanJumpThe character can jump.
CantJumpThe character can't jump.
ValueDescription
NoneNone
CritPathCrit Path
AllAll
ValueDescription
NoneNone
ThunderThunder
ThunderAndLightningThunder And Lightning
ValueDescription
BurialIsleBurial Isle
CaedNuaCaed Nua
CopperlaneCopperlane
DyrfordDyrford
EncampmentEncampment
Generic_CaveGeneric_ Cave
Generic_DungeonGeneric_ Dungeon
Generic_EngwithanRuinsGeneric_ Engwithan Ruins
Generic_WildernessGeneric_ Wilderness
GildedValeGilded Vale
OdNuaOd Nua
SunInShadowSun In Shadow
TheNestThe Nest
TwinElmsTwin Elms
DefianceBay_SewersDefiance Bay_ Sewers
AnslogsCompassAnslogs Compass
CliabanRillagCliaban Rillag
Heritage_Hill_TowerHeritage_ Hill_ Tower
Pearlwood_Bluff_CavePearlwood_ Bluff_ Cave
RaedricsHoldRaedrics Hold
SearingFalls_CaveSearing Falls_ Cave
PX1_Durgans_Battery_ExtPX1_ Durgans_ Battery_ Ext
PX1_Ogre_CavePX1_ Ogre_ Cave
PX1_ConcelhautPX1_ Concelhaut
PX1_VillagePX1_ Village
PX1_WildernessPX1_ Wilderness
ValueDescription
OrOr
AndAnd
NotNot
ValueDescription
OneRandomOne Random
AllAll
ValueDescription
CorporateLogoCorporate Logo
StartScreenStart Screen
NewGameNew Game
CorporateLogoSkipCorporate Logo Skip
ValueDescription
NoneNone
DesignGlobalDesignGlobal
GlobalGlobal
AR_LAX01_0001_Arena_StandardAR_LAX01_0001_Arena_Standard
AR_LAX01_0002_Arena_LobbyAR_LAX01_0002_Arena_Lobby
AR_LAX01_0003_Arena_BasementAR_LAX01_0003_Arena_Basement
AR_LAX01_0004_Arena_Galawain_PlaneAR_LAX01_0004_Arena_Galawain_Plane
RM_LAX01_Arena_Battle_Royale_BottomRM_LAX01_Arena_Battle_Royale_Bottom
RM_LAX01_Arena_Battle_Royale_TopRM_LAX01_Arena_Battle_Royale_Top
RM_LAX01_Arena_Flooded_01RM_LAX01_Arena_Flooded_01
RM_LAX01_Arena_Stage_01RM_LAX01_Arena_Stage_01
RM_LAX01_Arena_Standard_01RM_LAX01_Arena_Standard_01
RM_LAX01_WorldMap_Forest_01RM_LAX01_WorldMap_Forest_01
RM_LAX01_WorldMap_Jungle_01RM_LAX01_WorldMap_Jungle_01
RM_LAX01_WorldMap_Jungle_FootHills_01RM_LAX01_WorldMap_Jungle_FootHills_01
RM_LAX01_WorldMap_Swamp_01RM_LAX01_WorldMap_Swamp_01
ZN_LAX01_00_ArenaZN_LAX01_00_Arena
AR_LAX02_0101_Iceberg_ExteriorAR_LAX02_0101_Iceberg_Exterior
AR_LAX02_0102_Iceberg_02AR_LAX02_0102_Iceberg_02
AR_LAX02_0103_Iceberg_03AR_LAX02_0103_Iceberg_03
AR_LAX02_0104_Iceberg_04AR_LAX02_0104_Iceberg_04
AR_LAX02_0105_Iceberg_05AR_LAX02_0105_Iceberg_05
AR_LAX02_0106_Iceberg_06AR_LAX02_0106_Iceberg_06
AR_LAX02_0107_Iceberg_07AR_LAX02_0107_Iceberg_07
AR_LAX02_0108_Iceberg_Interior_01AR_LAX02_0108_Iceberg_Interior_01
AR_LAX02_0109_Iceberg_Interior_02AR_LAX02_0109_Iceberg_Interior_02
ZN_LAX02_01_Iceberg_DungeonZN_LAX02_01_Iceberg_Dungeon
AR_LAX02_0201_HubAR_LAX02_0201_Hub
AR_LAX02_0202_WaterAR_LAX02_0202_Water
AR_LAX02_0203_Water_InteriorAR_LAX02_0203_Water_Interior
AR_LAX02_0204_Godhammer_01AR_LAX02_0204_Godhammer_01
AR_LAX02_0204_Godhammer_02AR_LAX02_0204_Godhammer_02
AR_LAX02_0204_Godhammer_03AR_LAX02_0204_Godhammer_03
AR_LAX02_0206_Engwith_ExteriorAR_LAX02_0206_Engwith_Exterior
AR_LAX02_0207_Engwith_InteriorAR_LAX02_0207_Engwith_Interior
AR_LAX02_0211_DracolichAR_LAX02_0211_Dracolich
AR_LAX02_0212_WhiteVoidAR_LAX02_0212_WhiteVoid
ZN_LAX02_02_Rymrgand_BeyondZN_LAX02_02_Rymrgand_Beyond
AR_LAX03_0101_TempleAR_LAX03_0101_Temple
AR_LAX03_0102_ScriptoriumAR_LAX03_0102_Scriptorium
AR_LAX03_0103_Temple_BeyondAR_LAX03_0103_Temple_Beyond
ZN_LAX03_01_TempleZN_LAX03_01_Temple
AR_LAX03_0201_Vithrack_OutpostAR_LAX03_0201_Vithrack_Outpost
AR_LAX03_0202_Vithrack_InteriorAR_LAX03_0202_Vithrack_Interior
AR_LAX03_0203_Collections_UpperAR_LAX03_0203_Collections_Upper
AR_LAX03_0204_Collections_LowerAR_LAX03_0204_Collections_Lower
AR_LAX03_0205_Memory_Hoarder_PitAR_LAX03_0205_Memory_Hoarder_Pit
ZN_LAX03_02_MenagerieZN_LAX03_02_Menagerie
AR_LAX03_0301_Archmage_StudyAR_LAX03_0301_Archmage_Study
AR_LAX03_0302_Archive_01AR_LAX03_0302_Archive_01
AR_LAX03_0303_Archive_02AR_LAX03_0303_Archive_02
AR_LAX03_0304_BasementAR_LAX03_0304_Basement
ZN_LAX03_03_ArchivesZN_LAX03_03_Archives
AR_LAX03_0401_Wael_BodyAR_LAX03_0401_Wael_Body
AR_LAX03_0402_Wael_HeartAR_LAX03_0402_Wael_Heart
ZN_LAX03_04_BodyZN_LAX03_04_Body
AR_LAXD_0001_Deck_Of_Many_Things_InteriorAR_LAXD_0001_Deck_Of_Many_Things_Interior
AR_LAXD_0002_Deck_Of_Many_Things_ExteriorAR_LAXD_0002_Deck_Of_Many_Things_Exterior
oei_specialoei_special
ar_0002_vfx_testar_0002_vfx_test
combat_test_poe2combat_test_poe2
CompanyIntroCompanyIntro
MainMenuMainMenu
MasterUIMasterUI
AD_LAX01_FreeWorldMapAD_LAX01_FreeWorldMap
AD_LAX02_FreeWorldMapAD_LAX02_FreeWorldMap
AD_LAX03_FreeWorldMapAD_LAX03_FreeWorldMap
AD_LAXD_FreeWorldMapAD_LAXD_FreeWorldMap
FreeWorldMapFreeWorldMap
FreeWorldMapBackerBetaFreeWorldMapBackerBeta
RM_WorldMap_Beach_01RM_WorldMap_Beach_01
RM_WorldMap_Beach_02RM_WorldMap_Beach_02
RM_WorldMap_Beach_02_ImpsRM_WorldMap_Beach_02_Imps
RM_WorldMap_Cave_01RM_WorldMap_Cave_01
RM_WorldMap_City_SlumsRM_WorldMap_City_Slums
RM_WorldMap_City_Slums_02RM_WorldMap_City_Slums_02
RM_WorldMap_City_Street_01RM_WorldMap_City_Street_01
RM_WorldMap_City_Street_02RM_WorldMap_City_Street_02
RM_WorldMap_City_Street_03RM_WorldMap_City_Street_03
RM_WorldMap_Desert_01RM_WorldMap_Desert_01
RM_WorldMap_Desert_02RM_WorldMap_Desert_02
RM_WorldMap_Foothills_01RM_WorldMap_Foothills_01
RM_WorldMap_Foothills_02RM_WorldMap_Foothills_02
RM_WorldMap_Forest_01RM_WorldMap_Forest_01
RM_WorldMap_Jungle_01RM_WorldMap_Jungle_01
RM_WorldMap_Jungle_01_OgresRM_WorldMap_Jungle_01_Ogres
RM_WorldMap_Jungle_02RM_WorldMap_Jungle_02
RM_WorldMap_Plains_01RM_WorldMap_Plains_01
RM_WorldMap_Plains_02RM_WorldMap_Plains_02
RM_WorldMap_Sea_01RM_WorldMap_Sea_01
RM_WorldMap_Sea_02RM_WorldMap_Sea_02
RM_WorldMap_Sea_03RM_WorldMap_Sea_03
RM_WorldMap_Sea_04RM_WorldMap_Sea_04
RM_WorldMap_Sea_05RM_WorldMap_Sea_05
RM_WorldMap_Sea_Ghost_Ship_DuelRM_WorldMap_Sea_Ghost_Ship_Duel
RM_WorldMap_Sea_Int_01RM_WorldMap_Sea_Int_01
RM_WorldMap_Sea_Int_CultistsRM_WorldMap_Sea_Int_Cultists
RM_WorldMap_Sea_Int_YdwinRM_WorldMap_Sea_Int_Ydwin
RM_WorldMap_Sea_RathunRM_WorldMap_Sea_Rathun
RM_WorldMap_Shanty_Street_01RM_WorldMap_Shanty_Street_01
RM_WorldMap_Shanty_Street_02RM_WorldMap_Shanty_Street_02
RM_WorldMap_Ship_Graveyard_01RM_WorldMap_Ship_Graveyard_01
RM_WorldMap_Swamp_01RM_WorldMap_Swamp_01
AD_LAX01_0009_Captains_Quarters_ScriptingAD_LAX01_0009_Captains_Quarters_Scripting
AR_0001_Ship_DeckAR_0001_Ship_Deck
AR_0002_Captains_QuartersAR_0002_Captains_Quarters
AR_0003_Captains_Quarters_GalleonAR_0003_Captains_Quarters_Galleon
AR_0004_Captains_Quarters_DhowAR_0004_Captains_Quarters_Dhow
AR_0005_Captains_Quarters_JunkAR_0005_Captains_Quarters_Junk
AR_0006_Captains_Quarters_VoyagerAR_0006_Captains_Quarters_Voyager
AR_0007_Captains_Quarters_SubmarineAR_0007_Captains_Quarters_Submarine
AR_0008_Captains_Quarters_Ghost_ShipAR_0008_Captains_Quarters_Ghost_Ship
AR_0101_Village_Huana_ExtAR_0101_Village_Huana_Ext
AR_0102_Village_Lodge_IntAR_0102_Village_Lodge_Int
AR_0103_Village_Shrine_IntAR_0103_Village_Shrine_Int
AR_0105_Village_Hut_01_IntAR_0105_Village_Hut_01_Int
AR_0106_Village_Ravine_01_IntAR_0106_Village_Ravine_01_Int
ZN_01_TikawaraZN_01_Tikawara
AD_LAX01_0201_Desert_Island_ExtAD_LAX01_0201_Desert_Island_Ext
AR_0201_Desert_Island_ExtAR_0201_Desert_Island_Ext
AR_0202_Poko_Kohara_Int_01AR_0202_Poko_Kohara_Int_01
AR_0203_Poko_Kohara_Int_02AR_0203_Poko_Kohara_Int_02
AR_0204_Poko_Kohara_Int_03AR_0204_Poko_Kohara_Int_03
AR_0205_Poko_Kohara_Planar_ZoneAR_0205_Poko_Kohara_Planar_Zone
ZN_02_Poko_KoharaZN_02_Poko_Kohara
AR_0301_Valian_District_ExtAR_0301_Valian_District_Ext
AR_0302_Cartographer_ShopAR_0302_Cartographer_Shop
AR_0303_VTC_Headquarters_01AR_0303_VTC_Headquarters_01
AR_0304_VTC_Headquarters_02AR_0304_VTC_Headquarters_02
AR_0305_Bardatto_Estate_01AR_0305_Bardatto_Estate_01
AR_0306_Bardatto_Estate_02AR_0306_Bardatto_Estate_02
AR_0307_Valera_Estate_01AR_0307_Valera_Estate_01
AR_0308_Valera_Estate_02AR_0308_Valera_Estate_02
AR_0309_Luminous_MillAR_0309_Luminous_Mill
AR_0310_House_01AR_0310_House_01
AR_0311_Vailian_District_Tavern_01AR_0311_Vailian_District_Tavern_01
AR_0312_Vailian_District_Tavern_02AR_0312_Vailian_District_Tavern_02
AR_0313_House_02AR_0313_House_02
ZN_03_Vailian_DistrictZN_03_Vailian_District
AR_0401_Palace_District_ExtAR_0401_Palace_District_Ext
AR_0402_Kahanga_Palace_01AR_0402_Kahanga_Palace_01
AR_0403_Kahanga_Palace_02AR_0403_Kahanga_Palace_02
AR_0404_Kahanga_Palace_03AR_0404_Kahanga_Palace_03
AR_0405_Kahanga_Estate_01AR_0405_Kahanga_Estate_01
AR_0406_Kahanga_Estate_02AR_0406_Kahanga_Estate_02
AR_0407_Kahanga_Estate_03AR_0407_Kahanga_Estate_03
ZN_04_Palace_DistrictZN_04_Palace_District
AD_LAX01_0509_Emporium_01AD_LAX01_0509_Emporium_01
AD_LAX03_0509_Emporium_01AD_LAX03_0509_Emporium_01
AR_0501_Artisans_District_ExtAR_0501_Artisans_District_Ext
AR_0502_Arkemyr_Manor_01AR_0502_Arkemyr_Manor_01
AR_0503_Arkemyr_Manor_02AR_0503_Arkemyr_Manor_02
AR_0504_Arkemyr_Manor_03AR_0504_Arkemyr_Manor_03
AR_0505_Arkemyr_Manor_04AR_0505_Arkemyr_Manor_04
AR_0506_Bathhouse_01AR_0506_Bathhouse_01
AR_0507_Bathhouse_02AR_0507_Bathhouse_02
AR_0508_Bathhouse_03AR_0508_Bathhouse_03
AR_0509_Emporium_01AR_0509_Emporium_01
AR_0510_Emporium_02AR_0510_Emporium_02
AR_0511_GuildAR_0511_Guild
AR_0512_Dragon_PrisonAR_0512_Dragon_Prison
AR_0513_Artisan_House_01AR_0513_Artisan_House_01
AR_0514_Artisan_House_02AR_0514_Artisan_House_02
AR_0515_Artisan_House_03AR_0515_Artisan_House_03
zn_05_artisans_districtzn_05_artisans_district
AD_LAX01_0612_Slums_Old_03AD_LAX01_0612_Slums_Old_03
AR_0601_Slums_District_ExtAR_0601_Slums_District_Ext
AR_0602_Slums_Tavern_01AR_0602_Slums_Tavern_01
AR_0603_Slums_Tavern_02AR_0603_Slums_Tavern_02
AR_0604_Slums_Black_MarketAR_0604_Slums_Black_Market
AR_0605_Slums_Black_Market_CavernAR_0605_Slums_Black_Market_Cavern
AR_0606_Slums_Home_01AR_0606_Slums_Home_01
AR_0607_Slums_Home_02AR_0607_Slums_Home_02
AR_0608_Slums_Home_03AR_0608_Slums_Home_03
AR_0609_Slums_Home_04AR_0609_Slums_Home_04
AR_0610_Slums_Old_01AR_0610_Slums_Old_01
AR_0611_Slums_Old_02AR_0611_Slums_Old_02
AR_0612_Slums_Old_03AR_0612_Slums_Old_03
AR_0613_Slums_Black_Market_BossAR_0613_Slums_Black_Market_Boss
AR_0614_Slums_Alleys_CombatAR_0614_Slums_Alleys_Combat
ZN_06_Slums_DistrictZN_06_Slums_District
AD_LAX01_0709_Temple_SepulchersAD_LAX01_0709_Temple_Sepulchers
AR_0701_Temple_District_ExtAR_0701_Temple_District_Ext
AR_0702_Temple_MagranAR_0702_Temple_Magran
AR_0703_Temple_BerathAR_0703_Temple_Berath
AR_0704_Temple_GaunAR_0704_Temple_Gaun
AR_0705_Temple_HyleaAR_0705_Temple_Hylea
AR_0706_Temple_Hylea_TopAR_0706_Temple_Hylea_Top
AR_0707_Temple_MausoleumAR_0707_Temple_Mausoleum
AR_0709_Temple_SepulchersAR_0709_Temple_Sepulchers
AR_0710_Temple_Magran_TombAR_0710_Temple_Magran_Tomb
ZN_07_Temple_DistrictZN_07_Temple_District
AD_LAX01_0808_Rauatai_Building_02AD_LAX01_0808_Rauatai_Building_02
AR_0801_Rauatai_District_ExtAR_0801_Rauatai_District_Ext
AR_0802_Rauatai_SmithyAR_0802_Rauatai_Smithy
AR_0803_Rauatai_Powderhouse_LowerAR_0803_Rauatai_Powderhouse_Lower
AR_0804_Rauatai_Powderhouse_UpperAR_0804_Rauatai_Powderhouse_Upper
AR_0805_Rauatai_HQAR_0805_Rauatai_HQ
AR_0806_Rauatai_HQ_BasementAR_0806_Rauatai_HQ_Basement
AR_0807_Rauatai_Building_01AR_0807_Rauatai_Building_01
AR_0808_Rauatai_Building_02AR_0808_Rauatai_Building_02
AR_0809_Rauatai_Powderhouse_StorageAR_0809_Rauatai_Powderhouse_Storage
AR_0810_Smuggler_Meeting_At_SeaAR_0810_Smuggler_Meeting_At_Sea
AR_0811_Streets_Near_Brass_CitadelAR_0811_Streets_Near_Brass_Citadel
ZN_08_Rauatai_DistrictZN_08_Rauatai_District
AD_LAX01_0902_Port_Maje_Tavern_01AD_LAX01_0902_Port_Maje_Tavern_01
AD_LAX01_0907_PM_Huana_Settlement_ExtAD_LAX01_0907_PM_Huana_Settlement_Ext
AR_0901_Port_Maje_ExteriorAR_0901_Port_Maje_Exterior
AR_0902_Port_Maje_Tavern_01AR_0902_Port_Maje_Tavern_01
AR_0903_Port_Maje_Tavern_02AR_0903_Port_Maje_Tavern_02
AR_0904_Governors_EstateAR_0904_Governors_Estate
AR_0905_Port_Maje_House_01AR_0905_Port_Maje_House_01
AR_0906_Port_Maje_House_02AR_0906_Port_Maje_House_02
AR_0907_PM_Huana_Settlement_ExtAR_0907_PM_Huana_Settlement_Ext
AR_0908_Port_Maje_BeachAR_0908_Port_Maje_Beach
AR_0909_Sea_CaveAR_0909_Sea_Cave
AR_0910_Engwithan_Digsite_ExtAR_0910_Engwithan_Digsite_Ext
AR_0911_Engwithan_Digsite_IntAR_0911_Engwithan_Digsite_Int
AR_0912_Engwithan_Digsite_SublevelAR_0912_Engwithan_Digsite_Sublevel
AR_0913_PM_Huana_Settlement_Int_HouseAR_0913_PM_Huana_Settlement_Int_House
AR_0914_PM_Huana_Settlement_Int_ChiefAR_0914_PM_Huana_Settlement_Int_Chief
AR_0916_Port_Maje_StreetAR_0916_Port_Maje_Street
ZN_09_Port_MajeZN_09_Port_Maje
ZN_29_Maje_BeachZN_29_Maje_Beach
ZN_30_Engwithan_DigsiteZN_30_Engwithan_Digsite
AR_1001_Volcano_Mountain_ExteriorAR_1001_Volcano_Mountain_Exterior
AR_1002_Volcano_Mountain_SentinelAR_1002_Volcano_Mountain_Sentinel
AR_1003_Volcano_Mountain_BridgeAR_1003_Volcano_Mountain_Bridge
AR_1004_Volcano_Mountain_KeepAR_1004_Volcano_Mountain_Keep
AR_1005_Volcano_Mountain_LairAR_1005_Volcano_Mountain_Lair
AR_1006_Volcano_Mountain_RidgeAR_1006_Volcano_Mountain_Ridge
ZN_10_Volcano_MountainZN_10_Volcano_Mountain
AR_1101_Hasongo_ExtAR_1101_Hasongo_Ext
AR_1102_Hasongo_IntAR_1102_Hasongo_Int
AR_1103_Hasongo_Int_02AR_1103_Hasongo_Int_02
AR_1104_Hasongo_Int_03AR_1104_Hasongo_Int_03
AR_1105_Hasongo_Int_04AR_1105_Hasongo_Int_04
AR_1106_Hasongo_Int_05AR_1106_Hasongo_Int_05
AR_1107_Hasongo_Int_06AR_1107_Hasongo_Int_06
AR_1108_Hasongo_LighthouseAR_1108_Hasongo_Lighthouse
ZN_11_HasongoZN_11_Hasongo
AD_LAX02_1203_Ukaizo_FinaleAD_LAX02_1203_Ukaizo_Finale
AD_LAX03_1203_Ukaizo_FinaleAD_LAX03_1203_Ukaizo_Finale
AR_1201_Ukaizo_ExteriorAR_1201_Ukaizo_Exterior
AR_1202_Ukaizo_MachineAR_1202_Ukaizo_Machine
AR_1203_Ukaizo_FinaleAR_1203_Ukaizo_Finale
AR_1204_Ukaizo_GuardianAR_1204_Ukaizo_Guardian
AR_1205_Ukaizo_Interlude_01AR_1205_Ukaizo_Interlude_01
AR_1206_Ukaizo_Interlude_02AR_1206_Ukaizo_Interlude_02
AR_1207_Ukaizo_Interlude_03AR_1207_Ukaizo_Interlude_03
AR_1208_Ukaizo_Interlude_04AR_1208_Ukaizo_Interlude_04
zn_12_ukaizozn_12_ukaizo
AR_1301_Pirate_Fort_ExteriorAR_1301_Pirate_Fort_Exterior
AR_1302_Pirate_Fort_CommandAR_1302_Pirate_Fort_Command
AR_1303_Pirate_Fort_MainAR_1303_Pirate_Fort_Main
AR_1304_Pirate_Fort_DungeonAR_1304_Pirate_Fort_Dungeon
AR_1305_Pirate_Fort_DockAR_1305_Pirate_Fort_Dock
ZN_13_Pirate_FortZN_13_Pirate_Fort
AR_1401_Slaver_Port_ExteriorAR_1401_Slaver_Port_Exterior
AR_1402_Slaver_Port_Interior_01AR_1402_Slaver_Port_Interior_01
AR_1403_Slaver_Port_Dungeon_01AR_1403_Slaver_Port_Dungeon_01
AR_1404_Slaver_Port_Dungeon_02AR_1404_Slaver_Port_Dungeon_02
ZN_14_Slaver_PortZN_14_Slaver_Port
AR_1501_Rauatai_Port_ExteriorAR_1501_Rauatai_Port_Exterior
AR_1502_Underwater_DungeonAR_1502_Underwater_Dungeon
AR_1503_Rauatai_Port_Huana_LonghouseAR_1503_Rauatai_Port_Huana_Longhouse
AR_1504_Underwater_Dungeon_EntranceAR_1504_Underwater_Dungeon_Entrance
AR_1505_Rauatai_Port_WorkshopAR_1505_Rauatai_Port_Workshop
AR_1506_Fleet_MasterAR_1506_Fleet_Master
AR_1507_BogAR_1507_Bog
zn_15_rauatai_portzn_15_rauatai_port
AD_LAX02_1602_Wahaki_Island_InteriorAD_LAX02_1602_Wahaki_Island_Interior
AR_1601_Wahaki_Island_ExteriorAR_1601_Wahaki_Island_Exterior
AR_1602_Wahaki_Island_InteriorAR_1602_Wahaki_Island_Interior
ZN_16_Wahaki_IslandZN_16_Wahaki_Island
AD_LAX01_1705_Principi_Market_Interior_01AD_LAX01_1705_Principi_Market_Interior_01
AR_1701_Principi_Base_ExteriorAR_1701_Principi_Base_Exterior
AR_1702_Principi_Base_Interior_01AR_1702_Principi_Base_Interior_01
AR_1703_Principi_Base_Interior_02AR_1703_Principi_Base_Interior_02
AR_1704_Principi_Market_ExteriorAR_1704_Principi_Market_Exterior
AR_1705_Principi_Market_Interior_01AR_1705_Principi_Market_Interior_01
AR_1706_Principi_Casino_Interior_01AR_1706_Principi_Casino_Interior_01
AR_1707_Principi_PortAR_1707_Principi_Port
AR_1708_Principi_House_01AR_1708_Principi_House_01
ZN_17_Principi_BaseZN_17_Principi_Base
AR_1801_Uncharted_Naga_Temple_OneAR_1801_Uncharted_Naga_Temple_One
ZN_18_Uncharted_Naga_TempleZN_18_Uncharted_Naga_Temple
AR_1901_Uncharted_Dungeon_OneAR_1901_Uncharted_Dungeon_One
AR_1902_Uncharted_Dungeon_TwoAR_1902_Uncharted_Dungeon_Two
ZN_19_Uncharted_DungeonZN_19_Uncharted_Dungeon
AR_2001_Ship_Graveyard_ExteriorAR_2001_Ship_Graveyard_Exterior
AR_2002_Ship_Graveyard_DungeonAR_2002_Ship_Graveyard_Dungeon
AR_2003_Ship_Graveyard_TavernAR_2003_Ship_Graveyard_Tavern
AR_2004_Ship_Graveyard_Interior_01AR_2004_Ship_Graveyard_Interior_01
AR_2006_Ship_Graveyard_Dungeon_BossAR_2006_Ship_Graveyard_Dungeon_Boss
AR_2007_Ship_Graveyard_Dungeon_EntranceAR_2007_Ship_Graveyard_Dungeon_Entrance
ZN_20_Ship_GraveyardZN_20_Ship_Graveyard
AR_2101_Prologue_ExteriorAR_2101_Prologue_Exterior
AR_2102_Prologue_BerathAR_2102_Prologue_Berath
AR_2103_Prologue_BattleAR_2103_Prologue_Battle
ZN_21_PrologueZN_21_Prologue
AD_LAX01_2201_Huana_Ruins_OneAD_LAX01_2201_Huana_Ruins_One
AR_2201_Huana_Ruins_OneAR_2201_Huana_Ruins_One
zn_22_huana_ruinszn_22_huana_ruins
AR_2301_VTC_Between_OneAR_2301_VTC_Between_One
AR_2303_Cliffside_Temple_01AR_2303_Cliffside_Temple_01
AR_2304_Cliffside_Temple_02AR_2304_Cliffside_Temple_02
zn_23_VTC_Betweenzn_23_VTC_Between
AD_LAX03_2606_Maze_of_WaelAD_LAX03_2606_Maze_of_Wael
AR_2601_Xaurip_CaveAR_2601_Xaurip_Cave
AR_2602_Cannibal_RuinAR_2602_Cannibal_Ruin
AR_2603_Undead_CryptAR_2603_Undead_Crypt
AR_2604_Woedica_RuinAR_2604_Woedica_Ruin
AR_2605_Lich_LairAR_2605_Lich_Lair
AR_2606_Maze_of_WaelAR_2606_Maze_of_Wael
AR_2607_Overgrown_RuinAR_2607_Overgrown_Ruin
AR_2608_Desert_RuinAR_2608_Desert_Ruin
AR_2609_Collapsed_MineAR_2609_Collapsed_Mine
AR_2610_Flame_Naga_CaveAR_2610_Flame_Naga_Cave
AR_2611_Fampyr_CaveAR_2611_Fampyr_Cave
AR_2612_Witch_CaveAR_2612_Witch_Cave
AD_LAX01_2704_Pyramid_Int_04AD_LAX01_2704_Pyramid_Int_04
AR_2701_Pyramid_Int_01AR_2701_Pyramid_Int_01
AR_2702_Pyramid_Int_02AR_2702_Pyramid_Int_02
AR_2703_Pyramid_Int_03AR_2703_Pyramid_Int_03
AR_2704_Pyramid_Int_04AR_2704_Pyramid_Int_04
ZN_27_Pyramid_of_WoedicaZN_27_Pyramid_of_Woedica
AR_2801_Drowned_Barrows_Dungeon_01AR_2801_Drowned_Barrows_Dungeon_01
AR_2802_Drowned_Barrows_Dungeon_02AR_2802_Drowned_Barrows_Dungeon_02
AR_2803_Drowned_Barrows_Dungeon_03AR_2803_Drowned_Barrows_Dungeon_03
AR_2804_Drowned_Barrows_VillageAR_2804_Drowned_Barrows_Village
ZN_28_Drowned_BarrowsZN_28_Drowned_Barrows
ValueDescription
LockedLocked
UnlockedUnlocked
HiddenHidden
DeveloperOnlyDeveloper Only
UnidentifiedThe map is visible but its exact identity is not known.
ValueDescription
LivelyLively
ContentContent
ConcernedConcerned
AngryAngry
MutinousMutinous
ValueDescription
NoneNone
WalkWalk
RunRun
TeleportTeleport
ValueDescription
StartStart
EndEnd
SkipThis is called along with End when a movie is skipped.
ValueDescription
NoneNone
InnInn
CampCamp
WatcherWatcher
IntroCutsceneIntro Cutscene
ValueDescription
OnGameStartOn Game Start
OnCharacterCreationBeginOn Character Creation Begin
OnPrologueCompleteOn Prologue Complete
ValueDescription
NoneNone
AlreadyActivatedAlready Activated
InRecoveryIn Recovery
AtMaxPerAt Max Per
OnlyInCombatOnly In Combat
FailedPrerequisiteFailed Prerequisite
NotWhileMovingNot While Moving
GrimoireCooldownGrimoire Cooldown
NotEnoughAccruedResourceNot Enough Accrued Resource
NoGrimoireNo Grimoire
NotInitializedNot Initialized
DeadDead
OnlyOutsideCombatOnly Outside Combat
InModalRecoveryIn Modal Recovery
InStealthIn Stealth
InvisibleInvisible
DisabledDisabled
NotEnoughPowerPoolNot Enough Power Pool
InvalidWeaponsEquippedInvalid Weapons Equipped
InvalidLevelInvalid Level
NotYourTurnNot Your Turn
NoActionNo Action
ValueDescription
ClosedClosed
OpenOpen
LockedLocked
ValueDescription
EqualToEqual To
GreaterThanGreater Than
LessThanLess Than
NotEqualToNot Equal To
GreaterThanOrEqualToGreater Than Or Equal To
LessThanOrEqualToLess Than Or Equal To
ValueDescription
NoneNone
PrimaryPrimary
SecondarySecondary
FullAttackFull Attack
ValueDescription
NoneNo trigger (or scripted only)
OnDamagedTriggers when taking damage
OnDestroyedTriggers on death
OnActivateTriggers on special activations (sigils, usables)
OnDeactivateTriggers on special deactivations (sigils, usables)
OnEmergeTriggers on creature emerge
OnTrapTriggeredTriggers when a trap is activated
OnTrapDisarmedTriggers when a trap is disarmed
OnDawnTriggers on in game dawn transition.
OnDuskTriggers on in game dusk transition.
OnUseTriggers when a usable is interacted with
ValueDescription
NotInPartyNot In Party
ActiveActive
InactiveAvailableInactive Available
InactiveOnAdventureInactive On Adventure
ActiveNotControllableAn active party member that is temporarily controlled by the AI.
ValueDescription
UndefinedUndefined
PrimaryThis character is a member of the party and has a portrait on the party bar.
AnimalCompanionThis character is the animal companion of a Primary party member.
SummonThis character was temporarily summoned by the party.
PetThis character is an autonomous pet.
ControlledEnemyThis character is an enemy that the player can currently control.
ValueDescription
SupernaturalSupernatural
KeenKeen
NormalNormal
PoorPoor
ObliviousOblivious
ValueDescription
NoneNone
HeadHead
NeckNeck
CapeCape
ArmorArmor
RingAnyHandRing Any Hand
RingRightHandRing Right Hand
RingLeftHandRing Left Hand
HandHand
FeetFeet
WaistWaist
GrimoireOrTrinketGrimoireOrTrinket
AnyWeaponAny Weapon
PrimaryWeaponOnlyPrimary Weapon Only
SecondaryWeaponOnlySecondary Weapon Only
BothPrimaryAndSecondaryBoth Primary And Secondary
PetPet
PropProp
ValueDescription
NoneNone
TransitionNormalTransition Normal
TransitionMapTransition Map
TransitionDoorTransition Door
MonumentMonument
UserNoteUser Note
GenericGeneric
CompanionCompanion
PlayerPlayer
ValueDescription
NoneNone
RainRain
SnowSnow
HailHail
ValueDescription
BaseGameBase Game
BackerBetaBacker Beta
LAX1LAX1
LAX2LAX2
LAX3LAX3
LAX4LAX4
LAXALAXA
LAXBLAXB
LAXCLAXC
LAXDLAXD
Unused
LAXELAXE
LAXFLAXF
LAXGLAXG
LAXHLAXH
LAXILAXI
ValueDescription
SelfSelf
AnimalCompanionAnimal Companion
ValueDescription
GeneralGeneral
RacialRacial
ProficiencyProficiency
Custom1Custom1
Custom2Custom2
Custom3Custom3
Custom4Custom4
Custom5Custom5
SubclassSubclass
ValueDescription
AutoGrantAuto Grant
UnlockUnlock
ValueDescription
QuestCompleteQuest Complete
QuestFailedQuest Failed
QuestRecievedQuest Recieved
QuestUpdatedQuest Updated
ValueDescription
QueueQueue the event when an event is playing.
DiscardDismiss the event.
ValueDescription
NoneNone
HumanHuman
ElfElf
DwarfDwarf
GodlikeGodlike
OrlanOrlan
AumauaAumaua
BeastBeast
PrimordialPrimordial
SpiritSpirit
VesselVessel
WilderWilder
ValueDescription
DefaultDefault
GoodGood
BadBad
MixedMixed
ValueDescription
NoneNone
HitHit
StunStun
DeadDead
StandupStandup
KnockdownKnockdown
GroundImpactGround Impact
DeadproneDeadprone
PushedBackPushed Back
PulledForwardPulled Forward
JumpJump
PickedUpPicked Up
ValueDescription
NoneDefault value
ProloguePrologue
TikawaraTikawara
Poko_KoharaPoko Kohara
The_Queens_BerthThe Queens Berth
Serpents_CrownSerpents Crown
Perikis_OverlookPerikis Overlook
The_GulletThe Gullet
The_Sacred_StairThe Sacred Stair
The_Brass_CitadelThe Brass Citadel
Port_MajePort Maje
Magrans_TeethMagrans Teeth
HasongoHasongo
UkaizoUkaizo
Fort_DeadlightFort Deadlight
Crookspur_IslandCrookspur_ Island
SayukaSayuka
Ori_o_KoikiOri o Koiki
DunnageDunnage
Bekarnas_ObservatoryBekarnas Observatory
Splintered_ReefSplintered Reef
Motare_o_KoziMotare o Kozi
Cliffside_TempleCliffside Temple
Uncharted_IslandsUncharted Islands
Pyramid_of_WoedicaPyramid of Woedica
Drowned_BarrowsDrowned Barrows
Deadfire_NortheastDeadfire_ Northeast
Deadfire_NorthwestDeadfire_ Northwest
Deadfire_SoutheastDeadfire_ Southeast
Deadfire_SouthwestDeadfire_ Southwest
UnknownUnknown
LAX03_TheBlackIslesLAX03 The Black Isles
LAX01_KazuwariLAX01 Kazuwari
LAX02_TheDeadFloeLAX02 The Dead Floe
ValueDescription
NeutralNeutral
HostileHostile
FriendlyFriendly
ValueDescription
NeutralNeutral
PositivePositive
VeryPositiveVery Positive
NegativeNegative
VeryNegativeVery Negative
ValueDescription
InnInn
CampCamp
ScriptedScripted
ValueDescription
DefaultDon't level scale in any way.
ModifiersOnlyOnly receive scaling from direct modifiers, ignore scaling from class or character level. (Including Empower)
NeverDon't level scale in any way.
ValueDescription
BlackBlack
WhiteWhite
ValueDescription
NoneNone
MinisculeMiniscule
SmallSmall
MediumMedium
LargeLarge
CatastrophicCatastrophic
ValueDescription
NoneNone
IdleIdle
UseScriptedObjectUse Scripted Object
ValueDescription
FailureFailure.
PartialSuccessPartialSucces.
SuccessSuccess.
CompleteSuccessComplete Success.
ItemsRewardedItems Rewarded
ValueDescription
StandardStandard
TopLeftTop Left
BottomLeftBottom Left
TopRightTop Right
BottomRightBottom Right
ShipDuelShip Duel
ValueDescription
RecoverFreeUse this value if the character is currently recovering and it doesn't cost resources.
RecoverMedicineRecover at dawn at the cost of medicine supplies from the ship.
RecoverAtInnRecover only when resting at the inn.
NeverRecoverDo not recovery under any time-based circumstances.
ValueDescription
AnimalCompanionAnimal Companion
PartyMemberParty Member
NoPartyMembersValid when no party members are currently attacking the target.
ValueDescription
ArmArm
HandHand
ValueDescription
SmallSmall
MediumMedium
LargeLarge
ValueDescription
CombatSpeedThe number of meters this ship can move per round in combat.
SailHealthThe ship's maximum sail health.
HullHealthThe ship's maximum hull health.
TravelSpeedThe adjustment to overland map travel speed when using this ship (0 is default. 100 is double the default).
HittabilityBase percent chance to hit a ship of this type.
ValueDescription
ForeFore
StarboardStarboard
AftAft
PortPort
ValueDescription
LevelLevel
ResolveResolve
PerceptionPerception
MightMight
ConstitutionConstitution
DexterityDexterity
IntellectIntellect
ValueDescription
NoneNo job. If they are in the active crew with this job, they are in the Crew Cabin.
CaptainCaptain
BoatswainBoatswain
NavigatorNavigator
HelmsmanHelmsman
DeckhandDeckhand
CannoneerCannoneer
CookCook
SurgeonSurgeon
ReserveReserve
ValueDescription
NormalHullNormalSailShip hull and sail are both in fine condition
DamagedHullNormalSailShip hull is damaged and sail is fine
NormalHullDamagedSailShip hull is fine and sail is damaged
DamagedHullDamagedSailShip hull and sail are both damaged
ValueDescription
NearNear
MediumMedium
FarFar
ValueDescription
SailingSailing
AtLandingAt Landing
AtCityAt City
ValueDescription
NoneNone
SailFullSail Full
SailHalfSail Half
BoardBoard
HoldHold
TurnStarboardTurn Starboard
TurnPortTurn Port
TurnReverseTurn Reverse
FireCannonsFire Cannons
ReportReport
BraceForImpactBrace For Impact
FleeFlee
ValueDescription
HullHull
SailSail
AnyCrewAnyCrew
AboveDeckCrewAbove Deck Crew
BelowDeckCrewBelow Deck Crew
ValueDescription
HullDamageDoes Value damage to the ship's Hull.
SailDamageDoes Value damage to the ship's sails.
CrewDamageInjures Value random crewmen.
AboveDeckCrewDamageInjures Value random above-deck crewmen.
BelowDeckCrewDamageInjures Value random below-deck crewmen.
SinkClockSinks the ship after Value rounds.
LoseResourceDrains Value percentage (0.0-1.0) of a random resource.
MultiplyCombatSpeedMultiplies the ship's combat speed by Value while active.
LoseRepairSuppliesRemoves Value repair supplies.
SailorOverboardLose a crewmember overboard. They will die in Value rounds.
ValueDescription
AboveDeckAbove Deck
BelowDeckBelow Deck
ValueDescription
StationaryStationary
SailingSailing
ValueDescription
NoneNone
HullHull
SailSail
ValueDescription
PlayerPlayer
EncounterEncounter
OverrideOverride
AlwaysThe specified ship will always spawn and will be the only ship that will spawn here.
ValueDescription
NoneNone
HalfHalf
NormalNormal
DoubleDouble
ValueDescription
AmmunitionAmmunition
MedicineMedicine
RepairRepair
ValueDescription
NoneNone
GalleonGalleon
SloopSloop
CanoeCanoe
DhowDhow
JunkJunk
LongshipLongship
SubmarineSubmarine
GhostShipGhost Ship
ValueDescription
DeepWaterCapableEnables the ship to travel in deep water.
ValueDescription
NoneNone
SailsSails
HullHull
CannonsForeCannons Fore
CannonsStarboardCannons Starboard
CannonsAftCannons Aft
CannonsPortCannons Port
FlagFlag
MiscMisc
WheelWheel
LanternLantern
AnchorsAnchors
ValueDescription
NoneNone
SailsSails
HullHull
CannonsCannons
FlagFlag
MiscMisc
WheelWheel
LanternLantern
AnchorsAnchors
ValueDescription
IncrementIncrement.
DecrementDecrement.
IncrementDragIncrement while mouse dragging slider.
DecrementDragDecrement while mouse dragging slider.
ValueDescription
KillsKills
DamageDamage
ConditionalConditional
BeRevivedBe Revived
TakeDamageTake Damage
CustomCustom
ValueDescription
EasyEasy
NormalNormal
HardHard
PathOfTheDamnedPath Of The Damned
ValueDescription
FrenzyDoes nothing other than identify this ability as Frenzy.
PsychicBacklashTraitWhen attacked by a Will attack, immediately casts this ability at the attacker.
WildstrikeAn ability that can only be applied while the owner is spiritshifted.
CripplingGuardCasts itself at any character hit by a disengagement attack from the owner.
CrucibleOfSufferingCasts itself at the owner whenever a hostile status effect expires from him.
RootingPainWhen the owner recieves a Wound, automatically casts the ability at his location.
SoulMirrorThe owner has a chance to reflect any ranged attack that misses his Deflection.
StunningShotsWhen the owner Hits or Crits a target while the owner's animal companion is threatening the target, casts this ability at the target.
DeepWoundsDeep Wounds
TriggeredOnDeathAbilityWhen the ability's owner dies, the ability will be immediately launched at his location.
GenericAbilityWithPositionSwapGeneric Ability With Position Swap
GrimoireSlamAn ability that requires the caster to be wielding a grimoire.
TacticalMeldTactical Meld
BorrowedInstinctAn ability that applies its status effects to the owner whenever he hits somone.
ChanterTraitPassive ability that manages resources and other data for Chanters.
BlastWhen the owner hits anyone with an implement attack, also hits them with this ability.
SwornEnemyApplies its status effects to the owner whenever he attacks someone with his Marked Prey effect on them.
OpportunistWhen the owner flanks an enemy, the status effects are applied to that enemy as long as the flank lasts.
ImmediateReloadAbilityWhen cast, character immediately reloads his weapon if it is a firearm.
TriggeredOnKillAbilityWhen the ability's owner kills a character, the ability automatically casts itself at him.
PartyAbilityAbility applies its effects to all active party members.
FleeAbilityAn ability that makes the owner move to a flee waypoint.
ValueDescription
UnarmedUnarmed
OneHandedOne Handed
TwoHandedClosedGripTwo Handed Closed Grip
TwoHandedOpenGripTwo Handed Open Grip
ValueDescription
NoneNone
FireFire
FearFear
ColdCold
BleedingBleeding
CoughingCoughing
ValueDescription
UseLongerDurationIfAlreadyAppliedUse Longer Duration If Already Applied
DontApplyIfAlreadyAppliedDon't Apply If Already Applied
RemoveExistingIfAlreadyAppliedRemove Existing If Already Applied
StackIfAlreadyAppliedA second effect will be applied if trying to apply this effect to someone who already has it. Different origin effects will stack separately.
StackWithAllSimilarDataEffectsEffect will stack with other effects of the same game data type, regardless of origin.
AddDurationIfAlreadyAppliedThe duration of this effect will be added to the duration of an already-existing instance on the target.
ValueDescription
ApplyOnStartApply On Start
ApplyOnTickApply On Tick
ApplyOverTimeApply Over Time
ApplyAtEndApply At End
ValueDescription
NoneStatus Effect Value will be used only by special effect types.
TransferStatus Effect Value will be applied to the caster and will be cleared when this effect is cleared.
ChildStatus Effect Value will be applied to the target and cleared when this effect is cleared.
TriggeredChildStatus Effect Value will be applied to the target when this effect is Triggered and removed when it is Untriggered.
ValueDescription
UsesValueDoes this status effect use the value float?
UsesExtraValueDoes this status effect use the extra value float?
UsesDamageTypeValueDoes this status effect use the damage type value?
UsesKeywordValueDoes this status effect use the keyword value?
UsesRaceTypeValueDoes this status effect use the race value?
UsesStatusEffectTypeValueUses Status Effect Type Value
UsesEquippableReferenceValueDoes this status effect use the equippable value?
UsesAfflictionReferenceValueDoes this status effect use the affliction type value?
UsesStatusEffectsValueUses Status Effects Value
UsesEventValueUses Event Value
UsesAttackValueUses Attack Value
UsesClassValueDoes this status effect use the Class value?
UsesAttackFilterDoes this status effect use the Attack Filter value?
UsesWeaponTypeValueDoes this status effect use the Weapon Type value?
UsesSkillValueDoes this status effect use the skill value?
UsesHitTypeValueDoes this status effect use the Hit Type value?
ValueDescription
UseDurationTimeThe effect will apply its effect for the specified duration.
InstantThe effect will apply its effect and expire immediately.
InfiniteThe effect will not expire after a fixed duration.
OneHitUseThe effect will expire after the target has attacked with the associated attack.
UseDurationTimeUnadjustedThe effect will apply its effect for the specified duration, unadjusted by the caster's stats.
ValueDescription
NoneThe trigger never fires.
OnApplyEvent fired when the effect is applied.
OnClearEvent fired when the effect is cleared.
OnAttackedEvent fired when the effect target is attacked.
OnMissedEvent fired when the effect target is missed by an attack.
OnGrazedEvent fired when the effect target is Grazed by an attack.
OnPlainHitEvent fired when the effect target is Hit by an attack.
OnHitOrCriticallyHitEvent fired when the effect target is hit or crit by an attack.
OnCriticallyHitEvent fired when the target is crit by an attack.
OnWillTakeDamageEvent fired before final damage calculations begin.
OnPostDamageCalculatedEvent called after damage done is calculated but before damage is dealt to the target.
OnDamagedEvent fired when the effect target takes damage.
OnLaunchesAttackEvent fired when the effect target launches an attack.
OnActivateAttackEvent fired when the target enters an attack animation.
OnBeforeAttackRollCalculatedTriggered immediately before an attack roll for one of the target's attacks will be calculated.
OnPostAttackRollCalculatedTriggered after an attacks damage has been calculated and is processing hits. Occurs same time as OnDealsDamage, but always triggers regardless of damage or hit resolution.
OnScoringGrazeHitOrCriticalHitEvent fired when the target hits somebody (crit, hit, or graze).
OnScoringHitOrCriticalHitEvent fired when the target crits or hits somebody (not grazes).
OnScoringCriticalHitEvent fired when the target crits somebody.
OnDealsDamageEvent fired when the effect target deals damage to something.
OnIntervalEvent fired every time the effect ticks.
OnMovementStartEvent fired when the effect target starts moving.
OnMovementEndEvent fired when the effect target stops moving.
OnScoringKillEvent fired when the effect target kills somebody.
OnHealthPercentBelowEvent fired when the target's health ratio drops below Value (0.0 - 1.0).
OnHealthPercentAboveEvent fired when the target's endurance ratio rises above Value (0.0 - 1.0).
OnUnconsciousEvent fired when the effect target is about to become unconscious.
OnRestEvent fired when the party rests.
OnWeaponChangeEvent fired when the effect target changes weapons.
OnWeaponChangeToNonSummonedTODO
StartsAttackingSameTargetAsAllyEvent fired when the effect target starts attacking someone whom and ally is also attacking.
StopsAttackingSameTargetAsAllyEvent fired when the effect target stops attacking someone whom and ally is also attacking.
OnEngageOtherOn Engage Other
OnEngageOtherBrokenOn Engage Other Broken
OnEngagedByOtherEvent fired when the effect target is engaged by an enemy.
OnEngagementByOtherBrokenEvent fired when an enemy stops engaging the effect target.
OnAllyKOEvent fired when another character on the same team becomes unconscious.
OnPrimaryAttackHitEvent fired when the target hits or crits with the primary attack.
OnSecondaryAttackHitEvent fired when the target hits or crits with the secondary attack.
OnPrimaryAttackCritEvent fired when the target crits with the primary attack.
OnSecondaryAttackCritEvent fired when the target crits with the secondary attack.
OnWoundAddedTrigged whenever target adds a wound.
OnHostileEffectExpiredEvent fired when a hostile status effect expires on the target.
OnPostIncomingAttackRollEvent fired on the target after an attack roll has been made but before any damage or effects are applied.
OnSuccessfulInterruptTriggers when successfully Interrupting a target character's current action. (Will not fire if target has no action)
ValueDescription
AddAdd
MultiplyMultiply
MultiplySquareRootMultiply Square Root
ValueDescription
AbilityPowerPoolMaximumAdds Value to the maximum ability power pool points for the specified class value, with class None meaning all.
AccuracyAgainstRaceGrants Value bonus accuracy against creatures of the specified Race Value.
AddEmpowerPointsAdds Value to the target's current remaining empower points.
AddFocusGrants the target Value Focus.
AddPhrasesGrants the target Value Phrases.
AddResourceAdds Value resources for the specificed class types. If ExtraValue is above 0, spell tiers will not be restored above that value.
AddWoundsGrants the target Value Wounds. If Extra Value is greater than zero, also deals an appropriate amount of damage to him.
AdjustDurationOfBeneficialEffectsEach non-hostile effect on the target recieves Value bonus seconds of duration.
AdjustDurationOfHostileEffectsEach non-hostile effect on the target recieves Value bonus seconds of duration.
AdjustMaxEmpowerPointsAdds Value to the target's Max Empower Points.
AfflictionImmunityAfflictions of type Affliction Type Reference Value cannot be applied to the target.
AfflictionResistanceAfflictions of type Affliction Type Reference Value applied to the target are adjusted by Value strength levels.
AfflictionTypeDurationAdjustmentAdjusts the duration of afflictions of type Affliction Type Value applied to the target by Value.
AfflictionTypeDurationMultMultiplies the duration of afflictions of type Affliction Type Value applied to the target by Value.
AllAccuracyAdds Value to the target's melee and ranged accuracy.
AllDefenseThe target gains Value to all defenses.
AllDefenseExceptDeflectionThe target gains Value to all defenses except Deflection.
AOEDamageMultiplierAll damage done by the target's AOE attacks is multiplied by Value.
AOEDefenseThe target has Value bonus defense against AOE attacks.
AoEMultMultiplies the area of the target's AoE attacks by Value.
ArmorRatingIncreases the target's Armor Rating against damage of the specified Damage Type Value.
ArmorSpeedFactorAdjAdds Value to the armor speed factor of the target (which cannot exceed 1.0).
AttackReflectChanceTarget has Value (0.0-1.0) chance to reflect the attack to the attacker. Uses Extra Valuie to limit the total power level of attacks that can be reflected. Can use the attack filter to filter reflectable attacks.
AttackSpeedMultiplierAdjusts attack speed for the target by Value multiplier.
AttackTargetOnEventLaunches the specified Attack Value at the effect target when the specified Event Value occurs.
AttacksCanGrazeAttacks made with this effect active will behave as if Can Graze is true.
AttacksInterruptAll attacks matching the attack filter interrupt the target.
AttacksInterruptOnCritCritical hits from attacks matching the attack filter will interrupt the target.
AttacksTargetAllThe target's attacks have their Target Types changed to All.
BackstabAccuracyThe target gets Value bonus accuracy against unaware targets that are facing away from him.
BonusAccuracyForNearestAllyOnSameEnemy(Obsolete, Disabled)The target's nearest ally attacking the same enemy gets Value bonus accuracy.
BonusCritToHitChanceChanges Value percentage (0.0-1.0) of the target's crits to hits.
BonusDamageProcThe target's attacks gain a damage proc of type Damage Type Value for Value percent (1.0 = +100%) of the damage dealt.
BonusGrazeToHitChanceChanges Value percentage (0.0-1.0) of the target's grazes to hits.
BonusGrazeToHitChanceMeleeOneHandChanges Value percentage (0.0-1.0) of the target's grazes to hits while he is wielding only a one-handed melee weapon.
BonusGrazeToMissChanceChanges Value percentage (0.0-1.0) of the target's grazes to misses.
BonusHealMultMultiplies all healing done to the target by Value.
BonusHealingGivenMultMultiplies all healing done by the target by Value.
BonusHitToCritChanceChanges Value percentage (0.0-1.0) of the target's hits to crits.
BonusHitToCritChanceEnemyHealthConverts Value percent (0.0-1.0) of the target's hits to crits against enemies with less than Extra Value stamina.
BonusHitToCritChanceEnemyDistanceConverts Value percent (0.0-1.0) of the target's hits to crits against enemies greater than or euqal to Extra Value distance away.
BonusHitToGrazeChanceChanges Value percentage (0.0-1.0) of the target's hits to grazes.
BonusMeleeDamageThe target does Value additional damage with Melee attacks.
BonusMissToGrazeChanceChanges Value percentage (0.0-1.0) of the target's misses to grazes.
BonusPotionEffectOrDurationPercentThe duration of over-time potion effects on the target is multiplied by Value percent (0-100), or the value of non-over-time effects.
BonusQuickSlotsThe target gains Value available quick item slots.
BonusRangedWeaponCloseEnemyDamageMultDamage dealt by the target with ranged weapons to nearby enemies is multiplied by Value.
BonusShieldDeflectionWhile the target is using a shield, it gains Value Deflection.
BonusUnarmedDamageThe target does Value bonus damage with Unarmed attacks.
BonusWeaponSetsThe target gains Value available weapon sets.
BreakAllEngagementBreaks any existing engagements with the target.
CannotEngageThe target cannot engage enemies.
CannotEquipOffhandThe target will unequip any items in the secondary weapon slot and cannot equip anything new in this slot while active.
CannotEquipShieldsThe target will unequip any shields and cannot equip new shields while active.
CannotMoveThe target cannot move.
CannotUseFoodDrinkDrugsThe target cannot consume or equip 'Ingestible' consumable items.
CannotUsePotionsThe target cannot consume 'potion' consumable items.
CannotUseScrollsThe target cannot consume 'scroll' consumable items.
ChangeFormReplace form of target with custom appearance data. Requires Change Form Status Effect Game Data.
ChanterPhraseAoEMultThe area of the target's Phrases is multiplied by Value.
ConcentrationEach concentration status effect can eat one interrupt.
ConstitutionAdds Value to the target's Constitution attribute.
CriticalDamageMultiplierMultiplies the target's critical hit damage by Value.
DamageDeals Value damage of the Damage Type Value to the effect target.
DamageMinimumAdds Value to the target's minimum damage.
DamageMultiplierAny damage done by the target of type DmgType is multiplied by Value.
DamageMultiplierByRaceThe target's damage of type DmgType is multiplied by Value when against targets of the specified Race Value.
DamagePlusStatusEffectDeals Value damage of type Damage Type Value, then applies the specified Status Effect Value to the caster with Value set to the damage dealt.
DamageShieldAbsorbs up to Value points of damage of type 'Damage Type Value' that would be dealt to the target.
DeflectionAdds Value to the target's Deflection defense.
DelayUnconsciousnessIf the target would become unconscious, it is delayed by Value seconds.
DestroyKills the target (Value equal to 0 will not gib, 1 will gib, 2 will force gibs even on targets set to NeverGib)
DexterityAdds Value to the target's Dexterity attribute.
DisableActiveAbilitiesThe target cannot cast active abilities.
DisableNonSpellActiveAbilitiesThe target cannot cast active abilities, unless they are Spells.
DisableHostileAbilitiesThe target cannot cast hostile abilities.
DisableKeywordAbilitiesThe effect target cannot use any active or passive ability with the Keyword Value keyword.
DisableModalAbilitiesThe target cannot activate modal abilities and all active ones are disabled.
DisableSpellcastingThe target cannot cast spells or switch grimoires.
DisengagementAccuracyIncreases the target's accuracy on disengagement attacks by Value.
DisengagementDamageThe target does Value extra damage on disengagement attacks.
DisengagementDefenseThe target gains Value defense against disengagement attacks.
DistantEnemyBonusThe target gains Value to accuracy, deflection, and reflex against distant enemies.
DistantEnemyWeaponAccuracyBonusThe target gains Value accuracy with ranged weapons against distant enemies.
DOTTickMultMultiplies the tick rate of DOTs on the target by Value (e.g. 0.5 = tick half as often)
DualWieldWeaponRecoveryMultiplierMultiplies the target's recovery time with weapon attacks by Value if the target is dual-wielding (weapon in each hand or unarmed).
EnemiesNeededToFlankAdjThe target must be engaged by Value additional enemies to be able to be flanked.
EnemyCriticalDamageMultiplierMultiplies the critical hit damage of attacks against the target by Value.
EnemyCritToHitChanceCrits against the target have Value (0.0-1.0) chance to be converted to Hits.
EnemyDamageMultiplierAny damage done to the target of type DmgType is multiplied by Value.
EnemyDeflectReflexHitToGrazeChanceChanges Value (0.0-1.0) percentage of Deflection and Reflex hits against the target to grazes.
EnemyFortitudeWillHitToGrazeChanceChanges Value (0.0-1.0) percentage of Fortitude and Will hits against the target to grazes.
EnemyGrazeToMissChanceGrazes against the target have Value (0.0-1.0) chance to be converted to Misses.
EnemyHitToCritChanceHits against the target have Value (0.0-1.0) chance to be converted to Crits.
EnemyHitToGrazeChanceHits against the target have Value (0.0-1.0) chance to be converted to Grazes.
EnemyReflexGrazeToMissChanceChanges Value (0.0-1.0) percentage of Reflex grazes against the target to misses.
EngagementLimitAdjusts the count of engageable enemies by Value.
EngagementRadiusIncreases the target's engagement range by Value meters.
ExtraStraightBouncesAdds Value bounces (in a straight line) to the target's ranged attacks that have no bounces.
FinishingBlowDamageMultDamage done by the target's Finishing Blows is multiplied by Value.
FocusGainMultAll focus gained by the target is multiplied by Value.
ForceWalkThe target character is forced to walk and cannot run.
FortitudeAdds Value to the target's Fortitude defense.
FrenzyDurationMultMultiplies the duration of any effect from Frenzy on the target by Value.
GrimoireCooldownBonusThe target's grimoire cooldown is increased by Value seconds.
HealthRestores the target's health by Value.
HealthRechargeRateIncreases the target's health regen rate by Value.
HealthRechargeRateMultiplierMultiplies the target's health recharge rate by Value.
HidesHealthThe target's current health amount is hidden from the player.
HostileEffectDurationMultiplierMultiplies the duration of hostile status effects applied to the target by Value.
ImmunityThe effect target is immune to attacks matching the Attack Filter.
IntellectAdds Value to the target's Intellect attribute.
InverseKeywordImmunityThe effect target is immune to all effects and attacks EXCEPT those with the Keyword Value keyword.
InvisibleThe target is not rendered.
KnockedDownKnocks down the target. For combat purposes, use AttackBaseGameData.InterruptType instead.
MarkedPreyMarks the target (effects of the mark are dictated by SwornEnemyAbility).
MaxFocusThe target's maximum focus is increased by Value.
MaxHealthIncreases the target's maximum health by Value.
MaxHealthMultiplierThe target's maximum health is multiplied by Value.
MeleeAccuracyAdds Value to the target's accuracy with Melee attacks.
MeleeAttackDistanceMultiplierSet's the target's attack distance multiplier for Melee attacks to value.
MeleeDamageMultiplierThe target's damage with melee attacks is multiplied by Value.
MeleeWeaponDamageMultiplierMultiplies damage done by the target's melee weapon attacks by Value.
MeleeWeaponRecoveryMultiplierMultiplies the target's recovery time from melee weapon attacks by Value.
MightAdds Value to the target's Might attribute.
MinimumWeaponDamageMultiplierThe target's minimum weapon damage is multiplied by Value.
ModifyResourceCostAdds Value to the Usage Value of abilities on the target with matching keywords and class type.
ModifyResourceCostMultMultiplies the Usage Value of abilities by Value on the target with matching keywords and class type.
MovementRateSets the target's movement speed to their base plus Value.
MovementRateMultValue multiplier for the target's movement speed.
NegMoveTickMultMultiplies the tick rate of negative Movement Rate effects on the target by Value (e.g. 0.5 = tick half as often)
NegateNextRecoveryNegates the recovery of the target's next attack to complete.
NonEngageableThe target cannot be engaged.
NonEngageableByLowerLevelTarget cannot be engaged by characters lower than its own level.
NonTargetableThe target cannot be targeted with attacks or abilities.
NoneNo Effect.
OutgoingAfflictionTypeDurationMultMultiplies the duration of afflictions from the target of type Affliction Type Value by Value.
ParalyzedPushes the Paralyzed AI state.
PenetrationRatingAdds Value to the target's Penetration Rating on all attacks.
PerceptionAdds Value to the target's Perception attribute.
PhraseLingerMultiplierMultiplies Linger duration for Phrases cast by the target by Value.
PowerLevelAdjusts the target's Power Level in the specified Class Value by Value.
PreventDeathThe target's health cannot drop below 1.
PreventInterruptsThe target cannot be interrupted.
ProjectileCountMultMultiplies the projectile count of the target's attacks by Value (rounded down).
PushPushes or pulls (with a negative value) the target relative to the caster. Extra Value is the speed of the push (15 is a good defaut).
PushDefenseAdds Value to the target's defense against any attack with a Push effect.
PushImmuneImmune to push / pull effects.
QuickItemRecoveryMultMultiplicative modifier on the duration of recovery a character receives when they use quick items
RangedAccuracyAdds Value to the target's accuracy with Ranged attacks.
RangedAttackDistanceMultiplierSet's the target's attack distance multiplier for Ranged attacks to value.
RangedMovingRecoverySpeedMultiplierMultiplies the target's recovery speed by Value when he is moving and wielding a ranged weapon.
RangedWeaponDamageMultiplierMultiplies damage done by the target's ranged weapon attacks by Value.
RangedWeaponRecoveryMultiplierMultiplies the target's recovery time from ranged attacks by Value.
RecoveryTimeMultiplierMultiplies all the target's recovery times by Value.
RedirectMeleeAttacksMelee attacks against the target are redirected to another target near the attacker.
ReflexAdds Value to the target's Reflex defense.
ReloadTimeMultiplierMultiplies the time of the target's reload by Value.
RepeatAttacksThe effect target will automatically recast all attacks with Value probability on an Extra Value delay (seconds).
ResolveAdds Value to the target's Resolve attribute.
AttackEnemyOnEventWhen the Event Value event occurs, launches the Attack Value at the enemy associated with the event. Not valid for events with no enemy.
AttackEnemyOnEventWithChanceWhen the Event Value event occurs, launches the Attack Value at the enemy associated with the event with Value probability. Not valid for events with no enemy.
ReviveAndAddHealthIf the target is unconscious, he revives and is healed for Value health.
SetAnimationStatusSets the Status parameter for the target's animator to Valie.
SharedDefenseAll targets with this status effect on them from the same source will use the highest appropriate defense value among them when calculating defense. Must be used with a Linked Effect Ability in order to link the status effects together.
ShieldDeflectionExtendToReflexThe target's shield Deflection bonus also applies to Reflex.
SingleWeaponRecoveryMultiplierMultiplies the target's recovery time from weapon attacks by Value when he is wielding only a single one-handed weapon.
SkewDamageRangeUpThis ratio of the target's damage ranges will be removed from the bottom end, guaranteeing that they will roll higher damage numbers.
SkillThe skill in SkillValue is modified by Value.
SpellStealGives the caster free copies of Value number of random spells at or below Extra Value power level from the target.
StalkersLinkDamageMultMultiplies damage done by the target's Stalker's Link by Value.
StatusEffectDefenseThe target gets Value bonus defense against attacks with a status effect of type 'Status Effect Type Value'.
StatusEffectDurationAdjustmentAdjusts the duration of status effects of the specified Status Effects Value applied to the target by Value.
StatusEffectDurationMultiplierMultiplies the duration of status effects of the specified Status Effects Value applied to the target by Value.
StunnedPushes the Stunned AI state.
SummonConsumableAdds Value number of temporary Item Value items to the target's quick bar inventory. (0 is max slots available).
SummonWeaponPrimarySlotSummons a copy of Equippable into the target's primary weapon slot.
SummonWeaponSecondarySlotSummons a copy of Equippable into the target's second weapon slot.
SuspendBeneficialEffectsPrevents all existing beneficial effects on the target from ticking.
SuspendHostileEffectsPrevents all existing hostile effects on the target from ticking.
TakeControlThe target becomes controlled by the caster's faction.
TerrifiedPushes the Terrified AI behavior on the target.
TransferDamageReceivedToOwnerTransfers Value (0.0-1.0) percentage of damage received by the target to the owner with Damage Type Value.
TrapAccuracyThe target's traps gain Value accuracy.
TrapBonusDamageOrDurationPercentMultThe target's traps have their damage or status effect duration multiplied by Value percent (0-100)
TwoHandedDeflectionBonusThe target gains Value Deflection while using a two-handed weapon.
UnadjustedDamageBonusAdditive bonus of the Value as a multiplier on the attack's base damage to the final damage (post multiply).
UnarmedAccuracyThe target gains Value accuracy with Unarmed attacks.
VeilDeflectionThe target gains Value Deflection, except against veil-piercing attacks.
VerticalLaunchPushes the vertical launch AI state.
WeaponProficiencyGrants proficiency with weapons of type Weapon Type Value.
WeaponSwitchCooldownBonusThe target's weapon switch cooldown is increased by Value seconds.
WeaponSwitchIsFreeActionIf a character has this effect on them, switching weapons in Turn-Based Mode will be a free action.
WhileKnockedDownDefenseTODO: replace with a WhileHasAffliction trigger event
WhileStunnedDefenseTODO: replace with a WhileHasAffliction trigger event
WildstrikeDamageMultMultiplies the damage done by the target's Wildstrike by Value.
WillAdds Value to the target's Will defense.
ApplyStatusEffectOnEventWhen the specified Event Value occurs, applies the Status Effect Value status effects to the effect target.
ApplyStatusEffectOnEventWithChanceWhen the specified Event Value occurs, applies the Status Effect Value status effects to the effect target with Value probability.
ApplyStatusEffectToEnemyByDamageDealtWhen the effect target deals damage of the Damage Type Value, puts the Status Effect Value effects on his target. Overrides the Value with the damage taken times the Value of this effect.
ApplyStatusEffectToEnemyByDamageRecievedWhen the effect target takes damage of the Damage Type Value, puts the Status Effect Value effects on his attacker. Overrides the Value with the damage taken times the Value of this effect.
ApplyStatusEffectToEnemyOnEventWhen the specified Event Value occurs, applies the Status Effect Value status effects to the other party. Only valid for events with enemies.
ApplyStatusEffectToEnemyOnEventWithChanceWhen the specified Event Value occurs, applies the Status Effect Value status effects to the other party with Value probability. Only valid for events with enemies.
ApplyStatusEffectToSelfByDamageDealtWhen the effect target deals damage of the Damage Type Value, puts the Status Effect Value effects on him. Overrides the Value with the damage taken times the Value of this effect.
ApplyStatusEffectToSelfByDamageRecievedWhen the effect target takes damage of the Damage Type Value, puts the Status Effect Value effects on him. Overrides the Value with the damage taken times the Value of this effect.
ApplyStatusEffectToSelfByDamageTypeReceivedWhen the effect target takes damage, puts the Status Effect Value effects on him. Overrides the new status effects' Damage Type Value with the damage type taken.
WillApplyStatusEffectWithParentValueOnEventWhen the specified Event Value occurs, applies the Status Effect Value status effects to the effect target overriding the status effect's value with this effect value.
WoundDelayAdjusts the delay before Monk wounds appear on the target by Value seconds.
ZealousAuraAoEMultThe area of the target's Zealous Auras is multiplied by Value.
PhraseRateMultiplierMultiplier the target's phrase recitation and linger times by Value.
BeneficialEffectDurationMultiplierMultiplies the duration of beneficial status effects applied to the target by Value.
PenetrationMultMultiplies the penetration of attacks from the target by Value.
AttackResistanceTarget has Value (0.0-1.0) percent chance to resist an incoming attack based on the attack filter.
ConvertDamageToHealingConverts any damage done to the target to healing at a Value percentage rate
ScriptEventTriggers the OnScriptStatusEffectApplied script event on the target.
TransitionOVSTransitions the target to the specified State Name. Requires Transtion OVS Effect Game Data.
SkillAllAll skills are modified by value.
ScaleMultiplierMultipliies the appearance scale of the target by Value.
AddInjuryAdds the afflictions in Status Effects Value to a character through the standard injury application system
InjuryMaxHealthMultiplierMultiplies max health by Value. Operation happens post mutliply and add of other effects and DOES NOT scale negatively with steps.
AdjustSoulboundProgressFind the parent soulbind equippable and increases the progress in Extra Value Action by Value.
SpellCastBonusGrants Target Value bonus spell casts in Character Class and Extra Value spell level.
FogRevealRadiusBonusAdds to the character's fog reveal radius (in meters). Only applies during relevant God Challenges.
AllowPetSlotAllows a character to unlock the pet slot.
SpellShapingAllows character to perform spell shaping on valid attacks.
ValueDescription
NoneNo additional value will be added to the Value of the effect.
SkillValueThe value of the specified skill.
AccruedResourceThe amount of accrued resource in the specified Class the character has accumulated.
PowerPoolClass power pool resources remaining.
PrimaryWeaponDamage roll from primary weapon.
SecondaryWeaponDamage roll from secondary weapon.
DeityPriest deity multiplier.
PaladinOrderPaladin order multiplier.
HealthCurrent target health percentage from 0.0-1.0
InverseHealthRatioCurrent target inverse health percentage from 0.0-1.0
EngagedTargetsNumber of currently engaged targets.
ThreatenedTargetsNumber of currently threatened targets.
EngagedByNumber of enemies currently engaging the target.
ClassSkillBonusThe bonus granted to the specified skill by the character's class(es).
ValueDescription
OnStartOn Start
OnApplyOn Apply
OnStopOn Stop
OnTriggerOnOn Trigger On
OnTriggerOffOn Trigger Off
ValueDescription
PickPocketBeginOpen pick-pocket inventory window.
CaughtPickPocketingParty member is caught pick-pocketing an item from a character.
CaughtStealingParty member is caught stealing an item from a forbidden container.
StealthOnStealth On
StealthOffStealth Off
StealthInvestigatedA hostile character is investigating.
StealthSafeParty member transitioned from light suspicion (yellow circle) to no suspicion (empty circle).
StealthSaferParty member transitioned from heavy suspicion (red circle) to light suspicion (yellow circle).
StealthSlightlySaferParty member transitioned from fully detected (full red circle) to heavy suspicion (partial red circle). Only applies to non-hostile detectors.
StealthUnsafeParty member transitioned from no suspicion (empty circle) to light suspicion (yellow circle).
StealthDangerParty member transitioned from light suspicion (yellow circle) to heavy suspicion (red circle)
StealthExtremeDangerParty member transitioned from heavy suspicion (partially filled red circle) to fully detected (full red circle). Only applies to non-hostile detectors.
StealthForceBreakA hostile character fully detected a party member, breaking them out of stealth.
LockpickFailedLockpick Failed
LockpickSuccessLockpick Success
HiddenDiscoveredDetected Hidden Object
TrapDiscoveredDetected Trap
LockpickStartLockpick Start
TrapStartTrap Start
TrapSuccessTrap Success
TrapFailedTrap Failed
ValueDescription
AcceptItemAccept an item.
AcceptMoneyAccept money.
AutoResolveAttackAuto resolve an attack.
BuyItemBuy an item.
DestroyUpgradeDestroy an upgrade.
DismissHirelingDismiss a hireling.
EngageAdventureEngage in an adventure.
EscortVisitorEscort a visitor.
HireHirelingHire a hireling.
ManualResolveAttackManually resolve an attack.
NotifyConstructionFinishedNotified that construction is finished.
NotifyNegativeReceive negative notification.
NotifyPositiveReceive positive notification.
PayOffVisitorPay off a visitor.
PurchaseUpgradePurchase an upgrade.
RansomVisitorRansom a visitor.
RescueVisitorRescue a visitor.
ValueDescription
NoneNone
Meadow_HumanMeadow_ Human
Ocean_HumanOcean_ Human
Savannah_HumanSavannah_ Human
Wood_ElfWood_ Elf
Snow_ElfSnow_ Elf
Mountain_DwarfMountain_ Dwarf
Boreal_DwarfBoreal_ Dwarf
Death_GodlikeDeath_ Godlike
Fire_GodlikeFire_ Godlike
Nature_GodlikeNature_ Godlike
Moon_GodlikeMoon_ Godlike
Hearth_OrlanHearth_ Orlan
Wild_OrlanWild_ Orlan
Coastal_AumauaCoastal_ Aumaua
Island_AumauaIsland_ Aumaua
Avian_GodlikeAvian_ Godlike
Advanced_ConstructAdvanced_ Construct
Marine_GodlikeMarine_ Godlike
Meadow_Savannah_HumanMeadow_ Savannah_ Human
Storm_HumanStorm_ Human
Drunk_OrlanDrunk_ Orlan
Endings_GodlikeEndings_ Godlike
ValueDescription
JoinPartyJoin Party
JoinTeamJoin Team
PrefabTeamPrefab Team
OverrideTeamOverride Team
ValueDescription
NoneNone
StandardUses an action point.
FreeDoes not use an action point.
CastUses an action point and finishes on a later turn.
ValueDescription
DisabledRTwP combat.
RoundBasedTurn-based mode where each character takes turns in succession.
ValueDescription
UndefinedUndefined
ClassClass
OffenseOffense
DefenseDefense
MixedOrUtilityMixed Or Utility
ValueDescription
NoneNone
ObjectObject
LocationLocation
ValueDescription
NoneNone
AllAll
HostileHostile
AllyAlly
AllyNotSelfAlly Not Self
AllyNotSelfOrHostileAlly Not Self Or Hostile
SelfSelf
NotSelfNot Self
FriendlyFriendly
ValueDescription
NoneNone
TownieTownie
GuardGuard
WildlifeWildlife
ValueDescription
FreezingFreezing
VeryColdVery Cold
ColdCold
NeutralNeutral
WarmWarm
HotHot
BoilingBoiling
CustomCustom
ValueDescription
CompletedGameCompleted Game
NumBaseGamePrimaryCompanionsGainedNum Base Game Primary Companions Gained
NumAdventuresCreatedNum Adventures Created
NumPartyMemberKnockoutsNum Party Member Knockouts
ExpertModeOnExpert Mode On
TrialOfIronOnTrial Of Iron On
PathOfTheDamnedOnPath Of The Damned On
NumUniqueEnchantmentsCreatedNum Unique Enchantments Created
NumUniqueFoodItemsCreatedNum Unique Food Items Created
NumUniqueScrollsCreatedNum Unique Scrolls Created
NumUniquePotionsCreatedNum Unique Potions Created
NumTrapItemsUsedNum Trap Items Used
NumRestsUsedNum Rests Used
NumEnemiesKilledNum Enemies Killed
NumBaseGameDragonsKilledNum Base Game Dragons Killed
NumUniqueBaseGameMapsVisitedNum Unique Base Game Maps Visited
NumDispositionsAtLevelNum Dispositions At Level
NumSoulboundWeaponsFullyUnlockedNum Soulbound Weapons Fully Unlocked
PortMajeShipRepairPort Maje Ship Repair
EothasHasongoConnectionEothas Hasongo Connection
EothasMagransTeethConfrontEothas Magrans Teeth Confront
EothasUkaizoConfrontEothas Ukaizo Confront
FactionHuanaQuestCompleteFaction Huana Quest Complete
FactionPrincipiQuestCompleteFaction Principi Quest Complete
FactionVTCQuestCompleteFaction VTCQuest Complete
FactionRDCQuestCompleteFaction RDCQuest Complete
ReachedNeketakaReached Neketaka
BlowTheManDownCompleteBlow The Man Down Complete
BerkanasFollyCompleteBerkanas Folly Complete
TheMerryDeadCompleteThe Merry Dead Complete
NemnokTheDevourerCompleteNemnok The Devourer Complete
NumBaseGameMajorPortsSailedToNum Base Game Major Ports Sailed To
MaxNegativeCompanionReputationGainedMax Negative Companion Reputation Gained
MaxPositiveCompanionReputationGainedMax Positive Companion Reputation Gained
NumBaseGameIslandsNamedNum Base Game Islands Named
NumBaseGameShipUpgradesNum Base Game Ship Upgrades
NumBaseGameShipsAcquiredNum Base Game Ships Acquired
NumBombsCreatedNum Bombs Created
MaxLevelReachedMax Level Reached
MaxCaptainRankAchievedMax Captain Rank Achieved
NumBaseGameSidekicksGainedNum Base Game Sidekicks Gained
NumBountiesCompleteNum Bounties Complete
AssignedCrewToAllSlotsOfAShipAssigned Crew To All Slots Of AShip
BuiltEachTypeOfUpgradeOnAShipBuilt Each Type Of Upgrade On AShip
FullyEnchantedItemFully Enchanted Item
InfamousCaptainAchievedInfamous Captain Achieved
LAX2DefeatDracolichLAX2 Defeat Dracolich
LAX2EnterTheBeyondLAX2 Enter The Beyond
LAX2DefeatNeriscyrlasLAX2 Defeat Neriscyrlas
LAX2GiveRymrgandYourSoulLAX2 Give Rymrgand Your Soul
LAX2BecomeFrozenGuardianLAX2 Become Frozen Guardian
LAX2EscapeWhiteVoidLAX2 Escape White Void
LAX2DefeatBeastOfWinterLAX2 Defeat Beast Of Winter
LAX2NumFateDecidedLAX2 Num Fate Decided
LAX2ObtainEyeOfRymrgandLAX2 Obtain Eye Of Rymrgand
LAX2NumTrinketsAcquiredLAX2 Num Trinkets Acquired
LAX2NumFrozenBodiesDestroyedLAX2 Num Frozen Bodies Destroyed
LAX2NumUniqueItemsRestoredLAX2 Num Unique Items Restored
LAX2DrinkBrewMasterBrewLAX2 Drink Brew Master Brew
LAX1BecomeChampionLAX1 Become Champion
LAX1BecomeContenderLAX1 Become Contender
LAX1NumCollectedArtifactsLAX1 Num Collected Artifacts
LAX1KillBeastOfOmenLAX1 Kill Beast Of Omen
LAX01RepairFlowOfSoulsLAX01 Repair Flow Of Souls
LAX01SeekerSlayerSurvivorLAX01 Seeker Slayer Survivor
LAX3ArchivesCompleteLAX3 Archives Complete
LAX3CollectionsCompleteLAX3 Collections Complete
LAX3ConfrontOracleLAX3 Confront Oracle
LAX3NumPetCreatedLAX3 Num Pet Created
LAX3NumWeycHeldrsCollectedLAX3 Num Weyc Heldrs Collected
LAX3NumCagesOpenedLAX3 Num Cages Opened
LAX3SecretsDiscoveredLAX3 Secrets Discovered
ValueDescription
NoneNone
BasicBasic
CombatCombat
GameSystemsGame Systems
ShipManagementShip Management
ShipCombatShip Combat
UIUI
CountCount
ValueDescription
NoneNone
ItemCollectedItem Collected
EnteredMapEntered Map
UIWindowOpenUI Window Open
UIWindowCloseUI Window Close
CombatStartCombat Start
DispositionGainDisposition Gain
ReputationGainReputation Gain
LevelUpAvailableLevel Up Available
LevelUpCompleteLevel Up Complete
ConversationStatCheckConversation Stat Check
PartyMemberEngagedParty Member Engaged
PartyMemberLowHealthParty Member Low Health
PartyMemberDetectionBeginParty Member Detection Begin
PartyMemberStealthParty Member Stealth
PartyMemberDeathParty Member Death
PartyMemberInjuryParty Member Injury
PartyMemberMaxInjuriesParty Member Max Injuries
PartyMemberRestBonusParty Member Rest Bonus
PartyMemberInterruptedParty Member Interrupted
PartyMemberHasEmpowerParty Member Has Empower
PartyMemberHasPhrasesParty Member Has Phrases
PartyMemberHasAfflictionParty Member Has Affliction
SidekickJoinSidekick Join
CompanionJoinCompanion Join
CompanionReputationGainCompanion Reputation Gain
CompanionWantsToTalkCompanion Wants To Talk
TrapDiscoveredTrap Discovered
HiddenObjectDiscoveredHidden Object Discovered
LowRationsLow Rations
NoRationsNo Rations
LowMoraleLow Morale
SailorTaleSailor Tale
CrewMemberGainedTraitCrew Member Gained Trait
CrewMemberSevereInjuryCrew Member Severe Injury
WorldMapEmbarkWorld Map Embark
ReputationUIReputation UI
EnchantingUIEnchanting UI
BestiaryXPGainBestiary XP Gain
ShipToShipCombatFirst time the player is about to experience ship to ship combat.
ValueDescription
ActionBarHotkeyUsedHotkey for action bar function pressed.
ActionInterruptedAudio cue that plays when a player ability is cancelled or interrupted.
AchievementNotificationHiddenAchievement Notification Hidden
AchievementUnlockedAchievement Unlocked
AddChantAdd Chant
AddSpellGrimoireAdd Spell Grimoire
BindSoulBind Soul
ChangeJournalTabIn the journal manager, change current tab (quest, cyclopedia, biography, etc) with tab button.
CharacterSelectCharacterSheetIn the character sheet window, select companion in party using num pad hotkey, arrows, or tab.
CharacterSelectInGameIn game, select companion in party using num pad hotkey or next/previous companion hotkey.
CharacterSelectInventoryManagerIn the inventory manager window, select companion in party using num pad hotkey, arrows, or tab.
ConversationResponsePlayer selected a response in a conversation.
ErrorError unlocking ability or talent.
FinalSelectFinal Select
LevelUpCharacter levels up in game (gained enough XP).
LevelUpClickPlayer clicks level up button on character portrait (pulling up Level Up character creation window).\
ManagerDismissCharacterManager Dismiss Character
ManagerRecruitCharacterManager Recruit Character
NoneNone
PartyDeathPlayer has died or entire party is unconscious/dead.
ReceiveGoldReceive Gold
RemoveChantRemove Chant
RemoveGoldRemove Gold
RestRest
TakeAllTake All
TradeTrade
TutorialHiddenTutorial Hidden
TutorialShownTutorial Shown
UnableToCloseWindowPresses close window button but window is unable to close.
UnbindSoulUnbind Soul
WaitStartWait Start
WaitLoopWait Loop
WaitEndWait End
ConversationSkillCheckSucceedConversation Skill Check Succeed
DropdownMenuClickDropdown Menu Click
TradeBuyTrade Buy
TradeSellTrade Sell
CrewMemberInjuryHealedCrew Member Injury Healed
TutorialNotificationShownTutorial Notification Shown
TutorialNotificationHiddenTutorial Notification Hidden
SacrificeArtifactPoolOfMemoriesSacrifice Artifact Pool Of Memories
SacrificePetSacrifice Pet
CreatePetCreate Pet
EyeBlinkEye Blink
ValueDescription
OnStartOn Start
OnAnimEventOn Anim Event
ValueDescription
NoneNone
HeldHeld
SheathedSheathed
AllAll
ValueDescription
UsePrimaryAlways use primary weapon.
PrefersMeleeUses ranged attack until an enemy enters melee range at which point the character exclusively uses melee.
PrefersRangedUses ranged attack unless an enemy is in melee range in which case the character will use melee.
PrefersRangedIfWeaponLoadedUses ranged attack if the ranged weapon is loaded, otherwise uses exclusively melee. If an enemy is in melee range, the character will use melee.
ValueDescription
NoneDo not switch weapon sets.
SwapSwap between current weapon set and first weapon set. If currently using first weapon set, it will switch to weapon set two. If using any weapon set except first, it will switch to weapon set one.
OneSwitch to weapon set one.
TwoSwitch to weapon set two.
ThreeSwitch to weapon set three.
FourSwitch to weapon set four.
ValueDescription
AdventurerAdventurer
KnightKnight
NobleNoble
PeasantPeasant
RuffianRuffian
SoldierSoldier
ValueDescription
NoneNone
ArbalestArbalest
ArquebusArquebus
BattleAxeBattle Axe
BlunderbussBlunderbuss
ClubClub
CrossbowCrossbow
DaggerDagger
EstocEstoc
FlailFlail
GreatSwordGreat Sword
HatchetHatchet
HuntingBowHunting Bow
MaceMace
MorningStarMorning Star
PikePike
PistolPistol
PollaxePollaxe
QuarterstaffQuarterstaff
RapierRapier
RodRod
SabreSabre
StilettoStiletto
SceptreSceptre
SmallShieldSmall Shield
MediumShieldMedium Shield
LargeShieldLarge Shield
SpearSpear
SwordSword
WandWand
WarBowWar Bow
WarHammerWar Hammer
UnarmedUnarmed
ValueDescription
InactiveInactive
LightLight
ModerateModerate
HeavyHeavy
ValueDescription
FreezingFreezing
VeryColdVery Cold
ColdCold
NeutralNeutral
WarmWarm
HotHot
BoilingBoiling
ValueDescription
InactiveInactive
LightLight
ModerateModerate
HeavyHeavy
CustomCustom
ValueDescription
CustomCustom
RandomRandom
ValueDescription
OpenOpen window.
CloseClose window.
ValueDescription
AreaMapArea Map
ChantEditorChant Editor
CharacterCreationCharacter Creation
CharacterSheetCharacter Sheet
ConversationConversation
CraftingCrafting
DeathDeath
EndGameSlidesEnd Game Slides
FormationsFormations
GrimoireGrimoire
InterstitialInterstitial
InventoryInventory
ItemsPopupItems Popup
JournalJournal
LootLoot
MapMap
MemorialManagerMemorial Manager
OptionsOptions
PartyManagementParty Management
RestBoxRest Box
SaveLoadSave Load
StoreStore
StrongholdStronghold
StrongholdCompanionPickerStronghold Companion Picker
StashPopupStash Popup
CharacterCustomizerCharacter Customizer
GeneralGeneral
WorldMapWorld Map
WorldMapOverviewThe window that provides an overview of the entire world map.
LockpickingThe window that propmts the player to pick a lock. The window displays information about the Mechanics skill of the character/party, as well as the lockpick cost to force open the lock.
CityMapCity Map
AICustomizerAI Customizer
ScriptedInteractionScripted Interaction
ShipDuelResultsShip Duel Results
ShipStatusShip Status
CharacterColorPickerCharacter Color Picker
MessageBoxMessage Box
WaitWait
StringPromptBoxString Prompt Box
LegacyHistoryWindowLegacy History Window
AIBehaviorEditorAI Behavior Editor
ShipColorPickerShip Color Picker
AbilitySelectionAbility Selection
ItemInspectLargeItem Inspect Large
ItemInspectItem Inspect
TextRollText Roll
ChallengesChallenges
ArenaSelectionArena Selection
ArenaResultsArena Results
ImportAdventurerWindowImport Adventurer Window
EnchantingEnchanting
ValueDescription
DestinationSelectedDestination Selected.
EncounterTriggeredGeneralEncounter triggered that does not result in an SI or scene transition. This can be overriden on an individual basis by setting the trigger audio event in a WorldMapEncounterGameData file.
EncounterTriggeredSceneTransitionEncounter triggered that results in a scene transition. This can be overriden on an individual basis by setting the trigger audio event in a WorldMapEncounterGameData file.
EncounterTriggeredScriptedInteractionEncounter triggered that results in a scripted interaction. This can be overriden on an individual basis by setting the trigger audio event in a WorldMapEncounterGameData file.
TransitionLandToWaterTransition Land To Water.
TransitionWaterToLandTransition Water To Land.
ValueDescription
MinorMinor
ModerateModerate
MajorMajor
ValueDescription
NoneNone
WalkingWalking
SailingSailing
ValueDescription
DyrfordDyrford
TikawaraTikawara
PokoKoharaPoko Kohara
VailianDistrictVailian District
SlumsDistrictSlums District
ArtisansDistrictArtisans District
RauataiDistrictRauatai District
TempleDistrictTemple District
PalaceDistrictPalace District
HasongoHasongo
PortMajePort Maje
VolcanoMountainVolcano Mountain
UkaizoUkaizo
PirateFortPirate Fort
SlaverPortSlaver Port
RauataiPortRauatai Port
WahakiIslandWahaki Island
PrincipiBasePrincipi Base
UnchartedNagaTempleUncharted Naga Temple
UnchartedDungeonUncharted Dungeon
ShipGraveyardShip Graveyard
ProloguePrologue
HuanaRuinsHuana Ruins
TheBeyondThe Beyond
UnchartedIslandsUncharted Islands
IceburgDungeonIceburg Dungeon
DrownedBarrowsDrowned Barrows
PyramidOfWoedicaPyramid Of Woedica
Maje_BeachMaje_ Beach
Engwithan_DigsiteEngwithan_ Digsite