diff --git a/.gitattributes b/.gitattributes index a6344aac8c09253b3b630fb776ae94478aa0275b..69406e120a5872eac30da9dc516a41f8a0f5fdc4 100644 --- a/.gitattributes +++ b/.gitattributes @@ -33,3 +33,5 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text *.zip filter=lfs diff=lfs merge=lfs -text *.zst filter=lfs diff=lfs merge=lfs -text *tfevents* filter=lfs diff=lfs merge=lfs -text +assets/img/cover.jpg filter=lfs diff=lfs merge=lfs -text +assets/img/landscape.jpg filter=lfs diff=lfs merge=lfs -text diff --git a/.nojekyll b/.nojekyll new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/README.md b/README.md index 88f70c24b70443571a2c19e80a93270d94676bfe..e338b9840cbc53ac984270462c571c7b778e68c0 100644 --- a/README.md +++ b/README.md @@ -1,10 +1,21 @@ --- -title: Dfo Wiki -emoji: 🏢 -colorFrom: indigo -colorTo: indigo +title: DFO Wiki +emoji: 🗡️ +colorFrom: yellow +colorTo: red sdk: static pinned: false +short_description: Русская вики по Daggerfall Online --- -Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference +# DFO Wiki + +Статическая русская вики по гайду **Daggerfall Online** (редакция 7, версия игры 0.1.11634). + +- 12 частей, 83 главы +- Калькуляторы урона, магии и создания персонажа +- Карта Илиака (Daggerfall Interactive Map) +- Таймеры мировых событий и ярмарок +- Рынок: лоты и продавцы + +Собрано из PDF-гайда, публикуется как некоммерческий фан-сайт. diff --git a/assets/app.js b/assets/app.js new file mode 100644 index 0000000000000000000000000000000000000000..39b6fef2e2913a51b3355975f3e6860791632257 --- /dev/null +++ b/assets/app.js @@ -0,0 +1,226 @@ +/* DFO Guide RU — theme, navigation, search. No dependencies. */ +(function () { + 'use strict'; + + /* ---------- theme ---------- */ + var root = document.documentElement; + var stored = null; + try { stored = localStorage.getItem('dfo-theme'); } catch (e) {} + if (stored === 'dark' || stored === 'light') { + root.setAttribute('data-theme', stored); + } else if (window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches) { + root.setAttribute('data-theme', 'dark'); + } + + function toggleTheme() { + var next = root.getAttribute('data-theme') === 'dark' ? 'light' : 'dark'; + root.setAttribute('data-theme', next); + try { localStorage.setItem('dfo-theme', next); } catch (e) {} + syncThemeIcon(); + } + + function syncThemeIcon() { + var dark = root.getAttribute('data-theme') === 'dark'; + document.querySelectorAll('[data-theme-toggle]').forEach(function (btn) { + btn.setAttribute('aria-label', dark ? 'Светлая тема' : 'Тёмная тема'); + btn.title = dark ? 'Светлая тема' : 'Тёмная тема'; + var moon = btn.querySelector('.i-moon'); + var sun = btn.querySelector('.i-sun'); + if (moon && sun) { + moon.style.display = dark ? 'none' : ''; + sun.style.display = dark ? '' : 'none'; + } + }); + } + + document.addEventListener('click', function (e) { + var t = e.target.closest('[data-theme-toggle]'); + if (t) { e.preventDefault(); toggleTheme(); } + }); + syncThemeIcon(); + + /* ---------- mobile nav ---------- */ + var burger = document.querySelector('[data-burger]'); + var backdrop = document.querySelector('.backdrop'); + if (burger) { + burger.addEventListener('click', function () { + document.body.classList.toggle('nav-open'); + burger.setAttribute('aria-expanded', document.body.classList.contains('nav-open') ? 'true' : 'false'); + }); + } + if (backdrop) { + backdrop.addEventListener('click', function () { + document.body.classList.remove('nav-open'); + }); + } + + /* ---------- search ---------- */ + var overlay = document.querySelector('.search-overlay'); + var input = document.querySelector('.search-input'); + var results = document.querySelector('.search-results'); + var index = null; + var loading = false; + var selected = -1; + + function loadIndex() { + if (index || loading) return; + if (window.__DFO_INDEX__) { index = window.__DFO_INDEX__; return; } + loading = true; + var s = document.createElement('script'); + s.src = 'assets/search.js'; + s.onload = function () { + index = window.__DFO_INDEX__ || []; + loading = false; + if (input && input.value) renderResults(input.value); + }; + s.onerror = function () { loading = false; }; + document.head.appendChild(s); + } + + function openSearch() { + if (!overlay) return; + overlay.classList.add('open'); + document.body.style.overflow = 'hidden'; + if (input) { input.value = ''; input.focus(); } + renderResults(''); + loadIndex(); + } + + function closeSearch() { + if (!overlay) return; + overlay.classList.remove('open'); + document.body.style.overflow = ''; + selected = -1; + } + + function esc(s) { + return s.replace(/[&<>"]/g, function (c) { + return { '&': '&', '<': '<', '>': '>', '"': '"' }[c]; + }); + } + + function mark(text, tokens) { + var safe = esc(text); + tokens.forEach(function (tok) { + if (tok.length < 2) return; + var re = new RegExp('(' + tok.replace(/[.*+?^${}()|[\]\\]/g, '\\$&') + ')', 'gi'); + safe = safe.replace(re, '$1'); + }); + return safe; + } + + function snippet(text, tokens) { + var low = text.toLowerCase(); + var at = -1; + for (var i = 0; i < tokens.length; i++) { + var p = low.indexOf(tokens[i]); + if (p >= 0 && (at < 0 || p < at)) at = p; + } + if (at < 0) at = 0; + var start = Math.max(0, at - 60); + var s = text.slice(start, start + 190); + if (start > 0) s = '…' + s; + if (start + 190 < text.length) s = s + '…'; + return s; + } + + function score(entry, tokens) { + var t = entry.t.toLowerCase(); + var p = (entry.p || '').toLowerCase(); + var heads = (entry.h || []).join(' ').toLowerCase(); + var body = (entry.x || '').toLowerCase(); + var total = 0; + for (var i = 0; i < tokens.length; i++) { + var tok = tokens[i]; + if (!tok) continue; + if (t.indexOf(tok) >= 0) total += 8; + if (heads.indexOf(tok) >= 0) total += 3; + if (p.indexOf(tok) >= 0) total += 2; + if (body.indexOf(tok) >= 0) total += 1; + } + return total; + } + + function renderResults(q) { + if (!results) return; + var tokens = q.toLowerCase().split(/\s+/).filter(Boolean); + if (!q.trim()) { + results.innerHTML = '
Введите слово или фразу — например, «броня», «заклинания», «репутация».
'; + return; + } + if (!index) { + results.innerHTML = '
Загрузка индекса…
'; + return; + } + var hits = []; + for (var i = 0; i < index.length; i++) { + var s = score(index[i], tokens); + if (s > 0) hits.push([s, index[i]]); + } + hits.sort(function (a, b) { return b[0] - a[0]; }); + hits = hits.slice(0, 12); + if (!hits.length) { + results.innerHTML = '
Ничего не найдено.
'; + return; + } + var html = ''; + hits.forEach(function (h, idx) { + var e = h[1]; + html += '' + + '
' + mark(e.t, tokens) + '
' + + '
' + esc(e.p || '') + '
' + + '
' + mark(snippet(e.x || '', tokens), tokens) + '
' + + '
'; + }); + results.innerHTML = html; + selected = 0; + } + + document.addEventListener('click', function (e) { + var trig = e.target.closest('[data-search-open]'); + if (trig) { e.preventDefault(); openSearch(); return; } + if (e.target === overlay) closeSearch(); + }); + + document.addEventListener('keydown', function (e) { + var isOpen = overlay && overlay.classList.contains('open'); + if ((e.ctrlKey || e.metaKey) && e.key.toLowerCase() === 'k') { e.preventDefault(); openSearch(); return; } + if (e.key === 'Escape') { + if (isOpen) { e.preventDefault(); closeSearch(); } + if (document.body.classList.contains('nav-open')) document.body.classList.remove('nav-open'); + return; + } + if (isOpen && (e.key === 'ArrowDown' || e.key === 'ArrowUp')) { + var items = results.querySelectorAll('a'); + if (!items.length) return; + e.preventDefault(); + selected = e.key === 'ArrowDown' ? Math.min(items.length - 1, selected + 1) : Math.max(0, selected - 1); + items.forEach(function (a, i) { a.classList.toggle('sel', i === selected); }); + items[selected].scrollIntoView({ block: 'nearest' }); + return; + } + if (isOpen && e.key === 'Enter') { + var sel = results.querySelector('a.sel'); + if (sel) { window.location.href = sel.getAttribute('href'); } + } + }); + + if (input) { + input.addEventListener('input', function () { renderResults(input.value); }); + } + + /* ---------- open the enclosing nav group of the current page ---------- */ + var active = document.querySelector('.side-chapters a.active'); + if (active) { + var d = active.closest('details'); + if (d) d.open = true; + setTimeout(function () { + var box = document.querySelector('.sidebar'); + if (!box) return; + var top = active.getBoundingClientRect().top; + if (top < 80 || top > window.innerHeight - 80) { + active.scrollIntoView({ block: 'center' }); + } + }, 60); + } +})(); diff --git a/assets/calc.js b/assets/calc.js new file mode 100644 index 0000000000000000000000000000000000000000..46c32dd0bbfa5a74e31966d8e5785e8f28f2d6e0 --- /dev/null +++ b/assets/calc.js @@ -0,0 +1,241 @@ +/* DFO Guide RU — калькуляторы. Формулы из гайда, редакция 7. */ +(function () { + 'use strict'; + + var WEAPONS = [ + { n: 'Кинжал (Dagger)', g: 'Короткие клинки', d: [1, 6] }, + { n: 'Танто (Tanto)', g: 'Короткие клинки', d: [1, 7] }, + { n: 'Короткий меч (Shortsword)', g: 'Короткие клинки', d: [2, 8] }, + { n: 'Вакидзаси (Wakizashi)', g: 'Короткие клинки', d: [1, 10] }, + { n: 'Палаш (Broadsword)', g: 'Длинные клинки', d: [2, 14] }, + { n: 'Сабля (Saber)', g: 'Длинные клинки', d: [1, 14] }, + { n: 'Длинный меч (Longsword)', g: 'Длинные клинки', d: [2, 15] }, + { n: 'Катана (Katana)', g: 'Длинные клинки', d: [1, 16] }, + { n: 'Клеймор (Claymore)', g: 'Длинные клинки', d: [2, 19] }, + { n: 'Дай-катана (Dai-Katana)', g: 'Длинные клинки', d: [1, 18] }, + { n: 'Топор лучника (Archer\'s Axe)', g: 'Топоры', d: [2, 10] }, + { n: 'Боевой топор (Battle Axe)', g: 'Топоры', d: [3, 13] }, + { n: 'Секира (War Axe)', g: 'Топоры', d: [3, 18] }, + { n: 'Посох (Staff)', g: 'Дробящее', d: [3, 8] }, + { n: 'Булава (Mace)', g: 'Дробящее', d: [4, 12] }, + { n: 'Лёгкий цеп (Light Flail)', g: 'Дробящее', d: [3, 10] }, + { n: 'Цеп (Flail)', g: 'Дробящее', d: [4, 16] }, + { n: 'Боевой молот (Warhammer)', g: 'Дробящее', d: [4, 18] } + ]; + + var MATERIALS = [ + { n: 'Железо', hit: 0, dmg: -1, armor: 7, tier: 3 }, + { n: 'Сталь', hit: 2, dmg: 0, armor: 9, tier: 4 }, + { n: 'Серебро', hit: 2, dmg: 0, armor: 9, tier: 4 }, + { n: 'Эльфийский', hit: 4, dmg: 1, armor: 11, tier: 5 }, + { n: 'Двемерский', hit: 6, dmg: 2, armor: 13, tier: 6 }, + { n: 'Мифрил', hit: 8, dmg: 3, armor: 15, tier: 7 }, + { n: 'Адамантин', hit: 8, dmg: 3, armor: 15, tier: 7 }, + { n: 'Эбонит', hit: 10, dmg: 4, armor: 17, tier: 8 }, + { n: 'Орочий', hit: 12, dmg: 5, armor: 19, tier: 9 }, + { n: 'Даэдрический', hit: 14, dmg: 6, armor: 21, tier: 10 } + ]; + + // tier -> [кулак, дробящее, режущее/колющее] = [base, cap] + var ARMOR = { + 1: { fist: [0.90, 0.95], blunt: [0.72, 0.89], slash: [0.88, 0.95] }, + 2: { fist: [0.84, 0.95], blunt: [0.88, 0.95], slash: [0.72, 0.89] }, + 3: { fist: [0.80, 0.92], blunt: [0.92, 0.95], slash: [0.86, 0.90] }, + 4: { fist: [0.72, 0.89], blunt: [0.84, 0.93], slash: [0.78, 0.88] }, + 5: { fist: [0.66, 0.86], blunt: [0.80, 0.90], slash: [0.74, 0.85] }, + 6: { fist: [0.58, 0.83], blunt: [0.72, 0.87], slash: [0.66, 0.82] }, + 7: { fist: [0.52, 0.80], blunt: [0.64, 0.84], slash: [0.58, 0.78] }, + 8: { fist: [0.46, 0.76], blunt: [0.56, 0.78], slash: [0.50, 0.73] }, + 9: { fist: [0.36, 0.70], blunt: [0.48, 0.70], slash: [0.42, 0.56] }, + 10: { fist: [0.30, 0.65], blunt: [0.40, 0.58], slash: [0.34, 0.46] } + }; + + function $(id) { return document.getElementById(id); } + function num(id, d) { var v = parseFloat(($(id) || {}).value); return isNaN(v) ? (d || 0) : v; } + function clamp(v, a, b) { return Math.min(b, Math.max(a, v)); } + function fmt(v, digits) { return (Math.round(v * 100) / 100).toFixed(digits == null ? 0 : digits); } + function signed(v) { var s = Math.round(v * 10) / 10; return (s > 0 ? '+' : '') + s; } + + function fillSelect(sel, items, labelFn, valueFn) { + if (!sel) return; + sel.innerHTML = items.map(function (it, i) { + return ''; + }).join(''); + } + + /* ---------- 1. шанс попадания ---------- */ + function calcHit() { + var skill = num('hit-skill', 50); + var dir = parseFloat($('hit-dir').value); + var exp = num('hit-exp', 0); + var mat = MATERIALS[parseInt(($('hit-mat') || {}).value, 10)] || MATERIALS[0]; + var race = num('hit-race', 0); + var dodge = num('hit-dodge', 0); + var agi = num('hit-agi', 50), tagi = num('hit-tagi', 50); + var lck = num('hit-lck', 50), tlck = num('hit-tlck', 50); + var armor = num('hit-armor', 0); + + var terms = [ + ['Навык × 1,5 (ceil)', Math.ceil(skill * 1.5)], + ['Направление удара', dir], + ['Материал оружия', mat.hit], + ['Экспертиза', exp], + ['Бонус расы / монстра', race], + ['ΔЛовкость / 4', Math.trunc((agi - tagi) / 4)], + ['ΔУдача / 10', Math.trunc((lck - tlck) / 10)], + ['Уклонение цели / 2', -Math.floor(dodge / 2)], + ['Чары брони цели', -armor] + ]; + var raw = terms.reduce(function (s, t) { return s + t[1]; }, 0); + var hit = clamp(3, 97, raw); + + $('hit-result').textContent = Math.round(hit) + '%'; + $('hit-break').innerHTML = terms.map(function (t) { + var cls = t[1] > 0 ? 'pos' : (t[1] < 0 ? 'neg' : ''); + return '
' + t[0] + '' + signed(t[1]) + '
'; + }).join('') + + '
Сырая сумма' + signed(raw) + '
' + + '
Ограничение 3–97' + Math.round(hit) + '%
'; + } + + /* ---------- 2. урон ---------- */ + function calcDamage() { + var w = WEAPONS[parseInt($('dmg-weapon').value, 10)] || WEAPONS[0]; + var mat = MATERIALS[parseInt($('dmg-mat').value, 10)] || MATERIALS[0]; + var cond = parseFloat($('dmg-cond').value); + var type = $('dmg-type').value; + var atier = parseInt($('dmg-armor').value, 10); + var acond = parseFloat($('dmg-acond').value); + var end = num('dmg-end', 50), str = num('dmg-str', 50), wil = num('dmg-wil', 50); + var silver = $('dmg-silver').checked; + + var natRes = ((end - 50) * 0.002 + (str - 50) * 0.001 + (wil - 50) * 0.001); + natRes = clamp(natRes, -0.2, 0.2); + + var lo = (w.d[0] + mat.dmg) * cond; + var hi = (w.d[1] + mat.dmg) * cond; + if (silver) { lo *= 2; hi *= 2; } + + var mult = 1 - natRes; + var tierUsed = 0; + if (atier > 0 && ARMOR[atier]) { + var pair = ARMOR[atier][type]; + mult = Math.min(pair[0] * acond, pair[1]) - natRes; + tierUsed = atier; + } + mult = Math.max(0, mult); + + var outLo = Math.max(0, lo * mult); + var outHi = Math.max(0, hi * mult); + + $('dmg-result').textContent = fmt(outLo, 1) + '–' + fmt(outHi, 1); + $('dmg-break').innerHTML = + '
База оружия' + w.d[0] + '–' + w.d[1] + '
' + + '
Материал к урону' + signed(mat.dmg) + '
' + + '
Состояние оружия×' + cond + '
' + + (silver ? '
Серебро против нежити×2
' : '') + + '
Естественное сопротивление' + fmt(natRes * 100, 1) + '%
' + + (tierUsed + ? '
Броня цели (tier ' + tierUsed + ')×' + fmt(mult, 3) + '
' + : '
Брони нет×' + fmt(mult, 3) + '
') + + '
Итог' + fmt(outLo, 1) + '–' + fmt(outHi, 1) + '
'; + } + + /* ---------- 3. магия ---------- */ + function calcMagic() { + var skill = num('mp-skill', 50); + var int = num('mp-int', 50); + var mult = parseFloat($('mp-mult').value); + var renown = num('mp-renown', 1); + var tmul = parseFloat($('mp-target').value); + var golds = [num('mp-g1', 0), num('mp-g2', 0), num('mp-g3', 0)].filter(function (g) { return g > 0; }); + + var parts = golds.map(function (g) { return Math.floor(g * (110 - skill) / 400); }); + var sum = parts.reduce(function (a, b) { return a + b; }, 0); + var cost = Math.max(5, Math.floor(sum * tmul)); + var maxMp = Math.floor(int * mult) + Math.min(98, 2 * Math.max(0, renown - 1)); + + $('mp-result').textContent = cost + ' MP'; + $('mp-break').innerHTML = + '
Эффектов учтено' + golds.length + '
' + + parts.map(function (p, i) { + return '
Эффект ' + (i + 1) + '' + p + ' MP
'; + }).join('') + + '
Множитель цели×' + tmul + '
' + + '
Минимум 5 MP' + cost + ' MP
' + + '
Ваш максимум магии' + maxMp + ' MP
' + + (cost <= maxMp ? '
Хватает магиида, ' + (maxMp - cost) + ' MP останется
' + : '
Не хватает' + (cost - maxMp) + ' MP
'); + } + + /* ---------- 4. персонаж ---------- */ + function calcChar() { + var a = {}; + ['str', 'int', 'wil', 'agi', 'end', 'per', 'spd', 'lck'].forEach(function (k) { + a[k] = num('a-' + k, 50); + }); + var hpClass = num('c-hp', 8); + var adv = num('c-adv', 0), dis = num('c-dis', 0); + var mult = parseFloat($('c-mult').value); + + var sum = Object.keys(a).reduce(function (s, k) { return s + a[k]; }, 0); + + var hpPerLevel = hpClass + (Math.floor(a.end / 10) - 5); + var startHp = 25 + hpClass; + var maxMp = Math.floor(a.int * mult); + var fatigue = a.str + a.end; + var hitBonus = Math.trunc((a.agi - 50) / 4) + Math.trunc((a.lck - 50) / 10) + Math.trunc((a.spd - 50) / 8); + var save = 50 + Math.floor(a.wil / 10); + var natRes = ((a.end - 50) * 0.002 + (a.str - 50) * 0.001 + (a.wil - 50) * 0.001); + var reaction = Math.floor(a.per / 5); + + var hpCost = hpClass >= 8 ? (hpClass - 8) : -2 * (8 - hpClass); + var points = hpCost + adv - dis; + var career = 0.3 + 2.7 * (points + 12) / 52; + + $('c-result').textContent = sum; + $('c-break').innerHTML = + '
HP за уровень' + hpPerLevel + '
' + + '
Стартовое здоровье' + startHp + '
' + + '
Максимум магии' + maxMp + ' MP
' + + '
Усталость (STR+END)' + fatigue + '
' + + '
Бонус к попаданию' + signed(hitBonus) + '
' + + '
Спасбросок магии' + save + '
' + + '
Сопротивление урону' + fmt(natRes * 100, 1) + '%
' + + '
Реакция NPC+' + reaction + '
' + + '
Очки сложности' + signed(points) + '
' + + '
Множитель прокачки×' + fmt(career, 2) + '
' + + '
Сумма 8 атрибутов' + sum + (sum === 400 ? ' ✓' : ' (класс: 400)') + '
'; + } + + function init() { + fillSelect($('dmg-weapon'), WEAPONS, function (w) { return w.n; }); + fillSelect($('dmg-mat'), MATERIALS, function (m) { return m.n + ' (урон ' + signed(m.dmg) + ', попадание ' + signed(m.hit) + ')'; }); + fillSelect($('hit-mat'), MATERIALS, function (m) { return m.n + ' (попадание ' + signed(m.hit) + ')'; }); + var armorOpts = ['']; + MATERIALS.forEach(function (m) { + armorOpts.push(''); + }); + if ($('dmg-armor')) $('dmg-armor').innerHTML = armorOpts.join(''); + + var ids = ['hit-skill', 'hit-dir', 'hit-exp', 'hit-mat', 'hit-race', 'hit-dodge', 'hit-agi', 'hit-tagi', + 'hit-lck', 'hit-tlck', 'hit-armor']; + ids.forEach(function (id) { var el = $(id); if (el) el.addEventListener('input', calcHit); }); + + ['dmg-weapon', 'dmg-mat', 'dmg-cond', 'dmg-type', 'dmg-armor', 'dmg-acond', 'dmg-end', + 'dmg-str', 'dmg-wil', 'dmg-silver'].forEach(function (id) { + var el = $(id); if (el) el.addEventListener('input', calcDamage); + }); + + ['mp-skill', 'mp-int', 'mp-mult', 'mp-renown', 'mp-target', 'mp-g1', 'mp-g2', 'mp-g3'] + .forEach(function (id) { var el = $(id); if (el) el.addEventListener('input', calcMagic); }); + + ['a-str', 'a-int', 'a-wil', 'a-agi', 'a-end', 'a-per', 'a-spd', 'a-lck', 'c-hp', 'c-adv', 'c-dis', 'c-mult'] + .forEach(function (id) { var el = $(id); if (el) el.addEventListener('input', calcChar); }); + + if ($('hit-result')) { calcHit(); calcDamage(); calcMagic(); calcChar(); } + } + + if (document.readyState === 'loading') document.addEventListener('DOMContentLoaded', init); + else init(); +})(); diff --git a/assets/events-fallback.json b/assets/events-fallback.json new file mode 100644 index 0000000000000000000000000000000000000000..992963320ba099a032bcb44c8e2c73973729875c --- /dev/null +++ b/assets/events-fallback.json @@ -0,0 +1,114 @@ +{ + "commit": "11a6a58d6e5c7c7bd7851d136fb4a9c7f2512a27", + "release": "Update 0.0.455", + "verified": "28 Oct 2026", + "source": "https://dfo.spaceghosts.com/events.json", + "events": [ + { + "id": "gate", + "name": "Dagon's Breach", + "category": "WORLD BOSS · DEADLANDS", + "location": "Valkynaz Ruhn · Dagon’s Breach", + "cadence": "EVERY 2H", + "timing": "Каждые 2 часа. Вход 10 минут; бой заканчивается убийством или через 20 минут. У каждой провинции за Берегом своя полоса со сдвигом 12 минут.", + "schedule": { "mode": "deterministic", "intervalMs": 7200000, "anchorOpenUtc": "2026-09-14T00:32:30.000Z", "wrathOffsetMs": 1200000 }, + "gilded": { "name": "The Dragonfire Oath", "chance": "0.4%" } + }, + { + "id": "serpent", + "name": "The Sea Serpent", + "category": "WORLD BOSS · NAVAL", + "location": "Sethrakul, the Old Coil · sea lanes", + "cadence": "EVERY 4H", + "timing": "Каждые 4 часа: 03:17:30, 07:17:30, 11:17:30, 15:17:30, 19:17:30 и 23:17:30 UTC. Вход 25 минут.", + "schedule": { "mode": "deterministic", "intervalMs": 14400000, "anchorOpenUtc": "2026-09-14T03:17:30.000Z", "endOffsetMs": 1500000 }, + "gilded": { "name": "The Sunken Sovereign", "chance": "0.4%" } + }, + { + "id": "abyss", + "name": "The Abyss Dungeon", + "category": "WORLD BOSS · ABYSS", + "location": "The Brass Remnant · The Shattered Hour", + "cadence": "2H COOLDOWN", + "timing": "Один общий Hollow на провинцию, живёт до 48 часов с двухчасовым отдыхом. Таймер зависит от сервера.", + "schedule": { "mode": "server-record", "lifetimeMs": 172800000, "cooldownMs": 7200000 }, + "gilded": null + }, + { + "id": "starfall", + "name": "The Starfall", + "category": "SEASONAL · WITCHES’ FESTIVAL", + "location": "Falling stars · nine regions", + "cadence": "3 PER HOUR", + "timing": "Три звезды в час: :00, :45 и :52:30. Фестиваль ведьм с 20 октября по 7 ноября 2026 (UTC).", + "schedule": { + "mode": "deterministic-seasonal", + "fromUtc": "2026-10-20T00:00:00.000Z", + "toUtcExclusive": "2026-11-08T00:00:00.000Z", + "hourOffsetsMs": [0, 2700000, 3150000], + "lifetimeMs": 900000 + }, + "gilded": null + }, + { + "id": "raids", + "name": "Town Raids", + "category": "WORLD EVENT · TOWN DEFENSE", + "location": "Rotating towns · Iliac Bay", + "cadence": "10M WINDOW", + "timing": "Расписание городов пересчитывается каждые 2 часа, рейд длится 10 минут. Точные города требуют данных карты.", + "schedule": { "mode": "map-data-required", "refreshMs": 7200000, "durationMs": 600000 }, + "gilded": null + }, + { + "id": "elite", + "name": "Elite Breach", + "category": "COMPANY EVENT · ELITE BREACH", + "location": "Your company · Redoubt progression", + "cadence": "PLAYER-OPENED", + "timing": "Открывает компания: Arch через 5 минут, вход 5 минут.", + "schedule": { "mode": "player-triggered", "sealedMs": 300000 }, + "gilded": null + }, + { + "id": "aether-storm", + "name": "The Aether Storm", + "category": "SEA EVENT · ELTHERIC OCEAN", + "location": "Deep Aether & Abyss waters", + "cadence": "EVERY 2H", + "timing": "Каждые 2 часа по чётным часам UTC, длится 50 минут.", + "schedule": { "mode": "deterministic", "intervalMs": 7200000, "anchorOpenUtc": "1970-01-01T00:00:00.000Z", "endOffsetMs": 3000000 }, + "gilded": null + }, + { + "id": "treasure-fleet", + "name": "The Treasure Fleet", + "category": "SEA EVENT · ELTHERIC OCEAN", + "location": "Deep Aether & Abyss waters", + "cadence": "EVERY 3H", + "timing": "Каждые 3 часа в 01:00, 04:00, 07:00, 10:00, 13:00, 16:00, 19:00 и 22:00 UTC; плывёт 90 минут.", + "schedule": { "mode": "deterministic", "intervalMs": 10800000, "anchorOpenUtc": "1970-01-01T01:00:00.000Z", "endOffsetMs": 5400000 }, + "gilded": null + }, + { + "id": "sky-ketch", + "name": "The Sky-Ketch", + "category": "8-PLAYER RAID · DWEMER AIRSHIP", + "location": "Mzunthar · eight capitals", + "cadence": "EVERY 10H", + "timing": "Восемь станций на десятичасовом цикле, прибытия через 75 минут. Посадка 7 часов.", + "schedule": { "mode": "deterministic", "intervalMs": 36000000, "anchorOpenUtc": "2026-10-25T00:00:00.000Z", "boardingMs": 25200000 }, + "gilded": { "name": "Volendrung's Echo / The Ketchmaster's Word", "chance": "1% each" } + }, + { + "id": "dwarven-dragon", + "name": "The Dwarven Dragon", + "category": "WORLD BOSS · ROAMING DWEMER", + "location": "Predicted encounter · Tamriel", + "cadence": "VARIABLE · 40 MIN", + "timing": "Каждый час 1 из 3 шансов, приземление на :15, окно 40 минут. Точное место зависит от игровых часов.", + "schedule": { "mode": "deterministic", "law": "dragon", "watchMs": 3600000, "durationMs": 2400000 }, + "gilded": null + } + ] +} diff --git a/assets/events.js b/assets/events.js new file mode 100644 index 0000000000000000000000000000000000000000..53579e486a42c4d54b05616f192accec0cd3af87 --- /dev/null +++ b/assets/events.js @@ -0,0 +1,210 @@ +/* DFO Wiki — события: под каждым событием регионы со своими таймерами. */ +(function () { + 'use strict'; + + var SOURCE = 'https://dfo.spaceghosts.com/events.json'; + var SITE = 'https://dfo.spaceghosts.com/#events'; + var grid = document.getElementById('events-grid'); + var status = document.getElementById('events-status'); + if (!grid || !status) return; + + var REGIONS = ['Илиакский залив', 'Хай Рок', 'Хаммерфелл', 'Скайрим', 'Морровинд', + 'Саммерсет', 'Валенвуд', 'Эльсвейр', 'Чернотопье']; + var KETCH = [ + { lane: 0, city: 'Daggerfall' }, { lane: 2, city: 'Sentinel' }, { lane: 3, city: 'Solitude' }, + { lane: 4, city: 'Mournhold' }, { lane: 5, city: 'Alinor' }, { lane: 6, city: 'Falinesti' }, + { lane: 7, city: 'Torval' }, { lane: 8, city: 'Helstrom' } + ]; + var KETCH_EPOCH = Date.parse('2026-10-25T00:00:00.000Z'); + var KETCH_PERIOD = 36000000; + + var data = null; + var isSnapshot = false; + var expanded = {}; + var watched = {}; + var onlyWatched = false; + try { watched = JSON.parse(localStorage.getItem('dfo-watch') || '{}') || {}; } catch (e) { watched = {}; } + + function pad(n) { return n < 10 ? '0' + n : '' + n; } + function hms(ms) { + var s = Math.max(0, Math.floor(ms / 1000)); + return pad(Math.floor(s / 3600)) + ':' + pad(Math.floor((s % 3600) / 60)) + ':' + pad(s % 60); + } + function when(ts) { + return new Date(ts).toLocaleString('ru-RU', + { weekday: 'short', day: 'numeric', month: 'short', hour: '2-digit', minute: '2-digit' }); + } + + function periodic(now, period, offset, duration) { + var start = Math.floor((now - offset) / period) * period + offset; + if (now >= start + duration) start += period; + return { start: start, end: start + duration }; + } + + function globalWindow(e, now) { + var s = e.schedule || {}; + if (e.id === 'serpent') return periodic(now, 14400000, 11850000, 1500000); + if (e.id === 'aether-storm') return periodic(now, 7200000, 0, 3000000); + if (e.id === 'treasure-fleet') return periodic(now, 10800000, 3600000, 5400000); + if (s.mode === 'deterministic-seasonal' && s.hourOffsetsMs) { + var to = Date.parse(s.toUtcExclusive || 0); + if (to && now >= to) return null; + var hour = Math.floor(now / 3600000) * 3600000; + var best = null; + var dur = s.lifetimeMs || 900000; + for (var i = 0; i < s.hourOffsetsMs.length; i++) { + var st = hour + s.hourOffsetsMs[i]; + if (now >= st && now - st <= dur) return { start: st, end: st + dur }; + if (st > now && (!best || st < best.start)) best = { start: st, end: st + dur }; + } + if (!best) best = { start: hour + 3600000, end: hour + 3600000 + dur }; + return best; + } + return null; + } + + function ketchWindow(lane, now) { + var st = KETCH.find(function (s) { return s.lane === lane; }); + if (!st) return null; + var epoch = KETCH_EPOCH + [0, 2, 3, 4, 5, 6, 7, 8].indexOf(st.lane) * 4500000; + var n = Math.max(0, Math.floor((now - (epoch - 3600000)) / KETCH_PERIOD)); + var arrival = epoch + n * KETCH_PERIOD; + if (now >= arrival + 27900000) { n++; arrival = epoch + n * KETCH_PERIOD; } + return { start: arrival, end: arrival + 27900000 }; + } + + function rowsFor(e, now) { + if (e.id === 'gate') { + var rows = REGIONS.map(function (name, i) { + return { label: name, w: periodic(now, 7200000, 1950000 + i * 720000, 1200000) }; + }); + rows.push({ label: 'Сиродил', w: null, note: 'событие здесь не проходит' }); + return rows; + } + if (e.id === 'sky-ketch') { + return KETCH.map(function (s) { + return { label: 'Mzunthar · ' + s.city, w: ketchWindow(s.lane, now) }; + }); + } + var g = globalWindow(e, now); + var label = ['serpent', 'aether-storm', 'treasure-fleet'].indexOf(e.id) >= 0 + ? 'Морские регионы' : 'Все регионы'; + var note = null; + if (!g) { + if (e.id === 'abyss') note = 'таймер зависит от состояния мира'; + else if (e.id === 'raids') note = 'города и время зависят от карты мира'; + else if (e.id === 'elite') note = 'открывает компания'; + else if (e.id === 'dwarven-dragon') note = 'каждый час 1 из 3 шансов, приземление на :15'; + } + return [{ label: label, w: g, note: note }]; + } + + function rowHtml(row, now) { + if (!row.w) { + return '
' + + '' + row.label + '—
' + + '
' + (row.note || 'нет данных') + '
'; + } + var w = row.w; + var live = now >= w.start && now < w.end; + var soon = !live && w.start - now < 1800000; + var cls = live ? 'is-live' : (soon ? 'is-soon' : ''); + var timer = live ? hms(w.end - now) : hms(w.start - now); + var chip = live ? 'идёт' : (soon ? 'скоро' : 'далее'); + var sub = live ? 'окно до ' + when(w.end) : 'старт ' + when(w.start); + var cap = live ? 'рассчётное окно' : (soon ? 'начнётся в ближайшие 30 минут' : 'по расписанию'); + return '
' + + '
' + row.label + '' + + '' + timer + '
' + + '
' + chip + '' + cap + '
' + + '
' + sub + '
'; + } + + function cardHtml(e, now) { + var all = rowsFor(e, now); + var open = !!expanded[e.id]; + var shown = all.slice(0, 3).map(function (r) { return rowHtml(r, now); }).join(''); + var rest = all.slice(3).map(function (r) { return rowHtml(r, now); }).join(''); + var more = all.length > 3 + ? '' + : ''; + + var gilded = e.gilded + ? '
Gilded
' + + '
' + e.gilded.name + '
' + + '
' + e.gilded.chance + '
' + : ''; + + return '
' + + '
' + (e.category || '') + '' + + '
' + + '

' + e.name + '

' + + '
' + (e.cadence || '') + '
' + + '
' + shown + (open ? rest : '') + '
' + + more + gilded + + 'Подробности и добыча ↗' + + '
'; + } + + function render() { + if (!data) return; + var now = Date.now(); + var list = data.events.filter(function (e) { return !onlyWatched || watched[e.id]; }); + grid.innerHTML = list.map(function (e) { return cardHtml(e, now); }).join(''); + status.innerHTML = (isSnapshot ? 'Снимок расписания' : 'Расписание') + + ' · версия ' + (data.release || '—') + (data.verified ? ' · проверено ' + data.verified : '') + + ' · источник'; + } + + grid.addEventListener('click', function (ev) { + var star = ev.target.closest('[data-watch]'); + if (star) { + var id = star.getAttribute('data-watch'); + if (watched[id]) delete watched[id]; else watched[id] = 1; + try { localStorage.setItem('dfo-watch', JSON.stringify(watched)); } catch (e) {} + render(); + return; + } + var more = ev.target.closest('[data-more]'); + if (more) { + var key = more.getAttribute('data-more'); + expanded[key] = !expanded[key]; + render(); + } + }); + + var filterBtn = document.getElementById('ev-filter'); + if (filterBtn) { + filterBtn.addEventListener('click', function () { + onlyWatched = !onlyWatched; + filterBtn.classList.toggle('on', onlyWatched); + render(); + }); + } + + function start(json, snapshot) { + data = json; + isSnapshot = !!snapshot; + status.className = 'events-status'; + render(); + setInterval(render, 1000); + } + + function loadSnapshot(reason) { + fetch('assets/events-fallback.json', { cache: 'no-store' }) + .then(function (r) { return r.json(); }) + .then(function (json) { start(json, true); }) + .catch(function () { + status.className = 'events-status err'; + status.innerHTML = 'Расписание недоступно (' + reason + '). Откройте events.json напрямую.'; + }); + } + + fetch(SOURCE, { cache: 'no-store' }) + .then(function (r) { if (!r.ok) throw new Error('HTTP ' + r.status); return r.json(); }) + .then(function (json) { start(json, false); }) + .catch(function (err) { loadSnapshot(err && err.message ? err.message : 'CORS'); }); +})(); diff --git a/assets/favicon.svg b/assets/favicon.svg new file mode 100644 index 0000000000000000000000000000000000000000..10a29a25e8dcb7b3ff1b726f211b53aa24966d33 --- /dev/null +++ b/assets/favicon.svg @@ -0,0 +1,6 @@ + + + + + + diff --git a/assets/img/castle.jpg b/assets/img/castle.jpg new file mode 100644 index 0000000000000000000000000000000000000000..946525c3ee2b837ca6f073c70b55be9b57016e2b Binary files /dev/null and b/assets/img/castle.jpg differ diff --git a/assets/img/cover.jpg b/assets/img/cover.jpg new file mode 100644 index 0000000000000000000000000000000000000000..d5bf1d816df58d07ccac6715bb3c92dbfccab8c1 --- /dev/null +++ b/assets/img/cover.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bb7f50d6c4e28ad8665b251e415f633017902ff0ef67bbddf4c390f411045cf2 +size 110239 diff --git a/assets/img/guild.jpg b/assets/img/guild.jpg new file mode 100644 index 0000000000000000000000000000000000000000..d5173835fc48110be168b72be8bcd02a1598cf71 Binary files /dev/null and b/assets/img/guild.jpg differ diff --git a/assets/img/landscape.jpg b/assets/img/landscape.jpg new file mode 100644 index 0000000000000000000000000000000000000000..c92373fc5cd36cb50d8af234da81072a20379582 --- /dev/null +++ b/assets/img/landscape.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f8b6351f8376ae4b4e230331db81f1c79a6b6a20f7909042cc5434ea8d57b9c9 +size 177128 diff --git a/assets/img/mage.gif b/assets/img/mage.gif new file mode 100644 index 0000000000000000000000000000000000000000..cc03583ff93b6658edc2e84cb0f82d054bfe4064 Binary files /dev/null and b/assets/img/mage.gif differ diff --git a/assets/img/map-iliac.png b/assets/img/map-iliac.png new file mode 100644 index 0000000000000000000000000000000000000000..ba63c64cd9cc0ffe18b94bbf3785bb466511e4aa Binary files /dev/null and b/assets/img/map-iliac.png differ diff --git a/assets/map.js b/assets/map.js new file mode 100644 index 0000000000000000000000000000000000000000..f2b3a27ec45c115504fc4b752e94a2e90bb68bc2 --- /dev/null +++ b/assets/map.js @@ -0,0 +1,30 @@ +/* Переключение вкладок на странице карты. */ +(function () { + 'use strict'; + var tabs = Array.prototype.slice.call(document.querySelectorAll('[data-map-tab]')); + if (!tabs.length) return; + var panes = { + live: document.getElementById('pane-live'), + scheme: document.getElementById('pane-scheme') + }; + + function select(key) { + tabs.forEach(function (t) { + var on = t.getAttribute('data-map-tab') === key; + t.classList.toggle('on', on); + t.setAttribute('aria-selected', on ? 'true' : 'false'); + }); + Object.keys(panes).forEach(function (k) { + if (panes[k]) panes[k].hidden = (k !== key); + }); + try { + if (history.replaceState) history.replaceState(null, '', '#' + key); + } catch (e) {} + } + + tabs.forEach(function (t) { + t.addEventListener('click', function () { select(t.getAttribute('data-map-tab')); }); + }); + + if (location.hash === '#scheme') select('scheme'); +})(); diff --git a/assets/market.js b/assets/market.js new file mode 100644 index 0000000000000000000000000000000000000000..2257e49e0efd92f28cd59c1b5d0dd381d3c4b0ed --- /dev/null +++ b/assets/market.js @@ -0,0 +1,184 @@ +/* DFO Wiki — рынок игроков: снимок vendors.json с dfo.spaceghosts.com */ +(function () { + 'use strict'; + + var listEl = document.getElementById('mk-list'); + if (!listEl) return; + + var qEl = document.getElementById('mk-q'); + var catEl = document.getElementById('mk-cat'); + var rarEl = document.getElementById('mk-rar'); + var regEl = document.getElementById('mk-region'); + var sortEl = document.getElementById('mk-sort'); + var statsEl = document.getElementById('mk-stats'); + var moreEl = document.getElementById('mk-more'); + + var CATS = { + Weapons: 'Оружие', Armor: 'Броня', Jewellery: 'Украшения', + WomensClothing: 'Женская одежда', MensClothing: 'Мужская одежда', + MiscItems: 'Разное', UselessItems1: 'Хлам', UselessItems2: 'Хлам', + CreatureIngredients1: 'Ингредиенты', Books: 'Книги', + ReligiousItems: 'Религиозные', Gems: 'Камни', Potions: 'Зелья', + Transport: 'Транспорт' + }; + var RARITY = { + common: 'обычный', magic: 'магический', rare: 'редкий', + legendary: 'легендарный', aetheric: 'эфирный', artifact: 'артефакт' + }; + var MAT = { + Iron: 'Железный', Steel: 'Стальной', Silver: 'Серебряный', Elven: 'Эльфийский', + Dwarven: 'Двемерский', Mithril: 'Мифриловый', Adamantium: 'Адамантиновый', + Ebony: 'Эбонитовый', Orcish: 'Орочий', Daedric: 'Даэдрический', + Leather: 'Кожаный', Chain: 'Кольчужный', Plate: 'Латный' + }; + var TYPE = { + 'Shortsword': 'Короткий меч', 'Saber': 'Сабля', 'Staff': 'Посох', 'Longsword': 'Длинный меч', + 'Boots': 'Сапоги', 'Flail': 'Цеп', 'Cuirass': 'Кираса', 'Short Bow': 'Короткий лук', + 'Tanto': 'Танто', 'Dagger': 'Кинжал', 'War Axe': 'Секира', 'Broadsword': 'Палаш', + 'Long Bow': 'Длинный лук', 'Helm': 'Шлем', 'Battle Axe': 'Боевой топор', 'Dai-katana': 'Дай-катана', + 'Greaves': 'Наголенники', 'Mace': 'Булава', 'Katana': 'Катана', 'Right Pauldron': 'Правый наплечник', + 'Warhammer': 'Боевой молот', 'Wakizashi': 'Вакидзаси', 'Left Pauldron': 'Левый наплечник', + 'Kite Shield': 'Каплевидный щит', 'Round Shield': 'Круглый щит', 'Tower Shield': 'Башенный щит', + 'Buckler': 'Баклер', 'Gauntlets': 'Рукавицы', 'Bracer': 'Наруч', 'Bracelet': 'Браслет', + 'Ring': 'Кольцо', 'Amulet': 'Амулет', 'Torc': 'Торк', 'Cloth Amulet': 'Тканевый амулет', + 'Claymore': 'Клеймор', 'Axe': 'Топор', 'Light Flail': 'Лёгкий цеп', 'Right Spaulder': 'Правое плечо', + 'Left Spaulder': 'Левое плечо', 'Right Vambrace': 'Правая наручь', 'Left Vambrace': 'Левая наручь', + 'Cuisse': 'Набедренник', 'Sollerets': 'Сабатоны', 'Chausses': 'Шоссы', 'Hauberk': 'Хауберк', + 'Jerkin': 'Куртка', 'Tunic': 'Туника', 'Robe': 'Роба', 'Sash': 'Кушак', 'Belt': 'Пояс', + 'Gloves': 'Перчатки', 'Shoes': 'Туфли', 'Sandals': 'Сандалии', 'Skirt': 'Юбка', 'Dress': 'Платье' + }; + + var data = null; + var view = []; + var shown = 0; + var PAGE = 48; + + function esc(s) { + return String(s == null ? '' : s).replace(/[&<>"]/g, function (c) { + return { '&': '&', '<': '<', '>': '>', '"': '"' }[c]; + }); + } + function money(n) { return String(n).replace(/\B(?=(\d{3})+(?!\d))/g, ' '); } + function catName(c) { return CATS[c] || c || 'Прочее'; } + + function options(select, items, first) { + var html = first ? '' : ''; + items.forEach(function (it) { + html += ''; + }); + select.innerHTML = html; + } + + function buildControls() { + var cats = {}; + var regions = {}; + data.listings.forEach(function (it) { + cats[it.category || 'other'] = (cats[it.category || 'other'] || 0) + 1; + if (it.region) regions[it.region] = (regions[it.region] || 0) + 1; + }); + var catList = Object.keys(cats).sort(function (a, b) { return cats[b] - cats[a]; }) + .map(function (k) { return { v: k, t: catName(k) + ' · ' + cats[k] }; }); + options(catEl, catList, 'Все категории'); + + var rarNames = Object.keys(RARITY); + options(rarEl, rarNames.map(function (k) { return { v: k, t: RARITY[k] }; }), 'Любая редкость'); + + var regList = Object.keys(regions).sort().map(function (k) { return { v: k, t: k }; }); + options(regEl, regList, 'Все регионы'); + } + + function filter() { + var q = (qEl.value || '').trim().toLowerCase(); + var cat = catEl.value, rar = rarEl.value, reg = regEl.value; + var words = q ? q.split(/\s+/) : []; + + view = data.listings.filter(function (it) { + if (cat && (it.category || 'other') !== cat) return false; + if (rar && it.rarity !== rar) return false; + if (reg && it.region !== reg) return false; + if (words.length) { + var hay = (it.name + ' ' + (it.statLines || []).join(' ') + ' ' + it.seller + ' ' + + it.town + ' ' + it.material + ' ' + (it.setName || '')).toLowerCase(); + for (var i = 0; i < words.length; i++) if (hay.indexOf(words[i]) < 0) return false; + } + return true; + }); + + var sort = sortEl.value; + view.sort(function (a, b) { + if (sort === 'price-asc') return a.price - b.price; + if (sort === 'price-desc') return b.price - a.price; + if (sort === 'name') return a.name.localeCompare(b.name, 'ru'); + return 0; + }); + } + + function lotHtml(it) { + var stats = (it.statLines || []); + var preview = stats.slice(0, 3).map(function (s) { return '' + esc(s) + ''; }).join(''); + var full = stats.length > 3 + ? '
' + stats.slice(3).map(function (s) { return '' + esc(s) + ''; }).join('') + '
' + : ''; + var mat = MAT[it.material] || it.material || ''; + var type = TYPE[it.equipmentType] || it.equipmentType || ''; + var kind = [mat, type].filter(Boolean).join(' · '); + var set = it.setName ? '
◇ ' + esc(it.setName) + '
' : ''; + return '
' + + '
' + + '
' + esc(it.name) + + '' + esc(RARITY[it.rarity] || it.rarity) + '
' + + (kind ? '
' + esc(kind) + '
' : '') + + set + + '
' + preview + '
' + full + + (it.condition != null ? '
состояние ' + it.condition + '%
' : '') + + '
' + + '
' + money(it.price) + 'золота
' + + '
' + (it.quantity || 1) + '
' + + '
' + esc(it.seller) + '' + esc(it.town) + ' · ' + esc(it.region) + '
' + + '
'; + } + + function render(reset) { + if (reset) { shown = 0; listEl.innerHTML = ''; } + var slice = view.slice(shown, shown + PAGE); + listEl.insertAdjacentHTML('beforeend', slice.map(lotHtml).join('')); + shown += slice.length; + moreEl.hidden = shown >= view.length; + moreEl.textContent = 'Показать ещё (' + Math.max(0, view.length - shown) + ')'; + statsEl.innerHTML = 'Найдено ' + view.length + ' из ' + data.listings.length + + ' лотов · ' + data.vendors.length + ' торговцев'; + } + + function update() { filter(); render(true); } + + ['input', 'change'].forEach(function (ev) { + qEl.addEventListener(ev, update); + catEl.addEventListener(ev, update); + rarEl.addEventListener(ev, update); + regEl.addEventListener(ev, update); + sortEl.addEventListener(ev, update); + }); + moreEl.addEventListener('click', function () { render(false); }); + + listEl.addEventListener('click', function (e) { + var lot = e.target.closest('.lot'); + if (lot) lot.classList.toggle('open'); + }); + + fetch('assets/vendors.json', { cache: 'no-store' }) + .then(function (r) { if (!r.ok) throw new Error('HTTP ' + r.status); return r.json(); }) + .then(function (json) { + data = json; + buildControls(); + var upd = data.updatedAt ? new Date(data.updatedAt) : null; + document.getElementById('mk-updated').innerHTML = + 'Снимок рынка: ' + (upd ? upd.toLocaleString('ru-RU', { day: 'numeric', month: 'long', hour: '2-digit', minute: '2-digit' }) : '—') + + ' · обновляется каждые ' + (data.refreshMinutes || 60) + ' мин на ' + + 'Daggerfall Watch'; + update(); + }) + .catch(function (err) { + listEl.innerHTML = '

Не удалось загрузить снимок рынка (' + esc(err.message) + + '). Живые данные — на dfo.spaceghosts.com.

'; + }); +})(); diff --git a/assets/search.js b/assets/search.js new file mode 100644 index 0000000000000000000000000000000000000000..3f7907a4d656aeff93075d9bda1a2fc310ae7799 --- /dev/null +++ b/assets/search.js @@ -0,0 +1 @@ +window.__DFO_INDEX__=[{"u":"ch-01.html","t":"Об этом гайде","p":"Введение и основы","h":["Как проверялась информация","Метки в тексте"],"x":"Это редакция 7 существующего DFO Guide RU. Основой служит DOCX редакции 6; приложенный PDF использован для сравнения. Сохранены 83 главы, игровые системы, подробные справочные таблицы и полезные примеры. История прежних редакций вынесена в отчёт, повторные отметки «новое» убраны. Контрольная версия исходника — 1.9632 от 18.10.2026; версия этой редакции — 0.1.11634 от 26.10.2026. Проверка разделяет реализацию в исходном коде, сообщения разработчика и сведения, унаследованные из редакции 6. При расхождении для текущей опубликованной сборки приоритет имеет её код. Это проверка фиксированного среза, а не обещание совпадения с будущими обновлениями или любой конфигурацией сервера. Основной источник: Lattymoy/daggerfall-js-source, тег app-v0.1.11634, коммит 34584a5c098840952d50eada7d34d88bc528b8aa. Проверены 148 опубликованных релизов после app-v0.1.9632, включая релизы с краткой записью «Fixes and improvements», а также изменения соответствующих модулей. Последний релиз опубликован 25.10.2026 в 22:28 UTC (26.10 05:28 во Вьетнаме). Ссылки [F…] ведут к группам проверок в главе 83 и в отдельном реестре. Реестр указывает файл кода, символ, версию и способ проверки. Проверка ключевых формул включает пересчёт примеров и запуск тестов проекта; сохранение старой таблицы само по себе не означает её полную проверку. Daggerfall Unity и UESP помогают объяснять происхождение механик. Они не заменяют проверку DFO: сетевые правила, PCAAO, RRI, Enemy Expansion и MUDEX могут менять классические числа. UDFOP и Iliac Codex использованы как дополнительные ориентиры. Устаревшие версии этих справочников и сообщения сообщества не считаются подтверждением текущего численного параметра. Оставшиеся ограничения перечислены в документе «Неподтверждённые вопросы»: в частности, советы из Discord, полный перебор сценариев биографии и крайние сочетания серверных механик. Там отделены отсутствие проверки от обнаруженного противоречия. Числа и правила этой редакции привязаны к опубликованному тегу app-v0"},{"u":"ch-02.html","t":"Что изменилось в редакции 7","p":"Введение и основы","h":[],"x":"Основные изменения после 0.1.9632 сведены ниже. Полный журнал всех 148 релизов с прямыми ссылками находится в отчёте об изменениях. Нумерация глав сохранена."},{"u":"ch-03.html","t":"Словарь: термины, названия в игре и сокращения","p":"Введение и основы","h":["Персонаж: что показано на листе","Создание персонажа","Навыки","Бой и снаряжение","Магия","Мир, деньги и гильдии","Онлайн","Сокращения и жаргон"],"x":"Гайд называет игровые понятия по-русски, а в самой игре многое написано по-английски. Названия навыков, атрибутов, классов, заклинаний, вещей и врагов — это текст самого Daggerfall. В версии 0.1.9632 его русского перевода нет, поэтому даже с русским языком в настройках эти слова остаются английскими (если не установлен сторонний пакет перевода для Daggerfall Unity). Меню и окна онлайн-систем DFO переведены. Там, где русское меню называет понятие иначе, чем гайд, это отмечено как «рус. меню». В главах английское название стоит в скобках при первом упоминании термина в главе: Уклонение (Dodging). Дальше по главе — только русское слово. Если слово в тексте непонятно, ищите его здесь; в скобках после объяснения — глава с подробностями. Все 35 навыков растут от использования (гл. 23). «Крит. удар» — сокращение от «Критический удар». Жаргон в гайде оставлен как есть: так говорят игроки. Здесь — что он значит."},{"u":"ch-04.html","t":"Что такое Daggerfall Online","p":"Введение и основы","h":[],"x":"DFO Online — свободная (MIT) реализация The Elder Scrolls II: Daggerfall, которая работает в браузере (daggerfalljs.dev) и в настольном приложении. Проект начинался как перенос Daggerfall Unity 1:1, а теперь развивается как самостоятельная игра: Daggerfall Unity остаётся образцом для данных и логики, но не целью, которую нужно повторить. Для игры нужны оригинальные данные Daggerfall (папка ARENA2) и, для онлайна, учётная запись Daggerfall Online. Настольный клиент сам находит установленный Daggerfall (Steam, GOG, настройки Daggerfall Unity)."},{"u":"ch-05.html","t":"Какие правила действуют онлайн","p":"Введение и основы","h":["Полезные настройки (Features)","Звуки моря, дорог и мира","Звук и внешний вид после 0.1.11634"],"x":"В DFO встроено много известных модов Daggerfall Unity, почти все включены по умолчанию. Офлайн их можно выключить на панели модов. Онлайн сервер задаёт всем одинаковые настройки всего, что влияет на других игроков, на баланс или на общую землю: включить, выключить или перенастроить это нельзя. Остаются вашим выбором только «косметические» и личные системы: небо, сезоны, вид оружия, третье лицо, звуки шагов, фоновые звуки, ваши инструменты собирательства (Foraging), ваши лошадь и повозка, ваша лодка и настройки вашей семьи в Project Legacy. Features — плитки модов и улучшений на главном экране и в меню паузы. Вверху есть поиск (например, «blood» или «hotbar»), кнопка All off выключает всё разом, Restore возвращает как было. Онлайн настройки, которые решает сервер, не меняются. Другие игроки на экране (Other players): 150, 300 (по умолчанию), 600 м или все. При 300 м никто, кто может достать вас выстрелом (стрела и заклинание летят 200 м), не обрезается (src/net/peer/peerRange.js, PEER_RANGE_DEFAULT). Автосохранение онлайн теперь выполняется раз в 5 минут; важные сервисные операции сохраняются сразу. Настройка показа ближайших игроков позволяет уменьшить нагрузку в толпе, при этом группа и необходимые участники боя сохраняют видимость по правилам режима. Enhanced sounds добавляет звуки моря, лошадей и окружения в улучшенном интерфейсе. [F23] Enhanced sounds в Settings → Audio работает в улучшенном интерфейсе: волны, снасти, паруса, брызги и чайки; голоса и дыхание лошади, разные копыта на траве, снегу и мелководье; прибой, птицы, волки и лягушки по региону и времени; город, кузницы и вечерние таверны. Companion Idle Volume регулирует голоса отдыхающих спутников; 0% отключает их. Морские темы продолжаются при абордаже. Колокол отбивает полчаса игрового мирового времени, а не 30 реальных минут. Источники: systems/enhancedSounds.js, soundscape/seaAir.js, seaScore.js, worldAir.js, horse/horseVoice.js. В Options → Audio → Volume появились Horse Volume и Animal Volume. Hors"},{"u":"ch-06.html","t":"Время: три часа ОНЛАЙН","p":"Введение и основы","h":[],"x":"Онлайн одновременно идут три разных «часа». Это объясняет большинство странностей с отдыхом и заданиями. Задание, требующее определённого времени суток, следует за небом: отдых не приблизит нужный час. Срок задания («десять дней») считается в сыгранном времени: один день задания — два реальных часа игры. Отдых и путешествия этот срок не тратят, а выход из игры никогда не приводит к опозданию. Задание, которое просит «подождать несколько дней», продолжается примерно через 2 минуты игры."},{"u":"ch-07.html","t":"Общий мир: что общее, что личное","p":"Введение и основы","h":["Онлайн-персонажи и «таможня» (The Realm)","Два разных таймера подземелья","Цепочки заданий и коллекции","Условия открытия цепочек","Сохранения и общие области мира","Исправления заданий и добычи"],"x":"Враги в подземельях и в мире, двери, рычаги и • Инвентарь, золото, навыки; переключатели; диалоги и состояние заданий; каждый открытый сундук, полка, шкаф — общая добыча прогресс персонажа; («если подземелье обчищено, кто-то пришёл раньше»); свой инстанс Privateer's Hold и мест ваших заданий (см. городские события, лагеря, мировые боссы; ниже); онлайн-жильё, гильдейские территории; интерфейс, большинство модов. лошади, повозки, лагеря, костры и лодки других игроков. копия. Добыча группы. В подземелье участники группы видят одну и ту же добычу в теле или контейнере, и каждый получает свой бонус. Взятая одним вещь не перезаписывает списки остальных. Инстансы. Онлайн у некоторых дверей появляется выбор: Public — общий мир или Your instance — своя копия места только для вас и вашей группы. Выбор есть у подземелья или здания, куда ведёт ваше текущее задание, у Privateer's Hold и там, где сейчас стоит участник вашей группы (строка с его именем — войти к нему). В инстансе свои сундуки и враги: убитое и взятое там не трогает общий мир, и наоборот. Инстанс закрывается, когда заканчивается задание, которое его открыло. Дома игроков и Дикая зона инстансов не имеют. Телепорты заданий, Recall и загрузка сохранения возвращают вас в ваш инстанс без вопроса (или в общий зал, если инстанс уже закрыт). Esc у двери — уйти, не входя. Новые места. В мире появляются места, построенные разработчиками: руины, святилища, лагеря. Они подгружаются в пути, по ним можно ходить, ночью они освещены, некоторые отмечены на карте мира и карте путешествий. Размер подземелий. Онлайн у каждого подземелья свой размер, одинаковый для всех: малое, среднее (два внутренних блока в кольце из шести) или большое; среднее выпадает вдвое чаще остальных. Подземелья основного сюжета и Бездны всегда большие, а подземелье вашего задания и личный инстанс — полного размера Daggerfall. Офлайн то же даёт настройка «Dungeon sizes as online», а Medium Dungeons — средний размер. Подсказки внутри: режим Info на несколько се"},{"u":"ch-08.html","t":"Управление по умолчанию","p":"Введение и основы","h":[],"x":"Клавиши переназначаются в настройках. Ниже сохранена исходная раскладка с актуальными изменениями: F3 — автобег, средняя кнопка мыши — метка группы. При конфликте с прежней настройкой используйте экран Controls. Для геймпада указаны Xbox / PlayStation. Режимы кражи, взятия, осмотра и разговора по умолчанию выбираются через колесо Left Alt; старые F1–F4 для них освобождены. F2 — панель седла, F3 — автобег, F4 — трюм корабля. Сохранённая личная раскладка может отличаться. [F23]"},{"u":"ch-09.html","t":"Расы","p":"Создание персонажа","h":["Полные формулы расовых оружейных бонусов"],"x":"Раса даёт сопротивление или иммунитет, особые способности, бонусы к отдельным видам оружия и продолжительность жизни (для режима рода «Непреходящий», гл. 17). Бретонцы и высокие эльфы оружейных бонусов не получают. Бонусы считаются от текущих атрибутов (не от уровня), все деления целочисленные. Они складываются с бонусом Экспертизы (Expertise), если она взята для того же оружия. С оружием, которого нет в таблице, раса бонуса не даёт. В материалах сообщества встречается утверждение «Редгарды получают бонус к удару и урону, равный уровню / 3». Это правило классического Daggerfall Unity. Онлайн действует PCAAO, и расовые бонусы зависят только от атрибутов: с ростом уровня они не растут, зато растут вместе с Ловкостью (AGI), Скоростью (SPD), Силой (STR) и Удачей (LCK)."},{"u":"ch-10.html","t":"Собственный класс и бросок характеристик","p":"Создание персонажа","h":["Правила конструктора","Очки сложности и скорость прокачки","Бросок атрибутов","Бросок навыков и стартовые значения","Стартовые заклинания"],"x":"Множитель стоит в формуле требуемых использований навыка. Чем больше очков сложности, тем медленнее растут навыки, а значит и уровень. В некоторых материалах сообщества написано наоборот («положительная стоимость ускоряет развитие») — это ошибка. При +22 на каждый навык нужно примерно вдвое больше практики, чем у стандартного класса. Свободный пул = случайное 6…14 очков (распределяете сами, потолок атрибута — 100) Перебрасывать можно сколько угодно. Сумма класса всегда 400, поэтому после броска и пула выходит в среднем около 450 очков, максимум 494. Опытные игроки советуют перебрасывать, пока сумма не станет 460+, и распределять пул так, чтобы ключевые атрибуты стояли на «круглых» значениях 50/60/70/80: многие бонусы меняются ступенями по 10. По умолчанию (мод Roleplay & Realism: Items) заклинания зависят от навыков, а не от класса. Игра смотрит 3 основных и 3 главных навыка. Магическая школа среди главных даёт короткий список, среди основных — длинный (оба столбца). Без магической школы среди этих шести персонаж начинает без заклинаний."},{"u":"ch-11.html","t":"Преимущества и недостатки","p":"Создание персонажа","h":["Преимущества (Advantages)","Недостатки (Disadvantages)","Ограничения выбора"],"x":"Числа ниже — изменение очков сложности. Преимущество повышает сложность (навыки растут медленнее), недостаток понижает. Описания отражают реальное действие онлайн (PCAAO и правила DFO), а не классический Daggerfall. Один и тот же эффект нельзя взять одновременно как Иммунитет, Сопротивление, Низкую терпимость или Критическую слабость. Бонус против группы врагов несовместим с Фобией той же группы. Экспертиза несовместима с запретом того же оружия. Усиленная магия, Магия тьмы и Магия света — не больше одного варианта каждого типа. Магию тьмы и Магию света одновременно взять можно (так делают «немагические» сборки). Классовая слабость применяется до проверки расового иммунитета: высокий эльф с Низкой терпимостью к параличу получает 75% сопротивления, с Критической слабостью — 50%. Запреты неиспользуемого: лучнику — щиты (4 × −1) и чужое оружие (−2 каждое), двуручнику — щиты, магу — тяжёлая броня. Запрет стали (−10) и эльфийского (−9): эти металлы быстро перестают быть нужны. Но иногда на них выпадают легендарные предметы, которые вы тогда не сможете надеть. Критическая слабость к параличу и болезням (−14 каждая): от паралича спасает самое дешёвое заклинание Free Action (около 5 магии; его можно сотворить даже парализованным), болезни лечат храмы, зелья и заклинания. Слабость к огню, холоду, шоку, магии и яду опасна — её брать не стоит. Неспособность восстанавливать магию (−14): онлайн отдых всё равно восстанавливает магию — очень выгодный недостаток. Фобии при высокой Силе воли: при WIL 90–100 штраф к урону почти нулевой (−4 очка за каждую)."},{"u":"ch-12.html","t":"Вопросы биографии","p":"Создание персонажа","h":["Что выбирать (по ценности)","Типичные ответы (классический Daggerfall)"],"x":"После создания класса игра задаёт вопросы биографии. Набор вопросов берётся у одного из 18 стандартных классов: того, у которого больше всего общих навыков с вашими 12. При равенстве выбирается класс, идущий раньше по списку. Вопросы читаются из ARENA2 и совпадают с классическим Daggerfall. Класс с упором на Скрытность (Stealth), Взлом (Lockpicking), Карманные кражи (Pickpocket), Лазание (Climbing), Уклонение (Dodging) и Бег (Running) обычно получает вопросы Вора, Взломщика или Акробата, даже если главный навык — Стрельба. Очки в основной или главный навык. Они ещё и двигают уровень. «+6 к основному навыку лучше почти всего остального» (Iliac Codex). Хороший стартовый предмет: лук, клинок, кинжал получше. Эбонитовый кинжал из вопросов начинается с 20% состояния. При 16–40% состояния клинок наносит лишь 70% урона (PCAAO), так что его силу сильно преувеличивают — сначала почините. Репутация у группы, с которой будете иметь дело: преступный мир для вора, храм для целителя, купцы для торговца. Репутация храма — небольшая (+5 у одного бога). Выбирайте храм, в который можете вступить; купцу подойдёт Зенитар. Некоторые ответы дают скрытые мелкие эффекты: сопротивление яду или болезням, усталость (Fatigue), отношение людей, сопротивление магии, шанс уклониться от удара. Они небольшие, их можно брать."},{"u":"ch-13.html","t":"Атрибуты","p":"Создание персонажа","h":[],"x":"Восемь атрибутов имеют обычный прокачиваемый предел 100; прибавка Небосвода может поднять его до 115 (гл. . Большинство боевых формул использует текущие атрибуты. Исключение, важное для здоровья: онлайн- минимум HP читает постоянную Выносливость и её прибавку Небосвода, а не временную экипировку или заклинание (гл. 24). Внутри игры усталость хранится умноженной на 64: (STR + END) × 64. При STR и END по 50 это 6 400 внутренних единиц (на шкале 100), при 100 — 12 800 (на шкале 200). «Сила: модификатор (Сила − 50)/5» и «Ловкость: (Ловкость атакующего − цели)/10» — классические формулы. Онлайн (PCAAO): Сила — /10, Ловкость — /4. «Управляющий атрибут ускоряет рост навыка» — неверно. Атрибуты не входят в формулу требуемых использований навыка (часть III). «Высокая Сила воли (или Интеллект) ускоряет прокачку магии» — неверно и в Daggerfall, и в Daggerfall Unity, и онлайн. Школа магии растёт на 1 использование за каждый эффект произнесённого заклинания (гл. 23). Сила воли даёт сопротивление магии (WIL/10 к спасброску, гл. 37), Интеллект — запас магии; быстрее навык растёт только косвенно: больше магии — больше заклинаний. «Прокачка Удачи стоит 4 очка за пункт» — это правило системы уровней в стиле Oblivion, которая онлайн недоступна. В даггерфолловской системе каждый уровень онлайн даёт ровно 5 очков, и пункт любого атрибута, включая Удачу, стоит 1 очко. Высокая Удача на старте всё равно выгодна: она улучшает добычу."},{"u":"ch-14.html","t":"Скорость реакции (Reflexes)","p":"Создание персонажа","h":[],"x":"Последний шаг создания персонажа, перед итоговым экраном, — выбор скорости реакции: Very High, High, Average, Low или Very Low. По умолчанию стоит Average. Выбор делается один раз и потом не меняется. Это не «скорость персонажа» и не атрибут. Настройка меняет три вещи: как быстро растут навыки, как часто монстры попадают когтями и сколько враги отдыхают между атаками. Навыки. При каждой проверке роста (гл. 23) ваши накопленные использования умножаются на этот процент. С очень высокой реакцией 100 действий считаются как 125, с очень низкой — как 75. То есть очень высокая реакция ускоряет рост всех навыков на четверть, а значит и уровень. Монстры. Атака монстра без оружия (когти, клыки, щупальца) состоит из одного–трёх ударов (у оборотня, медведя или тигра — три). Каждый удар сначала проходит бросок реакции из таблицы, и только потом — обычный бросок попадания. При очень высокой реакции монстры чаще попадают всеми когтями сразу, при очень низкой — реже. Враги-люди и монстры с оружием этого броска не делают. Пауза между атаками — у всех врагов ближнего боя, включая людей, и у их заклинаний касанием. Это случайное время около 1,5–3 с, плюс 0,46 с за каждую ступень реакции ниже средней (минус — за ступень выше), минус 0,05 с за каждый ваш уровень выше 10-го. Пауза не бывает меньше нуля: при очень высокой реакции с 22-го уровня самая короткая пауза становится нулевой. засчитано = использования × (1 − (реакция − 2) / 8) реакция: 0 Very High … 2 Average … 4 Very Low шанс удара монстра = 50% − 10% × (реакция − 2) пауза врага, с = (случайно 1500…3000 − 50 × (ваш уровень − 10) + 450 × (реакция − 2)) / 980, не меньше 0 Реакция — это ставка «быстрее расту, но враги опаснее». Каждая ступень вверх даёт +12,5% к росту навыков, но монстры на 10% чаще попадают каждым когтем, а все враги отдыхают между атаками почти на полсекунды меньше. Каждая ступень вниз — наоборот. Average — тот темп, под который игра сбалансирована. Новичку или магу с малым здоровьем — Average или Low: бои с мон"},{"u":"ch-15.html","t":"Принципы сборки","p":"Создание персонажа","h":[],"x":"Определите роль. Ближний бой: навык оружия, STR, AGI, SPD, END. Маг: INT и множитель магии, WIL для спасбросков (и для Бонуса против врагов (Bonus to Hit)). Лучник: AGI, SPD, Экспертиза (Expertise In) лука, лесной эльф или редгард. Главное оружие — в основные навыки (Primary): у него будет самое высокое стартовое значение, а оно двигает уровень. Онлайн попадание растёт на 1,5 очка за пункт навыка. HP класса 30 и постоянная END повышают запас здоровья. Бросок за уровень включает floor(END/10) − 5; онлайн минимум общего HP пересчитывается по текущей постоянной END за все принятые уровни. Поздняя END также полезна (гл. 24). [F04] Экспертиза (+2 очка) — один из лучших выборов онлайн: +10…+15 к попаданию и +4…+6 к урону с первого уровня, растёт с атрибутами. Бонус против врагов имеет смысл только при высокой Силе воли (от ~70). При WIL 10–30 он почти ничего не даёт, а сложность повышает. Фобии (Phobia) при WIL 90–100, наоборот, почти бесплатны. Недостатки, которые вы не почувствуете: запреты неиспользуемого оружия, брони и щитов; онлайн — Неспособность восстанавливать магию; Критическая слабость к параличу и болезням. Не берите слабость к огню, холоду, шоку, магии и яду, если не готовы постоянно умирать от заклинаний. Нижний предел сложности −12. Если недостатков много, «лишние» очки можно потратить на полезные преимущества (Иммунитет к яду, Атлетизм, Быстрое исцеление), а не на бесполезные. Удача (LCK) на старте улучшает добычу (+1% к редкости за пункт сверх 50), а позже её поднимают 5 очков за принятый уровень онлайн (4–6 офлайн). Самопрокачивающиеся навыки (Крит. удар (Critical Strike), Уклонение (Dodging), Бег (Running), Прыжки (Jumping), Лазание (Climbing), Скрытность (Stealth)) хороши во второстепенных: лучший второстепенный всегда входит в формулу уровня. Тяжело качающиеся навыки (Изменение (Alteration) и Тауматургия (Thaumaturgy) ×1–2 при дорогих эффектах, Мистицизм (Mysticism), Медицина (Medical) ×12, языки ×15) лучше ставить в конец шаблона или в прочие. Знак Н"},{"u":"ch-16.html","t":"Разбор сборок сообщества","p":"Создание персонажа","h":["А. «Воин-редгард» (Discord)","Б. «Лесной эльф: лучник-вор» (Iliac Codex, Journeys)","В. «Маг — высокий эльф» (Discord)","Г. «Неуязвимый норд» (Discord)","Д. «Боевой маг-универсал» (Discord, «Помогите создать класс»)"],"x":"Ниже — популярные сборки из Discord и Iliac Codex. Очки сложности пересчитаны по правилам игры, к каждой даны замечания с учётом онлайн-формул. Недостатки (7 слотов): Неспособность восстанавливать магию (−14), нет магии днём (−10), нет магии в темноте (−14), Крит. слабость к параличу (−14) и к болезням (−14), запрет Steel (−10), запрет щита Tower (−1) = −77. Преимущества (7 слотов): Экспертиза в основном оружии (+2), Иммунитет к яду (+10), к магии (+10), к огню (+10), Сопротивление шоку (+5), Атлетизм (+4), Прилив адреналина (+4) = +45. Здоровье за уровень: 30 HP (+22) — отдельный ползунок, слот не занимает. Вместе с ним +67. Итог −10 → ×0,40. Магии нет совсем (только предметы), зато три иммунитета и быстрый рост навыков. Это учебный пример, а не догма: проверяйте сумму на экране класса — игра не примет класс ниже −12."},{"u":"ch-17.html","t":"Project Legacy: род и наследники","p":"Создание персонажа","h":["Три режима — выбирается сразу после создания, навсегда","Сколько стоит смерть (Непреходящий)","Наследство и реликвия","Семья в мире, браки и дети","Как открыть ухаживание","Привязанность и выбор тона","Предложение и венчание","Дети и личные дни","Какая репутация достаётся наследнику","Свадьба двух игроков"],"x":"Project Legacy встроен в игру и включён по умолчанию (отключается на плитке в «Функциях», настройки — ваши собственные и онлайн). Каждый новый персонаж основывает дом: фамилия, родовое место в первом городе, где вы оказались, часто брат или сестра, за которых потом можно играть. Персонаж с именем из одного слова получает дом по месту («из Сентинела»). За каждую смерть отнимается доля продолжительности жизни расы: 4%, 6% или 10%. Это не сложность игры и не режим: проценты задаёт отдельная настройка Toll («Arkay's toll in an Enduring family») в разделе Project Legacy на плитке «Функции» (Features) — Light 4%, Standard 6% (по умолчанию), Heavy 10%. Если вы её не меняли, у вас 6%. Настройки Project Legacy личные и онлайн; там же доля реликвии (Heirloom Chance, 50%), число братьев и сестёр (до и шанс их появления (50%). Персонаж стартует в возрасте ¼ срока и становится старейшиной в ¾. Год Daggerfall — 12 месяцев по 30 дней, персонаж стареет по своим часам. Лист персонажа показывает возраст, отнятые годы и когда вы станете старейшиной. Таблица по расам — в части II (гл. 9): эльфы переживают примерно вдвое больше смертей. Наследники рождаются, а не копируются: атрибуты, навыки, класс и раса берутся от родителей, плюс доля семейного имущества (до 9 900 золотых аккредитивом). Оставшееся состояние погибшего наследник не получает. Реликвия (heirloom) — самое ценное надетое оружие или броня павшего, переименованное в честь дома. Останки лежат там, где он пал, вместе с реликвией и частью кошелька. Наследник получает задание «Кости <имя>» (в журнале, обведено на карте). На месте останки открываются как контейнер; что не взяли, остаётся. Проданные или выброшенные кости возвращаются на место гибели. Похороните останки в храме или в родовом месте — благословение предка: +3 к его лучшему навыку (максимум +9 к одному навыку). Реликвия усиливается с каждым поколением, которое приносит её домой. Взять реликвию дважды (перемоткой или сменой персонажа) нельзя. Ревенант, убивший предка, п"},{"u":"ch-18.html","t":"Первые часы после создания: чек-лист","p":"Создание персонажа","h":[],"x":"Создайте персонажа с умом: Выносливость (END) повыше (HP за уровень), основной навык оружия — среди основных навыков (Primary). Режим рода — «Без рода» (No lineage). Сначала вы будете умирать часто, а в двух других режимах смерть отнимает прогресс. В «Непреходящем» (Enduring) каждая смерть отнимает 4–10% жизни персонажа, и примерно через дюжину смертей (при стандартной цене) следующая становится последней: место занимает наследник со своими атрибутами и навыками, а состояние переходит лишь частично. В «Кровной линии» (Bloodline) смерть окончательна сразу. «Без рода» — обычная онлайн-смерть: возрождение и потеря 10% золота из кошелька, без возраста и наследников. Выбор делается один раз, сразу после создания (гл. 17). Новый онлайн-персонаж получает многоразовый Костёр (Campfire) с запасом топлива на 8 ночей. Отдых — только у костра, в кровати, у очага или жаровни (гл. 51). Купите Сумку для материалов (Materials Bag) в любом Универсальном магазине (около 500 золотых). Без неё собранное идёт в рюкзак, даже сверх веса. Сражайтесь в дверных проёмах и коридорах, чтобы к вам подходил один враг. Отступайте раненым. Чините снаряжение до поломки — у кузнеца или ремонтным набором (гл. 43). Банк защищён. Обычная смерть отнимает 10% кошелька; PvP-смерть в открытой зоне затрагивает также 10% номинала аккредитивов (гл. 74). [F26] Откройте Growth → Level и нажмите Ascend. Вступите в группу: до 8 игроков. Каждый получает полный Renown за убийство плюс 10% за каждого товарища в комнате. Выберите знак Небосвода, когда на Renown 2 придут первые звёзды: Stats → Firmament. До Renown 10 звёзды можно перекладывать бесплатно (гл. 71)."},{"u":"ch-19.html","t":"Все навыки: сводная таблица","p":"Навыки и развитие","h":[],"x":"«Множитель» — коэффициент в формуле требуемых использований (гл. 23): чем он больше, тем медленнее растёт навык. «Атрибут» — управляющий атрибут из классического Daggerfall. Он справочный и на скорость роста не влияет. Предел навыка — 100, для Мастерских навыков (Master Skills) — 200."},{"u":"ch-20.html","t":"Боевые и магические навыки","p":"Навыки и развитие","h":[],"x":""},{"u":"ch-21.html","t":"Навыки движения","p":"Навыки и развитие","h":["Лазание и паркур (Enhanced climbing)"],"x":"Онлайн всё, что тратит усталость (Fatigue) при движении, обходится на четверть дешевле (множитель 0,75). Базовые затраты в минуту: ходьба 11, лазание 22, бег 88, неудачная проверка Плавания (Swimming) 44, прыжок 11, взмах оружием 11 внутренних единиц. С онлайн-множителем — 8 / 16 / 66 / 33 / 8 / 8. Стоя на месте, усталость не тратится. Если усталость падает до нуля рядом с врагами, каждый раз теряется десятая часть здоровья и выводится предупреждение. Сразу вас это не убивает. Онлайн включено у всех (офлайн — Features → The world → Enhanced climbing). Броска кубика больше нет: лезть можно по любой стене, пока держит хват. Хват: 6 с при Лазании 0 и 30 с при 100; при нулевой усталости втрое меньше. На стене неподвижно расходуется вдвое медленнее; восстанавливается за пару секунд на земле. Индикатор Grip у полоски дыхания. Тяжёлый рюкзак (больше половины грузоподъёмности) уменьшает досягаемость до 0,3 м. Каждое движение тратит усталость как прыжок. Подтягивания и захваты тренируют Лазание, перемахивания и прыжки — Прыжки. С Roleplay & Realism с оружием в руках лезть нельзя (перемахивать можно). Выше 100 Лазание ускоряет подъём: примерно на 8% при 125, 17% при 150 и 40% при 200."},{"u":"ch-22.html","t":"Воровские и социальные навыки","p":"Навыки и развитие","h":["Одежда и отношение NPC"],"x":"Одежда меняет исходную реакцию R0 (гл. 68), но не переписывает постоянную репутацию. Суммируются вещи в пяти слотах: два плаща, одежда корпуса, ног и обувь. Класс определяется шаблоном предмета: например, Casual Pants и Plain Robes — простые, Formal Cloak и Formal Tunic — парадные, Priest/Priestess Robes — религиозные. [F35] Таблица показывает эффект одной вещи. Обычная одежда ограничена ±10 на группу; свойства экипировки, включая Royal Bearing, имеют отдельный предел ±10 поверх него. Поэтому общий групповой Dress может достигнуть ±20. Храмовая часть одежды ограничена ±10 и добавляется только храмовой фракции. Например, четыре простые вещи дают простолюдинам +10, знати −10; парадный плащ — знати +3, купцам +1, простолюдинам −1. Роба жреца — храмам +3 и учёным +1. Бонус действует, пока вещи надеты, и обновляется на магическом раунде. Строка Dress на Standing показывает текущую сводку. [F35]"},{"u":"ch-23.html","t":"Как растут навыки","p":"Навыки и развитие","h":["Формула","Когда навык растёт","Что засчитывается","Тренеры гильдий и храмов"],"x":"В Daggerfall нет очков опыта: навык растёт от использования, а уровень — от навыков. Каждое действие добавляет навыку «использования». Когда их набирается достаточно, при ближайшей проверке навык растёт на 1. Ниже собрано всё, от чего это зависит, — по коду игры и Daggerfall Unity. нужно = floor(навык × множитель навыка × множитель класса × 1,04^уровень × 2/5) + 1 засчитано = накопленные использования × (1 − (реакция − 2) / 8) рост на +1 при засчитано ≥ нужно; проверка после интервала строго больше 360 личных минут После 100 цена дополнительно ×4 / ×8 / ×16; остаток практики сохраняется и переоценивается. [F01–F02] Чтобы навык вырос на 1 пункт, нужно примерно (значение навыка × 0,4) действий. Это число умножается на сложность навыка, на сложность вашего класса и на надбавку за уровень (+4% за каждый уровень). Из ваших действий засчитывается доля по реакции: от 75% до 125%. Пример. Разрушение (Destruction) 40 у персонажа 10-го уровня со стандартным классом (×0,92) и средней реакцией: 40 × 0,4 = 16; × 1 (Разрушение) × 0,92 (класс) × 1,48 (10-й уровень) ≈ 21,8 → нужно 22 использования. Одно использование Разрушения — один эффект Разрушения в произнесённом заклинании. Таблица рассчитана при множителе класса 1 и средней реакции. Для иного навыка подставляйте его множитель внутрь формулы до floor и +1: простое умножение уже округлённого числа даёт ошибку. Уклонение ×4, Прыжки ×5, Крит. удар ×8, Медицина ×12, языки ×15, Бег ×50. Все 35 множителей в гл. 19 сверены с массивом SKILL_ADVANCEMENT_MULTIPLIER. [F01] Использования копятся, а проверяются только когда вы заканчиваете отдых или ожидание (Loiter) или прибываете из путешествия по карте — и только если с прошлой проверки прошло больше 6 часов личного времени. Онлайн полная ночь возможна раз в 10 минут игры, а ожидание — в любой момент (гл. 51). За одну проверку каждый навык растёт не больше чем на 1. Ниже 100 остаток после роста обнуляется; выше 100 он сохраняется с пересчётом цены. Поэтому совет «вся лишняя практика вс"},{"u":"ch-24.html","t":"Уровень персонажа","p":"Навыки и развитие","h":["Награды за уровень","Проверка сервера («судья»): доверенный уровень и бюджет золота ОНЛАЙН","Бюджет золота — пока только измерение","Онлайн-минимум здоровья и поздняя Выносливость","Остаться на первом уровне: что это действительно меняет","Замена классового навыка"],"x":"Онлайн все персонажи растут по-даггерфолловски: уровень определяется суммой навыков класса. (= Σ основных + Σ главных − худший главный + лучший второстепенный) Уровень = floor((S_текущая − S_начальная + 28) / 15) Первый уровень приходит уже после +2 к учитываемой сумме, дальше — каждые 15 пунктов. Навыки в формуле выбираются динамически. Если второстепенный навык обогнал другой, в сумму идёт он. Если главный навык обогнал, он вытесняет худший главный. Уровень применяется кнопкой Ascend на странице Growth → Level. Само открытие окна, просмотр награды или его закрытие не повышают фактический уровень. Подготовленный пул очков сохраняется: закрывать окно ради нового броска бесполезно. [F03] Ставьте в основные навыки то, чем пользуетесь каждую минуту: мечник — клинок, заклинатель — школу магии, вор — Скрытность (Stealth) и Взлом (Lockpicking). Игра берёт шесть ваших «уровневых» навыков: три основных, два лучших главных и один лучший второстепенный. Каждые 15 пунктов, которые они вместе прибавили с момента создания персонажа, дают новый уровень. Первый новый уровень приходит уже после 2 пунктов. Прочие (Miscellaneous) навыки на уровень не влияют. Пример. Основные навыки выросли на 5, 4 и 3, лучшие главные — на 2 и 1, лучший второстепенный — на 0: прибавка 15 → (15 + 28) / 15 = 2,87 → уровень 2. Онлайн каждый принятый уровень даёт ровно 5 очков атрибутов. Пункт любого атрибута, включая Удачу, стоит 1 очко. Офлайн сохраняется случайный пул 4–6. [F03] Базовый прирост HP = max(1, целый бросок [trunc(h/2); h] + floor(END/10) − 5), h — HP класса. Бонус END прибавляется после броска; затем учитывается онлайн-минимум общего HP. [F04] Базовый бросок здоровья за уровень сохраняется, но онлайн действует дополнительный минимальный итог HP, рассчитанный по текущей постоянной END. Позднее повышение END поэтому увеличивает этот минимум за уже принятые уровни. Случайно набранное здоровье выше минимума не отнимается; текущее HP автоматически не лечится. Точная формула и пример ниже. [F04]"},{"u":"ch-25.html","t":"Мастерские навыки: рост до 200 ОНЛАЙН","p":"Навыки и развитие","h":["Какие враги учат навык выше 100","Школы магии выше 100","Зачёт тренировки после 100: порог и остаток"],"x":"Мастерские навыки (Master Skills) онлайн включены всегда: каждый навык может дойти до 100, но дальше идут только освоенные. Каждый враг имеет «уровень вызова» 5 × уровень + 30: уровень 10 → 80, уровень 21 → 135. Отношение r = вызов / навык определяет вес использования: Боевые навыки (оружие, Удар в спину (Backstabbing), Уклонение (Dodging), Крит. удар (Critical Strike)) выше 100 растут, только если вы обменялись ударами с таким врагом за последние 6 секунд. Магические школы выше 100 всегда получают минимум 25% веса, а заклинание, попавшее во врага (или вражеское — в вас), учит как удар оружием. Движение и прочее — полный вес, но только реальное движение. Каждый шаг бега выше 100 засчитывается. Есть защита от «спама»: если быстро и много повторять одно действие (больше ~40 боевых, 10 магических или 6 прочих использований за минуту), каждое следующее весит меньше. Порог строгий: при навыке 160 враг 18-го уровня даёт вызов 120, то есть ровно ¾ навыка, и нулевой зачёт. Положительный зачёт начинается с уровня 19 (вызов 125). В общем случае минимальный целый уровень врага: floor((0,75 × навык − 30) / 5) + 1. [F02] Онлайн каждая освоенная школа выше 100 усиливает собственные заклинания на 1% за эффективный пункт, до +40% при 200: Разрушение (Destruction) — урон «Урон здоровью» и • Иллюзия (Illusion) — невидимость, хамелеон и тень длятся Восстановление (Restoration) — заклинания лечения лечат • Тауматургия (Thaumaturgy) — Spell Reflection и Spell Изменение (Alteration) — Shield выдерживает больше. • Мистицизм (Mysticism) — Silence, Dispel и Soul Trap срабатывают чаще. Освоение двух школ открывает магическую специализацию (часть V, гл. 39). Предметы, повышающие школу, попрежнему снижают цену заклинаний, но дополнительная сила зависит только от самого уровня мастерства. q — вес практики, а не шанс попадания. При навыке 160 и уровне врага 19: r = 125/160 = 0,78125; q = 0,015625, всего 1,5625% обычного зачёта. При уровне 26 вызов 160 и q = 1. После 100 лишняя практика сохраняет"},{"u":"ch-26.html","t":"Атака и шанс попадания","p":"Бой","h":["Куда попадает удар","Направление удара"],"x":"Достаньте оружие (Z), зажмите правую кнопку мыши и ведите мышь в направлении удара: влево или вправо — рубящий (slash), вниз — сверху вниз (chop), вверх — колющий (thrust). Лук стреляет той же кнопкой. Онлайн по умолчанию работает PCAAO. Шанс попадания складывается так: Длинный клинок 50 (+75), стальной меч (+2), горизонтальный удар (0), без экспертизы, против бандита 10-го уровня (человек: 60 − 50 = +10, Уклонение 80 → −40), атрибуты равны: 75 + 2 + 10 − 40 = 47%. С эбонитовым мечом (+10) — 55%, с Экспертизой (Expertise In) длинного клинка (≈+10) — около 65%. Онлайн надетая броня не снижает шанс попадания по вам — она уменьшает урон попавшего удара (гл. 28). Шанс попасть по вам снижают только чары брони, аффикс «броня» на предметах редкости Magic/Rare/Legendary и бонусы комплектов: они вычитаются из «брони» той части тела, которую закрывают."},{"u":"ch-27.html","t":"Урон","p":"Бой","h":["Порядок расчёта","Базовый урон оружия","Материалы оружия и брони","Требования к материалу: «мягкое» правило","Почему серебро «не берёт» вампира","Состояние оружия"],"x":"Бросок базового урона оружия (таблица ниже) или рукопашного боя. Направление удара, Экспертиза (Expertise In), раса. Сила: floor((STR − 50)/10), для двуручного оружия (кроме луков) ×2. Материал оружия (от −1 у железа до +6 у даэдрического). Бонус против группы врагов / штраф Фобии (Phobia). Состояние оружия (множитель износа). Крит: × (1 + floor(CS/5) × 0,05). «Мягкий» штраф за недостаточный материал. Удар в спину (Backstabbing): ×3 с шансом, равным навыку. Блок щитом, затем снижение бронёй поражённой части или естественное сопротивление. Онлайн действует баланс оружия из Roleplay & Realism: Items: диапазоны отличаются от классических. более слабым металлом не отменяется, а теряет 20% урона за каждую недостающую ступень, максимум −90%. Если остаётся 45% урона или меньше (не хватает трёх ступеней и больше), игра пишет «This Weapon Is Not Very Effective Against This Creature». Ступени идут по индексу материала: железо 0, сталь 1, серебро 2, эльфийский 3, двемерский 4, мифрил 5, адамантин 6, эбонит 7, орочий 8, даэдрический 9. Рукопашный бой требований не имеет. Серебряное оружие наносит двойной урон оборотням, вепрям-оборотням, вампирам, призракам, духам и мумиям. По Скелетувоину любое оружие бьёт вполовину, кроме серебряного — оно бьёт в полную силу. Игроки пишут, что серебряный вакидзаси не ранит «последователя вампира», а игра пишет о защите. Проверено по коду (combat/pcaao.js, SILVER_DOUBLED_CAREERS = [9, 18, 23, 28, 19, 14]): серебро удваивает урон только по этим шести видам монстров, и только если металл оружия — именно серебро (не эльфийский и не выше). Иммунитета к серебру ни у кого нет. Возможные причины: Древний вампир (Vampire Ancient) — не в списке. Ему нужен мифрил: серебро на три ступени ниже, удар теряет 60% урона, и игра пишет «This Weapon Is Not Very Effective Against This Creature» — вероятно, это и есть «защита». Люди-последователи вампиров (культисты, враги-классы в логовах вампиров) и чемпионы с чертой Vampiric («половина нанесённого вам урона леч"},{"u":"ch-28.html","t":"Броня, щиты и естественное сопротивление","p":"Бой","h":["Естественное сопротивление урону","Щиты"],"x":"Броня срабатывает после попадания: предмет на поражённой части тела снижает урон. Сколько урона пройдёт, зависит от tier брони и типа удара (режущий/колющий, дробящий, кулак): урон_после_брони = RoundEven(урон × (min(base × множитель_состояния, cap) − естеств.сопротивление)) tier брони = floor(значение брони / 2); без брони на части тела: урон × (1 − естеств.сопротивление) Без брони на поражённой части тела урон проходит целиком — вычитается только естественное сопротивление (прежде здесь ошибочно стояло «как tier 1»). Кожа (tier 1) пропускает 88% режущего и 72% дробящего урона. В ячейках — доля урона, которая проходит, а не процент поглощения. Пример: 100 режущего урона по исправной стальной кирасе → min(0,78 × 1,0; 0,88) = 0,78 → проходит 78. При состоянии 0–5%: min(0,78 × 1,5; 0,88) = 0,88 → 88. Эбонит пропускает 50%, даэдрический — 34%. naturalResistance = (END − 50) × 0,002 + (STR − 50) × 0,001 + (WIL − 50) × 0,001 Вычитается из множителя брони; без брони урон умножается на (1 − naturalResistance). END 70, STR 60, WIL 80 → 0,04 + 0,01 + 0,03 = 0,08: удар на 100 превращается в 92. Ограничение ±0,2 в коде вычисляется, но не применяется, так что при крайних атрибутах значение может выйти за этот диапазон. Щит может полностью принять удар. Сначала определяется, попал ли удар в сильную зону щита (части тела, которые он закрывает) или в слабую: Сильная зона: RoundEven(база + 0,3·ΔAGI + 0,3·ΔSPD + 0,3·ΔSTR + 0,2·ΔEND + 0,1·ΔWIL + 0,1·ΔLCK) Слабая зона: коэффициенты 0,3 / 0,2 / 0,2 / 0,1 / 0,1 / 0,1 (ΔX = X − 50 у владельца щита) Круглый щит при AGI 70, SPD 60 и остальных 50 в сильной зоне: 35 + 6 + 3 = 44%. Если блок сработал, игра сравнивает среднее снижение щита со снижением брони под ним и берёт лучшее. Щит помогает, только если он не хуже брони, которую закрывает."},{"u":"ch-29.html","t":"Экспертиза, бонусы против врагов, адреналин и крит","p":"Бой","h":["Экспертиза (Expertise In)","Бонус против врагов и Фобия","Критический удар","Прилив адреналина"],"x":"Онлайн бонус зависит от атрибутов, а не от уровня. Все деления целочисленные. Работает, только если Экспертиза взята для этого оружия. Пример (Iliac Codex): STR 45, AGI 75, SPD 65, LCK 35 — лучник с Экспертизой получает +13 к попаданию и +5 к урону. Если он лесной эльф, раса добавляет ещё +10 и +4. «Экспертиза даёт к попаданию ваш уровень, а к урону уровень/3» — правило классического Daggerfall Unity. Онлайн (PCAAO) Экспертиза сильна сразу на 1-м уровне и растёт вместе с атрибутами. Бонус: случайное 0 … max(10 + willTerm − trunc(ур.цели/2), 0) − 1 → прибавляется к УРОНУ Фобия: штраф = max(trunc(ур.цели/2) − willTerm, 0) → вычитается из урона WIL 60 (поправка Силы воли (WIL) willTerm = 2) против цели 10-го уровня: бонус 0…6, штраф Фобии (Phobia) 3. WIL 10 (willTerm −8) против 20-го уровня: бонус 0 — преимущество бесполезно. WIL 100 (willTerm 10) против 20-го уровня: бонус 0…9, штраф Фобии 0. Игрок-цель (PvP) — гуманоид. «Bonus to Hit даёт точность, равную уровню персонажа» — неверно для онлайна. Это бонус к урону, зависящий от Силы воли, и с ростом уровня целей он уменьшается. «Критический удар не даёт урона, только шанс бонуса к попаданию» — так было в классике. Онлайн модуль критов PCAAO включён: крит умножает урон. При здоровье ниже 1/6 максимума: +8 к попаданию (с чарами «улучшение талантов» +12), а те, кто бьёт вас, получают −8 (−12). Классические значения (ниже 1/8, +5/+8) онлайн не действуют."},{"u":"ch-30.html","t":"Оружие ближнего боя, скорость и вес","p":"Бой","h":["Скорость замаха","Два оружия и обе руки","Как пересчитать время замаха"],"x":"Скорость замаха зависит от вашей Скорости, веса оружия и Силы (STR) — таблица ниже. Сила удваивается для двуручного оружия (кроме луков). Двуручник с STR 80 получает +6 урона вместо +3. Дробящее (Blunt Weapon) прочнее всего и при износе теряет меньше урона. Перегруз (Roleplay & Realism): пока груз меньше ¾ предела, штрафов нет. Сверх ¾ Скорость снижается на удвоенную долю перегруза: на 100% предела — на 50%, на 120% — на 90% (дальше не растёт), но не ниже 2; при этом тратится усталость (Fatigue). Золото тоже весит, и банк откажет в снятии, которое вас перегрузит. Износ: все типы оружия изнашиваются из общего запаса 1 600 очков прочности × множитель материала (×1 железо … ×8 даэдрический). Кинжал не хрупче боевого молота из того же металла. Замах — это 5 кадров анимации, и удар засчитывается на 2-м кадре (через 40% времени замаха). Время зависит от трёх вещей: Темп зависит от рабочей SPD: tempo = 1 + 0,008 × (50 − SPDраб), где SPDраб ограничена 0…100. Это линейное уменьшение времени, а не одинаковый процент прироста DPS на каждом шаге. При одинаковой рабочей SPD 100 атаки в 1 / 0,6 ≈ 1,67 раза чаще, чем при 50. [F06] Вес оружия против Силы (баланс оружия Roleplay & Realism: Items, онлайн включён всегда): чем тяжелее оружие и слабее руки, тем сильнее падает ваша «рабочая» Скорость. Сила 100 вдвое облегчает оружие, Сила 0 — утяжеляет в полтора раза. Материал оружия на скорость не влияет: считается вес самого типа оружия. Обработка оружия: все короткие клинки и кулаки ×0,9; длинные клинки ×1; посох ×0,97; булава ×1,03; цепы и топоры ×1,05; боевой молот ×1,06. Двуручное оружие дополнительно ×1,06. Вес берётся у шаблона оружия, до материала. [F06] Быстрее 0,45 с и медленнее 2 с замах не бывает. Лук стреляет по своим правилам (гл. 33). * DPS здесь — (середина базового диапазона урона + бонус Силы) / время пятикадрового замаха. У двуручного оружия бонус Силы удвоен. Не учтены промахи, броня, материал, износ, крит, серии двух рук и приёмы; это сопоставление основы оружия, а "},{"u":"ch-31.html","t":"Оружейные приёмы","p":"Бой","h":[],"x":"Оружие редкости Magic, Rare и Legendary может выпасть с приёмом — особой атакой на отдельной клавише (по умолчанию боковая кнопка мыши «назад», переназначается в «Управление → Бой»). У безоружных бойцов приёмы находятся на наручах (Gauntlets). На телефоне есть кнопка «Приём», на геймпаде её можно назначить на крестовину. Щит и кулаки: щит в левой руке не мешает бить кулаком — при пустой правой руке вы бьёте правым кулаком, и приёмы для безоружных работают. Второй удар Gauntlets of the Rose (Open Hand) и эхо Many Endings показывают свою цифру урона. Урон — доля обычного удара этим оружием. Навык, металл, броня и крит учитываются как обычно, а промах остаётся промахом. Строка +N% на предмете усиливает множитель: Magic +5…15%, Rare +15…30%, Legendary +30…50%. Например, +23% при базе 140% дают 172%. Как использовать: удерживайте клавишу, чтобы прицелиться. Синий маркер на земле показывает, куда упадёт залп или где закончится прыжок; красный — цель вне досягаемости. Отпустите — приём сработает. Быстрое нажатие бьёт туда, куда вы смотрите. При низком потолке прыжок становится пологим; если места нет, игра пишет «Нет места для прыжка». Ограничения: не работают в дуэлях и боях между игроками, никогда не задевают игроков, союзников и мирных существ. Без системы редкости добычи приёмы не выпадают. Неопознанный предмет называет приём «Ваш приём», пока вы его не опознаете. Окно «Перековка» показывает, что делает приём, до перековки."},{"u":"ch-32.html","t":"Боевые специализации ОНЛАЙН","p":"Бой","h":["Оружейные навыки выше 100 ОНЛАЙН"],"x":"Освоив два оружейных навыка мастерскими, можно выбрать одну из 15 боевых специализаций — по одной на каждую пару шести оружейных навыков. Мастерство выбирается уже на сыром значении 100; поднимать навык до 101 для открытия пути не требуется. Магическую и боевую специализации можно держать одновременно. Выбор специализации можно сбросить за 200 000 золотых, отдельно для каждого типа; выбранные мастерские навыки при этом не меняются. [F05] Раньше навык оружия выше 100 давал только попадание, а оно и так упиралось в 97%. С 0.0.219 каждое эффективное очко сверх 100 (до 40 при навыке 200) даёт своё: Топор получает усиление по фактической доле HP цели ниже 50%, дробящее — при 50% и выше. Это распространяется и на серверных боссов: прежнее специальное правило «по +1% вместо +2% за очко» исправлено. Мастерский бонус не действует против игроков. [F08] Поднимите два оружейных навыка мастерскими выше 100 — и выбирайте путь по своему стилю: Juggernaut и Vanguard для тех, кто держит удар, Assassin и Cutthroat для скрытного первого удара, Berserker и Bloodletter для лечения убийствами, Ranger, Crusader и Strider — для лучников. Каждый путь — это постоянная прибавка плюс сильный удар на клавишу приёма раз в 10–16 секунд."},{"u":"ch-33.html","t":"Стрельба из лука","p":"Бой","h":["Что влияет на каждую стрелу","Стрелы","Тактика лучника","Огнестрельное оружие и боеприпасы","Покупка стрел"],"x":"Натяните тетиву и отпустите (правая кнопка мыши). Каждый выстрел тратит одну стрелу. По умолчанию действует продвинутая стрельба (Roleplay & Realism): время натяжения меняет и попадание, и урон. Покупка: у оружейников на прилавке всегда 50–100 стрел, в General Stores — постоянно пополняемый полный колчан, в ломбардах — 7–14, в дорогих лавках больше. Перед подземельем берите минимум 50. Сделайте сами: прутья, сосновые ветки или вязанки хвороста из инвентаря (режим «использовать») оперяются в 2, 4 и 10 стрел соответственно — онлайн и офлайн. Стрелы также делают плотники (часть X), перья гарпии идут на стрелы. Подбирайте: стрела, не попавшая в цель, остаётся в стене, полу, дереве или земле (надпись «Стрела», забирается одним нажатием). На одном месте лежит до 40 стрел, при выходе из локации они исчезают. Стрела, попавшая во врага, в половине случаев остаётся в теле, и её можно забрать (она не входит в лимит трёх предметов с обычного врага). Зачарованные стрелы исчезают. На арене стрелы возвращают служители. В Дикой зоне стрелы — «боеприпасы» и при смерти не выпадают. Первый выстрел — из укрытия и в приседе, чтобы остаться незамеченным. Стреляйте вдоль коридоров: враг, идущий прямо на вас, — лёгкая мишень. Держите наготове короткий клинок на случай, если враги дойдут. Если стрелы кончились, переключайтесь на клинок, а не отступайте. Лучнику не нужен щит, поэтому запрет щитов — бесплатная скидка для класса. Обычная мировая добыча оружия и старый источник The Last Lock больше не применяются. Ранее полученные экземпляры остаются. Клинок с пистолетом допускаются вместе, но перезарядка пистолета занимает вдвое больше времени. Одна свободная рука позволяет готовить заклинание, сохраняя одноручное оружие. Стрельба пары имеет отдельный цикл каждой руки. Рейд Mzunthar — гл. 72. [F25] Dwemer Pellets находятся и при выключенной Loot rarity. Оружие выдаётся только долей Ketch. Новая анимация Thunderlock даёт цикл выстрела около 2,20 с вместо 2,13 с; это примерно на 3% медленнее. Pi"},{"u":"ch-34.html","t":"Тактика выживания","p":"Бой","h":["Умные враги (Enhanced AI)","Особые удары с замахом"],"x":"Сражайтесь в дверных проёмах и коридорах, чтобы до вас одновременно добирался один враг. Отступайте раненым. Держитесь рядом с дверью или кроватью, чтобы было куда отойти. Отдыхайте у костра или в кровати (часть VIII). В подземельях есть кровати, жаровни и огни. Чините броню до поломки. Предмет с нулевым состоянием перестаёт работать, пока его не починят. Против монстров «с требованием металла» берите подходящее оружие или кулаки, против нежити и оборотней — серебро. Если усталость (Fatigue) кончается рядом с врагами, каждый раз теряется 10% здоровья. Отойдите и восстановитесь. Онлайн враги, которых атакуют несколько игроков, становятся сильнее (часть XI, «Масштаб группы»). Онлайн Enhanced AI включён у всех, офлайн он тоже включён по умолчанию (Features). Выключенный — враги ведут себя как в классическом Daggerfall. Враги 10-го уровня и выше и элиты (чемпионы и ревенанты — на любом уровне) иногда делают особый удар. Его фигура загорается на земле, тело врага блестит в начале замаха и перед самым ударом, перед ударом слышен звук. Выйдите из фигуры — промах. Одновременно замахивается только один враг рядом с вами; перерыв у одного врага 8–15 секунд (у чемпиона 7–13, у элиты 6–11). Маги, духи, мелкие и летающие враги так не бьют. Равновесие (poise). Удары по врагу во время замаха заполняют шкалу под его полоской здоровья. Быстрее заполняют дробящее оружие (×1,5), топоры (×1,25), двуручное (ещё ×1,15), удары в спину (×1,5) и по слабости ревенанта (×2); медленнее — короткие клинки (×0,7), кулаки (×0,6), стрелы (×0,5). Шкала заполнена — замах сорван, враг оглушён на 0,8–1,4 секунды (тяжёлые меньше) и получает на 25% больше урона. У элит, чемпионов и ревенантов шкала больше. Железные удары (красные, со штриховкой: удар оземь и кольцо тяжёлых врагов, каждый третий удар элиты, фирменный удар ревенанта) сорвать нельзя — только уйти. Промах наказуем. Удар, никого не задевший, оставляет врага открытым примерно на секунду: он получает на 30% больше, и ваш первый удар его оглушае"},{"u":"ch-35.html","t":"Запас магии и цена заклинаний","p":"Магия","h":["Цена заклинания"],"x":"Восстановление: магия восстанавливается отдыхом — max(floor(MP max / 8), 1) за час, полная ночь у костра или в кровати восстанавливает всё. Онлайн это работает даже с недостатком «Неспособность восстанавливать магию». Есть зелья восстановления силы (Restore Power), а специализации Некромант и Связующий души возвращают магию за убийства. Магия света и тьмы: в «неподходящих» условиях максимум магии снижается на 33% или до нуля (часть II, гл. 11). Эффект с компонентной ценой 100 золотых стоит около 27 MP при навыке 0, 15 MP при 50 и 2 MP при 100 — до множителя цели и минимума в 5 MP. Рост школы удешевляет её заклинания. Цена, записанная в заклинании, — не то, что вы платите: на Iliac Codex есть калькулятор цены для ваших навыков. Предметы, повышающие школу, тоже снижают цену. Backspace — книга заклинаний (сотворить), Q — подготовить последнее заклинание, ' (апостроф) — сбросить подготовленное, U — использовать магический предмет."},{"u":"ch-36.html","t":"Создание собственных заклинаний","p":"Магия","h":["Как пользоваться Создателем заклинаний","Сколько стоит","Identify с действующей скидкой"],"x":"Гильдия магов делает заклинания на заказ: до 3 эффектов, цель и стихия. Так же работает «Создатель заклинаний» (Spell Maker). Каждому эффекту задаются Длительность (Duration), Шанс (Chance, только у некоторых эффектов) и Сила (Magnitude). Серые поля эффект не использует. Окно показывает цену в золоте, цену в MP при ваших навыках и силу эффекта на каждом уровне заклинателя. Эффекты «только на себя» и «только на других» в одном заклинании не сочетаются. Base — добавляется один раз; Plus — добавляется за каждые Per Level уровней Base и Plus: чем больше, тем сильнее (и дороже); Per Level: чем МЕНЬШЕ, тем сильнее Base и Plus задаются диапазоном «мин–макс»: при каждом применении игра бросает число внутри (1–2 → 1 или 2; 5 –5 → всегда 5). золото настройки = постоянная часть + A × Base + B × floor(Plus / Per Level) (у силы Base и Plus — середина диапазона, например 10–15 → 12) золото эффекта = сумма его настроек (длительность + шанс + сила) золото заклинания = Σ эффектов × множитель цели множитель цели: на себя и касанием ×1; одна цель вдали ×1,5; область вокруг себя ×2; область вдали ×2,5 магия = Σ floor(золото эффекта × (110 − навык школы) / 400) × множитель цели, не меньше 5 A, B и постоянная часть — свои у каждого эффекта: у урона здоровью (Damage Health) сила стоит 20 за Base и 28 за Plus, у лечения (Heal Health) — тоже 20 и 28, у левитации длительность — 60 и 100. Онлайн цену в золоте меняет и отделение гильдии: в слабеющем (Failing) на четверть дороже, в процветающем (Thriving, Ascendant) на 10% дешевле. Навык выше 100 онлайн продолжает удешевлять заклинание: цена при 100 × 100 / навык. Цена растёт с каждой настройкой: чем больше Base и Plus и чем меньше Per Level, тем дороже заклинание и в золоте, и в магии. Дальность и площадь умножают всё. Магия зависит от навыка школы: при навыке 40 заклинание стоит примерно 17% своей золотой цены, при 80 — 7,5%, при 100 — 2,5%. Поэтому выгодно создавать «слабые» дешёвые версии, а по мере роста навыка пересоздавать их сильнее. Д"},{"u":"ch-37.html","t":"Сопротивления и спасброски","p":"Магия","h":["Частичное сопротивление","Как заклинание попадает в цель","Геометрия и серверные боссы"],"x":"Базовый спасбросок — 50%. Класс и раса меняют его в процентных пунктах, затем Сила воли добавляет floor(WIL/10). Обычный итог ограничен 5–95%, а полный иммунитет даёт 100% и сразу снимает эффект. Каналы раздельные: Magic, Fire, Frost, Shock, Poison, Disease, Paralysis. Сопротивление магии само по себе не защищает от яда, болезней и паралича. При шансе спасброска S: бросок 1…S−20 полностью гасит масштабируемый эффект, броски в последних 20 пунктах до S дают частичный результат с шагом 5%, бросок выше S пропускает эффект целиком. Например, при S = 55: 1–35 → 0%, 36–54 → 5–95%, 55–100 → 100%. Некоторые эффекты проверяются бинарно (всё или ничего). Сопротивление (класс) повышает шанс спасброска. Иммунитет делает эффект неэффективным полностью. Слабость снижает шанс. Заклинание Elemental Resistance — отдельный процентный бросок: при успехе эффект гасится целиком. Несколько источников этого эффекта складывают шанс. Поглощение заклинаний (Spell Absorption) — отдельная способность, а не шанс спасброска. Броска на попадание у заклинаний нет: навык школы, Удача, броня и уклонение цели не решают, «попал» ли вы. Решают две вещи: долетело ли заклинание (геометрия) и прошло ли оно защиту цели (цепочка проверок ниже). Сам каст у игрока не проваливается. Цепочка проверок цели — для каждого эффекта заклинания отдельно, если заклинатель не сама цель: Иммунитет к параличу — эффект паралича молча отбрасывается. Поглощение (Spell Absorption, гл. 38) — эффект исчезает целиком, цель получает часть магии. Отражение (Spell Reflection) — с шансом эффекта всё заклинание летит обратно в заклинателя, и у того своя цепочка. Отражается только один раз (два отражающих не перекидываются) и только по первому эффекту: остальные эффекты всё равно ложатся на цель. Сопротивление заклинаниям (Spell Resistance) — с шансом эффекта он просто не срабатывает. Elemental Resistance к стихии заклинания — отдельный бросок, при успехе эффект гасится целиком. Спасбросок (выше) по стихии заклинания: урон и длительн"},{"u":"ch-38.html","t":"Поглощение заклинаний","p":"Магия","h":[],"x":""},{"u":"ch-39.html","t":"Магические специализации","p":"Магия","h":[],"x":"Две освоенные школы открывают одну из 15 магических специализаций. Мастерство можно принять при сыром навыке 100. Сброс магического пути стоит 200 000 золотых; боевой сбрасывается отдельно за столько же. Сам выбор мастерских навыков остаётся прежним. Интерфейс предлагает сброс, когда есть другой доступный путь. Фирменное заклинание остаётся в книге, но особые свойства прежней специализации перестают работать. [F05] У каждой специализации есть пассивная способность и фирменное заклинание. Гильдия магов продаёт его только своим специалистам, и в их руках оно даёт дополнительный эффект. Цена и обучение считаются по двум школам специализации (например, «Вытягивание жизни» у Некроманта стоит по Восстановлению (Restoration), а не по Разрушению (Destruction)). Специализации не работают в дуэлях, на арене и против игроков. Цепная молния и Копьё разлома не перескакивают на союзников, усмирённых врагов и сквозь стены. Раунд — одна игровая минута (онлайн около 5 секунд). «+ 2–3 за уровень» — Plus × уровень персонажа (гл. 36): на 10-м уровне Aegis Bolt бьёт на 10–18 + 10 × (2–3) = 30–48 до сопротивлений. Уточнения из кода: у Элементалиста заклинание по площади, задевшее хоть пять врагов, даёт один заряд Conflux; у Провидца предвиденный удар не тратит заряд вашего комплекта; Светоносец считает нежитью и даэдра только монстров — враг-человек к ним не относится. В переводе сообщества у Разрушителя чар написано «ваши атакующие заклинания игнорируют спасброски». На деле спасброски лишь становятся на 10 пунктов ниже. Числа в таблице взяты из кода игры."},{"u":"ch-40.html","t":"Редкость предметов","p":"Снаряжение и предметы","h":["Золотое оружие (Gilded)","Шансы","Как охотиться за конкретной легендаркой","Проклятые вещи","Одежда с силой","Добыча и Renown","Мастерская перековки (Reforge) и осколки Welkynd","Редкость по уровню и Imbue с 0.1.11347"],"x":"Над добычей Daggerfall надстроена «лестница редкости» в духе Diablo. Онлайн она включена принудительно. Текущих Gilded-шаблонов пять. Старые версии Hourlock-ружья и Sovereign-пистолета у владельцев сохраняются как исторические варианты, но новые выпадения используют нынешние формы. Gilded отличается багряной меткой и золотой короной; это отдельный источник, а не обычное повышение Rare до Legendary. [F12] [F25] Tier источника: у трупа — уровень врага; даэдра и любой враг 18+ уровня считаются боссами. У кучи сокровищ — tier подземелья, от 3 (кладбище) до 18 (логово дракона, вулканические пещеры); у тайников таверн и гильдий — 4. Множители источника: труп ×1, куча сокровищ ×1,3, босс ×2,5. Удача (LCK): +1% за каждый пункт сверх 50 (при LCK 0 — вдвое реже, при LCK 100 — в 1,5 раза чаще). Обычные враги (без титула и не боссы) используют нижнюю лестницу и несут максимум 3 предмета, включая золото (5 в элитном подземелье). Онлайн нижняя лестница и то, сколько вещей вообще выпадает, зависят от Renown (таблица ниже). Титулованные враги и боссы идут по полной лестнице. Дикая зона удваивает добычу. Засуха (защита от невезения): каждая вещь (оружие, броня, украшения) ниже Legendary добавляет 1 к счётчику, Legendary его сбрасывает. Каждые 25 вещей шанс Legendary растёт ещё на ×0,2, до тройного после 250. Foxglove — легендарное украшение с силой Fortune's Favour: пока оно надето, шанс Legendary ×1,5. Множители засухи и Foxglove перемножаются. Rare никогда не вероятнее Magic, Legendary — не вероятнее Rare. Легендарки не лежат в списках добычи монстров: сначала выпадает вещь, и если она «выкатила» Legendary, игра подбирает подходящую именную запись. Каждая именная вещь принадлежит «семейству» источников (нежить, даэдра, драконы, звери, орки и великаны, заклинатели, разбойники и воины) и выбирается из своего семейства в 5 раз чаще. В шахтах семейства нет. «Где найти» для каждой легендарки показывает Farm finder на Iliac Codex. Каждая 12-я Rare или Legendary вещь с трупа или из кучи "},{"u":"ch-41.html","t":"Сигилы и комплекты (Sigils, Sigil Sets) ОНЛАЙН","p":"Снаряжение и предметы","h":["Сигил на оружии","Комплекты","Торговка сигилами (Sigil Broker) и камни сигилов","Новые комплекты Aetheric"],"x":"Сигил — метка на оружии или доспехе, добытых онлайн. Он растёт вместе с вами и даёт прибавку к урону или бонус комплекта. Сигилы работают только онлайн: офлайн, в дуэлях и против игроков они «спят». Всё ниже взято из кода (src/systems/sigil/sigil.js, sigilSets.js, sigilBroker.js). Броня, щит и оружие с сигилом комплекта собираются в набор: 2, 4 и 6 предметов одного комплекта (7 частей тела, щит и одно оружие) открывают три ступени бонуса. Сила бонуса растёт от стадии Faint до Ascendant по наименее выросшему предмету и не выше, чем позволяет Renown. В таблице: значение на Faint → на Ascendant. Камни сигилов (Sigil Stones): по одному за каждые закрытые Врата Обливиона. Камни складываются в стопку и привязаны к персонажу: их нельзя продать, передать, выбросить или положить в чужой сундук. Заблокированные камни Торговка не тратит. Торговка — даэдра у открытых Врат (гл. 72). Товар дня меняется в полночь UTC: по предмету каждого комплекта, оружие комплекта и предмет Ruhn's Regalia, по одному каждого на персонажа. Цены: предмет Rare — 4 камня, Legendary — 6, оружие — 6, Ruhn's Regalia — 12. Купленное у Торговки привязано (не продаётся и не передаётся), но чинится и опознаётся. Его можно разобрать за половину цены камнями: 2, 3, 3 и 6. Знаки (Insignia) принадлежат аккаунту, нужен зарегистрированный аккаунт: титул Gatebreaker — 30 камней, аура Dagon's Fire (огненное кольцо у ног) — 50. Это примерно 30 и 50 закрытых Врат. Сигил — это «растущая» прибавка к урону на оружии, а сигил комплекта — набор бонусов как в MMO: 2, 4 и 6 вещей. Чтобы сигил работал в полную силу, нужны и сама вещь (её опыт), и Renown 40. Комплект считается по самой «младшей» вещи — не бросайте прокачанный набор ради одной новой вещи. Камни сигилов копятся за Врата; самое выгодное у Торговки — Ruhn's Regalia за 12 камней. Добавлены The Wyrd’s Raiment, The Starspun Weave и The Eltheric Tidemail. В таблице пары чисел означают начальную и максимальную стадии усиления; промежуточные значения определяются стадие"},{"u":"ch-42.html","t":"Камни и гнёзда","p":"Снаряжение и предметы","h":["Что даёт каждый камень","Камень как основа для зачарования"],"x":"Гнёзда: короткий клинок — 1, одноручное оружие — 2, двуручное, лук и Громобой — 3; броня и украшения — 1. У Magic-оружия бывает 1 гнездо, у Rare и Legendary — больше, до предела размера. Оружие с гнёздами выпадает заметно чаще. Камни: 8 классических камней в пяти градациях (Chipped, Flawed, обычный, Flawless, Perfect). В оружии камень добавляет урон огнём или холодом, вампиризм, урон или атрибут; в броне и украшениях — сопротивление или атрибут. Камни одного типа в одном оружии вместе дают не больше одной Rare-строки, поэтому смешивать выгоднее. Вставка из рюкзака: кликнуть пустое гнездо или «Set in…» на карточке камня. Бесплатно, можно и на надетом оружии. Двойной клик по занятому гнезду разбивает камень. Перековка в Гильдии магов извлекает камень целым за золото по его градации. Вещь с камнем не разбирается на части, а камень добавляет её цене свою стоимость. Где взять: трупы, сокровища подземелий, тайники таверн и гильдий (глубже и опаснее — лучше градация; средний враг даёт камень примерно раз в 33 убийства). Также рудные жилы, мировые боссы (по Flawless/Perfect с Хранителя Врат Обливиона, морского змея Sethrakul и Brass Remnant) и магазины. Камень даёт одно свойство, и оно зависит от того, куда он вставлен: в оружие или в броню и украшения. Числа идут по градациям: Chipped / Flawed / обычный / Flawless / Perfect. Сопротивление от камня — это прибавка к спасброску против своей стихии (гл. 37). Предел на одну вещь. Камни одного вида в одной вещи вместе дают не больше потолка Rare-строки этого свойства: урон огнём или холодом — +6, вампиризм — 7%, урон — +25%, атрибут — +10, сопротивление — +35%. Излишек пропадает. Три Perfect-рубина в двуручнике дают те же +6 огня, что и один, а три Perfect-малахита — +10 Силы, а не +24. Поэтому в оружие с 2–3 гнёздами выгоднее ставить разные камни, например рубин, сапфир и алмаз. Шанс найти камень — (10 + 2 × tier источника) на тысячу, ×1,3 у кучи сокровищ, ×2,5 у босса, с поправкой на вашу Удачу, но не больше 5%. Градацию задаё"},{"u":"ch-43.html","t":"Износ и ремонт","p":"Снаряжение и предметы","h":["Ремонтные наборы","Чары «Repairs Objects» (Repair Object)"],"x":"С 0.0.202 чинит надетые броню и одежду вместе с оружием. Пассивно чинит одну вещь каждые 4 игровые минуты (около 20 реальных секунд онлайн) на 1/50 её полной прочности — +2% за раз, будь то оружие, броня или одежда (с 10; раньше по 1 очку, и броня почти не чинилась). Заряды магических предметов и артефактов — по 1 за раз. Факелы, фонари, свечи, стрелы, топливо костра и дозы расходников не пополняет. Порядок: сначала надетое (самое изношенное первым), затем надетые вещи, которые изнашиваются сами (чары Cast When Held, Item Deteriorates), и только потом рюкзак — пока такая надетая вещь не починена, рюкзак ждёт. Работает и на зачарованных вещах (онлайн «Allow Magic Repairs» включено всегда); все виды оружия чинятся с одинаковой скоростью. Повозки и лошадей не чинит. Кузнец зачарованные и магические вещи не чинит."},{"u":"ch-44.html","t":"Артефакты","p":"Снаряжение и предметы","h":["Отображение артефактов"],"x":"Самые мощные уникальные вещи; базовая стоимость большинства — 50 000 золотых. Десять работают по особому коду, остальные — на стандартных, но очень сильных чарах. Чинить их нельзя. Артефакты на бумажной кукле теперь показывают собственный рисунок, соответствующий иконке: Spell Breaker, Ebony Mail, Lord’s Mail, Auriel’s Shield, Ebony Blade, Mehrunes Razor и другие. Рисунок подстраивается под тело владельца, включая передачу между мужским и женским персонажами. Это визуальное изменение, не новый множитель характеристик.[U39]"},{"u":"ch-45.html","t":"Магические предметы","p":"Снаряжение и предметы","h":["Как зачаровать вещь: Создатель предметов (Item Maker)"],"x":"Генерируемые предметы с чарами: [item] — базовый тип (зелье, кольцо, амулет, свиток, оружие…), который выпадает с указанным свойством. Стоимость — в золоте. Свойство предмета можно увидеть до перековки (окно «Перековка» в Гильдии магов). Опытные игроки ищут вещи с Регенерацией здоровья: легендарные и даже обычные варианты встречаются часто, поэтому дорогое классовое преимущество Регенерация (+14) многие считают лишней тратой очков сложности. У вещи есть «вместимость», свойства её занимают и стоят 10 золотых за очко, недостатки и связанные души её расширяют бесплатно. Лучшие основы — алмаз, изумруд, амулет и кольцо, а у оружия и брони — дорогой металл. Сначала игра проверяет золото, потом вместимость. Regens Health: In Darkness теперь действительно лечит 1 HP каждые 4 магических раунда ночью, в здании и подземелье; складывается с классовой регенерацией в темноте. Источник: systems/passiveSpecials.js."},{"u":"ch-46.html","t":"Валюты и банк","p":"Деньги, торговля и гильдии","h":["Как заработать серебро","Золото в общих контейнерах"],"x":"В общей для игроков ёмкости — сундуке, теле или шкафу, список которого передаётся другим участникам области, — одна стопка золота ограничена 65 535. При внесении принимается только свободный остаток, а лишнее остаётся в кошельке. Домашний шкаф с личным содержимым, земля и повозка сохраняют прежнее поведение; это не предел богатства персонажа. Кнопка all у поля золота под Stow / Store / Drop выбирает весь кошелёк, но не отменяет предел общей ёмкости.[U37] Формула: принято = min(запрошено, max(0, 65 535 − золото_стопки)); остаток_кошелька = кошелёк − принято. Пример: в стопке 64 000, вы кладёте 5 000 — попадут 1 535, оставшиеся 3 465 из этой суммы останутся у вас. Если места нет, операция не списывает золото.[U37]"},{"u":"ch-47.html","t":"Цены в магазинах и торг","p":"Деньги, торговля и гильдии","h":["Цена магазина","Онлайн-правила ОНЛАЙН","Праздники и аккредитивы","Типы и качество магазинов","Состояние при продаже: точная формула","Процветание поселения (Prosperity)"],"x":"цена = базовая × индекс региона / 1000 (индекс от 250 до 4000, стартует с 1000, меняется ежедневно) ± 1% за каждый пункт качества магазина выше/ниже 10 (качество 1–20) × 2 продажа оружия, брони, книг: × состояние вещи (не ниже 1/5 стоимости) Затем идёт торг. При покупке Торговля (Mercantile) даёт около ¾ эффекта, Харизма (PER) — остальное; при продаже Торговля — чуть меньше ⅘. Чем лучше магазин, тем сильнее он торгуется. Покупатель всегда платит минимум 1 золотой за штуку. Торговля и Харизма учитываются только до 100: снаряжение и временные усиления сверх 100 не помогают. Магазин никогда не заплатит больше половины минимальной цены, за которую он продал бы эту вещь. Торговец со 100/100 получает ровно эту половину, без навыков — около ¾ от неё. Цена продажи учитывает состояние при находке и только треть восстановления, сделанного вами: набором, Repairs Objects или Varla. Платный ремонт кузнеца сам по себе не повышает эту оценку. Найденная при 47% вещь, восстановленная вами до 77%, оценивается как 57%; после одного лишь ремонта кузнецом до 77% — как 47%. [F10] Предметы первой необходимости — за полцены (вверх, минимум 1 золотой): зелья, наборы для лагеря, костры, дрова, комнаты и еда в тавернах, лечение болезней в храме, проезд. Ремонт, обучение, заклинания, дома и корабли — по полной цене. Вещь из общей добычи, которую создала игра другого игрока (сундук, тело, полка), продаётся не дороже обычной вещи того же вида — это защита от подделок. Офлайн действует классический торг, и навыки выше 100 продолжают снижать цены. Merchants Festival — всё, купленное вне гильдий, вдвое дешевле. Warriors Festival — оружие вдвое дешевле. Tales and Tallow — всё, что Гильдия магов продаёт своим членам, вдвое дешевле. Если продажа перегрузила бы вас золотом, магазин платит аккредитивом. Его можно обналичить в банке. В формуле используются очки прочности; процент вычисляется затем. Cсаморемонт — накопленное восстановление допустимыми личными способами. При максимуме 100, находке 47, теку"},{"u":"ch-48.html","t":"Рынок игроков и прямой обмен ОНЛАЙН","p":"Деньги, торговля и гильдии","h":["Покупка при задержке ответа"],"x":"Рынок — вкладка на каждой Доске объявлений (Notice Board) рядом с «Объявлениями» и «Работой». Прямой обмен: через меню игрока (F или удерживать E). Нельзя передавать квестовые и привязанные вещи, некоторые награды боссов, Сумку для материалов (пока в ней что-то есть) и другие привязанные к аккаунту предметы. Аккредитивы показывают свою стоимость. Кошелёк или аккредитив больше 2 147 483 647 золотых помечается как подделка и блокирует торговлю. Покупка у торговца другого игрока теперь повторно согласуется с сервером по сохранённому запросу и не должна выбрасывать покупателя на титульный экран из-за одной задержки. Если прежняя оплаченная покупка осталась незавершённой, откройте торговую лавку игрока либо Market на городской Notice Board: игра повторно завершает сохранённую операцию и доставляет предмет. При длительном отсутствии ответа всё ещё возможен выход из сеанса и повторный вход; исправление не гарантирует работу без связи.[U36]"},{"u":"ch-49.html","t":"Гильдии и храмы NPC","p":"Деньги, торговля и гильдии","h":["Требования к рангу","Что дают гильдии, ордена и храмы по рангам","Гильдия бойцов (Fighters Guild)","Гильдия магов (Mages Guild)","Гильдия воров (Thieves Guild) и Тёмное братство (Dark Brotherhood)","Как найти подземелье","Рыцарские ордена (все десять)","Храмы","Призыв принцев даэдра","Можно ли призывать в любой день ОНЛАЙН","Формулы","Названия рангов"],"x":"Гильдии игроков — отдельная онлайн-система (часть XI). Здесь — фракции Daggerfall. Офлайн 28 дней между сменами ранга — это игровые дни. Их приближают отдых, ожидание (Loiter) и путешествия. Онлайн время тоже можно «промотать». Разработчики подтвердили (и это видно в коде), что ожидание ранга в гильдии считается по личным часам персонажа, а не по времени общего мира. Личные часы идут вместе с миром, пока вы в игре, уходят вперёд при отдыхе (ночь — 8 часов), ожидании (гл. 51) и путешествиях и стоят, пока вас нет в игре. Но с 15.10 онлайн-повышение не ждёт 28 дней вовсе, так что для повышения проматывать время не нужно: темп с даты вступления считается по реальным суткам. Пропуск ускоряет только следующий пересмотр после понижения или испытательного срока: при репутации 0+ испытательный срок закончится раньше, а при репутации ниже −10 пересмотр исключит вас. Пересмотр проходит, когда вы говорите с NPC услуг гильдии. Репутацию пропуск времени не даёт: её приносят задания и события, а онлайн-лимит +15 считается по реальным суткам. Офлайн-персонаж, перенесённый в онлайн (Bring online) после 8.10.2026, приходит с репутацией не выше 40 в каждой гильдии; член гильдии сохраняет репутацию в пределах своего ранга, но не больше 79. Для ранга нужны репутация и два навыка из списка гильдии: один не ниже «высокого» порога, второй — не ниже «низкого». Считаются постоянные значения навыков: зачарованные предметы ранг не поднимут. Ранги ниже считаются от 1 до 10, как в таблице требований. Онлайн 9-й и 10-й ранги — это места отделения (офицер и Мастер, гл. 49): их услуги получает только тот, кто держит место. Всё сверено с кодом игры (guildServices.js, guildVariants.js, knightlyGifts.js). Тёмное братство открывает на карте случайное подземелье текущего региона при каждом повышении. Гильдия воров — при повышении до 7-го и 9-го ранга (онлайн 9-й — место отделения). Spymaster (воры с 5-го ранга, Братство с 8-го) — собеседник, который знает ответ на любой вопрос «где…». Предмет Map из доб"},{"u":"ch-50.html","t":"Воровство и преступления","p":"Деньги, торговля и гильдии","h":["Закон, стража и репутация в регионе","Замки и взлом","Приглашение в Гильдию воров"],"x":"Преступления снижают вашу репутацию у закона в регионе. Рискованные дела лучше делать вдали от городов, на которые вы рассчитываете. С конца сентября закон в DFO мягче, чем в Daggerfall: стража не «охотится» за плохим именем каждые пару минут, а долги можно погасить. Числа — из кода (src/systems/standing.js, court.js) и документации разработчика (bible/06- Systems/Standing-Arc.md). У каждого замка есть «уровень». От него и от навыка Взлом замков (Lockpicking) зависит шанс открыть. Посмотреть на замок (режим осмотра) — игра скажет, насколько он вам по силам: от «This lock has nothing to fear from you» до уверенных подсказок. Внутри подземелий взлом зависит от уровня персонажа и навыка: с ростом уровня замки поддаются сами собой. Двери городских домов зависят только от навыка: при Взломе 40 дом среднего качества (замок 5) открывается в 15% случаев, при 70 — в 45%. Магические замки — только Open. Выбивать дверь — громко и ненадёжно. Вы не вступаете — гильдия наблюдает за вами и сама присылает письмо после 10 краж. Засчитываются: карманная кража, при которой вы что-то украли; взлом замка двери здания; кража из контейнеров в чужом доме; кража с полок магазина. Пустой карман и неудачный взлом не считаются. Письмо приходит офлайн через 3 игровых дня после десятой кражи, онлайн — через 24 минуты по личным часам (около 2 минут игры). Доставляют его на улице, не в здании и не в подземелье. Возьмите Карманные кражи (Pickpocket) и Взлом в классовые навыки. Ночью в большом городе пробуйте замки на всех дверях домов: каждый успех засчитывается. Обчищайте тех, кто ниже вас уровнем (+5% за уровень). Ждите, отдыхайте или путешествуйте — письмо найдёт вас само. Тёмное братство ведёт отдельный счёт до 15, только за убийства: мирный житель даёт 5, стражник 1. Кражи не считаются."},{"u":"ch-51.html","t":"Отдых онлайн ОНЛАЙН","p":"Выживание и смерть","h":["Костёр (Campfire)","Расходники для отдыха"],"x":"Время общего мира нельзя «промотать»: отдых и ожидание двигают только ваши личные часы, поэтому отдых онлайн устроен иначе, чем в офлайне. Новый онлайн-персонаж получает многоразовый Костёр. Купить: 40 золотых (онлайн — 20, как товар первой необходимости), всегда в наличии в Универсальных магазинах и ломбардах. Топлива на 8 ночей; каждая ночь сна тратит одну. Поставить бесплатно. Прогоревший костёр остывает, пока его не дозаправят дровами или не поднимут. Меню костра: «Отдохнуть», «Готовить», «Разжечь», «Поднять» (вместе с остатком топлива). Жаровни и очаги горят вечно и бесплатно. Специализация повара Field Cook — ночь у своего Костра без расхода топлива. Костёр, оставленный в подземелье, выходит вместе с вами. Костры и палатки на палубе плывут вместе с кораблём. Онлайн их продают универсальные магазины и алхимики, они выпадают с врагов (примерно каждый 14-й) и лежат в кучах сокровищ. Спальник (Bedroll) только покупается."},{"u":"ch-52.html","t":"Потребности, еда и готовка","p":"Выживание и смерть","h":["Еда"],"x":"Потребности (мод Climates & Calories) обновляются по минутам вашего личного времени. Пока вы не в игре, время не идёт: после долгого отсутствия персонаж считается сытым, напоенным и отдохнувшим. Готовка: поставьте Костёр из инвентаря (F6) или используйте жаровню или очаг, встаньте в ~4 м, активируйте огонь → «Готовить» → выберите еду. 30 минут на кусок, 15 — со сковородой (Skillet) в рюкзаке. Готовка возвращает еду на одну ступень к свежести. Блюда профессии Кулинария с бонусами — в части X. Таверненная еда даёт Well Fed: временно удерживает сытость и жажду; оставшееся время видно на HUD. Точная длительность зависит от еды и режима потребностей. Источники: survival/tavernMenu.js, needs.js."},{"u":"ch-53.html","t":"Болезни","p":"Выживание и смерть","h":[],"x":"Болезнь начинается на следующий день после заражения. Каждый день она бросает свой урон и отнимает его у всех названных атрибутов и запасов. Излечение (храм, зелье, заклинание) прекращает болезнь, а лечение потерянного атрибута — нет. Персонаж 1-го уровня заразиться не может. Полный спасбросок против болезни (канал Disease) отражает её целиком. Лечение болезни в храме онлайн стоит вдвое меньше. Самые опасные — холера и проказа (все 8 атрибутов и до 30 в день) и чума. Проклятие Калирона, Гниение крови и Лихорадка волшебника проходят сами через 3–18 дней, если их пережить. Вампиризм и ликантропия до превращения тоже считаются болезнью, но живут по своим правилам: шансы заражения, сроки, силы и слабости, все способы лечения и их цены — в гл. 54."},{"u":"ch-54.html","t":"Вампиризм и ликантропия","p":"Выживание и смерть","h":["Кто заражает и с каким шансом","От укуса до превращения","Лечение до превращения","Вампир","Оборотень и вепрь-оборотень","Лечение после превращения","1. Heal Curse — в любом храме","2. Задание «Cure for Lycanthropy» — для оборотня и вепря","3. Задание «Cure for Vampirism» — для вампира","4. Ведьмы: задание «A Special Mixture»","Сколько стоит излечение","Что онлайн устроено не так, как в Daggerfall ОНЛАЙН"],"x":"Вампиризм и ликантропия (оборотничество) — «проклятия крови». Сначала они ведут себя как болезнь: вас кусают, несколько дней зараза дремлет, и её ещё можно дёшево вылечить. Потом наступает превращение, и вы становитесь вампиром, оборотнем-волком или вепрем-оборотнем, со своими силами и слабостями. Всё в этой главе взято из кода игры (коммит 20f5f2a, 16.10.2026): правила заражения, превращения и лечения, а также сценарии заданий на излечение. Цены посчитаны теми же формулами, что и в игре. Бросок делается за каждый удар монстра, который попал, — ещё до брони и щита. Поэтому броня и щит шанс заражения не снижают, они снижают только урон. Заражений меньше, когда меньше пропущенных ударов: уклонение (Dodging), невидимость, бой на расстоянии, быстрое убийство. Заражаются только персонажи 2-го уровня и выше. Иммунитет и сопротивление болезням (раса, класс, заклинания) от укуса не защищают. Заражают только эти четыре монстра. Враги-люди и другие игроки (в том числе игрок в облике оборотня) не заражают. Повторный укус того же вида ничего не меняет: срок не начинается заново. Волк и вепрь исключают друг друга — действует первый укус. Вампиризм и ликантропию можно подхватить одновременно: побеждает то, чей срок наступит раньше, а второе заражение исчезает при превращении. Того, кто уже превратился, заразить нельзя. Не отдыхайте и не путешествуйте, пока не вылечились. До превращения излечение стоит около 100–250 золотых, после — около 12 000. Пока вы не превратились, заражение — это болезнь, и его снимает обычное лечение болезней. Одно правило: сначала снимаются обычные болезни. Если вместе с укусом вы подхватили, например, чуму, первое лечение снимет чуму, а укус останется — лечитесь второй раз. +20 к Силе (STR), Силе воли (WIL), Ловкости (AGI), • Солнце ОНЛАЙН: днём (06:00–18:00 по небу) на улице те +30 к Прыжкам (Jumping), Бегу (Running), Скрытности • Святые места: в храмах — 12 урона каждые 4 минуты Иммунитет к параличу и болезням. Голод: кормлением считается любая ваша ат"},{"u":"ch-55.html","t":"Смерть и возрождение","p":"Выживание и смерть","h":[],"x":"засчитанной игроку. Денежная доля — 10%; ожидание 2 минуты. Подробности в гл. 74"},{"u":"ch-56.html","t":"Бестиарий","p":"Враги","h":["50 новых типов DEX / MUDEX"],"x":"Здесь приведены базовые строки актуальной комбинации Daggerfall Enemy Expansion (DEX) и MUDEX, загруженной онлайн. Они заменяют прежний отдельный справочник Meaner Monsters. После создания врага здоровье и урон могут дополнительно меняться из-за места, группы, ранга, вашего развития и PvP-зоны (гл. 59, 69, 74, 78). «Броня ×5» — вклад монстра в формулу попадания, а не процент поглощения. Диапазоны описывают базовую атаку; специальные умения считаются отдельно. [F14] гл. 54) гл. 54) гл. 54) Vampire) [30] за удар, гл. 54) «Мин. металл» — порог мягкого штрафа материала (гл. 27), а не безусловный запрет урона. Кулаки не требуют металла. Навыки классических врагов исходно равны min(100, 5 × уровень + 30); дополнительные слои угрозы и особые карьеры могут изменить итог. Новые классовые враги не имеют постоянных нулевых HP: их параметры создаются по уровню и карьере. Имена оставлены как в исходных таблицах, чтобы их можно было найти в игре и коде. «По карьере» означает создание характеристик при появлении, а не нулевые значения. Базовые строки выгружены непосредственно из загрузчика текущего тега. [F14] Новые тролли способны подняться через 10 секунд после смерти; огненный снаряд по телу пресекает восстановление. Особенности нового Skeletal Soldier не переносятся автоматически на старого Skeletal Warrior. Полная карьера и набор сопротивлений новых врагов требуют отдельного сравнения по типам [НП07]."},{"u":"ch-57.html","t":"Где кто встречается","p":"Враги","h":["Ступени сокровищ: сохранённые значения"],"x":"Таблицы показывают объединение всех текущих вариантов для каждого типа места. Это не равновероятный список: повторения ID, выбор варианта и уровень участвуют в отборе. Точные 20 позиций каждого варианта доступны по исходным таблицам DEX/MUDEX [F14]. Tier относится к таблице сокровищ, не к шансам встречи каждого противника. Прежние списки состава встреч заменены текущими объединёнными пулами; численные tier сохранены. [F13]"},{"u":"ch-58.html","t":"Враги-люди и их снаряжение","p":"Враги","h":[],"x":"Уровень классового врага (человека) равен вашему (городская стража — ваш +3…6), здоровье — 10 + уровень бросков 1…HP класса. В PCAAO их «броня» для попадания — ровно 60. Каждый надетый предмет врага начинает с 30–75% прочности."},{"u":"ch-59.html","t":"Особые враги и рост угрозы","p":"Враги","h":["Как враги растут вместе с вами","Рост врагов после 10-го уровня и Renown 15 (0.0.232)"],"x":"Уровень классовых врагов следует за вашим, а монстров усиливают два слоя: Угроза места: tier места (как у добычи: город 4 — без усиления, логово дракона 18 — максимум; дикая местность днём ≈5, ночью ≈7) даёт до +10 к навыкам врагов, ×2 здоровья и ×1,25 урона. Ваше мастерство: когда ваши три лучших боевых или магических навыка приближаются к 100 (от 75) и уходят за 100, враги получают «ветеранский» слой, а за мастерство выше 100 — ещё до +26 к навыкам, +140% здоровья и +35% урона. Насколько сильно это касается врага, зависит от типа подземелья (храмы, ковены, логова вампиров и драконов, лаборатории — 100%; шахты и пещеры — 11%; крепости людей, замки, кладбища — 22%) и от самого врага (крыса остаётся крысой: доля растёт с базового уровня 4 до 12; люди — всегда 100%). Такие враги и учат выше: их «уровень вызова» для Мастерских навыков (Master Skills) растёт вместе с ними (гл. 25). Раньше после 10-го уровня здоровье игрока росло быстрее, чем сила врагов, и бои становились слишком лёгкими. Теперь враги растут вместе с вашим уровнем и Renown (systems/heroThreat.js): Действует на всех врагов подземелий и дикой местности: обычных, чемпионов, элит, ревенантов и врагов Дикой зоны — поверх того, чем они уже были. Офлайн считается только уровень. Не действует на врагов в городах и зданиях, на стражу, союзников, лордов Elite Breach и на арену (это видно в коде, src/systems/heroThreat.js). По патчноуту также не действует на Burning Court, Shattered Hour и набеги — явного исключения для них в коде я не нашёл, поэтому перепроверьте после следующего обновления. Выключается вместе с лестницей добычи (Loot rarity). В группе урон считается по уровню того игрока, по кому враг бьёт, а здоровье — по игре того, кто этого врага создал. Зачем: разработчик посчитал, что к 20-му уровню и Renown 30 убивать становилось в 5,6 раза легче, а к 30-му — в 22 раза (список монстров перестаёт расти около 16–21-го уровня). Теперь убийство стоит примерно 15–25% вашего здоровья на уровнях 10–30, а не около"},{"u":"ch-60.html","t":"Ревенанты (Revenants)","p":"Враги","h":["Откуда берётся","Возвращение, ранги и добыча","Чем опасен с ростом ранга","Победа: убить или пощадить","Присягнувшие компаньоны","Снаряжение (0.0.221)","Умения на вашей стороне","Походы по Тамриэлю (0.0.221)","Звёздное древо компаньона (0.0.226)","Unquiet: метка, раны, амбиции и уход","Снаряжение в расчёте похода"],"x":"Ревенант — личный враг, который запоминает ваши столкновения, возвращается и растёт в ранге. Победа позволяет казнить его ради трофея либо принять присягу. Эта глава обновлена по реализации Unquiet, охоты, воли и офлайнпоходов в текущей сборке. [F15–F17] Преследование, возвращение и воля описаны ниже. [F15–F16] соответствующих дел для ранга. Предел ранга — V. [F16] Обычное возвращение: через 2–4 дня по личным часам; затем шанс в подходящем броске встречи — 40%. Амбиция Vengeance сокращает срок до 1–2 дней и повышает шанс до 55%. Это часы возвращения врага, не реальные часы похода присягнувшего компаньона. [F15] Враждебный ревенант: HP ×(1 + 0,40 × ранг), урон ×(1 + 0,15 × ранг), классовый уровень — ваш +3 × ранг. Для ранга V это ×3 HP, ×1,75 урона и +15 уровней. У присягнувшего остаётся более слабая шкала: ×(1 + 0,25р), ×(1 + 0,10р), +2р. [F15] Добыча сверх обычной: золото = уровень × ранг × 15–40; Magic-вещь в 50% случаев; Rare — 15% + 10% за ранг (с 3-го ранга всегда); Legendary — 3% + 3% за ранг. Логово выбирается среди ближайших пригодных для входа подземелий. Слухи и метка Hunt помогают его найти; прежнее универсальное расстояние «4–10 пикселей» больше не описывает выбор. Свежий след длится 720 личных минут: преследуемый возвращается с 60% HP. Логово может иметь дополнительные условия и охрану. [F16] Злость: через 3 дня после срока и каждые 3 дня — +10% здоровья и +5% силы; три таких «гнева» поднимают ранг сами. Ревенант может удерживать до 3 допустимых трофеев. Золото, аккредитивы, квестовые и призванные вещи, лошади, повозки, документы, книга заклинаний и служебные контейнеры защищены. Удержанные предметы возвращаются при казни или присяге. [F16] Молодой ревенант без механики воли — ранг I: ниже 35% HP он пробует сбежать с шансом 80%. У ранга II и выше обычная попытка — ниже 20% HP с шансом 35%; на смертельном ударе отдельно проверяется несломленная воля. Ранговые умения ухода не следует смешивать с этим броском. [F15–F16] Добивающий удар по вашему ревенанту,"},{"u":"ch-61.html","t":"Обзор профессий ОНЛАЙН","p":"Профессии","h":["Ранги, опыт и уровни материалов","Узлы, лимиты и «подтверждённая земля»","Сумка для материалов и Хранилища","Новый опыт и проба специализации"],"x":"В классическом Daggerfall ремесла нет. Онлайн есть 10 треков, которые растут от сбора и изготовления и не связаны с навыками класса. Ранги профессий дают очки ремесла Небосвода (Firmament): 1 очко за каждые 8 рангов, сложенных по всем десяти трекам (до 125). Кольцо жизни неба добавляет до +30% добычи каждой профессии сбора и до +35% опыта каждой профессии (гл. 71). Tier материалов открываются на рангах 0, 10, 25, 40, 55, 70 и 90 (всего 7). Работать можно только с узлом или рецептом открытого tier. Предел ремесленника: выше Подмастерья (50) можно поднять только 2 ремесла из 5. Собирательские треки не ограничены. Специализации выбираются на рангах 50 и 100. Первый выбор бесплатный. Первые сутки выбора действует бесплатная мгновенная проба. Затем смена стоит 1 000 серебра, действует сразу и блокирует следующую платную смену на 7 дней. Баннер рангов показывает 25/50/75/100, но выбор открывается только на 50 и 100. С 0.1.11347 бонус первого изготовления определяется треком: Smithing 500 XP, Outfitting 511, Building 1 823, Provisioning 3 155. Ниже старого бонуса 500 он не опускается. Ранее приведённые бонус трека заменяйте этим значением соответствующего трека. Ключ — первый узор на данном tier, с прежними ограничениями происхождения и прилавочных рецептов. База craftXp = 20×tier; если рецепт более чем на 2 tier ниже открытого, база делится на 4 с floor. Чистое изготовление учитывается своей прибавкой. Пример: первый допустимый tier 3 в Outfitting даёт 60 + 511 = 571 XP до чистой работы и иных применимых бонусов. Около 172 изготовлений до Master — расчёт оптимального маршрута, не гарантия любой последовательности. После первого выбора специализации на ранге 50 или 100 первые 86 400 реальных секунд можно менять её бесплатно и немедленно. Затем платная смена за 1 000 серебра применяется сразу, а следующая платная смена закрыта на 7 дней. Старое правило недельного ожидания эффекта отменено. Источники: net/recipeLaw.js FIRST_MAKE_SHARE; net/professionLaw.js SPEC_TRIAL_S; serv"},{"u":"ch-62.html","t":"Профессии сбора","p":"Профессии","h":["Горное дело (Mining)","Лесозаготовка (Logging)","Травничество (Herbalism)","Охота (Hunting)","Рыбалка (Fishing)"],"x":"Кирка (Pick-Axe) в рюкзаке или на панели, у жилы — E. Нужно 4, 5 или 7 ударов (зависит от tier жилы). Удар по блестящему камню засчитывается вдвое. Жилы есть в дикой местности (у подножия скал и на голом камне) и в подземельях (с Горного дела 25, на полу у стены, 1–4 в сутки на подземелье). Под землёй бывает алмаз. Валуны на каменистых полях — «Добыть камень»: необработанный и обработанный камень в соотношении 2:1 при чистой работе. Валунов в сутки на квадрат: 1–3 (леса, леса с призраками, субтропики), 2–4 (горные леса), 3–5 (горы и пустыни). Руда королевства (только на подтверждённой земле): Лунный камень — провинция Даггерфолл, Мифрил — Вэйрест, Эбонит — Сентинел, Орихалк — Орсиниум и Ротгарианские горы, Адамантин — Балфиера. У меди, серебра, платины, лунного камня, двемерского лома, мифрила, адамантина, эбонита и орихалка свой цвет жилы. Материнские жилы (Motherlodes): 3 в сутки, стоят 2 часа или до 20 шахтёров. Предупреждение в чате за 10 минут (с Motherlode Sense — за 30 и отметка на карте с начала суток), на компасе цветом Горного дела. Нужно Горное дело 25. Удар даёт 4–6 руды, опыт и 10 серебра раз в сутки на аккаунт. Топор (Wood-Axe), у дерева — E, затем удар. Бейте, когда кольцо на насечке, — «чистый рез». Ширина насечки зависит от Интеллекта (INT), Силы (STR) и ранга. Ударов на дерево: 5 (сосна, дуб), 6 (вишня, тик), 8 (красное, железное и призрачное дерево). Специализация Lumberjack — на 2 меньше (минимум 3). Срубленное дерево вырастает на следующий день. Смола (Resin) — с каждого 4-го дерева, сердцевина (Heartwood) — с 2% чистых резов на подтверждённой земле. Поля трав в дикой местности общие для всех и меняются каждый день; их нет у лагерей, святилищ и руин. Обычную траву рвёт рукой меньше чем за секунду. Необычная и редкая требуют серпа (Sickle) и Травничества 10 / 25. Редкие растут только на подтверждённой земле. Удерживайте E 2,5 секунды неподвижно: поворот больше 3° или шаг на 0,25 м мнут траву. Корзина (Basket, клавиша «;» у поля) ищет еду: поймайт"},{"u":"ch-63.html","t":"Ремесленные профессии","p":"Профессии","h":["Качество изделий","Кузнечное дело (Smithing) и кузница","Ювелирное дело (Jewelcrafting)","Строительство: плотницкое и каменное дело","Снаряжение (Outfitting) и ткацкий станок","Снабжение: алхимия и кулинария","Зачарование (Enchanting)","Ежедневные ремесленные заказы (Craft Writs)","Качество и алхимия: текущие уточнения","Даэдрические слитки и классическая алхимия"],"x":"Crude → Standard → Fine → Superior → Masterwork. Чистая мини-игра, специализация и слиток Warforged Steel — каждый +1 ступень. Crude изнашивается быстрее, Fine служит дольше и легче, Superior и Masterwork выходят зачарованными (как Magic и Rare, с особыми строками добычи), на Masterwork стоит имя мастера. Качество инструмента — его ресурс: от 37 применений (Crude) до 65. «Быстрое изготовление» пропускает мини-игру. Закалка (temper) на наковальне или ткацком станке: +1 ступень (до Superior), стоит половину основного материала рецепта, требует ранг рецепта, даёт опыт; вещь сначала снимите. Legendary, Aetheric, артефакты и сигилы не закаляются. Кузница: 2 руды или сырого металла → 1 слиток; медь + олово → латунь; железный слиток + древесный уголь → сталь (уголь — бревно в кузнице). До 100 за раз, тренирует Кузнечное дело. Наковальня: оружие, латы и щиты из любого металла, от железа до Warforged Steel; кольчуга — из стали (¾ слитков лат); инструменты (топор, кирка, серп, лопата) — из железа; нож для свежевания; ремонтные наборы — 39 узоров, большинство в любом металле (все рецепты — гл. 66). Мини-игра: слиток в огне, три удара, пока свечение в «полосе». Сила (STR) и Ловкость (AGI) расширяют полосу. Все три в полосе — чистая работа. Кольца, знаки, браслеты, наручи, амулеты, торквесы, тканевые амулеты, жезлы. Серебро и тканевые амулеты — с ранга 0, золото — с 25, платина — с 55, жезлы — с 70. Камни — 8 жильных и морская жемчужина. Золото даёт +10% очков зачарования, платина +20%, камень +2,5…40% по градации (гл. 66). Огранка: 3 грани (5 с камнем); поймать все — чистая работа. Плотник: доски → луки, посохи, стрелы, мебель, корзина собирателя. Бревно → 2 доски (Timberwright — 3). Лук делается из любого дерева, материал соответствует ему (сосна = железо … призрачное = эбонит), нужна смола. Рубанок: провести вдоль волокон за 1,2–4 с — чистая работа. Мебель (стол, стул, кровать) попадает в «вещи дома», а не в рюкзак, и ставится через DECOR; зачарованной не бывает. Каменщик: 2 "},{"u":"ch-64.html","t":"Специализации профессий","p":"Профессии","h":[],"x":"На рангах 50 и 100 трек выбирает по одной специализации. У объединённого ремесла выбор идёт из вариантов обеих его дисциплин: например, на 50 у Кузнечного дела (Smithing) — Weaponsmith, Armoursmith, Gemcutter или Goldsmith, выбирается одна. Первый выбор бесплатный; первые сутки смена бесплатна; затем 1 000 серебра, действие сразу, следующая платная смена через 7 дней. Всего 52 специализации; три пока нельзя выбрать — у них нет нужной части игры. Таблица — по коду игры и сверена с базой Specialisations на Iliac Codex."},{"u":"ch-65.html","t":"Материалы для ремесла","p":"Профессии","h":["Коротко: что из чего делают","Металлы, руды и слитки","Камень и самоцветы","Дерево","Шкуры, кожа и ткань","Части животных и реагенты аптекарей","Еда, эссенция и трофеи","Травы"],"x":"Все материалы, которые используют онлайн-рецепты (гл. 66), с тем, где их взять и для чего они нужны. Таблицы собраны из кода игры и сверены со страницей Crafting materials на Iliac Codex. Daedric Ingot — даэдрический 7 40 кузница: эбонит + сердце даэдра + оружие; латы, кольчуга и щиты; Ember 16 реагентов нужны рецептам зелий, но ни одна профессия их не собирает. Их покупают за серебро на прилавке Apothecaries (вкладка Market на доске объявлений), и они сразу идут в Хранилища как «купленные». Изделие только из купленных у прилавка товаров не даёт бонуса бонус трека за первый узор."},{"u":"ch-66.html","t":"Рецепты","p":"Профессии","h":["Качество изделия","Кузница: переплавка (Smithing)","Наковальня: оружие, броня, инструменты (Smithing)","Ювелирный верстак (Jewelcrafting, трек Smithing)","Верстак плотника (Carpentry, трек Building)","Верстак каменщика (Masonry, трек Building)","Ткацкий станок (Outfitting)","Огонь: кулинария (Cooking, трек Provisioning)","Алхимическая станция (Alchemy, трек Provisioning)","Станция зачарования (Enchanting)","Лён, шерсть и самоцветы с 0.1.11250"],"x":"Онлайн в текущих массивах кода 1 273 рецептурные записи: 1 203 изделия на станциях, 50 заготовок (переплавка, распил, выделка, ткачество, раствор, трансмутация) и 20 зелий. Изделия: 308 кузнечных, 338 портняжных, 504 ювелирных, 42 столярных, 4 каменных и 7 кулинарных. Это варианты материалов и камней, а не 1 273 уникальных узора: бонус первого изготовления считается по узору и tier. Таблицы ниже сгруппированы по узорам; ранги материалов сохранены. [F19] [F32] Опыт 20 × tier за изделие; рецепт больше чем на 2 tier ниже вашего максимума — ¼. бонус трека за первый узор узора в каждом tier (первый мифриловый длинный меч, первый эбонитовый — уже tier 6). Для изделия только из товаров прилавка бонус зависит от происхождения единиц: собственноручно сделанная ткань из своих материалов подходит; покупная и loose не подходят. Переплавка — 10 × tier за слиток. Каменщик и повар получают опыт по tier своего ранга (+50% за чистую работу). Станции показывают опыт и бонус первого раза у каждого узора. Качество бросается по запасу ранга: ваш ранг − ранг рецепта. Потом добавляются ступени: чистая мини-игра (+1), специализация семейства на 50 (Weaponsmith, Armoursmith, Bowyer, Tailor, Leatherworker: +1) и особый материал — слиток Warforged, дублёная кожа или сердцевина вместо доски (+1, только одно из трёх). Выше Masterwork не бывает. Masterwright и Master Jeweller добавляют 5% к Masterwork за счёт худшего исхода. 39 узоров, 308 рецептов. Узор × металл: таблица слева — сколько слитков и что ещё нужно, таблица справа — какой металл выходит и с какого ранга. 8 узоров, 504 рецепта с учётом новых градаций камня. Ювелир работает с самородным металлом из жил, не со слитками. [F32] Камни: рубин, изумруд, сапфир, алмаз, нефрит, бирюза, малахит, янтарь во всех пяти градациях и морская жемчужина — 41 вариант. Gemcutter добавляет +10 процентных пунктов сверх доли камня, Goldsmith считает серебро золотом (+10%). Lapidary подставляет Siege-cracked только вместо обычного камня. Полная формула и при"},{"u":"ch-67.html","t":"Инструменты собирательства (Foraging)","p":"Профессии","h":[],"x":"Встроенный мод Foraging (включён по умолчанию, переключается на экране «Функции») добавляет 6 инструментов. Их покупают в универсальных магазинах и ломбардах или находят в добыче. Каждый выдерживает 50 применений. С панели быстрого доступа топор, кирка, серп, корзина и сеть работают как инструменты профессий у своих узлов (вне узла они не дают находок, не изнашиваются и подсказывают направление). Использование из инвентаря — это «старый» сбор мода, занимающий 1–2 игровых часа (онлайн — 8 секунд за игровой час)."},{"u":"ch-68.html","t":"Общение","p":"Онлайн-мир","h":["Команды чата","Разговор с NPC","Реакция при открытии разговора","Тон и проверка социального навыка","Личное отношение горожанина","Региональный чат"],"x":"Зажмите Left Alt, выберите верхний сектор Talk и отпустите клавишу. Наведитесь на NPC и активируйте его — по умолчанию E или ЛКМ. В окне разговора выберите тему: Tell me about, Where is, Location, People, Things или Work. Выделение строки готовит вопрос; Okay или двойной щелчок задаёт его. Polite, Normal и Blunt — вежливый, обычный и прямой тон. Назначения клавиш можно изменить в Controls. [F35] Разговор использует три разные величины: исходную реакцию фракции при открытии окна, качество ответа на вопрос и личное отношение жителя Living World. Одежда и фракционная репутация входят в первую; PER, выбранный тон и социальный навык — во вторую. Личное отношение сохраняется между сеансами и отдельно решает, считает ли житель вас другом или врагом. Их нельзя складывать в одну универсальную «формулу расположения». [F35] R0 = faction.rep + biographyReactionMod + reactionMods[g] + sGroupReputations[g] + templeDress g — социальная группа NPC. reactionMods содержит действующие эффекты, включая бонус надетой одежды; templeDress добавляется только для храмовой фракции. Например, репутация 10, биографическая поправка 2, действующие модификаторы 3 и репутация группы 4 дают R0 = 19, если храмового бонуса нет. Для обычного прохожего при R0 < −20 разговор не откроется; −20 уже не ниже этого порога. Приветствия храмов и гильдий могут иметь дополнительные проверки связей фракций, а квестовые предложения — отдельный путь. [F35] Polite проверяет Etiquette, Blunt — Streetwise; Normal не бросает социальный навык и не даёт тоновой поправки. Берётся действующее значение skillValue: постоянный навык с учётом освоенного мастерства, наставничества и текущих бонусов. Для этого броска нет обычного ограничения шанса 5–95%. [F35] d = floor(100 × U), U ∈ [0, 1); успех: d < S; провал: d ≥ S поправка_проверки = +5 при успехе; −10 при провале S — порог навыка, а d — целое от 0 до 99. При S = 40 успешны значения 0–39: шанс 40%, а не 41%. Порог 100 и выше проходит всегда; при S ≤ 0 успеха нет. Сам навык "},{"u":"ch-69.html","t":"Группа","p":"Онлайн-мир","h":["Масштаб группы","Заклинания на других игроков","Лидер, путевые точки, метки на карте","Возвращение группы и совместный переход"],"x":"В группе до 8 игроков (в первых версиях было 4, и FAQ на UDFOP всё ещё пишет «четыре»). Даёт: зелёные имена, портреты с полосками здоровья, усталости (Fatigue) и магии, сведения о наложенных эффектах, отметки на карте мира (даже из другого места), общие путешествия (лидер начинает, участники принимают и прибывают вместе), общие карты подземелий, обмен заданиями, воскрешение, совместный отдых (гл. 51), наставничество (гл. 59). Задания: у каждого своя копия, но враги общего задания становятся групповыми. Убийства могут засчитываться всем, чужие игроки в них обычно не вмешиваются. Некоторые мировые задания и события общие для всех. Воскрешение: заклинание для павших участников возвращает игрока на место гибели без потери золота. Общий враг становится сильнее в зависимости от числа игроков, которые реально бьют его (учитываются ударившие за последние 30 секунд). Стоящие в стороне сложность не повышают. Лидер может передать лидерство другому участнику онлайн: Make leader во вкладке Party. Путевые точки: правый клик по Overworld или карте мира (V) → имя (до 32 символов), цвет флажка и для кого: только вы, группа или гильдия. Точки группы и гильдии видят все участники; менять их для всех может только тот, кто поставил, остальные могут переименовать или убрать у себя. Отслеживаемая точка (фильтры Overworld) держится у края экрана с расстоянием; из её меню можно отправиться в путь. Выход из группы или гильдии убирает их точки. На картах друзья — синие, согильдийцы — фиолетовые, группа — зелёная. Фильтры игроков: Friends, Guild, Others и минимальный Renown. Участники группы под Хамелеоном (Chameleon), Тенью (Shadow) или Невидимостью доступны для меню F, обмена, показа страницы и заклинаний; чужие скрытые игроки — нет. Средняя кнопка мыши теперь ставит короткую метку группы на 5 секунд; автобег перенесён на F3. Повторные одинаковые эффекты поддерживающего группового заклинания не складываются как несколько независимых Shield. Награда за общее задание достаётся тем участникам, "},{"u":"ch-70.html","t":"Renown — онлайн-прогрессия","p":"Онлайн-мир","h":[],"x":"Renown — отдельная онлайн-прогрессия поверх уровня и навыков, у каждого персонажа своя. Максимум — 50. Каждый уровень после первого даёт +3 HP и +2 MP (на 50-м — +147 и +98), а ещё открывает стадии сигилов и право основать гильдию (Renown 10). Кроме того, каждый уровень после первого даёт 2 звезды Небосвода (Firmament, гл. . На офлайн-персонажа не влияет."},{"u":"ch-71.html","t":"Небосвод (Firmament): звёздное древо ОНЛАЙН","p":"Онлайн-мир","h":["Два вида очков","Знаки (стартовые звёзды)","Как устроено небо","Ключевые звёзды","Пределы: сколько небо может дать","Когда небо работает","Окно Небосвода","Снять звёзды и сбросить небо","Как выбрать знак","Все знаковые звёзды","Проверка активности звёзд"],"x":"Небосвод — пассивное древо умений по образцу Path of Exile, открытое для всех игроков 15 октября 2026 года (обновления 0.0.161 и 0.0.168). Звёзды неба дают прибавки ко всему, что можно делать онлайн: бою, магии, торговле, сбору, ремеслу, охоте и мореплаванию. Открывается кнопкой Firmament на странице Stats — из меню паузы или листа персонажа. Офлайн кнопки нет. Тексты звёзд в игре пока только на английском, поэтому ниже названия звёзд оставлены в оригинале. В небе 518 звёзд и 589 связей: 7 стартовых, 72 боевые знаковые звезды (notables) и 42 знаковые звезды жизни, 6 боевых и 6 «жизненных» ключевых звёзд (keystones), 283 малые звезды и 102 звезды дорог. Сначала выбирается один из семи знаков (birthsign) — это ваша стартовая звезда. Шесть знаков стоят по кругу, как классы Path of Exile, седьмой — Змей — в центре и ведёт ко всем остальным. От знака идёт спица его атрибутов к кольцевой дороге, дальше — кластеры звёзд и ключевая звезда в конце своего луча. Во внешнем кольце у каждого знака свой «клин» ремёсел. Внутреннее небо — бой. Малые звёзды по пути, знаковые звёзды в центрах кластеров и ключевая звезда в конце луча знака. Внешнее кольцо — жизнь: ремёсла, сбор, торговля, путешествия. В нём нет ни одного минуса, даже у ключевых звёзд. Дороги путника (Wayfarer's Roads) идут между знаками от внутреннего кольца к кольцу жизни. Это звёзды жизни (переносимый вес, усталость (Fatigue) в пути, падения), их можно оплатить очками ремесла. Ремесленник без звёзд Renown всё равно дойдёт до своих ремёсел. Фиксированные прибавки и проценты. Знаковые и ключевые звёзды дают фиксированную прибавку (+3 Интеллекта). Малые звёзды и дороги дают процент от вашего постоянного значения (+2% Интеллекта, +3% Критического удара (Critical Strike)), с округлением вниз. Ключевая звезда (keystone) — правило «много даёт, немного берёт»: она заканчивает свою дорогу. Через старт чужого знака пройти нельзя. Каждый канал ограничен на всё небо сразу, как бы ни были потрачены звёзды. Фиксированные прибавки"},{"u":"ch-72.html","t":"Мировые события","p":"Онлайн-мир","h":["Доски наград (Bounty Boards)","Таймеры (Timers)","Доска мировых событий","Фестиваль ведьм: 20 октября — 7 ноября 2026","Starfall: удержать упавшую звезду","Mzunthar — воздушный корабль Sky-Ketch","События, проводимые администрацией","Sky-Ketch после 0.1.11269","Поверхность вокруг событий"],"x":"В городах с двумя и больше досками объявлений половина из них — доски наград. Все доски города в один игровой день показывают одни и те же 4 охоты, одинаковые для всех игроков; только уровень зверей и награда подстраиваются под вас. Меню паузы → песочные часы рядом с портретом: живой обратный отсчёт до каждого общего события — Врата (когда откроются, а пока стоят — когда закроются и рухнут), набеги вашего региона и следующий набег в других (и сколько их ещё сегодня), морской змей, подземелье Бездны, воскресный подсчёт резиденций (воскресенье 18:00 UTC) и Reckoning (пятница 18:00 UTC), бои недели (осады, турниры, восстания), конец сезона, обновление охот и суточный сброс (00:00 UTC). Идущие сейчас события — сверху. Время — по вашим часам. Работает с клавиатуры и геймпада. Доска событий показывает крупные и малые карточки, а Timers — общий список таймеров. В Settings → Interface → Event board можно отдельно выключить Врата, морского змея, Бездну, Starfall, набеги и фестивали. Выключенные объявления переходят в журнал; сами события и полный список Timers сохраняются. Предупреждения о падающих звёздах приходят за 10 минут, о набеге — за 15. [F21] Фестиваль активен с 20.10.2026 00:00 UTC до 08.11.2026 00:00 UTC, правая граница не включается. Во Вьетнаме это до 08.11 в 07:00. Soul Cakes учитываются на аккаунте. Лимит обычных находок — 120 пирожков за сутки UTC; сброс в 00:00 UTC (07:00 во Вьетнаме). Это лимит находок, а не запрет отдельной награды цепочки. [F21] Это параметры распознанного сервером действия, а не обещание награды за любое открытие окна. Во время 13 Frostfall, 3 Hearthfire либо реального 31 октября (сутки UTC) число при успешной находке удваивается; совпадение праздников не даёт ×4. Дневной предел находок остаётся 120. Например, обычный враг даёт математическое ожидание 0,25 пирожка до лимита; в особую ночь — 0,5. Все девять вещей Wyrd вместе стоят 390. Чаша Hearth Offering вмещает 60; пополнение переносит до 10 ваших пирожков. Другой аккаунт может брать и"},{"u":"ch-73.html","t":"Elite Breach — Башня Battlespire ОНЛАЙН","p":"Онлайн-мир","h":["Зал Athenaeum: Orrery"],"x":"С обновления 0.0.205 (17 октября 2026) у Врат появилась ступень выше ежедневных Врат Обливиона (в игре это событие называется Dagon's Breach, гл. 72): Elite Breach — бесконечное подземелье для одной группы, разорванные залы Башни Battlespire. Его открывают ключом, и проходят его до 8 игроков с одной жизнью и таймером. Испытание-головоломка: шесть камней (Orrery stones), у каждого стрелка на одном из 12 часов. Нужно выставить все камни на их «истинные» часы. Загадки — на экране под «Turn the Orrery true». Две называют час камня прямо, остальные связывают час одного камня с другим («Wayrest keeps the hour Sentinel keeps, and two more»). Orrery: у каждого из шести камней видны имя, час и рычаги поворота влево/вправо. Активируйте соответствующий рычаг рядом с камнем; при слишком большом расстоянии подойдите ближе. Поворот сдвигает этот камень и связанные с ним камни. Следите за всеми часами и условием загадки; старый совет целиться выше золотого кольца больше не нужен. Счётчик показывает, сколько камней стоит верно, но не какие. Износ (fray): каждый поворот его копит. Если он заполнится раньше решения, камни возвращаются в начало, а теряют четверть здоровья те, чьи повороты с последнего сброса не приблизили Согласие (без спасброска; остальные в зале не страдают — src/net/superDungeon/sdBrain.js). Указ The Fraying заполняет его быстрее. Ключ добывается на Вратах и в Бездне, открывает личное подземелье для вашей группы. Каждые пять залов — босс и чекпоинт: лечение, воскрешение павших, выбор усиления и возможность уйти с добычей. Таймер подгоняет: держите темп и не умирайте дважды. Новичкам сначала — Rehearse, бесплатно и раз в сутки. Уточнение испытаний Breach: в Gauntlet нужно удерживать плиты и подавлять Casters — само убийство мага не заменяет подавление. HP встречи масштабируется по реально прибывшим живым участникам; отсутствующие не должны учитываться как стоящие на арене. Геометрия маршрутов и условия конкретного зала имеют собственные правила. [F23] Выборы в отдых"},{"u":"ch-74.html","t":"PvP: дуэли, арена и Дикая зона","p":"Онлайн-мир","h":["Дикая зона (Wrothgarian Mountains)","Смерть в открытых зонах: правила с 0.1.11085","Выход из игры после смерти"],"x":"Открытый PvP действует в Wrothgarian Mountains и в Eltheric Ocean за Veilhaven. В других обычных местах бой требует согласия либо специального режима. Допустимые вещи выпадают при PvP-смерти в открытой зоне (гл. 78). [F26] туманом. Монстры там: ×4 здоровья и ×4 урона, вдвое больше золота, вдвое чаще добыча, вдвое чаще редкие вещи. Зона состоит из четырёх колец, множитель кольца складывается с базовым ×4. Свои не бьют своих: с 15.10 согильдийцы, как и члены группы, не могут нападать друг на друга. Небосвод (Firmament) работает против монстров зоны, но удары и заклинания по игрокам считаются без него (гл. 71). Быстрый переход внутри зоны — с откатом 10 минут. Великаны ходят по открытой местности (не больше двух). Великий великан описан в гл. 59. Чужаки (не из вашей группы и гильдии) видны красными на карте с 1,5 км, предупреждение — на 600 м. В 200 м чужак замедляет путешествие, как враг рядом. Смерть в зоне: ожидание 2 минуты. При гибели от монстра или окружения вещи сохраняются, теряется обычная десятая часть кошелька. Только убийство игроком создаёт выпадение допустимого содержимого рюкзака, сопровождающей повозки и рюкзаков компаньонов; убийца может выбрать одну надетую вещь. Денежная доля теперь 10%, аккредитив теряет 10% номинала и остаётся. Подробная таблица ниже. Повозка вне зоны или в конюшне груз не теряет. [F26] /unstuck — пешком до ближайшего города; в зоне откат 60 минут. Подземелья и залы зоны обновляются через 30 минут. Перед входом сдайте ценности в банк, берите только то, что не жалко потерять, и сначала прокачайтесь: свежий персонаж не переживёт монстров ×4. Для сумм используется целочисленное деление вниз. Пример: кошелёк 12 345 и аккредитив 8 000 при PvP-смерти теряют 1 234 + 800 = 2 034 золотых. Это не второй штраф при возрождении: двойное списание исправлено. Resurrect после PvP-смерти не возвращает уже отданную долю. Защищённые расходники и служебные вещи следуют своим исключениям. [F26] Закрытие клиента на экране смерти в Wrothgarian Mountains "},{"u":"ch-75.html","t":"Жильё ОНЛАЙН","p":"Онлайн-мир","h":["Голоса о доме","Оформление дома и общий доступ с 0.1.11250","Дворы и надёжность сундуков"],"x":"Когда голоса о доме падают до −5, дом становится «отвергнутым» и прячется (HOME_SHUN_AT = −5, src/net/homeVoteLaw.js). Купленные дома стали доступны другим персонажам того же аккаунта. Лимит покупки остаётся 3 на персонажа; содержимое хранилищ разделено по персонажам. Рыцарский подарок остаётся личным. Удаление покупателя затрагивает принадлежащие ему дома — общая доступность аккаунту не передаёт собственность автоматически. [F23] Tab открывает каталог декора. Любимые предметы помечаются звездой, нужные можно вынести на панель. Установка, перемещение, копирование, удаление и переименование применяются общей кнопкой Confirm; выход с несохранёнными изменениями требует решения. Копия остаётся в текущей комнате. Поставленному предмету можно дать имя до 32 символов. Who may use отдельно задаётся для сундука и станции: владелец, друзья, группа или все. Общий сундук одновременно открывает один человек; изменения содержимого сохраняются при закрытии. Станциям нужны собственные права. Transfer Ownership использует окно выбора и имя покупателя; это действие меняет владельца, в отличие от обычного доступа персонажам аккаунта. [F33] Поставленная кровать в доме, караване или каюте пригодна для сна. Размещённый огонь согревает и сушит; у него можно отдыхать и готовить. Cooking station назначает предмет домашним очагом и онлайн открывает The Fire в Stores. В общий чужой сундук зала нельзя класть золото. Источники: systems/decor/decorUse.js, net/decorLaw.js. Во всех дворах одного города суммарно допускается 6 500 предметов декора; это общий городской предел, действующий вместе с личным лимитом двора. При заполнении игра просит сначала убрать свою вещь. Исправлена неполная загрузка дворов восточных и северных блоков Daggerfall City после перезапуска; дворы других владельцев подгружаются постепенно, чтобы уменьшить задержку при входе.[U37] Если общий домашний сундук снова сделали личным, его содержимое теперь возвращается в личный сундук. Только что вошедшему игроку общий сундук може"},{"u":"ch-76.html","t":"Гильдии игроков ОНЛАЙН","p":"Онлайн-мир","h":[],"x":"Текущий предел гильдии игроков — 75 участников. Новое отдельное окно Guild объединяет состав, роли, сообщения и доступные действия; правила прав доступа по ролям сохраняются. [F23] После 0.1.11250 внутреннее помещение гильдейского зала вмещает 300 предметов; личный дом — 200. У двора свой предел 60. Размещение оплачивает хранитель из своих денег, возвраты идут в казну гильдии. Доступ к поставленному сундуку: Everyone, Members, Officers или Guildmaster; более высокая роль также имеет доступ. Только хранитель меняет разрешение. Гильдмейстер может переложить казну-хранилище в открытый сундук. Шкафы самого здания продолжают открывать общие гильдейские Хранилища. [F33]"},{"u":"ch-77.html","t":"Территории и осады ОНЛАЙН","p":"Онлайн-мир","h":[],"x":"Резиденции (seats): каждый город с дворцом — владение, которое может держать гильдия. Три из них — коронные (Даггерфолл синий, Вэйрест малиновый, Сентинел золотой). На онлайн-карте — серые кольца, у столиц корона; есть Марки (два цвета) и Свободные земли (зелёное кольцо). Резиденция даёт Хартию (Charter), отношение (Standing), услуги и сборы. Неделя: в воскресенье «Поворот» (Turning) распределяет Хартии, права на осаду и турниры на неделю. Владелец выбирает день боя (среда–суббота) и начало (16:00–02:00 UTC). Коронные осады — в субботу: Даггерфолл 20:00, Вэйрест 21:00, Сентинел 22:00 UTC. Бой: за 10 минут Доска объявлений предлагает «Вступить в битву» или «Смотреть». Если атакующие не пришли за 10 минут — техническое поражение. Стрелы, вредные заклинания и лечение работают; Teleport, Recall и Levitate — нет. Павшие поднимаются волнами (каждые 20 с у дворца, 30 с у короны) с 3 секундами неуязвимости. Место выбывшего держится 5 минут. В коронной осаде — до 20 бойцов на сторону и до 4 наёмников (Sellswords: до 2, у короны до 4, за плату до 5 000 серебра). Сервер проверяет осадное PvP строже обычного. Итог: победа атакующих — Хартия переходит к ним с Standing 50, и на ближайшем Повороте её нельзя оспорить. Владелец удержал — +15 Standing (+10, если атакующие дошли до Трона) и +20% к обороне; неявка атакующих — +10 Standing. Мятеж: если Standing на Повороте упал до 0, в окно осад следующей недели мятежный капитан (400 HP) и 12 мятежников занимают вход во дворец. У членов гильдии 2 часа, чтобы убить капитана (Standing вернётся к 20), иначе Хартия теряется. Укрепления: стены, привратные башни, казармы, лагеря, осадные машины (тараны). Есть сезоны, титулы, история территорий и Зал летописей."},{"u":"ch-78.html","t":"Транспорт","p":"Онлайн-мир","h":["Overworld: путешествие «с высоты»","Корабли: бой, капитан и улучшения (0.0.220)","Скорость путешествия","Флот, верфь и причалы","Пассажирский рейс (Passage Under Sail)","Открытый Eltheric Ocean","Морские хранилища, штормы и флот","PvP кораблей, награды за головы и сезон капитанов","Лошадь и повозка после перемещения"],"x":"Лошадь и повозка стоят в мире там, где вы их оставили, и видны другим. «,» — сесть или спешиться, «.» — позвать. Нельзя лазать из седла и приседать верхом; Бег (Running) верхом не тренируется; вход в здание спешивает. Повозка и лошадь, отправленные в конюшню, там и остаются и не появляются у дверей; позовите их, чтобы вернуть. Если сесть на лошадь, повозка из конюшни не остаётся без неё. Если у вас несколько повозок, используется самая вместительная. Повозку с грузом нельзя продать, обменять, выставить на рынок или убрать в хранилище. Перекраска бесплатна. Кузнецы и Repair Object повозки и лошадей не чинят — нужен Wagon Repair Kit из Wagon Yard. Изношенная повозка не становится непригодной. Уход за лошадью и износ повозки (Features, у каждого игрока свой выбор): Off — классические лошадь и повозка; Boons (по умолчанию) — забота даёт, небрежность ничего не отнимает: голодная лошадь не слабеет и не медленнее классической, изношенная повозка не медленнее, а повозка в состоянии Sound катится на 10% быстрее; Hard — прежние правила: голод снимает характеристики лошади, изношенная повозка медленнее и дешевле при продаже. Панель седла — F2; редактор HUD (Alt+U) двигает панели езды и штурвала. Путешествие онлайн: поездка по карте — это реальный путь, ускоренный (шкалы скорости ниже), мгновенного телепорта нет. «Осторожное» путешествие обходит часть встреч и останавливается при низком здоровье или усталости (Fatigue). Извозчики у ворот обнесённых стеной городов — быстрое путешествие по суше за плату. Корабли — только из портов; аренда корабля — 15 в день плюс 10 за капитана. Групповое путешествие — к лидеру. С конца сентября путешествие по карте (улучшенный интерфейс) идёт в виде Overworld: камера поднимается на 150 –450 м, и вы видите, как персонаж идёт по настоящей земле — с теми же городами, погодой, врагами и другими игроками. Открыть: кнопка Overworld на карте или своя клавиша (Controls → «Overworld (the travel view)», по умолчанию не назначена). Esc или Return — вернуть"},{"u":"ch-79.html","t":"Карточный стол таверны: The King's Gambit","p":"Онлайн-мир","h":["Против игроков ОНЛАЙН"],"x":"За карточным столом любой таверны, кроме покера (Hold'em) и карт Iliac Hand, с 15 октября 2026 года (обновление 0.162) есть тактическая игра The King's Gambit: армии из карт Iliac Hand сражаются на доске поперёк стола. Запуск — кнопкой Play The King's Gambit на панели Hold'em или Iliac Hand. Выключается в настройках, вкладка World. Sit at the board → соберите армию → Ready. Доску раскладывает и кубики бросает стол; на ход — 60 секунд. Просроченный ход заканчивается как «End turn»; три просрочки подряд — поражение. Остальные посетители таверны могут смотреть. Игра на золото — за красным столом, для онлайн-персонажей: ставки 10, 50, 200, 1 000 или 5 000 золотых, оба игрока ставят поровну, сервер держит обе ставки, победитель забирает банк. Сезонная таблица: игры двух зарегистрированных аккаунтов идут в рейтинг (кнопка Season board — топ-10 и ваше место). Первый в сезоне, кто сыграет 10 засчитанных игр против 5 разных соперников, получает титул Grandmaster."},{"u":"ch-80.html","t":"Исправленные заблуждения","p":"Заблуждения и справка","h":[],"x":"Утверждения из материалов сообщества (и несколько из первой редакции гайда), которые не соответствуют текущей игре."},{"u":"ch-81.html","t":"Ключевые числа: сводка","p":"Заблуждения и справка","h":[],"x":"Рецепты 1 273: 1 203 изделия, 50 заготовок, 20 зелий; опыт 20 × tier, бонус трека за первый узор в tier"},{"u":"ch-82.html","t":"Формулы простыми словами","p":"Заблуждения и справка","h":[],"x":"Расшифровка больших формул гайда: от чего зависит результат и что в нём главное. Точные формулы — в указанных главах."},{"u":"ch-83.html","t":"Источники","p":"Заблуждения и справка","h":["Источники и границы проверки редакции 7","F01 · Рост навыков и все 35 коэффициентов — главы 23, 19.","F02 · Мастерство: эффективный навык, порог вызова, затухание — главы 25.","F03 · Ascend, сумма навыков, 5 очков онлайн — главы 24.","F04 · Минимум здоровья и постоянная END — главы 13, 24.","F05 · Замена навыка и сброс специализаций — главы 24, 32, 39.","F06 · Замах, короткие клинки и пересчёт DPS — главы 30.","F07 · Две руки — главы 30.","F08 · Мастерский урон оружия и пути — главы 32.","F09 · Магия: стоимость, сопротивление, попадание — главы 35, 36, 37, 38, 39.","F10 · Продажа после находки и ремонта — главы 43, 47.","F11 · Процветание поселений — главы 47.","F12 · Текущие Gilded и особые силы — главы 40.","F13 · Обычная добыча, Renown и численные таблицы — главы 40, 57, 70.","F14 · Бестиарий и встречи DEX/MUDEX — главы 56, 57.","F15 · Появление и сила ревенантов — главы 60.","F16 · Воля, раны, след, Dread и защищённые вещи — главы 60.","F17 · Походы и звёзды компаньонов — главы 60.","F18 · Ремесленные заказы — главы 63.","F19 · Ремесло, качество, алхимия, материалы — главы 61, 62, 63, 64, 65, 66.","F20 · Три новых комплекта — главы 41.","F21 · Фестиваль и Soul Cakes — главы 72.","F22 · Starfall: волны, награды и ограничения — главы 72.","F23 · Группа, дома, гильдии, путешествие и интерфейс — главы 5, 8, 69, 73, 75, 76, 78.","F24 · Цепочки заданий — главы 7.","F25 · Mzunthar, огнестрел и добыча — главы 33, 40, 72.","F26 · Потери при смерти в открытых зонах — главы 55, 74, 78.","F27 · Открытый океан и корабельные события — главы 78.","F28 · Старые формулы PCAAO: расы, крит, броня, щиты — главы 9, 26, 27, 28, 29.","F29 · Конструктор класса и исходные характеристики — главы 10, 11, 13, 14.","F30 · Гильдии NPC, классы услуг и ранги — главы 49.","F32 · Ткань своего изготовления и все градации камней — главы 42, 65, 66.","F33 · Каталог декора, права и гильдейский зал — главы 75, 76.","F34 · Масштабирование события администрации — главы 72.","F31 · Угроза уровня и Renown — главы 59.","Неподтверждённые области","Дополнение от 26 октября 2026","U35 Звук, модели и диагностика","U36 Сохранения, рынок, чат и серверные области","U37 Дворы, сундуки и общие стопки золота","U38 Группа, звёзды и возвращение после PvP","U39 Исправления мира и сверка прежних блоков","F35 Общение и отношение — главы 17, 22, 68","F36 Свадьба дети и наследование — главы 17"],"x":"Исходный код редакции 7: github.com/Lattymoy/daggerfall-js-source, app-v0.1.11634, commit 34584a5c098840952d50eada7d34d88bc528b8aa. Базовое сравнение: app-v0.1.9632, commit a5b22f267b7df6763c3c1486929fe7c849b9d4a5. Ниже сохранены библиографические ориентиры редакции 6; они не заменяют новые ссылки на код. UDFOP (Unofficial Daggerfall Online Pages): tau-samsara.github.io/udfop — описания тем, журнал изменений (5 667 записей, 494 Iliac Codex: iliac-codex.pages.dev — страницы Which rules apply, Custom classes, Advantages, History questions, Levelling, Death Материалы сообщества (архив «Daggerfall_Unity_Online»): «Руководство Daggerfall Online» (перевод FAQ UDFOP), «Создание Daggerfall Unity: github.com/Interkarma/daggerfall-unity, коммит 2343305 — PlayerEntity.RaiseSkills, Релизы разработчика: github.com/Lattymoy/daggerfall-js-source/releases. Полный перечень 148 релизов после контрольной версии приведён в отчёте. Документация bible/ используется для пояснения замысла; исполнение проверяется по src/ и server-account/src/. Исторические пути модулей прежних редакций частично перемещены, актуальные пути приведены в реестре ниже. Прежние редакции гайда: первая (10.10.2026, коммит 4095f9b), вторая (15.10.2026, коммит 02b1493), третья (16.10.2026, Ревенанты: src/systems/revenant/, bible/06-Systems/Revenants.md; рост врагов — src/systems/heroThreat.js; отдых и Архивы Discord и материалы игроков упоминались в редакции 6. В этой редакции полный закрытый архив заново не проверен; авторские утверждения о ранее прочитанных 200 сообщениях не используются как новое доказательство. Публичные релизы сверены непосредственно по GitHub. Гайд игроков по призыву (Discord, «Summoning Daedra Online», перевод) — сверен с src/systems/daedraSummoning.js Гильдии и призыв: src/systems/guild/guildServices.js, guildVariants.js, guildServiceActions.js, src/systems/knightlyGifts.js, Elite Breach: bible/11-Multiplayer/Elite-Gates.md, src/net/eliteGates/, server-account/src/eg.js. 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+tbody tr:nth-child(even) { background: color-mix(in srgb, var(--bg-alt) 45%, transparent); } +tbody tr:hover { background: var(--accent-bg); } +td:first-child { font-weight: 600; color: var(--ink); } +table .rowhead td { background: var(--bg-alt); font-weight: 700; color: var(--accent); } + +/* ---------- callouts ---------- */ +.callout { + margin: 0 0 24px; padding: 14px 18px; + background: var(--panel); + border: 1px solid var(--line); + border-left: 3px solid var(--accent); + border-radius: 0 var(--radius) var(--radius) 0; + font-size: 15.5px; +} +.callout h4 { margin: 0 0 6px; font-family: var(--font-sans); font-size: 12px; letter-spacing: .1em; text-transform: uppercase; color: var(--accent); } +.callout p:last-child { margin-bottom: 0; } + +.note { font-size: 15px; color: var(--ink-soft); background: var(--bg-alt); border-radius: 8px; padding: 12px 16px; } + +.src { font-size: 12.5px; color: var(--muted); font-family: var(--font-mono); margin: 0 0 10px; word-break: break-word; } +.src::before { content: "↳ "; opacity: .6; } + +code, .formula { font-family: var(--font-mono); font-size: .92em; background: var(--code-bg); padding: 1px 5px; border-radius: 4px; } + +/* ---------- prev / next ---------- */ +.pager { display: flex; gap: 14px; margin-top: 56px; padding-top: 26px; border-top: 1px solid var(--line); } +.pager a { + flex: 1 1 0; display: block; padding: 14px 16px; border: 1px solid var(--line); border-radius: var(--radius); + background: var(--panel); color: var(--ink); transition: border-color .15s, transform .1s; +} +.pager a:hover { border-color: var(--line-strong); text-decoration: none; } +.pager .dir { display: block; font-size: 11.5px; letter-spacing: .08em; text-transform: uppercase; color: var(--muted); margin-bottom: 4px; } +.pager .next { text-align: right; } +.pager .lbl { font-family: var(--font-serif); font-size: 16px; } + +/* ---------- home ---------- */ +.hero { padding: 26px 0 10px; } +.hero h1 { font-size: clamp(36px, 5vw, 56px); margin-bottom: 10px; } +.hero .lead { max-width: 640px; } + +.stats { display: flex; flex-wrap: wrap; gap: 10px; margin: 22px 0 8px; } +.stat { + padding: 8px 14px; border: 1px solid var(--line); border-radius: 999px; + background: var(--panel); font-size: 13.5px; color: var(--ink-soft); +} +.stat b { color: var(--accent); font-family: var(--font-serif); font-size: 15px; } + +.quick { margin: 26px 0 8px; display: flex; flex-wrap: wrap; gap: 10px; } +.quick a { + padding: 9px 14px; border: 1px solid var(--line); border-radius: 8px; + background: var(--panel); font-size: 14px; color: var(--ink-soft); +} +.quick a:hover { border-color: var(--accent); color: var(--accent); text-decoration: none; } + +.grid { display: grid; grid-template-columns: repeat(auto-fill, minmax(300px, 1fr)); gap: 18px; margin: 22px 0 10px; } + +.card { + display: block; padding: 20px 20px 16px; background: var(--panel); + border: 1px solid var(--line); border-radius: 12px; color: var(--ink); + box-shadow: var(--shadow); transition: transform .12s ease, border-color .12s ease; +} +.card:hover { text-decoration: none; border-color: var(--line-strong); transform: translateY(-2px); } +.card .num { font-family: var(--font-serif); font-size: 12px; letter-spacing: .12em; color: var(--muted); text-transform: uppercase; } +.card h3 { margin: 6px 0 8px; font-size: 21px; } +.card p { margin: 0 0 12px; font-size: 14px; color: var(--muted); line-height: 1.5; } +.card .count { font-size: 12.5px; color: var(--accent); font-weight: 600; } + +.part-intro { font-size: 17px; color: var(--ink-soft); max-width: 720px; margin-bottom: 26px; } + +.ch-list { list-style: none; padding: 0; margin: 8px 0 0; border-top: 1px solid var(--line); } +.ch-list li { border-bottom: 1px solid var(--line); margin: 0; } +.ch-list a { display: flex; gap: 14px; padding: 14px 6px; color: var(--ink); } +.ch-list a:hover { background: var(--bg-alt); text-decoration: none; } +.ch-list .n { flex: 0 0 34px; color: var(--muted); font-variant-numeric: tabular-nums; font-family: var(--font-serif); } +.ch-list .t { flex: 1 1 auto; } +.ch-list .t small { display: block; color: var(--muted); font-size: 13px; margin-top: 3px; line-height: 1.45; } + +/* ---------- search overlay ---------- */ +.search-overlay { + position: fixed; inset: 0; z-index: 100; + background: color-mix(in srgb, var(--bg) 70%, transparent); + backdrop-filter: blur(6px); + display: none; padding: 8vh 18px 18px; +} +.search-overlay.open { display: block; } +.search-box { + max-width: 720px; margin: 0 auto; background: var(--panel); + border: 1px solid var(--line-strong); border-radius: 14px; box-shadow: var(--shadow); + overflow: hidden; +} +.search-box input { + width: 100%; padding: 18px 20px; font: inherit; font-size: 18px; + background: transparent; border: none; outline: none; color: var(--ink); + border-bottom: 1px solid var(--line); +} +.search-results { max-height: 62vh; overflow-y: auto; } +.search-results a { display: block; padding: 12px 20px; border-bottom: 1px solid var(--line); color: var(--ink); } +.search-results a:hover, .search-results a.sel { background: var(--bg-alt); text-decoration: none; } +.search-results .st { font-weight: 600; } +.search-results .sp { font-size: 12.5px; color: var(--muted); } +.search-results .sx { font-size: 13.5px; color: var(--ink-soft); margin-top: 4px; } +.search-results mark { background: color-mix(in srgb, var(--gold) 35%, transparent); color: inherit; border-radius: 3px; padding: 0 2px; } +.search-empty { padding: 18px 20px; color: var(--muted); font-size: 14px; } + +/* ---------- footer ---------- */ +.site-footer { + grid-column: 1 / -1; margin-top: 60px; padding: 26px 40px; + border-top: 1px solid var(--line); color: var(--muted); font-size: 13px; +} +.site-footer a { color: var(--muted); text-decoration: underline; text-underline-offset: 2px; } +.site-footer a:hover { color: var(--accent); } + +.backdrop { display: none; } + +/* ---------- responsive ---------- */ +@media (max-width: 980px) { + :root { --sidebar-w: 270px; } + .main { padding: 26px 22px 80px; } + .search-trigger { min-width: 44px; } + .search-trigger span, .search-trigger kbd { display: none; } +} + +@media (max-width: 820px) { + .burger { display: inline-flex; } + .layout { display: block; } + .sidebar { + position: fixed; top: var(--header-h); left: 0; bottom: 0; z-index: 60; + width: min(86vw, 340px); height: auto; + background: var(--panel); border-right: 1px solid var(--line); + transform: translateX(-102%); transition: transform .22s ease; + box-shadow: var(--shadow); + } + body.nav-open .sidebar { transform: none; } + .backdrop { + display: block; position: fixed; inset: var(--header-h) 0 0 0; z-index: 50; + background: rgba(0, 0, 0, .35); opacity: 0; pointer-events: none; transition: opacity .2s; + } + body.nav-open .backdrop { opacity: 1; pointer-events: auto; } + .main { padding: 22px 18px 70px; } + h2 { font-size: 23px; } + .pager { flex-direction: column; } + .pager .next { text-align: left; } +} + +@media print { + .site-header, .sidebar, .pager, .toc, .site-footer { display: none; } + .main { padding: 0; } + a { color: inherit; } +} + + +/* ============================================================ + v2 — верхнее меню, нижняя панель, калькуляторы, карта, события + ============================================================ */ + +:root { + --map-sea-1: #cfdcd8; + --map-sea-2: #a9c0bd; + --map-land: #e8ddc6; + --map-land2: #ded2bb; + --map-coast: #8f7f63; + --map-wave: #8fa8a4; +} + +[data-theme="dark"] { + --map-sea-1: #16262a; + --map-sea-2: #0e1a1d; + --map-land: #2a241c; + --map-land2: #241f18; + --map-coast: #6a5a44; + --map-wave: #2c4448; +} + +.brand { text-decoration: none; display: inline-flex; align-items: baseline; gap: 8px; } +.brand-mark { color: var(--accent); font-size: 18px; } +.brand .rev { font-size: 11px; } + +.topnav { display: flex; gap: 4px; margin-left: 18px; } +.topnav a { + padding: 7px 12px; border-radius: 8px; color: var(--ink-soft); + font-size: 14.5px; font-weight: 500; +} +.topnav a:hover { background: var(--bg-alt); text-decoration: none; color: var(--ink); } +.topnav a.on { background: var(--accent-bg); color: var(--accent); } + +/* нижняя панель */ +body { padding-bottom: 64px; } +.bottom-bar { + position: fixed; left: 0; right: 0; bottom: 0; z-index: 45; + height: 56px; display: flex; align-items: center; gap: 10px; + padding: 0 16px; + background: color-mix(in srgb, var(--bg) 92%, transparent); + backdrop-filter: saturate(140%) blur(10px); + border-top: 1px solid var(--line); +} +.bb-side { + display: inline-flex; align-items: center; gap: 8px; min-width: 0; + color: var(--ink-soft); font-size: 13.5px; padding: 6px 10px; border-radius: 8px; + max-width: 40%; +} +.bb-side svg { width: 16px; height: 16px; flex: 0 0 auto; } +.bb-side span { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; } +.bb-side:hover { background: var(--bg-alt); text-decoration: none; color: var(--ink); } +.bb-right { margin-left: auto; justify-content: flex-end; } +.bb-empty { flex: 1 1 auto; } +.bb-center { + flex: 0 0 auto; font-size: 13px; color: var(--muted); + padding: 6px 12px; border: 1px solid var(--line); border-radius: 999px; + margin: 0 auto; +} +.bb-center:hover { border-color: var(--line-strong); color: var(--ink); text-decoration: none; } + +/* подвал */ +.foot-grid { + display: grid; grid-template-columns: 1.4fr 1fr 1fr 1.2fr; gap: 28px; + max-width: 1080px; margin: 0 auto 26px; +} +.foot-col h4 { + font-family: var(--font-sans); font-size: 11.5px; letter-spacing: .12em; + text-transform: uppercase; color: var(--muted); margin: 0 0 10px; +} +.foot-col ul { list-style: none; margin: 0; padding: 0; } +.foot-col li { margin: 0 0 6px; } +.foot-col a { color: var(--ink-soft); font-size: 13.5px; } +.foot-col a:hover { color: var(--accent); } +.foot-col p { font-size: 13px; color: var(--muted); margin: 0 0 8px; } +.foot-bottom { + max-width: 1080px; margin: 0 auto; padding-top: 16px; border-top: 1px solid var(--line); + display: flex; justify-content: space-between; gap: 12px; flex-wrap: wrap; + font-size: 12.5px; color: var(--muted); +} + +/* карточки инструментов */ +.tool-grid { display: grid; grid-template-columns: repeat(auto-fill, minmax(280px, 1fr)); gap: 16px; margin: 18px 0 10px; } +.tool-card { + display: block; padding: 18px 18px 14px; background: var(--panel); + border: 1px solid var(--line); border-radius: 12px; color: var(--ink); + box-shadow: var(--shadow); transition: transform .12s, border-color .12s; +} +.tool-card:hover { transform: translateY(-2px); border-color: var(--line-strong); text-decoration: none; } +.tool-card h3 { margin: 0 0 6px; font-size: 19px; } +.tool-card p { margin: 0; font-size: 13.5px; color: var(--muted); line-height: 1.5; } + +/* калькуляторы */ +.anchor-nav { display: flex; flex-wrap: wrap; gap: 8px; margin: 18px 0 8px; } +.anchor-nav a { + padding: 7px 12px; border: 1px solid var(--line); border-radius: 999px; + background: var(--panel); font-size: 13.5px; color: var(--ink-soft); +} +.anchor-nav a:hover { border-color: var(--accent); color: var(--accent); text-decoration: none; } + +.tool { + background: var(--panel); border: 1px solid var(--line); border-radius: 14px; + padding: 22px 22px 18px; margin: 18px 0 26px; box-shadow: var(--shadow); + scroll-margin-top: 80px; +} +.tool h2 { margin: 0 0 6px; border: 0; padding: 0; font-size: 24px; } +.tool-note { color: var(--muted); font-size: 13.5px; margin: 0 0 16px; } +.tool-body { display: grid; grid-template-columns: 1.15fr .85fr; gap: 24px; align-items: start; } +.tool-inputs { display: grid; grid-template-columns: repeat(auto-fill, minmax(190px, 1fr)); gap: 12px; } +.tool-inputs label { display: flex; flex-direction: column; gap: 5px; font-size: 12.5px; color: var(--muted); } +.tool-inputs input, .tool-inputs select { + font: inherit; font-size: 14.5px; padding: 8px 10px; color: var(--ink); + background: var(--bg); border: 1px solid var(--line); border-radius: 8px; +} +.tool-inputs input:focus, .tool-inputs select:focus { outline: 2px solid var(--accent-soft); outline-offset: 1px; } +.tool-inputs .check { flex-direction: row; align-items: center; gap: 8px; font-size: 13px; } +.tool-inputs .check input { width: 16px; height: 16px; } + +.tool-out { position: sticky; top: 76px; } +.result { + display: flex; flex-direction: column; gap: 2px; padding: 18px; + background: var(--accent-bg); border-radius: 12px; text-align: center; +} +.result b { font-family: var(--font-serif); font-size: 34px; color: var(--accent); line-height: 1.1; } +.result span { font-size: 12px; letter-spacing: .06em; text-transform: uppercase; color: var(--muted); } +.breakdown { margin-top: 12px; font-size: 13px; color: var(--ink-soft); } +.breakdown div { display: flex; justify-content: space-between; gap: 12px; padding: 4px 0; border-bottom: 1px dashed var(--line); } +.breakdown div:last-child { border-bottom: 0; } +.breakdown .neg { color: #b0452c; } +.breakdown .pos { color: #2f7a4f; } + +/* карта */ +.map-layout { display: grid; grid-template-columns: 1.5fr .9fr; gap: 24px; align-items: start; margin: 10px 0 20px; } +.map-frame { border: 1px solid var(--line); border-radius: 14px; overflow: hidden; box-shadow: var(--shadow); background: var(--panel); } +.map-svg { display: block; width: 100%; height: auto; } +.map-labels text { font-family: var(--font-sans); fill: var(--map-coast); } +.map-labels .lbl-big { font-size: 13px; letter-spacing: .18em; opacity: .85; font-weight: 600; } +.map-labels .lbl-sea { font-size: 13px; letter-spacing: .22em; font-style: italic; fill: var(--muted); } +.lbl-compass { font-family: var(--font-serif); font-size: 12px; fill: var(--map-coast); } +.mk circle { fill: var(--accent); stroke: var(--panel); stroke-width: 2; } +.mk text { font-family: var(--font-sans); font-size: 11.5px; fill: var(--ink); } +.mk-region circle { fill: var(--map-coast); } +.mk-region text { fill: var(--ink-soft); font-size: 11px; } +.mk-dungeon circle { fill: var(--gold); } +.mk-sea circle { fill: var(--map-wave); } +.mk:hover circle, .mk:focus circle { r: 9; } +.mk { cursor: pointer; } +.map-side h2 { margin-top: 4px; font-size: 19px; border: 0; padding: 0; } +.map-legend { list-style: none; padding: 0; margin: 0 0 14px; font-size: 13.5px; } +.map-legend li { display: flex; align-items: center; gap: 8px; margin-bottom: 6px; color: var(--ink-soft); } +.dot { width: 10px; height: 10px; border-radius: 50%; display: inline-block; background: var(--accent); } +.dot.dungeon { background: var(--gold); } +.dot.region { background: var(--map-coast); } +.dot.sea { background: var(--map-wave); } +.linklist { list-style: none; padding: 0; margin: 0; font-size: 14px; } +.linklist li { margin-bottom: 6px; } + +/* события */ +.events-status { font-size: 13.5px; color: var(--muted); margin: 6px 0 16px; } +.events-status.err { color: var(--accent); } +.events-grid { display: grid; grid-template-columns: repeat(auto-fill, minmax(300px, 1fr)); gap: 16px; } +.event-card { + background: var(--panel); border: 1px solid var(--line); border-radius: 14px; + padding: 16px 18px; box-shadow: var(--shadow); display: flex; flex-direction: column; gap: 8px; +} +.event-card h3 { margin: 0; font-size: 19px; } +.event-card .cat { font-size: 11px; letter-spacing: .1em; text-transform: uppercase; color: var(--accent); } +.event-card .loc { font-size: 13px; color: var(--muted); } +.event-card .timer { font-family: var(--font-mono); font-size: 15px; color: var(--ink); } +.event-card .timer b { color: var(--accent); font-size: 17px; } +.event-card .note { font-size: 12.5px; margin: 0; } +.event-card .gilded { font-size: 13px; color: var(--ink-soft); border-top: 1px solid var(--line); padding-top: 8px; } + +.howto { max-width: 760px; } +.howto pre { + background: var(--code-bg); border: 1px solid var(--line); border-radius: 10px; + padding: 14px 16px; overflow-x: auto; font-size: 12.5px; line-height: 1.55; +} +.howto code { background: none; padding: 0; } + +@media (max-width: 980px) { + .tool-body { grid-template-columns: 1fr; } + .tool-out { position: static; } + .map-layout { grid-template-columns: 1fr; } + .foot-grid { grid-template-columns: 1fr 1fr; } +} + +@media (max-width: 820px) { + .site-header { flex-wrap: wrap; height: auto; padding: 8px 14px; gap: 8px; } + .topnav { order: 3; width: 100%; margin: 0; overflow-x: auto; padding-bottom: 2px; } + .topnav a { white-space: nowrap; } + .bb-side span { max-width: 32vw; } + .foot-grid { grid-template-columns: 1fr; gap: 18px; } + .main--wide { padding: 20px 16px 80px; } +} + +@media print { + .bottom-bar, .topnav { display: none; } +} + +.main--wide { max-width: 1180px; margin: 0 auto; padding: 34px 40px 90px; } +.bb-links { display: flex; gap: 6px; margin: 0 auto; flex-wrap: wrap; justify-content: center; } +.bb-links a { font-size: 13px; padding: 6px 12px; border-radius: 999px; color: var(--muted); } +.bb-links a:hover { background: var(--bg-alt); color: var(--ink); text-decoration: none; } +.bb-links a.on { background: var(--accent-bg); color: var(--accent); font-weight: 600; } + +/* вкладки карты */ +.map-tabs { display: flex; gap: 6px; margin: 16px 0 14px; padding: 4px; background: var(--bg-alt); border-radius: 12px; width: fit-content; } +.map-tab { + font: inherit; font-size: 14px; padding: 8px 16px; border: 0; border-radius: 9px; + background: transparent; color: var(--muted); cursor: pointer; +} +.map-tab:hover { color: var(--ink); } +.map-tab.on { background: var(--panel); color: var(--accent); font-weight: 600; box-shadow: var(--shadow); } +.map-embed { + border: 1px solid var(--line); border-radius: 14px; overflow: hidden; + box-shadow: var(--shadow); background: var(--panel); +} +.map-embed iframe { display: block; width: 100%; height: min(80vh, 860px); border: 0; } +.map-credit { font-size: 13px; color: var(--muted); margin: 10px 0 12px; line-height: 1.55; } + +/* изображения */ +.hero--split { display: grid; grid-template-columns: 1.4fr .6fr; gap: 32px; align-items: center; } +.hero-text h1 { margin-top: 0; } +.hero-fig { margin: 0; } +.hero-fig img { + width: 100%; height: auto; border-radius: 12px; + border: 1px solid var(--line); box-shadow: var(--shadow); display: block; +} +.gallery { display: grid; grid-template-columns: repeat(auto-fill, minmax(260px, 1fr)); gap: 18px; margin: 18px 0 10px; } +.gallery figure { margin: 0; } +.gallery img { + width: 100%; height: 180px; object-fit: cover; display: block; + border-radius: 10px; border: 1px solid var(--line); background: var(--bg-alt); +} +.gallery figcaption { font-size: 12.5px; color: var(--muted); margin-top: 6px; line-height: 1.45; } +.img-credit { font-size: 12.5px; color: var(--muted); margin: 6px 0 10px; } +.ch-img { margin: 0 0 26px; } +.ch-img img { + max-width: 100%; max-height: 420px; width: auto; height: auto; display: block; + border-radius: 10px; border: 1px solid var(--line); +} +.ch-img figcaption { font-size: 13px; color: var(--muted); margin-top: 8px; line-height: 1.5; } + +@media (max-width: 820px) { + .hero--split { grid-template-columns: 1fr; } + .hero-media { max-width: 260px; } +} + + +/* ============================================================ + v3 — палитра и полировка + ============================================================ */ + +body { + background: + radial-gradient(1100px 520px at 50% -12%, #fff7ec 0%, rgba(255, 247, 236, 0) 70%), + var(--bg); + background-attachment: fixed; +} +[data-theme="dark"] body { + background: + radial-gradient(1100px 520px at 50% -12%, #241711 0%, rgba(36, 23, 17, 0) 70%), + var(--bg); +} + +h1 { letter-spacing: -.02em; } +@supports ((-webkit-background-clip: text) or (background-clip: text)) { + .hero h1 { + background: linear-gradient(94deg, var(--accent) 8%, var(--gold) 96%); + -webkit-background-clip: text; + background-clip: text; + color: transparent; + } +} + +h2 { + border-bottom: 0; + padding-bottom: 14px; + position: relative; + margin-top: 46px; +} +h2::after { + content: ""; + position: absolute; left: 0; bottom: 0; + width: 54px; height: 3px; border-radius: 3px; + background: linear-gradient(90deg, var(--accent), var(--gold)); +} + +a { text-decoration-thickness: 1px; text-underline-offset: 3px; } +a:hover { text-decoration-color: var(--accent); } + +.icon-btn:hover { border-color: var(--accent); color: var(--accent); } +.topnav a.on { background: var(--accent); color: #fff; } +[data-theme="dark"] .topnav a.on { color: #1a120e; } + +.card { + border-radius: 14px; + background: linear-gradient(180deg, var(--panel), color-mix(in srgb, var(--panel) 90%, var(--accent-bg))); +} +.card:hover { + border-color: color-mix(in srgb, var(--accent) 40%, var(--line)); + box-shadow: 0 14px 34px color-mix(in srgb, var(--accent) 16%, transparent); + transform: translateY(-3px); +} +.card .num { color: var(--accent); font-weight: 700; letter-spacing: .14em; } +.card .count { color: var(--accent); } + +.tool-card { border-radius: 14px; } +.tool-card:hover { + border-color: color-mix(in srgb, var(--accent) 40%, var(--line)); + box-shadow: 0 14px 34px color-mix(in srgb, var(--accent) 14%, transparent); +} + +.stat { + border: 0; + background: var(--panel); + box-shadow: 0 1px 0 var(--line), 0 6px 18px rgba(70, 40, 20, .05); +} +.stat b { color: var(--accent); font-size: 16px; } + +.side-chapters a.active { + background: linear-gradient(90deg, var(--accent-bg), transparent 85%); + box-shadow: inset 3px 0 0 var(--accent); + border-radius: 0 8px 8px 0; + color: var(--accent); +} +.side-group > summary:hover { color: var(--accent); } + +.ch-meta { font-size: 13px; color: var(--muted); letter-spacing: .01em; } + +.toc { border-left: 3px solid color-mix(in srgb, var(--accent) 55%, var(--line)); } +.toc a:hover { color: var(--accent); } + +.src { font-family: var(--font-mono); opacity: .75; } +.src::before { content: none; } + +.callout { + border-left: 3px solid var(--accent); + background: color-mix(in srgb, var(--accent-bg) 45%, var(--panel)); +} + +th { background: color-mix(in srgb, var(--accent-bg) 55%, var(--bg-alt)); } +tbody tr:hover { background: color-mix(in srgb, var(--accent-bg) 35%, transparent); } + +.bottom-bar { border-top: 1px solid color-mix(in srgb, var(--accent) 25%, var(--line)); } +.bb-center:hover { border-color: var(--accent); color: var(--accent); } +.bb-links a.on { background: var(--accent); color: #fff; } +[data-theme="dark"] .bb-links a.on { color: #1a120e; } + +.foot-col a:hover { color: var(--accent); } + +::selection { background: color-mix(in srgb, var(--accent) 28%, transparent); } + +.sidebar::-webkit-scrollbar-thumb { background: color-mix(in srgb, var(--accent) 30%, var(--line-strong)); } +.sidebar::-webkit-scrollbar-thumb:hover { background: var(--accent); } + +/* рынок */ +.market-controls { + display: grid; grid-template-columns: 1.6fr repeat(4, minmax(140px, .7fr)); + gap: 10px; margin: 18px 0 10px; +} +.market-controls input, .market-controls select { + font: inherit; font-size: 14px; padding: 10px 12px; color: var(--ink); + background: var(--panel); border: 1px solid var(--line); border-radius: 10px; +} +.market-controls input:focus, .market-controls select:focus { + outline: 2px solid var(--accent-soft); outline-offset: 1px; +} +.market-note { font-size: 12.5px; color: var(--muted); margin: 0 0 4px; } +.market-note a { color: var(--accent); } +.market-stats { font-size: 13.5px; color: var(--muted); margin: 0 0 14px; } +.market-stats b { color: var(--ink); } +.market-list { display: flex; flex-direction: column; gap: 8px; } + +.lot { + display: flex; align-items: flex-start; gap: 16px; + padding: 12px 16px; background: var(--panel); + border: 1px solid var(--line); border-radius: 12px; cursor: pointer; + transition: border-color .12s, box-shadow .12s; +} +.lot:hover { border-color: color-mix(in srgb, var(--accent) 40%, var(--line)); box-shadow: 0 6px 20px rgba(70,40,20,.06); } +.lot-main { flex: 1 1 auto; min-width: 0; } +.lot-name { font-weight: 600; font-size: 15.5px; display: flex; align-items: center; gap: 8px; flex-wrap: wrap; } +.lot-meta { font-size: 12.5px; color: var(--muted); margin-top: 3px; } +.lot-stats { display: flex; flex-wrap: wrap; gap: 4px 10px; margin-top: 6px; font-size: 13px; color: var(--ink-soft); } +.lot-stats span { background: var(--bg-alt); border-radius: 6px; padding: 2px 8px; } +.lot-full { display: none; flex-wrap: wrap; gap: 4px 10px; margin-top: 6px; font-size: 13px; color: var(--ink-soft); } +.lot-full span { background: var(--bg-alt); border-radius: 6px; padding: 2px 8px; } +.lot.open .lot-full { display: flex; } +.lot-price { flex: 0 0 auto; text-align: right; font-family: var(--font-serif); font-size: 19px; color: var(--accent); font-weight: 700; } +.lot-price small { display: block; font-family: var(--font-sans); font-size: 10.5px; letter-spacing: .08em; text-transform: uppercase; color: var(--muted); font-weight: 400; } + +.rar { font-size: 10.5px; letter-spacing: .06em; text-transform: uppercase; padding: 2px 8px; border-radius: 999px; font-weight: 600; } +.rar-common { background: #eee9e0; color: #6b6153; } +.rar-magic { background: #e4ecfb; color: #2f5aa8; } +.rar-rare { background: #f3e6fb; color: #7a3fa8; } +.rar-legendary { background: #fdf0d8; color: #a86a10; } +.rar-aetheric { background: #e0f4f4; color: #1f7a7a; } +.rar-artifact { background: #fde3e0; color: #b23b2a; } +[data-theme="dark"] .rar-common { background: #2a251f; color: #b7a892; } +[data-theme="dark"] .rar-magic { background: #1d2740; color: #8fb4ff; } +[data-theme="dark"] .rar-rare { background: #2a1c38; color: #c89bf0; } +[data-theme="dark"] .rar-legendary { background: #33260f; color: #f0c36a; } +[data-theme="dark"] .rar-aetheric { background: #123030; color: #7fd8d8; } +[data-theme="dark"] .rar-artifact { background: #3a1a14; color: #ff9a86; } + +.btn-more { + display: block; width: 100%; margin: 16px 0 0; padding: 12px; + font: inherit; font-size: 14px; cursor: pointer; color: var(--ink); + background: var(--panel); border: 1px solid var(--line); border-radius: 12px; +} +.btn-more:hover { border-color: var(--accent); color: var(--accent); } + +@media (max-width: 980px) { + .market-controls { grid-template-columns: 1fr 1fr; } + .market-controls input { grid-column: 1 / -1; } +} +@media (max-width: 560px) { + .lot { flex-direction: column; } + .lot-price { text-align: left; } +} + +/* провинция на странице событий */ +.ev-region-wrap { display: flex; gap: 10px; margin: 6px 0 14px; } +.ev-region-wrap label { display: flex; align-items: center; gap: 8px; font-size: 13.5px; color: var(--muted); } +.ev-region-wrap select { + font: inherit; font-size: 14px; padding: 8px 12px; color: var(--ink); + background: var(--panel); border: 1px solid var(--line); border-radius: 10px; +} +.event-card .timer { font-family: var(--font-sans); font-size: 14px; } +.event-card.next { border-left: 3px solid var(--accent); } +.event-card.live { border-left: 3px solid #2f9e63; } +.event-card.live .timer b { color: #2f9e63; } +.event-card.unknown { border-left: 3px solid var(--line-strong); } +.event-card .loc { font-size: 13.5px; color: var(--ink-soft); } + +/* события — карточки с региональными таймерами */ +.events-grid { grid-template-columns: repeat(auto-fill, minmax(380px, 1fr)); gap: 18px; } +.event-card { padding: 0; overflow: hidden; gap: 0; } +.ev-head { display: flex; align-items: center; padding: 14px 16px 0; } +.ev-cat { font-size: 10.5px; letter-spacing: .14em; text-transform: uppercase; color: var(--muted); } +.ev-star { margin-left: auto; background: none; border: 0; font-size: 18px; line-height: 1; color: var(--gold); cursor: pointer; } +.ev-title { font-family: var(--font-serif); text-transform: uppercase; letter-spacing: .07em; font-size: 19px; margin: 10px 16px 4px; } +.ev-cadence { font-size: 11px; letter-spacing: .1em; text-transform: uppercase; color: var(--muted); margin: 0 16px 12px; } +.ev-rows { display: flex; flex-direction: column; } +.ev-row { padding: 10px 16px 12px; border-top: 1px solid var(--line); border-left: 3px solid transparent; } +.ev-row.is-live { background: #eef6ec; border-left-color: #3f9a5f; } +.ev-row.is-soon { background: #fdf4e3; border-left-color: #c8952f; } +.ev-row.is-none { opacity: .55; } +.ev-row-head { display: flex; align-items: baseline; gap: 10px; } +.ev-region { font-weight: 600; font-size: 14.5px; } +.ev-time { margin-left: auto; font-family: var(--font-mono); font-size: 15px; font-variant-numeric: tabular-nums; } +.ev-row.is-live .ev-time { color: #2f7a4f; } +.ev-tags { display: flex; align-items: center; gap: 8px; margin-top: 7px; } +.ev-chip { font-size: 10px; text-transform: uppercase; letter-spacing: .08em; padding: 2px 8px; border: 1px solid var(--line-strong); border-radius: 5px; color: var(--ink-soft); background: var(--panel); } +.ev-caption { font-size: 10px; letter-spacing: .07em; text-transform: uppercase; color: var(--muted); } +.ev-sub { font-size: 12px; color: var(--muted); margin-top: 5px; } +.ev-more { width: 100%; text-align: left; padding: 11px 16px; background: none; border: 0; border-top: 1px solid var(--line); font: inherit; font-size: 12.5px; color: var(--accent); cursor: pointer; } +.ev-more:hover { background: var(--bg-alt); } +.ev-gilded { padding: 12px 16px 14px; border-top: 1px solid var(--line); } +.ev-gilded-title { font-size: 10px; letter-spacing: .14em; text-transform: uppercase; color: var(--gold); } +.ev-gilded-name { font-size: 14px; font-weight: 600; margin-top: 3px; } +.ev-gilded-chance { font-size: 12px; color: var(--muted); margin-top: 2px; } +.ev-link { display: block; padding: 12px 16px; border-top: 1px solid var(--line); font-size: 12px; letter-spacing: .06em; text-transform: uppercase; text-align: right; color: var(--accent); } +.ev-link:hover { background: var(--bg-alt); text-decoration: none; } +.ev-toolbar { display: flex; align-items: center; gap: 14px; flex-wrap: wrap; margin: 4px 0 14px; } +.ev-filter { font: inherit; font-size: 13px; padding: 7px 14px; border-radius: 999px; border: 1px solid var(--line); background: var(--panel); color: var(--muted); cursor: pointer; } +.ev-filter:hover { border-color: var(--gold); color: var(--gold); } +.ev-filter.on { background: var(--gold); border-color: var(--gold); color: #fff; } +.ev-hint { font-size: 12.5px; color: var(--muted); } +[data-theme="dark"] .ev-row.is-live { background: #16241a; } +[data-theme="dark"] .ev-row.is-soon { background: #2a2113; } +[data-theme="dark"] .ev-row.is-live .ev-time { color: #6fd39a; } + +/* рынок — табличный вид */ +.market-head-row { + display: grid; grid-template-columns: minmax(0, 1fr) 110px 70px 190px; + gap: 16px; padding: 10px 16px; margin-top: 6px; + background: var(--bg-alt); border: 1px solid var(--line); border-radius: 10px 10px 0 0; + font-size: 10.5px; letter-spacing: .12em; text-transform: uppercase; color: var(--muted); +} +.market-head-row + .market-list .lot:first-child { border-radius: 0 0 10px 10px; } +.lot { + display: grid; grid-template-columns: minmax(0, 1fr) 110px 70px 190px; + gap: 16px; align-items: start; + padding: 14px 16px; border-radius: 10px; +} +.lot + .lot { margin-top: 0; } +.lot-item { min-width: 0; } +.lot-kind { font-size: 12.5px; color: var(--muted); margin-top: 3px; } +.lot-set { font-size: 12.5px; color: var(--accent); margin-top: 4px; } +.lot-cond { font-size: 11.5px; color: var(--muted); margin-top: 6px; } +.lot-price { font-family: var(--font-serif); font-size: 18px; font-weight: 700; color: var(--ink); text-align: left; } +.lot-price small { display: block; font-family: var(--font-sans); font-size: 10.5px; letter-spacing: .08em; text-transform: uppercase; color: var(--muted); font-weight: 400; } +.lot-qty { font-size: 14px; color: var(--ink-soft); } +.lot-seller { font-size: 13.5px; color: var(--ink-soft); } +.lot-seller small { display: block; font-size: 12px; color: var(--muted); margin-top: 2px; } + +@media (max-width: 820px) { + .market-head-row { display: none; } + .lot { grid-template-columns: 1fr auto; grid-template-areas: "item price" "qty seller"; row-gap: 10px; } + .lot-item { grid-area: item; } + .lot-price { grid-area: price; text-align: right; } + .lot-qty { grid-area: qty; } + .lot-seller { grid-area: seller; text-align: right; } +} diff --git a/assets/vendors.json b/assets/vendors.json new file mode 100644 index 0000000000000000000000000000000000000000..9b5df0643b4a06667adfbdba06e9de35274ce6a2 --- /dev/null +++ b/assets/vendors.json @@ -0,0 +1 @@ +{"updatedAt":1793385533756,"refreshMinutes":60,"coverage":{"regionsChecked":71,"totalRegions":71,"vendorsDiscovered":306,"vendorsChecked":306,"failedRegions":[],"failedVendorCount":0,"cappedRegions":[],"complete":true},"vendors":[{"seller":"vynn0","town":"Alik'ra","region":"Alik'r Desert","status":"available"},{"seller":"Vovka","town":"Ceriburea","region":"Alik'r Desert","status":"available"},{"seller":"Opossum","town":"Alik'ra","region":"Alik'r 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Bow","statLines":["Base damage: 4 - 16","Two-handed","+20 Backstabbing [10-20]","+20 Dodging [10-20]","+15 Critical Strike [10-20]","+18 Archery [10-20]","+17% damage vs animals [10-20]","Cast When Strikes: Ice Bolt"]},{"name":"Warrior's Saber of Skill","category":"Weapons","rarity":"rare","material":"Dwarven","price":15000,"condition":48,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Saber","statLines":["Base damage: 3 - 16","One-handed","+20% damage [10-25]","+13 Long Blade [10-20]","+10 Backstabbing [10-20]","+5 Shock damage [3-6]","+8 Agility [5-10]","Cast When Strikes: Ice Bolt","Item Deteriorates: in holy places"]},{"name":"Sollerets of Skill","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":48,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Sollerets","statLines":["Armor type: Leather","Base armor: +3","+16 Axe [10-20]","+5 Willpower [5-10]","+6 Personality [5-10]","+11 Jumping [10-20]","Improves Talents: Athleticism"]},{"name":"Chausses of the Stag","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":48,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Chausses","statLines":["Armor type: Leather","Base armor: +3","+10 Speed [5-10]","+19 Pickpocket [10-20]","+13 Climbing [10-20]","+15 Blunt Weapon [10-20]","Cast When Held: Water Walking"]},{"name":"Staff of Skill","category":"Weapons","rarity":"rare","material":"Elven","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Staff","statLines":["Base damage: 4 - 9","Two-handed","+13 Blunt Weapon [10-20]","+12 Dodging [10-20]","+6 Strength [5-10]","Skull Crack +16% [15-30]","One heavy blow, 186%, +30 to hit. 5 fatigue, 10s","Potent Vs: Humanoid"]},{"name":"Guardian's Chausses of Skill","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":35,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Chausses","statLines":["Armor type: Leather","Base armor: +3","+10 armor [6-12]","+12 Running [10-20]","+18 Climbing [10-20]","Increased Weight Allowance: 25% additional"],"setName":"Dagon's Brand"},{"name":"Amulet of Winter","category":"Jewellery","rarity":"rare","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Amulet","statLines":["+27% Frost resistance [20-35]","+7 Personality [5-10]","+15 Illusion [10-20]","+8 Willpower [5-10]","Cast When Held: Spell Resistance"]},{"name":"Guardian's Right Pauldron of Skill","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":43,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Right Pauldron","statLines":["Armor type: Leather","Base armor: +3","+11 armor [6-12]","+19 Hand-to-Hand [10-20]","+11 Jumping [10-20]","+5 Willpower [5-10]","Cast When Held: Water Breathing"]},{"name":"Guardian's Left Vambrace of Skill","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":69,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Left Vambrace","statLines":["Armor type: Leather","Base armor: +3","+7 armor [6-12]","+14 Short Blade [10-20]","+17 Running [10-20]","Cast When Held: Water Walking"]},{"name":"Loincloth of Skill","category":"WomensClothing","rarity":"rare","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Loincloth","statLines":["+18 Streetwise [10-20]","+12 Etiquette [10-20]","+10 Medical [10-20]","+12 Pickpocket [10-20]","Improves Talents: Athleticism"]},{"name":"Warrior's Mace of Skill","category":"Weapons","rarity":"rare","material":"Elven","price":15000,"condition":50,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Mace","statLines":["Base damage: 5 - 13","One-handed","+16% damage [10-25]","+11 Medical [10-20]","+14 Blunt Weapon [10-20]","+10 Backstabbing [10-20]","7% life leech on this weapon's own blows [4-7]","Potent Vs: Humanoid"]},{"name":"Right Vambrace of the Stag","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Right Vambrace","statLines":["Armor type: Leather","Base armor: +3","+10 Speed [5-10]","+13 Running [10-20]","+16 Axe [10-20]","Cast When Held: Water Breathing"]},{"name":"Sash of Skill","category":"MensClothing","rarity":"rare","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Sash","statLines":["+12 Lockpicking [10-20]","+20 Jumping [10-20]","+11 Impish [10-20]","Improves Talents: Hearing"]},{"name":"Tanto of Iron Will","category":"Weapons","rarity":"rare","material":"Steel","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Tanto","statLines":["Base damage: 1 - 7","One-handed","+10 Willpower [5-10]","+7 Intelligence [5-10]","+14 Short Blade [10-20]","+3 Shock damage [3-6]","Cast When Strikes: Hand of Sleep"]},{"name":"Warrior's Staff of Skill","category":"Weapons","rarity":"rare","material":"Steel","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Staff","statLines":["Base damage: 3 - 8","Two-handed","+10% damage [10-25]","+19 Dodging [10-20]","+12 Giantish [10-20]","+16 Blunt Weapon [10-20]","Skull Crack +23% [15-30]","One heavy blow, 197%, +30 to hit. 5 fatigue, 10s","Repairs Objects"]},{"name":"Cuirass of Skill","category":"Armor","rarity":"rare","material":"Chain","price":15000,"condition":66,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Cuirass","statLines":["Armor type: Chain","Base armor: +6","+18 Critical Strike [10-20]","+35% Poison resistance [20-35]","+10 Axe [10-20]","6 thorns [3-6]","Repairs Objects"]},{"name":"Guardian's Left Spaulder of the Ward","category":"Armor","rarity":"rare","material":"Chain","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Left Spaulder","statLines":["Armor type: Chain","Base armor: +5","+9 armor [6-12]","+30% Magic resistance [20-35]","+15 Short Blade [10-20]","+20 Mysticism [10-20]","Repairs Objects"],"setName":"Mora's Mantle"},{"name":"Short Shirt of Skill","category":"WomensClothing","rarity":"rare","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Short Shirt","statLines":["+16 Streetwise [10-20]","+19 Medical [10-20]","+13 Stealth [10-20]","+13 Long Blade [10-20]","Improves Talents: Athleticism"]},{"name":"Kite Shield of the Sage","category":"Armor","rarity":"rare","material":"Leather","price":15000,"condition":85,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Kite Shield","statLines":["Armor type: Leather","Base armor: +3","+5 Intelligence [5-10]","+17 Blunt Weapon [10-20]","+10 Speed [5-10]","+14 Running [10-20]","5 thorns [3-6]","Cast When Held: Water Breathing"],"setName":"Mora's Mantle"},{"name":"Long Bow of Skill","category":"Weapons","rarity":"rare","material":"Iron","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Long Bow","statLines":["Base damage: 4 - 18","Two-handed","+13 Critical Strike [10-20]","+13 Dodging [10-20]","+19 Backstabbing [10-20]","+12% damage vs the undead [10-20]","Potent Vs: Humanoid"]},{"name":"Mule's Brigandine Jerkin of Fortune","category":"Armor","rarity":"rare","material":"Silver","price":15000,"condition":64,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Brigandine Jerkin","statLines":["Armor type: Leather","Base armor: +7","+27% carrying capacity [20-35]","+5 Luck [5-10]","+14 Swimming [10-20]","Cast When Held: Water Breathing"]},{"name":"Warrior's Warhammer of Skill","category":"Weapons","rarity":"rare","material":"Steel","price":15000,"condition":33,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Warhammer","statLines":["Base damage: 4 - 18","Two-handed","+25% damage [10-25]","+16 Blunt Weapon [10-20]","+16 Backstabbing [10-20]","+19 Dodging [10-20]","Potent Vs: Daedra"]},{"name":"Guardian's Greaves of the Mountain","category":"Armor","rarity":"rare","material":"Dwarven","price":15000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Greaves","statLines":["Armor type: Plate","Base armor: +13","+10 armor [6-12]","+5 Endurance [5-10]","+8 Willpower [5-10]","+18 Axe [10-20]","Increased Weight Allowance: 25% additional"]},{"name":"Nightwhisper","category":"Weapons","rarity":"legendary","material":"Dwarven","price":30000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Wakizashi","statLines":["Base damage: 3 - 12","One-handed","+25% damage","+12 Agility","+10 Speed","+25 Stealth","+30% damage vs animals","Shadowstep +37% [30-50]","Aim a foe: dash behind it and strike, 164%. 4 fatigue, 9s","Cast When Held: Chameleon","Silent Death: +100% vs unaware foes"]},{"name":"Tsaesci Fang","category":"Weapons","rarity":"legendary","material":"Iron","price":30000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Wakizashi","statLines":["Base damage: 0 - 9","One-handed","+28% damage","+12 Speed","+25 Critical Strike","Cast When Strikes: Hand of Decay","Serpent's Kiss: +8 poison, x2 under half"]},{"name":"Stormcaller's Bow","category":"Weapons","rarity":"legendary","material":"Steel","price":30000,"condition":69,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Long Bow","statLines":["Base damage: 5 - 19","Two-handed","+30% damage","+10 Agility","+25 Archery","Cast When Strikes: Ice Storm","Chain Lightning: Arrows jump 50% to a nearby foe"]},{"name":"The Warden","category":"Armor","rarity":"legendary","material":"Chain","price":30000,"condition":47,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Helm","statLines":["Armor type: Chain","Base armor: +6","+15 armor","+12 Endurance","+40% Magic resistance","Regens Health: all the time","Last Stand: -25% damage taken when low"]},{"name":"Titanheart","category":"Armor","rarity":"legendary","material":"Leather","price":30000,"condition":92,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Greaves","statLines":["Armor type: Leather","Base armor: +3","+12 armor","+15 Strength","+40% carrying capacity","Absorbs Spells","Unyielding: No hit takes over 25% health"],"setName":"Nocturnal's Shroud"},{"name":"Aegis of Dawn","category":"Armor","rarity":"legendary","material":"Iron","price":30000,"condition":55,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Tower Shield","statLines":["Armor type: Plate","Base armor: +4","+18 armor","+45% Fire resistance","+10 Willpower","Cast When Held: Spell Resistance","Dawnward: Every 6th hit on you is blocked"]},{"name":"Wyrmbane","category":"Weapons","rarity":"legendary","material":"Silver","price":30000,"condition":47,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Tanto","statLines":["Base damage: 1 - 7","One-handed","+35% damage","+12 Strength","+20 Critical Strike","Cast When Strikes: Fire Storm","Dragonsbane: +50% vs dragons and giants"]},{"name":"The Warden","category":"Armor","rarity":"legendary","material":"Chain","price":15000,"condition":47,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Helm","statLines":["Armor type: Chain","Base armor: +6","+15 armor","+12 Endurance","+40% Magic resistance","Regens Health: all the time","Last Stand: -25% damage taken when low"]},{"name":"Left Pauldron of the Walking Brass","category":"Armor","rarity":"aetheric","material":"Dwarven","price":50000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Left Pauldron","statLines":["Armor type: Plate","Base armor: +13","+20 armor","+15 Endurance","+50% Frost resistance"],"setName":"The Brass of Numidium"},{"name":"Broadsword of Lightning","category":"Weapons","rarity":"magic","material":"Dwarven","price":2000,"condition":47,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Broadsword","statLines":["Base damage: 4 - 16","One-handed","Cast When Used: Lightning"],"setName":"Malacath's Bulwark"},{"name":"Cursing Bracer","category":"Jewellery","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Bracer","statLines":["Cast When Used: Toxic Cloud"]},{"name":"Silent Fancy Armbands","category":"MensClothing","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Fancy Armbands","statLines":["Cast When Used: Silence"]},{"name":"Shining Wrap","category":"WomensClothing","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Wrap","statLines":["Cast When Used: Light"]},{"name":"Mark of Practice","category":"Jewellery","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Mark","statLines":["+6 Dragonish [5-10]","+6% spell damage [3-6]"]},{"name":"Saber of Life Stealing","category":"Weapons","rarity":"magic","material":"Dwarven","price":2000,"condition":29,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Saber","statLines":["Base damage: 3 - 16","One-handed","Vampiric Effect: when strikes"]},{"name":"Shining Short Bow","category":"Weapons","rarity":"magic","material":"Steel","price":2000,"condition":36,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Short Bow","statLines":["Base damage: 5 - 17","Two-handed","Cast When Used: Light"]},{"name":"Formal Brassiere of Iron Will","category":"WomensClothing","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Formal Brassiere","statLines":["Cast When Held: Iron Will"]},{"name":"Unrestrainable Dagger","category":"Weapons","rarity":"magic","material":"Elven","price":2000,"condition":45,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Dagger","statLines":["Base damage: 2 - 7","One-handed","Cast When Used: Free Action"]},{"name":"Formal Tunic of Wizard's Fire","category":"MensClothing","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Formal Tunic","statLines":["Cast When Used: Wizard's Fire"]},{"name":"Loincloth of Shocking","category":"WomensClothing","rarity":"magic","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Loincloth","statLines":["Cast When Used: Shock"]},{"name":"Cursing ","category":"Armor","rarity":"magic","material":"Iron","price":2000,"condition":55,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Mail Right Spaulder","statLines":["Armor type: Chain","Base armor: +6","Cast When Used: Toxic Cloud"]},{"name":" of Shocking","category":"Armor","rarity":"magic","material":"Leather","price":2000,"condition":100,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Fur Left Vambrace","statLines":["Armor type: Leather","Base armor: +5","Cast When Used: Shock"]},{"name":" of Good Luck","category":"Armor","rarity":"magic","material":"Steel","price":2000,"condition":47,"quantity":1,"seller":"BonsaiLily","region":"Elsweyr","town":"Corinthe","equipmentType":"Brigandine Boots","statLines":["Armor type: Leather","Base armor: +7","Cast When Held: Jack of Trades"],"setName":"Dagon's Brand"}]} \ No newline at end of file diff --git a/calc.html b/calc.html new file mode 100644 index 0000000000000000000000000000000000000000..f5712ed452e676a3decc3f32004f5525a1e7a526 --- /dev/null +++ b/calc.html @@ -0,0 +1,229 @@ + + + + + +Калькуляторы — DFO Wiki + + + + + +К содержанию + +
+ +

Калькуляторы

+

Считают по формулам из гайда (редакция 7). Меняйте поля — результат пересчитывается сразу.

+ + +
+

Шанс попадания

+

Глава 26. Итог ограничен 3–97%.

+
+
+ + + + + + + + + + + +
+
+
—шанс попадания
+
+
+
+
+ +
+

Урон и броня

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Главы 27–28. Показан диапазон «минимум–максимум» после брони цели.

+
+
+ + + + + + + + + + +
+
+
—урон после брони
+
+
+
+
+ +
+

Цена заклинания

+

Глава 35: MP = floor(цена в золоте × (110 − навык) / 400), итог × множитель цели, минимум 5 MP.

+
+
+ + + + + + + + +
+
+
—MP за заклинание
+
+
+
+
+ +
+

Персонаж

+

Главы 10 и 13: производные характеристики, очки сложности и множитель прокачки.

+
+
+ + + + + + + + + + + + +
+
+
—сумма атрибутов
+
+
+
+
+ +

Калькуляторы считают по формулам из текста гайда. Игра округляет по-своему +(RoundEven, trunc, floor в разных местах), поэтому ±1–2% — нормальный разброс.

+
+ +
\ No newline at end of file diff --git a/ch-01.html b/ch-01.html new file mode 100644 index 0000000000000000000000000000000000000000..a6478534fe26b46de4b4eeaaa5bc1a37cc3ea83f --- /dev/null +++ b/ch-01.html @@ -0,0 +1,88 @@ + + + + + +Об этом гайде — DFO Wiki + + + + + +К содержанию + +
+ +

Об этом гайде

+
Часть I · 2 мин чтения
+ + +

Это редакция 7 существующего DFO Guide RU. Основой служит DOCX редакции 6; приложенный PDF использован для сравнения. Сохранены 83 главы, игровые системы, подробные справочные таблицы и полезные примеры. История прежних редакций вынесена в отчёт, повторные отметки «новое» убраны. Контрольная версия исходника —

+
  1. 1.9632 от 18.10.2026; версия этой редакции — 0.1.11634 от 26.10.2026.
+

Как проверялась информация

+

Проверка разделяет реализацию в исходном коде, сообщения разработчика и сведения, унаследованные из редакции 6. При расхождении для текущей опубликованной сборки приоритет имеет её код. Это проверка фиксированного среза, а не обещание совпадения с будущими обновлениями или любой конфигурацией сервера.

+
  1. Основной источник: Lattymoy/daggerfall-js-source, тег app-v0.1.11634, коммит 34584a5c098840952d50eada7d34d88bc528b8aa. Проверены 148 опубликованных релизов после app-v0.1.9632, включая релизы с краткой записью «Fixes and improvements», а также изменения соответствующих модулей. Последний релиз опубликован 25.10.2026 в 22:28 UTC (26.10 05:28 во Вьетнаме).
  2. Ссылки [F…] ведут к группам проверок в главе 83 и в отдельном реестре. Реестр указывает файл кода, символ, версию и способ проверки. Проверка ключевых формул включает пересчёт примеров и запуск тестов проекта; сохранение старой таблицы само по себе не означает её полную проверку.
  3. Daggerfall Unity и UESP помогают объяснять происхождение механик. Они не заменяют проверку DFO: сетевые правила, PCAAO, RRI, Enemy Expansion и MUDEX могут менять классические числа.
  4. UDFOP и Iliac Codex использованы как дополнительные ориентиры. Устаревшие версии этих справочников и сообщения сообщества не считаются подтверждением текущего численного параметра.
+

Оставшиеся ограничения перечислены в документе «Неподтверждённые вопросы»: в частности, советы из Discord, полный перебор сценариев биографии и крайние сочетания серверных механик. Там отделены отсутствие проверки от обнаруженного противоречия.

+ +

Метки в тексте

+

Редакция 7 — актуальные уточнения интегрированы в главы; перечень изменений и старые исторические таблицы находятся в отдельном отчёте. [F…] — проверка формулы или набора параметров по исходникам; [НП…] — вопрос, требующий дополнительной проверки.

+

ОНЛАЙН — правило действует только в онлайн-режиме

+

Названия игровых сущностей даны по-русски. При первом упоминании в каждой главе в скобках стоит название из игры: Длинные клинки (Long Blade), Ловкость (AGI). Все термины, сокращения и жаргон гайда собраны в словаре (гл.

+
  1. . Формулы записаны моноширинным шрифтом. floor — округление вниз, trunc — отбрасывание дробной части
+

(для положительных чисел то же самое), ceil — округление вверх. Tier — ступень материала, узла или источника добычи (так это слово пишется и в игре).

+
+ +
\ No newline at end of file diff --git a/ch-02.html b/ch-02.html new file mode 100644 index 0000000000000000000000000000000000000000..07c8ef72eba6eb649f783c78054cddd7a7fa8469 --- /dev/null +++ b/ch-02.html @@ -0,0 +1,77 @@ + + + + + +Что изменилось в редакции 7 — DFO Wiki + + + + + +К содержанию + +
+ +

Что изменилось в редакции 7

+
Часть I · 1 мин чтения
+ + +

Основные изменения после 0.1.9632 сведены ниже. Полный журнал всех 148 релизов с прямыми ссылками находится в отчёте об изменениях. Нумерация глав сохранена.

+
ГлавыОбновление
1–2, 83Версия, источники и прозрачные статусы проверки; сокращена история редакций
7–8Цепочки заданий, коллекции, метка группы и F3
23–25Остаток практики, Ascend, +5 атрибутов, ретроактивный минимум HP, Skill Swap
30, 32–33, 39Пересчёт замахов/DPS, мастерство оружия, сброс путей, огнестрел
37, 69Снаряды и преграды, периодический урон, одинаковые эффекты группы
40–41Актуальные Gilded, три новых комплекта и источники
47, 63Состояние продажи, процветание городов, ежедневные ремесленные заказы
55, 74, 78Смерть от PvE/PvP, 10% денег, аккредитивы, открытый океан
56–57DEX + MUDEX: все прежние строки, 50 новых врагов и таблицы встреч
60Unquiet, лимит 3, сила врага/компаньона, воля со II ранга, походы вне игры
62–66Алхимия, качество, новые шкуры и лесозаготовка
72–73Фестиваль, Starfall, Sky-Ketch, доска событий и испытания Breach
75–76, 78Дома аккаунта, гильдия до 75, пассажирские рейсы и экипажи
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Словарь: термины, названия в игре и сокращения

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Часть I · 16 мин чтения
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Гайд называет игровые понятия по-русски, а в самой игре многое написано по-английски. Названия навыков, атрибутов, классов, заклинаний, вещей и врагов — это текст самого Daggerfall. В версии 0.1.9632 его русского перевода нет, поэтому даже с русским языком в настройках эти слова остаются английскими (если не установлен сторонний пакет перевода для Daggerfall Unity). Меню и окна онлайн-систем DFO переведены. Там, где русское меню называет понятие иначе, чем гайд, это отмечено как «рус. меню». В главах английское название стоит в скобках при первом упоминании термина в главе: Уклонение (Dodging). Дальше по главе — только русское слово. Если слово в тексте непонятно, ищите его здесь; в скобках после объяснения — глава с подробностями.

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Персонаж: что показано на листе

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В гайдеВ игреЧто это значит
АтрибутыAttributesВосемь врождённых качеств персонажа, каждое от 0 до 100. Растут с каждым новым уровнем: онлайн игра даёт 5 очков (офлайн 4–6), и вы сами решаете, куда их вложить. От атрибутов зависят урон, попадание, запас магии, здоровье за уровень, но не скорость роста навыков (гл. 13).
СилаStrength, STRУрон в ближнем бою, сколько можно унести, скорость замаха тяжёлым оружием, запас усталости.
ИнтеллектIntelligence, INTЗапас магии: Интеллект × множитель класса; без преимущества — половина Интеллекта.
Сила волиWillpower, WILСопротивление магии (+1% к спасброску за каждые 10 очков) и Бонус против врагов. Прокачку магии не ускоряет.
ЛовкостьAgility, AGIГлавный атрибут для попадания: +1% за каждые 4 очка разницы с Ловкостью цели. Ещё блок щитом и Экспертиза.
ВыносливостьEndurance, ENDЗдоровье за каждый новый уровень (END / 10 − 5), лечение во сне, сопротивление физическому урону, запас усталости.
ХаризмаPersonality, PER (рус. меню: «Обаяние»)Как к вам относятся NPC, торг в магазинах, уговоры врагов. На бой не влияет.
СкоростьSpeed, SPDСкорость бега и замаха оружием, немного попадания.
УдачаLuck, LCKПонемногу на всё: попадание, шанс крита, редкость и металл добычи, золото с трупов.
Здоровье, HPHealthСколько урона вы выдержите; на нуле — смерть (гл. 55). Растёт с каждым уровнем и с Renown.
УсталостьFatigueЗапас сил: тратится на удары, бег и прыжки, восстанавливается отдыхом. Если он кончится без врагов рядом, вы падаете и теряете час, который засчитывается как час отдыха. Рядом с врагами или в воде вы теряете 10% максимального здоровья (в Daggerfall Unity рядом с врагами это была смерть).
Магия, MPMagicka (в классике — Spell Points)Запас для заклинаний. Отдых восстанавливает восьмую часть максимума за час, полная ночь — всё (гл. 35).
НагрузкаEncumbranceВес того, что вы несёте. Предел — 1,5 кг за каждое очко Силы.
УровеньLevelРастёт от навыков класса: каждые 15 пунктов прироста «уровневых» навыков — новый уровень. Даёт здоровье и очки атрибутов. Принимается кнопкой Ascend в Growth → Level (гл. 24).
Уровневые навыки—Шесть навыков, по которым считается уровень: 3 основных, 2 лучших главных и 1 лучший второстепенный.
Спасбросок—Шанс, что вредное заклинание или эффект (стихия, яд, болезнь, паралич) на вас не подействует или подействует слабее. База 50%, плюс или минус раса и класс, +1% за каждые 10 Силы воли (гл. 37).
Сопротивление, иммунитетResistance, ImmunityСвойства класса или расы против огня, холода, молнии, яда, болезней, паралича или магии: сопротивление — +25 к спасброску, иммунитет — полная защита (гл. 11, 37).
Низкая терпимость,Low Tolerance, CriticalОбратное: −25 и −50 к спасброску от выбранной угрозы.
критическая слабостьWeakness
Естественное сопротивление—Доля любого физического урона, которую снимают высокие Выносливость, Сила и Сила воли (гл. 28).
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Создание персонажа

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В гайдеВ игреЧто это значит
КлассClass«Профессия» персонажа: набор навыков, атрибутов и особых правил. Можно взять готовый (Warrior, Mage, Thief и другие) или собрать свой (гл. 10).
Основные, главные,Primary, Major, Minor3 + 3 + 6 навыков класса. Они стартуют выше остальных, и от них
второстепенные навыкирастёт уровень.
Прочие навыкиMiscellaneousОстальные 23 навыка. Растут так же, но на уровень не влияют, и онлайн выше 100 не поднимаются.
Очки сложности (сложностьDifficulty (шкала-кинжал вНасколько «дорогой» класс: сумма цен преимуществ, недостатков и
класса)конструкторе)здоровья за уровень, от −12 до +40. Чем больше очков, тем медленнее растут все навыки: от ×0,3 до ×3 (гл. 10).
Множитель класса—Те же очки сложности в виде числа: во сколько раз больше действий нужно каждому навыку на +1.
Здоровье за уровеньHit points per levelЧисло от 4 до 30 в конструкторе класса. За каждый уровень вы получаете случайно от половины до полного значения, плюс бонус Выносливости.
Преимущества, недостаткиAdvantages, DisadvantagesОсобые свойства класса. Преимущества добавляют очков сложности, недостатки снимают их (гл. 11).
ЭкспертизаExpertise InПреимущество: прибавка к попаданию и урону выбранным видом оружия. Онлайн зависит от атрибутов, а не от уровня (гл. 29).
Множитель магииIncreased MageryПреимущество: запас магии — Интеллект × 1 … × 3 вместо половины Интеллекта (гл. 35).
Бонус против враговBonus to Hit: Animals / Daedra / Humanoid / UndeadПреимущество: случайная прибавка к урону по выбранному типу врагов. Онлайн это бонус к урону, а не к попаданию: тем больше, чем выше Сила воли и слабее враг (гл. 29).
ФобияPhobiaНедостаток: штраф к урону против выбранного типа врагов (гл. 29).
Прилив адреналинаAdrenaline RushПреимущество: при здоровье ниже 1/6 — +8 к попаданию, а врагам −8 к попаданию по вам (гл. 29).
ЗапретыForbidden Armor, Shield Types, Weaponry, MaterialНедостатки: нельзя носить броню, щиты, оружие или материал из списка. Снижают сложность класса (гл. 11).
Скорость реакцииReflexes: Very High … Very LowПоследний выбор при создании. Каждая ступень вверх: навыки растут на 12,5% быстрее, но монстры чаще попадают когтями и меньше отдыхают между атаками (гл. 14).
Вопросы биографииHistoryВопросы после создания класса; ответы дают прибавки к навыкам и репутации, иногда вещи или заклинания (гл. 12).
Бросок атрибутовRoll againСлучайная прибавка 0–10 к каждому атрибуту класса и 6–14 очков на распределение. Перебрасывать можно сколько угодно (гл. 10).
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Навыки

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Все 35 навыков растут от использования (гл. 23). «Крит. удар» — сокращение от «Критический удар».

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В гайдеВ игреЧто даёт
Короткие клинкиShort BladeКинжалы, танто, короткие мечи, вакидзаси.
Длинные клинкиLong BladeПалаши, сабли, длинные мечи, катаны, клейморы, дай-катаны.
ТопорыAxeБоевые топоры и секиры.
ДробящееBlunt WeaponБулавы, цепы, боевые молоты, посохи.
Рукопашный бойHand-to-HandБой без оружия.
Стрельба из лукаArcheryЛуки.
КритическийCritical StrikeШанс нанести усиленный удар («крит») любым оружием.
удар
УклонениеDodgingВрагам труднее попасть по вам: их шанс снижается на половину навыка.
Удар в спинуBackstabbingУдар по врагу, который вас не заметил: с шансом, равным навыку, урон утраивается.
РазрушениеDestructionМагия урона: урон здоровью, усталости и магии, иссушение и перекачка атрибутов.
ВосстановлениеRestorationЛечение здоровья, усталости и магии, усиление атрибутов, исцеление болезней, ядов и паралича.
ИзменениеAlterationМагический щит, сопротивление стихиям, паралич, прыжки, лазание, плавное падение, дыхание под водой.
ИллюзияIllusionНевидимость, хамелеон, тень, свет.
МистицизмMysticismОткрыть и запереть замок, телепорт, развеять магию, немота, ловушка душ, понимание языков.
ТауматургияThaumaturgyЛевитация, хождение по воде, обнаружение, опознание вещей, очарование, отражение и сопротивление магии.
БегRunningСкорость бега.
ПрыжкиJumpingВысота и длина прыжка.
ЛазаниеClimbingКак надёжно вы держитесь на стенах.
ПлаваниеSwimmingСкорость плавания.
СкрытностьStealthВраги замечают вас позже; реже случайные встречи в пути.
Взлом замковLockpickingОткрывать запертые двери и сундуки без ключа.
КарманныеPickpocketКрасть у NPC.
кражи
ТорговляMercantileТорг в магазинах: дешевле покупать, дороже продавать.
ЭтикетEtiquetteВежливый тон в разговоре; уговорить врага-человека не драться.
Знание улицStreetwiseПрямой тон в разговоре; уговорить врага-человека не драться.
МедицинаMedicalБыстрее лечиться во сне и бинтами.
ЯзыкиOrcish, Harpy, Giantish, Dragonish, Nymph, Daedric, Spriggan, Centaurian, ImpishУговорить существо этой расы не драться.
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Бой и снаряжение

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В гайдеВ игреЧто это значит
Шанс попадания—Вероятность, что удар попадёт: от 3 до 97%. Главное в нём — навык оружия: каждое его очко даёт 1,5% (гл. 26).
Направление удараslash, chop, thrustУдар мышью: влево-вправо — рубящий, вниз — сверху вниз, вверх — колющий. Меняет попадание и урон (гл. 26).
КритCritical StrikeУсиленный удар. Шанс — примерно навык Крит. удара / 4 при Удаче 50; при крите +¼ навыка к попаданию и +5% урона за каждые 5 очков навыка (гл. 29).
Скорость замаха—Сколько длится удар; зависит от Скорости, веса оружия и Силы (гл. 30).
Ведущая рука,H: Leading with the right / left handС двумя оружиями: ведущая рука начинает серию, а удар в
сериятечение 0,75 с после предыдущего наносит другая рука (гл. 30).
Оружейный приёмWhirlwind, Lunge, Cleave и др.Особый удар, который даёт оружие редкости Magic и выше (гл. 31).
Металл (материал)Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, Ebony, Orcish, DaedricИз чего сделаны оружие и броня. Чем «выше» металл, тем больше урон и защита и тем дороже вещь (гл. 27).
TierTierСтупень чего-либо: материала, брони, узла сбора, источника добычи. Так это слово пишется и в игре.
БроняArmorОнлайн (PCAAO) доспех снижает урон удара по закрытой части тела, а не шанс попадания (гл. 28).
Состояние, износConditionНасколько вещь изношена: изношенное оружие бьёт слабее, броня пропускает больше урона. Чинят у кузнеца и ремонтными наборами (гл. 43).
Блок щитом,—Шанс, что щит целиком примет удар на себя. Сильная зона —
сильная зоначасти тела, которые щит закрывает; там шанс выше (гл. 28).
Усмирение—Уговорить врага не драться: людей — Этикетом или Знанием улиц, существ — их языком (гл. 22).
Уровень вызова—«Сила» врага для навыков выше 100: 5 × его уровень + 30. Такой враг учит навык, только если вызов строго больше ¾ сырого навыка (гл. 25).
Естественная атака—Когти, укусы и удары монстров без оружия.
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Магия

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В гайдеВ игреЧто это значит
Школа магииDestruction, Restoration, Alteration, Illusion, Mysticism, ThaumaturgyШесть магических навыков. Каждый эффект заклинания принадлежит одной школе и качает её (гл. 23).
ЭффектEffect«Кирпичик» заклинания: урон, лечение, левитация и т.д. В заклинании до трёх эффектов.
Длительность,Duration, Chance, MagnitudeНастройки эффекта: сколько он действует, с каким шансом
Шанс, Силасрабатывает, насколько силён (гл. 36).
Base, Plus, Per LevelBase, Plus, Per LevelКак эффект растёт с вашим уровнем: Base — сразу, Plus — прибавка за каждые «Per Level» уровней (гл. 36).
Тип целиCaster Only, By Touch, Single Target at Range,На кого действует заклинание: на себя, касанием, на одну цель
(дальность)Area Around Caster, Area at Rangeвдали, на область вокруг вас или вдали. Дальность и площадь делают заклинание дороже (гл. 36).
СтихияFire, Frost, Shock, Poison, MagicВид урона заклинания; от каждого защищает своё сопротивление (гл. 37).
Цена заклинанияCostСколько магии тратит заклинание. Чем выше навык школы, тем дешевле (гл. 35).
СоздательSpellmakerГде в Гильдии магов собирают свои заклинания (гл. 36).
заклинаний
СоздательItem MakerГде в Гильдии магов зачаровывают вещи (гл. 45).
предметов
ЧарыCast When Strikes, Cast When Held, Cast When Used и др.Магические свойства вещи: срабатывают при ударе, пока вещь надета, или по использованию (гл. 45).
ПоглощениеSpell AbsorptionШанс поглотить направленное в вас заклинание и забрать его
заклинаниймагию себе (гл. 38).
МагическаяSpecialization (рус. меню: «Специализация»)Онлайн: после освоения двух школ с сырым навыком 100 —
специализацияодна из 15 специализаций с пассивной способностью (гл. 39).
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Мир, деньги и гильдии

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В гайдеВ игреЧто это значит
NPC—Персонажи, которыми управляет игра: торговцы, стража, жители, члены гильдий.
РепутацияReputationОтношение к вам сословий (знать, простолюдины, купцы и другие) и фракций. Влияет на разговоры и на ранги в гильдиях.
Гильдия, рангGuild, rankФракции Daggerfall: Гильдия бойцов, Гильдия магов, храмы, рыцарские ордена и другие. Каждый из 10 рангов открывает услуги (гл. 49).
ЗаданиеQuest (рус. меню: «задание»)Поручение от NPC или гильдии.
ПодземельеDungeonЛабиринт с врагами и добычей: склеп, крепость, пещера и т.п.
Отдых, ожиданиеRest, LoiterКлавиша R. Отдых восстанавливает здоровье, усталость и магию; ожидание просто пропускает время. Онлайн оба двигают только ваши личные часы (гл. 6, 51).
Путешествие поTravel MapПоездка между городами. Онлайн это ускоренный путь, а не мгновенный
картеперенос (гл. 78).
ПовозкаWagonДополнительное место для вещей в пути (гл. 78).
Золото, сереброgold, silverЗолото — обычные деньги. Серебро — онлайн-валюта аккаунта; в банке меняется на золото, 8 золотых за 1 серебро (гл. 46).
Банк, заём,Bank, loan, letter of creditХранение денег, кредит и «бумажное» золото, которое ничего не весит (гл.
аккредитив46).
Торг—Цена в магазине зависит от Торговли (примерно ¾ эффекта) и Харизмы (гл. 47).
Качество магазина—Насколько богат магазин: от бедного до лучшего; влияет на цены и выбор товаров (гл. 47).
РедкостьMagic, Rare, Legendary, Aetheric, Artifact, GildedЦвет названия вещи: чем реже вещь, тем больше у неё свойств (гл. 40).
Аффикс—Случайное свойство вещи редкости Magic или Rare, например +5 к Силе.
Гнездо, каменьsocket, gem (Chipped … Perfect)Ячейка в оружии, броне или украшении для камня. Камень добавляет урон стихией, атрибут или сопротивление (гл. 42).
АртефактArtifactУникальная вещь вроде Mace of Molag Bal или Oghma Infinium (гл. 44).
БолезньDiseaseЗаражение от ран и укусов: каждый день отнимает здоровье и атрибуты, пока его не излечат в храме, зельем или заклинанием (гл. 53).
Вампиризм,Vampirism, LycanthropyПроклятия, которые превращают вас в вампира или оборотня (гл. 54).
ликантропия
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Онлайн

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В гайдеВ игреЧто это значит
Онлайн, офлайнOnline, OfflineДва режима игры. Онлайн-прогресс персонажа хранится на сервере отдельно (гл. 4).
Личные часы—Время вашего персонажа: идёт, только пока вы играете. Его тратят отдых, путешествия, тюрьма и тренировки (гл. 6).
ИнстансPublic / Your instance (рус. меню: «Общий мир» / «Ваш инстанс»)Своя копия места только для вас и вашей группы, со своими сундуками и врагами (гл. 7).
Ведущий—Игрок, чья игра просчитывает врагов общей области для всех, кто рядом (гл. 7).
ГруппаPartyСовместная игра до 8 человек. Враги получают больше здоровья и урона, а каждый участник получает полный опыт за убийство с бонусом за размер группы (гл. 69, 70).
RenownRenown (рус. меню: «Известность»)Онлайн-уровень от 1 до 50 поверх обычного. Растёт от опыта за убийства и задания; за уровень даёт +3 здоровья, +2 магии и звёзды Небосвода (гл. 70).
НебосводFirmament (рус. меню: «Небосвод»)Звёздное древо пассивных умений: прибавки к бою, магии, торговле, сбору, ремеслу (гл. 71).
Звёзды, знак,Stars, signs, notables, keystonesЗвёзды — очки Небосвода (2 за уровень Renown). Знак —
ключевая звездастартовая звезда. Знаковые и ключевые звёзды — самые сильные узлы неба (гл. 71).
Мастерские навыкиMaster Skills (рус. меню: «Навыки мастера»)Рост освоенного навыка от 100 до 200; ступени Expert (125), Master (150), Grandmaster (175), Legend (200) (гл. 25).
ПрофессииProfessions10 онлайн-ремёсел, не связанных с навыками класса: 5 сбора и 5 изготовления (гл. 61).
Узел—Место сбора: рудная жила, дерево, куст травы и т.п.
Материнская жилаMotherlode (рус. меню: «Главная жила»)Особенно богатый узел руды; раз в сутки за неё дают 10 серебра (гл. 46, 62).
Сумка дляMaterials Bag, Stores (рус. меню: «СумкаСумка на 300 кг только для материалов и серверный склад
материалов,материалов», «Хранилище»)материалов в городах (гл. 61).
Хранилища
РынокMarketТорговля между игроками (гл. 48).
Судебные заказыCourt WritsЗаказы на материалы, которые оплачиваются серебром, до 3 в сутки (гл. 46).
Мировые событияRaiding Parties, Oblivion Gate, Sethrakul the Общие для всех события: набеги на города, Врата Обливиона, Old Coil, Abyss Dungeonморской змей, подземелья Бездны (гл. 72).
Арена, лестницаArenaБои на арене по ступеням: 10 ступеней против врагов игры, отдельно — бои с игроками (гл. 74).
ДуэльChallengeБой с игроком по согласию обоих; ничего не теряется (гл. 74).
Дикая зонаWrothgarian MountainsОдна из открытых PvP-зон; вторая — океан вне покоя Veilhaven. Вещи выпадают только при смерти, засчитанной игроку (гл. 74).
Резиденция, осадаseat, siegeГород с дворцом, который может держать гильдия игроков, и бой за него (гл. 77).
Project Legacy, родEnduring, Bloodline, No lineageСистема семьи и наследников: что происходит со смертью персонажа (гл. 17).
Элита, чемпион,Elite, Champion, RevenantОсобые враги: сильнее обычных, с лучшей добычей и именем.
ревенантРевенант — элита или чемпион, который убил вас или сбежал: он возвращается, растёт в ранге, а побеждённый сдаётся — казнить или взять в компаньоны (гл. 60).
Судья—Серверная проверка каждого сохранения онлайн-персонажа. Прогресс не отнимает, при нарушении замораживает торговлю (гл. 24).
Доверенный уровень—Уровень, который сервер признаёт: не больше одного нового за 5 минут игры. Сам уровень персонажа он не тормозит (гл. 24).
Бюджет золота—Насколько быстро сервер разрешает расти богатству персонажа. Пока только измеряется (гл. 24).
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Сокращения и жаргон

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Жаргон в гайде оставлен как есть: так говорят игроки. Здесь — что он значит.

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СловоПолностьюЧто это значит
HP, MP, XPHealth, Magicka, experienceЗдоровье, магия, опыт (опыт — у Renown и профессий).
NPCnon-player characterПерсонаж, которым управляет игра.
PvP, PvEplayer vs player / environmentБой против игроков / против врагов игры.
DFU, DFODaggerfall Unity, Daggerfall OnlineDaggerfall Unity — открытый перенос Daggerfall на движок Unity, образец для DFO. DFO — эта игра.
PCAAOPhysical Combat and Armor OverhaulМод боя и брони; онлайн всегда включён (гл. 5).
UDFOP, UESP, Iliac Codex—Сайты сообщества: вики DFO, вики по всем играм The Elder Scrolls и справочник-калькулятор (гл. 83).
UTCвсемирное времяМосковское время = UTC + 3 часа. Суточные лимиты сбрасываются в полночь UTC — в 3:00 по Москве.
HUDheads-up displayПолоски, значки и подсказки поверх картинки игры.
МодmodДополнение, меняющее игру. В DFO встроено много модов Daggerfall Unity (гл. 5).
floor, trunc, ceil,—В формулах: округление вниз, отбрасывание дробной части, округление
RoundEvenвверх, округление ровно ,5 к чётному.
base, cap—В формулах брони: базовое значение и предел.
гл.—Глава этого гайда.
Критcritical hitКритический (усиленный) удар.
ЛегендаркаLegendaryВещь редкости Legendary.
СборкаbuildПлан персонажа: класс, навыки, атрибуты, снаряжение (гл. 15–16).
Прокачка, качать—Рост навыка от использования (гл. 23).
ГриндитьgrindДолго повторять одно действие ради роста.
БоссbossОсобо сильный враг, обычно в событии или в конце подземелья.
Рейдовые комплектыraid setsКомплекты брони редкости Aetheric — награды набегов на города (гл. 40, 72).
РебалансrebalanceПеределка чисел ради баланса.
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Что такое Daggerfall Online

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Часть I · 1 мин чтения
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Двор замка Даггерфолл
Классический Daggerfall: DFO читает те же файлы ARENA2, поэтому двор, стены и планировка совпадают.
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DFO Online — свободная (MIT) реализация The Elder Scrolls II: Daggerfall, которая работает в браузере (daggerfalljs.dev) и в настольном приложении. Проект начинался как перенос Daggerfall Unity 1:1, а теперь развивается как самостоятельная игра: Daggerfall Unity остаётся образцом для данных и логики, но не целью, которую нужно повторить. Для игры нужны оригинальные данные Daggerfall (папка ARENA2) и, для онлайна, учётная запись Daggerfall Online. Настольный клиент сам находит установленный Daggerfall (Steam, GOG, настройки Daggerfall Unity).

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Онлайн и офлайнПерсонаж может переходить между режимами, но онлайн-данные хранятся отдельно: Renown, профессии, гильдии игроков, рынок, онлайн-жильё, записи арены, территории.
Облачные сохраненияРезервная копия на уровне аккаунта. Основной копией остаётся локальное сохранение.
Несколько персонажейМожно. Прогресс, принадлежащий персонажу (Renown, профессии), у каждого свой.
Стартовая точкаКаждый персонаж начинает в Privateer's Hold. Онлайн общий зал Hold открыт только новым персонажам, а в свой инстанс Hold можно вернуться в любое время (гл. 7).
Главное менюСначала выбор Online или Offline. Offline открывает Continue, New Game, Load Game и Test Room.
Обновления приложенияНастольное приложение качает только изменившиеся файлы. Полный установщик (около 130 МБ) — только когда меняется само приложение или пофайловое обновление не удалось.
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Какие правила действуют онлайн

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Часть I · 6 мин чтения
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В DFO встроено много известных модов Daggerfall Unity, почти все включены по умолчанию. Офлайн их можно выключить на панели модов. Онлайн сервер задаёт всем одинаковые настройки всего, что влияет на других игроков, на баланс или на общую землю: включить, выключить или перенастроить это нельзя.

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Мод / системаЧто меняетОнлайн
Physical Combat and Armor OverhaulБроня снижает урон, а не шанс попадания. Критические ударыПринудительно, все модули
(PCAAO)умножают урон. Состояние снаряжения влияет на эффективность. «Мягкие» требования к материалу. Бонус силы — +1 за 10 очков.по умолчанию (усиленный износ и разрушение зачарованных вещей выключены)
Meaner MonstersПереписывает здоровье, урон, уровень и броню большинства монстров.Принудительно
Unleveled LootДобыча не зависит от вашего уровня. Металл определяют Удача (LCK) и место.Принудительно
Roleplay & Realism: ItemsЦены, вес, состояние предметов. Новое оружие и броня, ребаланс добычи, экипировка врагов.Принудительно
Roleplay & RealismПродвинутая стрельба из лука (время натяжения), скорость оружия по весу и Силе (STR), свойства материалов, эффекты перегруза, цены тренировок, исключение из гильдий воров и убийц, нельзя лазать с оружием в руках.Принудительно; интенсивная 5-дневная тренировка выключена
Master SkillsОсвоенные навыки растут до 200.Всегда включено (офлайн по умолчанию выключено)
Редкость добычи (Loot rarity)Magic / Rare / Legendary, аффиксы, приёмы, гнёзда.Принудительно
Enhanced ClimbingПодтягивание на уступы, висение, прыжки со стены.Включено у всех
Travel Options, Immersive TravelПутешествие по карте проходится как реальный (ускоренный) путь, мгновенного телепорта нет. Извозчики у ворот городов, проезд на кораблях из портов.Принудительно
Iliac Puddle No MoreГлубина моря, подводные враги и клады, бесконечное дыхание Принудительно аргониан.
Oblivion Remaster Like LevelingАльтернативная система уровней (шкала очков).Только офлайн (с 6.10.2026). Онлайн- персонажи растут по- даггерфолловски
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Остаются вашим выбором только «косметические» и личные системы: небо, сезоны, вид оружия, третье лицо, звуки шагов, фоновые звуки, ваши инструменты собирательства (Foraging), ваши лошадь и повозка, ваша лодка и настройки вашей семьи в Project Legacy.

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Полезные настройки (Features)

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Features — плитки модов и улучшений на главном экране и в меню паузы. Вверху есть поиск (например, «blood» или «hotbar»), кнопка All off выключает всё разом, Restore возвращает как было. Онлайн настройки, которые решает сервер, не меняются.

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НастройкаЧто делает
Climates & CaloriesOff / Boons (по умолчанию) / Casual / Hard — сложность голода, жажды, сна и температуры (гл. 52).
Quick slotsOff / Diamond / Hotbar (по умолчанию): 10 ячеек на клавишах 1–0, в них можно класть вещи, заклинания, инструменты.
Quest news, Quest tracker, QuestУведомления о новых записях в журнале, карточка текущего задания на HUD (кнопка Track в
marksжурнале) и золотые ромбы заданий на карте и компасе.
Quick lootБрать вещи из тела или кучи, не открывая окно (колесо мыши — выбрать, активация — взять). Take gear: All / Magic+ / Rare+ — какое снаряжение берёт «взять всё»; золото, припасы и квестовые вещи берутся всегда, вещи с меткой Junk — никогда (гл. 40).
Nearby questsЗадания гильдий, храмов, знати и горожан ведут в города и подземелья рядом с местом, где их взяли: на 1-м уровне — в пределах ~10 клеток карты (день-два пути), +4 клетки за уровень, примерно с 15-го — весь регион. Включено; онлайн решает каждый для себя.
Living worldГорожане — жители с именем, домом, ремеслом и распорядком дня; помнят, как вы с ними обошлись. Друг приветствует по имени и помогает в пути, враг не разговаривает. Убитый житель мёртв навсегда. Страница People в хронике (L). Включено.
Encounters on the roadВ пути враг намного ниже вашего уровня не останавливает путешествие (гл. 78). Включено.
Physical ItemsСнаряжение павшего врага разлетается вокруг тела, каждая вещь видна как есть (Magic и выше — с контуром, Rare и выше — со столбом света); поднять — с 3 м. Shift-клик по вещи в рюкзаке бросает её перед вами (с открытой повозкой или сундуком — кладёт туда).
Landforms, Clear roadsides,Выше горы и врезанные в склоны дороги, чистые обочины, размытые границы климатов. Онлайн
Blended climatesвсегда включены, чтобы у всех была одна земля.
Steel Helm, Morrowind SpellС телами Morrowind: стальной шлем закрытый или открытый; эффекты заклинаний Morrowind.
EffectsЛичный выбор.
The watch defends the townСтража помогает против монстров в городе (гл. 50).
Enhanced climbingПаркур и лазание по любой стене (гл. 21). Онлайн всегда включено.
Other playersRest with my party (отдых вместе с группой, гл. 51), Spells from strangers (принимать полезные заклинания незнакомцев, гл. 69), Show me to travellers in my region (видно ли вас на карте региона).
Travel OptionsFirst Person Travel и First Person Travel Follows Roads — путешествие от первого лица вместо Overworld (гл. 78).
Blood, Render scaleКровь: Off / Light / Normal / Heavy / Abattoir. Масштаб отрисовки 85–50% — больше кадров на слабом компьютере.
Settings → Game → Repair activeВозвращает пропавших людей, предметы, врагов и метки активных заданий, не отменяя прогресс
quests(только из меню паузы).
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Другие игроки на экране (Other players): 150, 300 (по умолчанию), 600 м или все. При 300 м никто, кто может достать вас выстрелом (стрела и заклинание летят 200 м), не обрезается (src/net/peer/peerRange.js, PEER_RANGE_DEFAULT). Автосохранение онлайн теперь выполняется раз в 5 минут; важные сервисные операции сохраняются сразу. Настройка показа ближайших игроков позволяет уменьшить нагрузку в толпе, при этом группа и необходимые участники боя сохраняют видимость по правилам режима. Enhanced sounds добавляет звуки моря, лошадей и окружения в улучшенном интерфейсе.

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Звуки моря, дорог и мира

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Enhanced sounds в Settings → Audio работает в улучшенном интерфейсе: волны, снасти, паруса, брызги и чайки; голоса и дыхание лошади, разные копыта на траве, снегу и мелководье; прибой, птицы, волки и лягушки по региону и времени; город, кузницы и вечерние таверны. Companion Idle Volume регулирует голоса отдыхающих спутников; 0% отключает их. Морские темы продолжаются при абордаже. Колокол отбивает полчаса игрового мирового времени, а не 30 реальных минут. Источники: systems/enhancedSounds.js, soundscape/seaAir.js, seaScore.js, worldAir.js, horse/horseVoice.js.

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Звук и внешний вид после 0.1.11634

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В Options → Audio → Volume появились Horse Volume и Animal Volume. Horse Volume регулирует ржание, фырканье, дыхание и копыта своей лошади и других всадников; 0% отключает их. Animal Volume относится к собакам, кошкам, свиньям и коровам; птицы и сверчки окружения к нему не относятся. Sound Volume остаётся общим регулятором и теперь сразу меняет уже звучащие дождь, ветер, факелы и транспорт. Гребки триремы зависят и от Sound Volume, и от громкости лодки. Companion Idle Volume по-прежнему отдельно управляет голосами отдыхающих спутников. В Settings → Combat → With Morrowind data настройка Beast Footwear задаёт обувь каджитов и аргониан: As worn — обычное отображение по умолчанию; Shafts only — голая стопа и голенище сапога, туфли скрыты; Hidden — вся обувь скрыта. Beast Helmets: As worn — всё видно; Open only — только открытые шлемы, включая кольчужный капюшон; Hidden — все шлемы скрыты. Выбор применяется к своему персонажу, другим игрокам и NPC. Меняется только рисунок модели: предметы остаются надеты, броня продолжает работать. Для прежнего вида NPC выберите Hidden в обоих пунктах. В настольном приложении crash.log рядом с сохранениями теперь содержит показатели последних примерно десяти минут графической работы: текстуры и буферы, FPS и время кадров, память и потерю графического контекста. Приложите этот файл к сообщению о «The game stopped». Исправлена установка уже подготовленного обновления при следующем запуске.

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Время: три часа ОНЛАЙН

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Часть I · 1 мин чтения
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Онлайн одновременно идут три разных «часа». Это объясняет большинство странностей с отдыхом и заданиями.

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ЧасыСкоростьЧто ими управляется
Небо1 игровой день = 1 реальный час. Ничто не меняет темп.Свет, солнце и луны, сезон, праздники, ночные появления врагов, часовые окна заданий. Онлайн магазины, гильдии, банки, библиотеки и дворцы открыты в любое время, их служащие стоят и ночью.
Часы событий1 игровой день = 2 реальных часа.Врата Обливиона, ассортимент и цены магазинов, суточные лимиты.
Личные часыКак часы событий (12 игровых минут за реальную минуту), но идут, только пока вы играете.Раны, действие заклинаний, голод, болезни, повышения, обучение, письма, ремонт, аренда, займы. Отдых, путешествие, тюрьма и тренировка тратят именно их.
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  • Задание, требующее определённого времени суток, следует за небом: отдых не приблизит нужный час.
  • Срок задания («десять дней») считается в сыгранном времени: один день задания — два реальных часа игры. Отдых и путешествия этот срок не тратят, а выход из игры никогда не приводит к опозданию.
  • Задание, которое просит «подождать несколько дней», продолжается примерно через 2 минуты игры.
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Общий мир: что общее, что личное

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Часть I · 7 мин чтения
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Пейзаж Илиакского залива
Мир тот же, что в 1996 году: те же регионы, дороги и подземелья, только рендер новый.
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Общее для всехТолько ваше
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  • Враги в подземельях и в мире, двери, рычаги и • Инвентарь, золото, навыки;
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  • диалоги и состояние заданий;
  • каждый открытый сундук, полка, шкаф — общая добыча
  • прогресс персонажа;
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  • свой инстанс Privateer's Hold и мест ваших заданий (см.
  • городские события, лагеря, мировые боссы;
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  • онлайн-жильё, гильдейские территории;
  • интерфейс, большинство модов.
  • лошади, повозки, лагеря, костры и лодки других игроков.
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Добыча группы. В подземелье участники группы видят одну и ту же добычу в теле или контейнере, и каждый получает свой бонус. Взятая одним вещь не перезаписывает списки остальных. Инстансы. Онлайн у некоторых дверей появляется выбор: Public — общий мир или Your instance — своя копия места только для вас и вашей группы. Выбор есть у подземелья или здания, куда ведёт ваше текущее задание, у Privateer's Hold и там, где сейчас стоит участник вашей группы (строка с его именем — войти к нему). В инстансе свои сундуки и враги: убитое и взятое там не трогает общий мир, и наоборот. Инстанс закрывается, когда заканчивается задание, которое его открыло. Дома игроков и Дикая зона инстансов не имеют. Телепорты заданий, Recall и загрузка сохранения возвращают вас в ваш инстанс без вопроса (или в общий зал, если инстанс уже закрыт). Esc у двери — уйти, не входя. Новые места. В мире появляются места, построенные разработчиками: руины, святилища, лагеря. Они подгружаются в пути, по ним можно ходить, ночью они освещены, некоторые отмечены на карте мира и карте путешествий. Размер подземелий. Онлайн у каждого подземелья свой размер, одинаковый для всех: малое, среднее (два внутренних блока в кольце из шести) или большое; среднее выпадает вдвое чаще остальных. Подземелья основного сюжета и Бездны всегда большие, а подземелье вашего задания и личный инстанс — полного размера Daggerfall. Офлайн то же даёт настройка «Dungeon sizes as online», а Medium Dungeons — средний размер. Подсказки внутри: режим Info на несколько секунд подсвечивает то, что рядом; рычаг, двигающий что-то вне поля зрения, отмечает это место на карте подземелья; компас ведёт к выходу по пройденному пути; Detect Treasure находит и спрятанное в местах для обыска. Обновление подземелий. Убитые остаются мёртвыми: обычное подземелье обновляет врагов и сундуки через 20 минут, элитное — через 40, подземелья Бездны и залы Дикой зоны — через 30. Кто управляет врагами. Врагов общей области просчитывает игра одного из игроков рядом (её «ведущий»), а сервер передаёт результат всем остальным. Если этот игрок уходит, ведущим становится другой. Обычная кооперативная игра частично доверяет клиенту. Соревновательные и ценные системы проверяет сервер: PvP, осады, крупные события, территории, прогресс аккаунта, получение наград. Открытое PvP действует в Wrothgarian Mountains и на Eltheric Ocean вне покоя Veilhaven. В остальных обычных местах нападение на игрока ограничено согласованными боями и специальными режимами: дуэли, арена, осады и турнир. Подробности — в гл. 74 и 78.

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Онлайн-персонажи и «таможня» (The Realm)

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Где хранитсяОнлайн-персонаж живёт на сервере, отдельно от офлайн-сохранений. Вкладка Online: Play, New online character, Delete, Copy to offline. Игра сама сохраняет его раз в 5 минут (если что-то изменилось) и после каждой сделки; F9 пишет «Saved to the realm.».
Один персонаж онлайнОнлайн одновременно играет один персонаж аккаунта: вход в другой вкладке или на другом устройстве переводит старую вкладку в офлайн (кнопка Play online here вернёт её). Офлайн-вкладка не получает Renown, а сигилы в ней спят.
Copy to offlineДелает офлайн-копию онлайн-персонажа. Всё, что вы сделаете с копией, обратно онлайн не попадёт.
Bring online (таможня)Офлайн-персонажа можно один раз перевести онлайн. Займы гасятся из банка и кошелька; деньги (кошелёк, банк, аккредитивы) ограничены суммой 20 000 + 10 000 × уровень, лишнее остаётся у офлайн-персонажа. Дома, корабль и мебель переходят целиком, но Банк Империи их не выкупает. Перед переводом игра показывает, что именно оставит таможня. Онлайн персонаж растёт по-даггерфолловски.
Устаревшая версияСтарая копия игры онлайн не пускается («this game is out of date»). Браузерную вкладку перезагрузите; настольное приложение обновляется в лаунчере, версии для macOS и портативная — скачиваются заново.
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Источник: bible/06-Systems/Realm-Arc.md; src/net/realm/realmGoldLaw.js (CUSTOMS_WEALTH_BASE 20 000,

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CUSTOMS_WEALTH_PER_LEVEL 10 000), src/systems/oblivionLeveling.js.

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Два разных таймера подземелья

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Возрождение врагов и добычи не равно сбросу пустого зала: dungeon/dungeonRespawn.js задаёт обычные 20 и элитные 40 минут; net/wire.js — RESPAWN_MS 30 минут, WDUN_RESET_MS 20 минут.

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Цепочки заданий и коллекции

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В Quests собраны 15 цепочек: цикл The Burning Doors → The Covens’ Hoard → The Weir Road, The Hour That Was Not, The Old Coil, The Sky-Ketch, сезонная The Thirteenth of Frostfall и восемь вводных историй о ремёслах, экипировке, море, дорогах, тавернных играх, арене, событиях залива и Небосводе. Это отдельные цепочки, а не замена классическому главному сюжету. С 0.1.11211 цепочку берут самостоятельно: Help wanted на городской доске, предложение в Гильдии магов, храме или таверне, либо Take up на вкладке Quests. Автоматическая выдача писем при входе в город отменена. Уже начатые цепочки сохраняют прогресс; текущий шаг показывается под своей историей. Невыполненные условия открытия видны в журнале. Holdings → Collections объединяет титулы, ауры, значки профиля, глифы, Codex и карты. Страница показывает полученное и источники коллекционных наград. Сезоны соревновательных таблиц, неделя власти и календарь фестиваля — разные таймеры; их нельзя объединять в один срок.

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Условия открытия цепочек

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ЦепочкаШаговУсловия открытияГде взять
The Burning Doors5уровень 10; онлайн; зарегистрированный аккаунтГильдия магов
The Covens’ Hoard3после The Burning Doors; онлайн; зарегистрированный аккаунтГильдия магов
The Weir Road4после The Covens’ Hoard; онлайн; зарегистрированный аккаунттаверна
The Hour That Was Not2уровень 12; онлайн; зарегистрированный аккаунтхрам
The Sky-Ketch4уровень 12; онлайн; зарегистрированный аккаунттаверна
The Old Coil3уровень 8; онлайн; зарегистрированный аккаунттаверна
The Thirteenth of Frostfall4уровень 6; онлайн; зарегистрированный аккаунт; активный Starfall/фестивальQuests
The Court Crafter3уровень 2; онлайн; зарегистрированный аккаунтгородская доска
The Smith’s Secrets2уровень 4городская доска
The Harbormaster’s Word3уровень 5городская доска
The Merchant’s Road2уровень 3городская доска
A Seat at the Table2уровень 2городская доска
The Herald’s Call2уровень 6; онлайнгородская доска
The Bay’s Troubles2уровень 6; онлайнгородская доска
Written in the Stars2уровень 3; онлайнгородская доска
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Кроме указанного места, доступная цепочка берётся через Take up в Quests. Некоторые последующие шаги требуют Loot rarity, Naval Combat, King’s Gambit либо Renown 10; журнал показывает невыполненное условие до запуска шага.

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Сохранения и общие области мира

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Copy to offline создаёт отдельную копию с меткой «Copied from online: offline only». Вернуть её онлайн нельзя; продолжайте играть исходным персонажем в списке Online. Не путайте копию с исходным офлайн-персонажем, которому разрешён Bring online. Если другая вкладка, окно или устройство заняли онлайн-сеанс, прежняя вкладка продолжает отправлять сохранения, пока её право на персонажа действительно. Если тот же персонаж открыт в другом месте, прежняя вкладка возвращается к списку персонажей при следующем сохранении. Если прогресс не доходил до Realm пять минут, игра сообщает об этом, а после восстановления связи сообщает об успешном сохранении. Отправка с ошибкой не означает, что данные уже сохранены на сервере. Если на устройстве осталась неотправленная копия, а персонажем уже играли в другом месте, копия сохраняется отдельно на этом устройстве; игра предупреждает о ней. Это не автоматическое объединение двух ветвей прогресса. Релиз предусматривает однократный перезапуск серверов с автоматическим переподключением. Адаптивное объединение и разделение открытых областей включается отдельно администратором: само наличие версии

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  1. 1.11634 его активацию не доказывает. При перегруппировке области игроки переподключаются автоматически.
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После включения старому клиенту понадобится обновление; идущие в этот момент набег, Starfall, морской змей или событие администрации в открытой области могут однократно оборваться. Это последствие переключения серверного режима, а не новый регулярный сброс событий. Фактический статус включения требует проверки [НП12].

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Исправления заданий и добычи

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После отказа от задания сопровождения портрет сопровождаемого больше не остаётся на экране; повторное принятие через Quests возвращает его с заданием. Уже застрявший портрет исправляется при загрузке сохранения. Обучение Hunger and Cold появляется после создания персонажа и вводного тура при реальной потребности. Исправлена ложная надпись «Something in here is from a newer version of the game» на некоторых телах и контейнерах, в том числе после обновления, достижения уровня 3 и в группе с участником младше уровня 3. Для этой ошибки больше не требуется выходить из подземелья. После обновления недавно обысканная ёмкость может однократно снова оказаться полной; это исправление списка добычи, а не новый постоянный таймер его обновления.

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Управление по умолчанию

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Часть I · 3 мин чтения
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Клавиши переназначаются в настройках. Ниже сохранена исходная раскладка с актуальными изменениями: F3 — автобег, средняя кнопка мыши — метка группы. При конфликте с прежней настройкой используйте экран Controls. Для геймпада указаны Xbox / PlayStation.

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ДвижениеКлавиша
Вперёд / назад / влево / вправоW / S / A / D
Поворот влево / вправо← / →
Смотреть вверх / вниз / центрIns / Del / Home
Первое / третье лицоMouse 4
ПрыжокПробел (RB / R1)
БегЛевый Shift (LB / L1)
АвтобегF3 (L3); средняя кнопка мыши — метка группы
Всплыть / погрузиться (левитация,PgUp / PgDn
плавание)скриншот
ИнвентарьF6 (Back / Select)
Статус / журнал / блокнотI / L / N
Карта / карта путешествийM / V
Быстрый наборTab
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Бой и магияКлавишаПрочееКлавиша
Достать / убратьZ (R3)Профессии: следующее действие↑
оружиеу узла
УдарПравая кнопка мыши (RT / R2)Открыть Профессии и Хранилища↓
Сменить рукуHФакел: зажечь/погасить, бросить на землю, метнуть (держать)O / B / X
Оружейный приёмБоковая кнопка мыши «назад» (переназначается: Управление → Бой)Камера: сменить плечо, авто- перспективаB / =
Книга заклинанийBackspace (LT / L2)Идти по дорогеK
(сотворить)
Подготовить последнееQпозвать лошадь и повозку
заклинание
Сбросить' (апостроф)Legacy)
подготовленное
заклинаниеТранспорт: пешком / верхом / повозка / корабльT, затем F / H / C / S
ИспользоватьU
магический предметБольшой HUD / скрыть HUD / пост-обработка Retro Панель седла: показать / скрытьF10 / Shift+F10 / Shift+F11 F2
ВзаимодействиеКлавишаПрочееКлавиша
АктивироватьЛевая кнопка мышиРедактор HUD: двигать, менять размер, скрывать панелиAlt+U
ВзаимодействоватьE (A / ✕)
Колесо режимов (удерживать, провестиЛевый Altпаузы или лист персонажа)
мышью к режиму, отпустить)
Режимы: кража / взять / осмотр /Колесо Left Alt;часы рядом с портретом
разговоротдельные клавиши задаются в Controls(гл. 72)
Взять всё / открыть контейнерP / Jпопадание, защитана карточке куклы
Транспорт / отдыхT / RКомпаньоны, ревенанты, Хранилища, конюшня, флотМеню паузы → вкладка Holdings
Взаимодействие с игрокомF; меню игрока — удерживать EПутевая точкаПравый клик по Overworld или карте мира (V)
Освободить мышь / открыть чат онлайнY / Enter
Лошадь: сесть/спешиться,, (запятая) / . (точка)
Генеалогическое древо (ProjectNumpad /
НебосводStats → Firmament (меню
Таймеры мировых событийМеню паузы → песочные
Боевая карточка: урон,Инвентарь → кнопка Stats
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Корабль (Come Sail Away)Клавиша
Ход: назад на вёслах — стоп — вёсла —W / S или ↑ / ↓;
паруса — полные парусаруль — A / D
Поднять или убрать парусаEnd
Брасопить вправо / влево / прямые] / [ / \ (держать)
паруса (только управление Classic)
Фонари корабля; (точка с запятой)
Оставить штурвал' (апостроф)
Ускорить / замедлить / вернуть время уNumpad * / − / Enter
штурвала (только офлайн)
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Полезные настройки: «Стиль удара» (нажатие или удержание / нажатие / жест), «Натянуть и отпустить тетиву» (удерживать ПКМ

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— натяжение, отпустить — выстрел, ЛКМ — ослабить тетиву), «Скрытность остаётся включённой», «Рука с оружием», мёртвая

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зона стика (10%). Calm HUD (Features, включено по умолчанию): полосы здоровья, усталости и магии исчезают, пока все три

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полны и нет цели, и возвращаются при первой потере. Панель седла по умолчанию показывается «когда нужно» (When needed /

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Always / Off в настройке Horse care).

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Режимы кражи, взятия, осмотра и разговора по умолчанию выбираются через колесо Left Alt; старые F1–F4 для них освобождены. F2 — панель седла, F3 — автобег, F4 — трюм корабля. Сохранённая личная раскладка может отличаться.

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Расы

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Часть II · 3 мин чтения
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Раса даёт сопротивление или иммунитет, особые способности, бонусы к отдельным видам оружия и продолжительность жизни (для режима рода «Непреходящий», гл. 17). Бретонцы и высокие эльфы оружейных бонусов не получают.

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РасаСопротивления и особенностиОружейные бонусыЖизнь, летСтарт, летлёгк./станд./тяж.
Бретонец+30 к спасброску против магии—90234 / 5 / 9
(Breton)(Magic)
Редгард—Длинный клинок,80203 / 5 / 8
(Redguard)дробящее, топор, лук
Норд (Nord)+30 к спасброску против холода (Frost)Топор, дробящее, рукопашный бой (только урон)90234 / 5 / 9
Тёмный эльф—Длинный и короткий180457 / 11 / 18
(Dark Elf)клинок
Высокий эльфИммунитет к параличу—200508 / 12 / 20
(High Elf)(ослабляется классовыми слабостями)
Лесной эльф—Лук, короткий клинок150386 / 9 / 15
(Wood Elf)
Каджит (Khajiit)+30 к навыку Лазания (Climbing) при проверке подъёмаКороткий клинок, рукопашный бой85213 / 5 / 9
АргонианинНикогда не тонет (бесконечноеКороткий клинок85213 / 5 / 9
(Argonian)дыхание, онлайн включено у всех); в воде не проходит проверку Плавания (Swimming), поэтому плавание не отнимает у него лишнюю усталость (Fatigue)
Лет за смерть: 4% / 6% / 10% продолжительности жизни — зависит от настройки Toll (плата Аркею) в разделе Project Legacy на плитке «Функции»
(Features): Light / Standard / Heavy, по умолчанию Standard — 6%. Это не выбор режима рода: настройка действует только в режиме
«Непреходящий» (гл. 17). Персонаж стартует в возрасте ¼ срока, становится старейшиной в ¾. Эльфы переживают примерно вдвое больше
смертей.
Лет за смерть
+

Полные формулы расовых оружейных бонусов

+

Бонусы считаются от текущих атрибутов (не от уровня), все деления целочисленные. Они складываются с бонусом Экспертизы (Expertise), если она взята для того же оружия. С оружием, которого нет в таблице, раса бонуса не даёт.

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РасаОружиеК попаданиюК уронуПри всех 50
АргонианинКороткий клинокAGI/16 + SPD/33 + LCK/33AGI/33 + SPD/33+5 / +2
Тёмный эльфДлинный клинокAGI/25 + SPD/33 + LCK/33AGI/25 + STR/25+4 / +4
Тёмный эльфКороткий клинокAGI/33 + SPD/33 + LCK/33AGI/50 + SPD/50+3 / +2
КаджитКороткий клинокAGI/20 + SPD/33 + LCK/50AGI/33 + SPD/50+4 / +2
КаджитРукопашный бой (Hand-to-Hand)AGI/25 + SPD/50 + STR/50 + END/50 + LCK/50STR/33 + END/33 + AGI/50 + SPD/50+6 / +4
НордТопорSTR/33 + AGI/33 + LCK/33STR/16 + AGI/33+3 / +4
НордДробящее (Blunt Weapon)STR/25 + AGI/33 + LCK/33STR/25 + END/25+4 / +4
НордРукопашный бой—STR/33 + END/500 / +2
РедгардДлинный клинокAGI/10 + SPD/25 + LCK/25AGI/33 + STR/50+9 / +2
РедгардДробящееSTR/20 + AGI/25 + LCK/33STR/33 + END/33+5 / +2
РедгардТопорSTR/33 + AGI/33 + LCK/33STR/16 + AGI/33+3 / +4
РедгардЛукAGI/25 + SPD/33 + LCK/33STR/50 + AGI/50+4 / +2
Лесной эльфКороткий клинокAGI/20 + SPD/33 + LCK/50AGI/33 + SPD/50+4 / +2
Лесной эльфЛукAGI/10 + SPD/25 + LCK/25STR/25 + AGI/25+9 / +4
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+ +
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+ +

Собственный класс и бросок характеристик

+
Часть II · 3 мин чтения
+ + +

Правила конструктора

+
Навыки3 основных (Primary), 3 главных (Major), 6 второстепенных (Minor), без повторов. Остальные 23 — «прочие» (Miscellaneous).
Атрибуты классаКаждый от 10 до 75, сумма всех восьми — ровно 400 (очки перекладываются между атрибутами). На сложность класса атрибуты не влияют. Если NPC вам не важны, Харизму (PER) можно опустить до 10, а очки отдать боевым атрибутам (гл. 15).
Здоровье за уровеньОт 4 до 30 (значение по умолчанию — 8).
Преимущества / недостаткиДо 7 преимуществ и до 7 недостатков (в коде MAX_ITEMS = 7: восьмое игра просто не добавит). Одно и то же нельзя взять дважды; каждое оружие, щит или эффект — отдельный выбор. Здоровье за уровень (HP per level) — не преимущество: это отдельный ползунок (4–30, по умолчанию 8), слота не занимает, но меняет сложность: +1 за каждое очко выше 8, −2 за каждое ниже. ИСПРАВЛЕНО
СложностьДолжна быть в диапазоне −12…+40, иначе игра не примет класс.
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Очки сложности и скорость прокачки

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Очки сложности = стоимость HP + Σ преимуществ + Σ недостатков
Стоимость HP: HP ≥ 8 → HP − 8; HP < 8 → −2 × (8 − HP)
Множитель класса (careerMultiplier) = 0,3 + 2,7 × (очки + 12) / 52
Очки сложностиьЧто это значит
−12×0,30минимум: навыки растут быстрее всего
−5×0,66
0×0,92«стандартный» класс
+5×1,18
+10×1,44
+22×2,07например, HP 30 и больше ничего
+40×3,00максимум: навыкам нужно втрое больше практики
Множител
+ +

Бросок атрибутов

+ +

Перебрасывать можно сколько угодно. Сумма класса всегда 400, поэтому после броска и пула выходит в среднем около 450 очков, максимум 494. Опытные игроки советуют перебрасывать, пока сумма не станет 460+, и распределять пул так, чтобы ключевые атрибуты стояли на «круглых» значениях 50/60/70/80: многие бонусы меняются ступенями по 10.

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Бросок навыков и стартовые значения

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ГруппаСколькоСтартовое значениеПул распределения
Основные (Primary)328 + случайное 0…3 (28–31)6 очков на группу
Главные (Major)318 + случайное 0…3 (18–21)6 очков на группу
Второстепенные (Minor)613 + случайное 0…3 (13–16)6 очков на группу
Прочие23случайное 3…6—
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Начальное здоровье25 + HP класса за уровень (класс с HP 8 начинает с 33)
Начальная магияfloor(INT × множитель магии класса); без Increased Magery множитель 0,5
Начальная усталость (Fatigue)(STR + END) × 64 внутренних единиц (на шкале = STR + END)
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Стартовые заклинания

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По умолчанию (мод Roleplay & Realism: Items) заклинания зависят от навыков, а не от класса. Игра смотрит 3 основных и 3 главных навыка. Магическая школа среди главных даёт короткий список, среди основных — длинный (оба столбца). Без магической школы среди этих шести персонаж начинает без заклинаний.

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ШколаЕсли главный навыкЕсли основной — ещё
Изменение (Alteration)Gentle FallJumping
Разрушение (Destruction)Arcane ArrowMinor Shock
Иллюзия (Illusion)CandleChameleon
Мистицизм (Mysticism)Knock, Knick-KnackFenrik's Door Jam, Recall
Восстановление (Restoration)Salve BruiseSmelling Salts, Balyna's Balm
Тауматургия (Thaumaturgy)BuoyancyRise
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Стартовое снаряжение мод тоже выдаёт по навыкам. Персонаж с Медициной (Medical) среди основных или главных навыков

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начинает с 4 бинтами.

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+ +
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+ +

Преимущества и недостатки

+
Часть II · 6 мин чтения
+ + +

Числа ниже — изменение очков сложности. Преимущество повышает сложность (навыки растут медленнее), недостаток понижает. Описания отражают реальное действие онлайн (PCAAO и правила DFO), а не классический Daggerfall.

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Преимущества (Advantages)

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ПреимуществоОчкиЧто делает онлайн
Острый слух (Acute Hearing)+1Звуки врагов слышны в 1,25 раза дальше (в 1,5 раза с чарами «улучшение талантов»). Многие игроки считают это скорее помехой: в подземелье постоянно слышны далёкие монстры.
Прилив адреналина+4При здоровье ниже 1/6 максимума: +8 к вашему попаданию (+12 с чарами «улучшение
(Adrenaline Rush)талантов»), а у атакующих вас −8 (−12). «12,5% HP, +5/+8» — классические числа без PCAAO.
Атлетизм (Athleticism)+4Усталость (Fatigue) тратится на 10% медленнее (на 20% с чарами «улучшение талантов»), +0,1 к множителю силы прыжка (ещё +0,1 с чарами). Лучше бег, прыжки и лазание.
Бонус против врагов (Bonus to+6 / +3 / +6 / Несмотря на название — случайный бонус к урону по выбранной группе: 0…(10 +
Hit): Animals / Daedra /+6trunc((WIL−50)/5) − trunc(ур.цели/2) − 1). Зависит от Силы воли (WIL), а не от уровня.
Humanoid / UndeadИгроки в PvP считаются гуманоидами. Несовместим с Фобией той же группы.
Экспертиза (Expertise In): Axe,+2 каждаяБонус к попаданию и урону выбранным оружием по формуле от атрибутов (часть IV, гл.
Blunt, Hand-to-Hand, Long29). При всех атрибутах 50 — около +10 к попаданию и +4…+5 к урону. Несовместима с
Blade, Missile, Short Bladeзапретом того же оружия.
Иммунитет (Immunity):+10 каждый+50 к спасброску по этому каналу: полный иммунитет. Исключает Сопротивление,
Disease, Fire, Frost, Magic,Низкую терпимость и Критическую слабость к тому же эффекту.
Paralysis, Poison, Shock
Сопротивление (Resistance):+5 каждое+25 к спасброску по каналу (база 50 → 75%).
Disease, Fire, Frost, Magic,
Paralysis, Poison, Shock
Усиленная магия (Increased+2 / +4 / +6 / Запас магии = INT × 1 / 1,5 / 1,75 / 2 / 3 (без преимущества — × 0,5). Силу заклинаний не
Magery), одно на класс+8 / +10меняет.
Быстрое исцеление (Rapid+4 / +3 / +2При отдыхе в подходящих условиях «бонус среды» к Медицине (Medical) в формуле
Healing): General / In Darkness /лечения растёт с 60 до 100 (гл. 22).
In Light
Регенерация здоровья+14 / +10 / +1 HP каждые 4 игровые минуты (15 HP в игровой час, онлайн — 1 HP примерно раз в
(Regenerate Health): General /+6 / +220 реальных секунд). «Тьма» — ночь или любое помещение. Не работает в Burning
Darkness / Light / Immersed inCourt (мир за Вратами Обливиона).
water
Поглощение заклинаний (Spell+14 / +12 / Шанс поглотить заклинание Разрушения (Destruction) и вернуть половину его цены в
Absorption): General /+8магию. Онлайн шанс ограничен 50%, и в запасе магии должно быть место (часть V).
Darkness / Light
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Недостатки (Disadvantages)

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НедостатокОчкиЧто делает онлайн
Критическая слабость (Critical−14 каждая−50 к спасброску по каналу (база 50 → 0%, с нижним пределом 5%).
Weakness): Disease, Fire, Frost,
Magic, Paralysis, Poison, Shock
Низкая терпимость (Low−5 каждая−25 к спасброску.
Tolerance): Disease, Fire, Frost,
Magic, Paralysis, Poison, Shock
Урон от святых мест (Damage−612 урона каждые 4 игровые минуты в храмах и подобных местах.
from Holy Places)
Урон от солнца (Damage from−1012 урона каждые 4 игровые минуты на солнце. Поднятый капюшон защищает.
Sunlight)
Магия тьмы (Darkness-Powered−7 / −10Днём на улице максимум магии −33% / магии нет совсем. Ночью и в любом
Magery): Lower Ability / Unableпомещении (подземелья, здания) — без штрафа.
in Daylight
Магия света (Light-Powered−10 / −14Ночью и в любом помещении максимум магии −33% / магии нет. Почти вся боевая игра
Magery): Lower Ability / Unableидёт в подземельях — это серьёзный штраф для мага.
in Darkness
Неспособность−14Онлайн отдых всё равно восстанавливает магию, не восстанавливает только
восстанавливать магию«осторожное» прибытие из путешествия. Это не баг: так решил разработчик (правка
(Inability to Regen Spell Points)REST-MANA1 от 23.09.2026 — «отдых всё равно восстанавливает ману, только онлайн»; в коде systems/rest/rest.js, restIgnoresNoRegen = () => isOnlinePage()). Гильдия магов к тому же бесплатно восстанавливает магию таким членам. Офлайн — классическое правило: отдых магию не возвращает. Сам недостаток при этом действует: вне отдыха магия не растёт.
Фобия (Phobia): Animals /−4 каждаяШтраф к урону по группе: max(trunc(ур.цели/2) − trunc((WIL−50)/5), 0). При WIL 100
Daedra / Humanoid / Undeadпротив целей до 21-го уровня штраф равен 0.
Запрет брони (Forbidden−1 / −2 / −5Нельзя надеть этот тип брони.
Armor): Leather / Chain / Plate
Запрет щитов (Forbidden Shield−1 каждыйНельзя использовать этот щит. Для лучника и двуручника — «бесплатная» скидка.
Types): Buckler, Round, Kite,
Tower
Запрет оружия (Forbidden−2 каждыйНельзя использовать этот вид оружия. Неиспользуемые виды — бесплатные очки.
Weaponry): Axe, Blunt, Hand-to-
Hand, Long Blade, Missile, Short
Blade
Запрет материала (Forbiddenсм. нижеНельзя носить оружие и броню из этого материала.
Material)
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МатериалЖелезоСтальСереброЭльфийскийДвемерскийОрочийлЭбонитАдамантинДаэдрический
Очки−1−10−6−9−7−3−6−5−5−2
Мифри
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Ограничения выбора

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  • Один и тот же эффект нельзя взять одновременно как Иммунитет, Сопротивление, Низкую терпимость или Критическую слабость.
  • Бонус против группы врагов несовместим с Фобией той же группы. Экспертиза несовместима с запретом того же оружия.
  • Усиленная магия, Магия тьмы и Магия света — не больше одного варианта каждого типа. Магию тьмы и Магию света одновременно взять можно (так делают «немагические» сборки).
  • Классовая слабость применяется до проверки расового иммунитета: высокий эльф с Низкой терпимостью к параличу получает 75% сопротивления, с Критической слабостью — 50%.
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  • Запреты неиспользуемого: лучнику — щиты (4 × −1) и чужое оружие (−2 каждое), двуручнику — щиты, магу — тяжёлая броня.
  • Запрет стали (−10) и эльфийского (−9): эти металлы быстро перестают быть нужны. Но иногда на них выпадают легендарные
+ +
  • Критическая слабость к параличу и болезням (−14 каждая): от паралича спасает самое дешёвое заклинание Free Action (около
+ +
  • Неспособность восстанавливать магию (−14): онлайн отдых всё равно восстанавливает магию — очень выгодный недостаток.
  • Фобии при высокой Силе воли: при WIL 90–100 штраф к урону почти нулевой (−4 очка за каждую).
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+ +

Вопросы биографии

+
Часть II · 3 мин чтения
+ + +

После создания класса игра задаёт вопросы биографии. Набор вопросов берётся у одного из 18 стандартных классов: того, у которого больше всего общих навыков с вашими 12. При равенстве выбирается класс, идущий раньше по списку. Вопросы читаются из ARENA2 и совпадают с классическим Daggerfall. Класс с упором на Скрытность (Stealth), Взлом (Lockpicking), Карманные кражи (Pickpocket), Лазание (Climbing), Уклонение (Dodging) и Бег (Running) обычно получает вопросы Вора, Взломщика или Акробата, даже если главный навык — Стрельба.

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Что выбирать (по ценности)

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  1. Очки в основной или главный навык. Они ещё и двигают уровень. «+6 к основному навыку лучше почти всего остального» (Iliac Codex).
  2. Хороший стартовый предмет: лук, клинок, кинжал получше. Эбонитовый кинжал из вопросов начинается с 20% состояния. При 16–40% состояния клинок наносит лишь 70% урона (PCAAO), так что его силу сильно преувеличивают — сначала почините.
  3. Репутация у группы, с которой будете иметь дело: преступный мир для вора, храм для целителя, купцы для торговца.
  4. Репутация храма — небольшая (+5 у одного бога). Выбирайте храм, в который можете вступить; купцу подойдёт Зенитар.
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Некоторые ответы дают скрытые мелкие эффекты: сопротивление яду или болезням, усталость (Fatigue), отношение людей, сопротивление магии, шанс уклониться от удара. Они небольшие, их можно брать.

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Типичные ответы (классический Daggerfall)

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ВопросВарианты и эффект
Какую школу магии вы изучали дольше всего?+6 к школе и подходящие заклинания в книгу
Что заставило вас выбрать жизнь приключенца?Деньги — 500 золотых; слава — +10 к репутации у учёных и преступного мира; знания — книга; развлечения — +3 к Этикету (Etiquette) и Знанию улиц (Streetwise); помощь другим — +10 к репутации у простолюдинов
В свободное время вы…Аристократы — +6 Этикет, +5 знать, −5 простолюдины; проблемы города — +6 Знание улиц, +2 простолюдины, +3 преступный мир, −5 знать; акробатика — +2 Прыжки (Jumping), Уклонение, Бег; экономика — +6 Торговля (Mercantile); плавание — +6 Плавание (Swimming); боевые искусства — +6 Рукопашный бой (Hand-to-Hand); проникновение в чужие дома — +6 Взлом
Детское прозвищеКролик — +6 Прыжки; гуппи — +6 Плавание; живчик — +6 Бег; драчун — +6 Рукопашный бой; обезьяна — +6 Лазание
Лучше всего вы говорите на…+6 к языку
Какого бога вы почитаете?+5 к репутации у бога; атеист — +2 у учёных
Больше всего проблем у вас с…Ядами — −10 к сопротивлению яду (−5 у воровских классов); бодрствованием — −5 усталость; общением — −5 к реакции собеседников; болезнями — −5; магией — −5 к сопротивлению; боем без магии / ударами и парированием — −5 HP
Каждую свободную минуту вы тренируетесь с…+6 к оружию и само оружие (иногда наручи или латные перчатки)
(Целители) Какая школа, кроме Восстановления+6 к ней, +12 к Восстановлению, заклинание
(Restoration)?
Воровское / боевое умение, которое вы изучали+6 к навыку (боевое — ещё и предмет)
Семья настаивала на обучении…первой помощи — +6 Медицина (Medical); расположению — +6 Этикет; управлению людьми — +6 Знание улиц; торгу — +6 Торговля; бою на ножах — +6 Короткие клинки (Short Blade)
Где вы чувствуете себя уютнее всего?На земле — +6 Бег; в воде — +6 Плавание; на уступе — +6 Лазание; в темноте — +6 Скрытность; среди людей — +2 Этикет и Знание улиц
(Лучники) Кроме лука вы владеете…+9 Стрельба, +6 к навыку, предмет
Больше всего вам нравится пользоваться…+12 к навыку и предмет
Подарки императора, матери, «добытое честно»Предмет в инвентарь
Ненависть, друзья, любимое преступлениеТолько биография (History)
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Если в вопросе «больше всего проблем» нужно минимизировать вред, опытные игроки выбирают «бодрствование» (−5

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усталости).

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Атрибуты

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Часть II · 3 мин чтения
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Восемь атрибутов имеют обычный прокачиваемый предел 100; прибавка Небосвода может поднять его до 115 (гл.

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  1. . Большинство боевых формул использует текущие атрибуты. Исключение, важное для здоровья: онлайн-
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минимум HP читает постоянную Выносливость и её прибавку Небосвода, а не временную экипировку или заклинание (гл. 24).

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АтрибутЧто даёт онлайнПример
Сила (STR)Урон: floor((STR−50)/10), у двуручного оружия (кроме луков) ×2; ниже 50 — штраф. Грузоподъёмность 1,5 × STR кг. Максимум усталости (Fatigue) вместе с END. Скорость замаха вместе с весом оружия. Блок щитом. Естественное сопротивление урону 0,001 × (STR−50). Ширина «полосы» при ковке.STR 50: +0 и 75 кг; STR 80: +3 (двуручное +6) и 120 кг; STR 100: +5 и 150 кг. STR 59 даёт +0, STR 60 — уже +1.
Интеллект (INT)Максимум магии floor(INT × множитель); базовый множитель 0,5. Отдельного бонуса к урону заклинаний от INT нет. Влияет на собирательство инструментами (Foraging).INT 70: ×0,5 → 35 MP; ×1,5 → 105 MP; ×3 → 210 MP.
Сила воли (WIL)Спасбросок +floor(WIL/10). Бонус против врагов (Bonus to Hit) и Фобия (Phobia): trunc((WIL−50)/5). Естественное сопротивление 0,001 × (WIL−50). Блок щитом.WIL 59 → +5 к спасброску, WIL 60 → +6. WIL 100 → +10 к максимуму Бонуса против врагов.
Ловкость (AGI)Попадание trunc((AGI атакующего − AGI цели)/4) — самый весомый атрибут для попадания. Основа Экспертизы (Expertise In) и расовых бонусов. Блок щитом (0,3 попаданию. за очко сверх 50). Ковка.AGI 70 против 50: +5 к
ВыносливостьHP за уровень: floor(END/10) − 5. Лечение при отдыхе. ЕстественноеEND 50: +0 HP/ур.; END 80: +3;
(END)сопротивление 0,002 × (END−50) — самое большое. Максимум усталости. Задержка дыхания.END 100: +5.
Харизма (PER)Реакция NPC +floor(PER/5). Усмирение врагов Этикетом (Etiquette) и Знанием улиц (Streetwise) +PER/5, языками +PER/10. Около четверти эффекта торга. Ухаживание (Project Legacy). На бой, HP и MP не влияет.По опыту игроков, ниже ~40–50 горожане чаще отвечают холодно.
Скорость (SPD)Попадание trunc(ΔSPD/8). Скорость передвижения. Скорость замаха — главный фактор (вместе с весом оружия и Силой, гл. 30). Блок щитом.SPD 66 против 50: +2 к попаданию.
Удача (LCK)Попадание trunc(ΔLCK/10) и ещё −round((LCK цели − 50)/10). Шанс крита (floor((LCK−50)/25)). Редкость добычи: +1% за очко сверх 50 (×0,5 при LCK 0, ×1,5 при 100). Золото с трупов. Металл добычи. До +10 к лазанию. Уклонение от встреч в пути.LCK 75 против 50: +2 к попаданию; LCK 100: добыча редкого качества в 1,5 раза чаще.
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  • «Сила: модификатор (Сила − 50)/5» и «Ловкость: (Ловкость атакующего − цели)/10» — классические формулы. Онлайн (PCAAO):
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  • «Управляющий атрибут ускоряет рост навыка» — неверно. Атрибуты не входят в формулу требуемых использований навыка
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  • «Высокая Сила воли (или Интеллект) ускоряет прокачку магии» — неверно и в Daggerfall, и в Daggerfall Unity, и онлайн. Школа
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  • «Прокачка Удачи стоит 4 очка за пункт» — это правило системы уровней в стиле Oblivion, которая онлайн недоступна. В
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Скорость реакции (Reflexes)

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Часть II · 2 мин чтения
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Последний шаг создания персонажа, перед итоговым экраном, — выбор скорости реакции: Very High, High, Average, Low или Very Low. По умолчанию стоит Average. Выбор делается один раз и потом не меняется. Это не «скорость персонажа» и не атрибут. Настройка меняет три вещи: как быстро растут навыки, как часто монстры попадают когтями и сколько враги отдыхают между атаками.

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ЗасчитываетсяШанс каждого удараПауза врага между атаками
Реакцияиспользований навыковкогтями или зубами(ваш ур. 10)
Very High (очень высокая)125%70%0,61–2,14 с
High (высокая)112,5%60%1,07–2,60 с
Average (средняя)100%50%1,53–3,06 с
Low (низкая)87,5%40%1,99–3,52 с
Very Low (очень низкая)75%30%2,45–3,98 с
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  • Навыки. При каждой проверке роста (гл. 23) ваши накопленные использования умножаются на этот процент. С очень высокой реакцией 100 действий считаются как 125, с очень низкой — как 75. То есть очень высокая реакция ускоряет рост всех навыков на четверть, а значит и уровень.
  • Монстры. Атака монстра без оружия (когти, клыки, щупальца) состоит из одного–трёх ударов (у оборотня, медведя или тигра — три). Каждый удар сначала проходит бросок реакции из таблицы, и только потом — обычный бросок попадания. При очень высокой реакции монстры чаще попадают всеми когтями сразу, при очень низкой — реже. Враги-люди и монстры с оружием этого броска не делают.
  • Пауза между атаками — у всех врагов ближнего боя, включая людей, и у их заклинаний касанием. Это случайное время около 1,5–3 с, плюс 0,46 с за каждую ступень реакции ниже средней (минус — за ступень выше), минус 0,05 с за каждый ваш уровень выше 10-го. Пауза не бывает меньше нуля: при очень высокой реакции с 22-го уровня самая короткая пауза становится нулевой.
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  • Новичку или магу с малым здоровьем — Average или Low: бои с монстрами заметно легче, а рост навыков падает всего на
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  • Опытному бойцу в тяжёлой броне — High или Very High: +12,5–25% к росту каждого навыка, а более частые атаки он
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  • Помните, что сложность растёт и с вашим уровнем: на 30-м уровне враги отдыхают на 1 с меньше, чем на 10-м.
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Источник: код игры (systems/advancement.js, combat/formulas.js, characters/enemyAttack.js) и Daggerfall Unity

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(PlayerEntity.RaiseSkills, FormulaHelper.CalculateAttackDamage, EnemyAttack.ResetMeleeTimer). В оригинальном Daggerfall

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из-за ошибки пауза врагов всегда считалась как при очень высокой реакции; Daggerfall Unity и DFO используют выбранную

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настройку, как и задумывалось.

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Принципы сборки

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Часть II · 3 мин чтения
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  1. Определите роль. Ближний бой: навык оружия, STR, AGI, SPD, END. Маг: INT и множитель магии, WIL для спасбросков (и для Бонуса против врагов (Bonus to Hit)). Лучник: AGI, SPD, Экспертиза (Expertise In) лука, лесной эльф или редгард.
  2. Главное оружие — в основные навыки (Primary): у него будет самое высокое стартовое значение, а оно двигает уровень. Онлайн попадание растёт на 1,5 очка за пункт навыка.
  3. HP класса 30 и постоянная END повышают запас здоровья. Бросок за уровень включает floor(END/10) − 5; онлайн минимум общего HP пересчитывается по текущей постоянной END за все принятые уровни. Поздняя END также полезна (гл. 24).
  4. Экспертиза (+2 очка) — один из лучших выборов онлайн: +10…+15 к попаданию и +4…+6 к урону с первого уровня, растёт с атрибутами.
  5. Бонус против врагов имеет смысл только при высокой Силе воли (от ~70). При WIL 10–30 он почти ничего не даёт, а сложность повышает. Фобии (Phobia) при WIL 90–100, наоборот, почти бесплатны.
  6. Недостатки, которые вы не почувствуете: запреты неиспользуемого оружия, брони и щитов; онлайн — Неспособность восстанавливать магию; Критическая слабость к параличу и болезням. Не берите слабость к огню, холоду, шоку, магии и яду, если не готовы постоянно умирать от заклинаний.
  7. Нижний предел сложности −12. Если недостатков много, «лишние» очки можно потратить на полезные преимущества (Иммунитет к яду, Атлетизм, Быстрое исцеление), а не на бесполезные.
  8. Удача (LCK) на старте улучшает добычу (+1% к редкости за пункт сверх 50), а позже её поднимают 5 очков за принятый уровень онлайн (4–6 офлайн).
  9. Самопрокачивающиеся навыки (Крит. удар (Critical Strike), Уклонение (Dodging), Бег (Running), Прыжки (Jumping), Лазание (Climbing), Скрытность (Stealth)) хороши во второстепенных: лучший второстепенный всегда входит в формулу уровня.
  10. Тяжело качающиеся навыки (Изменение (Alteration) и Тауматургия (Thaumaturgy) ×1–2 при дорогих эффектах, Мистицизм (Mysticism), Медицина (Medical) ×12, языки ×15) лучше ставить в конец шаблона или в прочие.
  11. Знак Небосвода (Firmament) — продолжение сборки (онлайн, гл. 71): воин — Воин или Скакун, лучник — Вор, убийца — Тень, маг — Маг, паладин и целитель — Ритуал. Прибавка неба работает и на атрибутах, уже поднятых до 100. Знак ремесленника выбирайте по клину его ремёсел.
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Разбор сборок сообщества

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Часть II · 5 мин чтения
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Ниже — популярные сборки из Discord и Iliac Codex. Очки сложности пересчитаны по правилам игры, к каждой даны замечания с учётом онлайн-формул.

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А. «Воин-редгард» (Discord)

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АтрибутыSTR 75, INT 10, WIL 10, AGI 70, END 75, PER 10, SPD 75, LCK 75 (= 400)
НавыкиОсновные: Уклонение (Dodging), Лазание (Climbing), Длинные клинки. Главные: Крит. удар (Critical Strike), Мистицизм (Mysticism), Удар в спину (Backstabbing). Второстепенные: Бег (Running) + Стрельба, Рукопашный, Короткие клинки (Short Blade), Дробящее (Blunt Weapon), Восстановление (Restoration)
Здоровье за уровень30 HP (+22 к сложности) — отдельный ползунок, не преимущество и не слот
Преимущества (7)Экспертиза (Expertise In): Long Blade (+2), Бонус против: Animals (+6), Daedra (+3), Humanoid (+6), Undead (+6), Иммунитет: Paralysis (+10), Magic (+10) → +43; со здоровьем +65
Недостатки (7)Неспособность восст. магию (−14), Магия тьмы: нет магии днём (−10), Запрет Steel (−10), Elven (−9), Крит. слабость Frost (−14), Shock (−14), Низкая терпимость Fire (−5) → −76
Итог−11 → множитель ×0,35 (навыки растут почти втрое быстрее стандартного класса). На 1-м уровне: Экспертиза +14 к попаданию и +6 к урону, раса +13 / +3, Сила (STR) +2.
ЗамечанияПри WIL 10 четыре «Бонуса против» (21 очко) почти ничего не дают (поправка Силы воли (WIL) −8). Их лучше заменить полезными: Иммунитет к яду (+10), Атлетизм (+4), Прилив адреналина (+4), Быстрое исцеление (+4). Будет −10 (×0,40), и все 7 слотов преимуществ при деле (здоровье за уровень слота не занимает). Крит. слабость к холоду и шоку при WIL 10 означает 5% спасброска: заклинания холода и шока (личи, древние вампиры) будут бить в полную силу.
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Б. «Лесной эльф: лучник-вор» (Iliac Codex, Journeys)

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АтрибутыSTR 45, INT 45, WIL 35, AGI 75, END 65, PER 35, SPD 65, LCK 35 (= 400); HP за уровень 16 (+8)
НавыкиОсновные: Стрельба, Скрытность (Stealth), Взлом (Lockpicking). Главные: Крит. удар, Короткие клинки, Лазание. Второстепенные: Карманные кражи (Pickpocket), Уклонение, Бег, Прыжки (Jumping), Знание улиц (Streetwise), Торговля (Mercantile)
ПреимуществаЭкспертиза: Missile Weapon (+2), Атлетизм (+4), Сопротивление Paralysis (+5)
НедостаткиЗапрет оружия: Axe, Blunt, Long Blade (по −2), запрет брони Plate (−5), запрет щитов Tower, Kite, Round (по −1) → −14
Итог+5 → ×1,18. С луком: Экспертиза +13 к попаданию / +5 к урону, лесной эльф +10 / +4 — уже на 1-м уровне. Навыки вора дают быстрое приглашение в Гильдию воров (10 краж).
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В. «Маг — высокий эльф» (Discord)

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АтрибутыSTR 50, INT 75, WIL 25, AGI 25, END 50, PER 50, SPD 75, LCK 50 (= 400); HP 30 (+22)
НавыкиОсновные: Разрушение (Destruction), Мистицизм, одно оружие. Главные: Восстановление, Изменение (Alteration), Тауматургия (Thaumaturgy). Второстепенные: Иллюзия (Illusion), Уклонение, Бег, Медицина (Medical), Торговля, Скрытность
ПреимуществаУсиленная магия ×3 (+10), Иммунитет Poison (+10), Экспертиза в выбранном оружии (+2)
НедостаткиЗапрет остальных 5 видов оружия (−10), Крит. слабость Shock (−14)
Итог+20 → ×1,96 — навыки растут вдвое медленнее стандартного класса.
ЗамечанияПять запретов оружия занимают 5 из 7 слотов недостатков ради 10 очков. Если заменить все шесть недостатков на семь других: «Неспособность восстанавливать магию» (−14; онлайн отдых всё равно восстанавливает MP), Крит. слабость к болезням (−14), запреты лат (−5), кольчуги (−2), стали (−10), башенного и каплевидного щитов (по −1), получится −47 и итог −3 (×0,77) — рост навыков в 2,5 раза быстрее. Крит. слабость к шоку для мага опасна — вражеские маги и личи часто бьют молнией. WIL 25 даёт лишь +2 к спасброскам.
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Г. «Неуязвимый норд» (Discord)

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СутьОтказ от всей магии ради иммунитетов и максимальных физических атрибутов (STR, SPD, END, AGI; INT, WIL, PER, LCK — минимум)
Здоровье за уровень25 HP (+17 к сложности) — отдельный ползунок, не преимущество и не слот
Преимущества (5)Иммунитет: Fire, Shock, Magic, Paralysis, Poison (5 × +10) → +50; со здоровьем +67; плюс расовое +30 к холоду
НедостаткиНеспособность восст. магию (−14), нет магии днём (−10), нет магии в темноте (−14), запрет Steel (−10), Elven (−9) → −57
НавыкиОсновные: Длинные клинки, Дробящее, Топор. Главные: Бег, Прыжки, Лазание. Второстепенные: Крит. удар, Уклонение, Скрытность, Короткие клинки, Рукопашный, Плавание (Swimming)
Итог+10 → ×1,44. Магии нет вообще, но магические предметы работают. Совет автора: вступить в храм Джулианоса (навыки ранга — Короткие клинки и Взлом) и с 3-го ранга покупать предметы с Heal и Levitate. Для 3-го ранга нужны навык 31, второй 9 и репутация 20.
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Д. «Боевой маг-универсал» (Discord, «Помогите создать класс»)

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НавыкиОсновные: оружие, Восстановление, Крит. удар. Главные: Уклонение, Тауматургия, Мистицизм. Второстепенные: Изменение, Иллюзия, Разрушение, Торговля, Медицина, Бег
Здоровье за уровень30 HP (+22 к сложности) — отдельный ползунок, не преимущество и не слот
Преимущества (4)Магия ×3 (+10), Бонус против Daedra (+3) и Undead (+6), Экспертиза (+2) → +21; со здоровьем +43
НедостаткиКрит. слабость Disease (−14) и Paralysis (−14), запрет Silver (−6), Mithril (−6), Orcish (−3) → −43
Итог0 → ×0,92 («стандартный» темп).
ЗамечанияЗапрет серебра противоречит Бонусу против нежити: серебро бьёт оборотней, вампиров, призраков, духов и мумий вдвое сильнее. Лучше запретить сталь (−10) и эльфийский (−9). Тауматургию и Изменение в главных сам автор позже признал ошибкой: их трудно прокачивать. Регенерацию здоровья (+14) советуют не брать: вещи с регенерацией встречаются часто.
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Project Legacy: род и наследники

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Часть II · 8 мин чтения
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Project Legacy встроен в игру и включён по умолчанию (отключается на плитке в «Функциях», настройки — ваши собственные и онлайн). Каждый новый персонаж основывает дом: фамилия, родовое место в первом городе, где вы оказались, часто брат или сестра, за которых потом можно играть. Персонаж с именем из одного слова получает дом по месту («из Сентинела»).

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Три режима — выбирается сразу после создания, навсегда

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РежимЧто при смертиДля кого
НепреходящийВы возвращаетесь, но Аркей отнимает годы жизни. В старости можноТем, кому нужны семья и
(Enduring)передать мантию наследнику. Когда годы кончатся, следующая смерть станет последней, и род продолжит наследник.наследники и кто умирает нечасто: примерно дюжина смертей за поколение
Кровная линияСмерть окончательна. Открывается окно преемственности: брат, сестра,Для тех, кто хочет настоящего
(Bloodline)ребёнок или новорождённый наследник занимает ваше место и может вернуть утраченное из ваших останков. Когда никого не осталось, род прерывается. С 0.0.202 Воскрешение товарища по группе спасает и персонажа Кровной линии: смерть не записывается в род. Смерти считает сервер, поэтому перезагрузка или другое устройство их не отменяют.риска. Онлайн это проверяет сервер: старое сохранение не загрузить ни на одном устройстве
Без рода (No lineage)Ни дома, ни наследников; смерть как обычно онлайн: возрождение и −10% золота из кошелька, возраст не идёт.Только онлайн. Лучший выбор для первого онлайн-персонажа: новичок умирает часто, а здесь смерть не отнимает прогресс
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Сколько стоит смерть (Непреходящий)

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За каждую смерть отнимается доля продолжительности жизни расы: 4%, 6% или 10%. Это не сложность игры и не режим: проценты задаёт отдельная настройка Toll («Arkay's toll in an Enduring family») в разделе Project Legacy на плитке «Функции» (Features) — Light 4%, Standard 6% (по умолчанию), Heavy 10%. Если вы её не меняли, у вас 6%. Настройки Project Legacy личные и онлайн; там же доля реликвии (Heirloom Chance, 50%), число братьев и сестёр (до

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  1. и шанс их появления (50%). Персонаж стартует в возрасте ¼ срока и становится старейшиной в ¾. Год Daggerfall —
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12 месяцев по 30 дней, персонаж стареет по своим часам. Лист персонажа показывает возраст, отнятые годы и когда вы станете старейшиной. Таблица по расам — в части II (гл. 9): эльфы переживают примерно вдвое больше смертей.

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Наследство и реликвия

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  • Наследники рождаются, а не копируются: атрибуты, навыки, класс и раса берутся от родителей, плюс доля семейного имущества (до 9 900 золотых аккредитивом). Оставшееся состояние погибшего наследник не получает.
  • Реликвия (heirloom) — самое ценное надетое оружие или броня павшего, переименованное в честь дома. Останки лежат там, где он пал, вместе с реликвией и частью кошелька. Наследник получает задание «Кости <имя>» (в журнале, обведено на карте). На месте останки открываются как контейнер; что не взяли, остаётся. Проданные или выброшенные кости возвращаются на место гибели.
  • Похороните останки в храме или в родовом месте — благословение предка: +3 к его лучшему навыку (максимум +9 к одному навыку). Реликвия усиливается с каждым поколением, которое приносит её домой. Взять реликвию дважды (перемоткой или сменой персонажа) нельзя.
  • Ревенант, убивший предка, приходит за наследником.
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Семья в мире, браки и дети

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  • Члены семьи, за которых вы сейчас не играете, живут в семейном доме (выбирается на странице «Дом» вкладки «Семья») или в доме, предоставленном городом. У них распорядок горожан. Заговорите с ними — можно «Играть за них» (текущий персонаж сохраняется). Убитый член семьи мёртв навсегда.
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Как открыть ухаживание

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Это семейная система Project Legacy в реализации DFO. Для первой темы Courtship нужен друг Living World с отношением не ниже +40. Подходит взрослый постоянный житель домашнего хозяйства (roll = h), не стражник и не член линии Legacy. У персонажа не должно быть живого супруга; житель не должен уже входить в ваш род как супруг или быть помолвлен с другим живым членом рода. В коде этого фильтра нет требования противоположного пола или одинаковой расы. Начатое ухаживание остаётся доступным без повторной проверки +40; отказ в разговоре из-за вражды всё ещё возможен (гл. 68). Courtship находится в Tell me about. Ухаживать за конкретным жителем можно один раз за новый личный день персонажа: day = floor(личные_минуты / 1440), граница — 00:00. Это не реальные сутки и не день отношения, начинающийся в 04:00. Повтор в тот же или более ранний день ничего не даёт.

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Привязанность и выбор тона

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A = 6 + floor(max(0, PER) / 20) + floor(max(0, Etiquette) / 20) + T Δ = max(1, round(A × (0,75 + 0,5 × clamp(U, 0, 1))))

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Эта положительная формула применяется к нейтральному и приятному тону: T = 0 или +3 соответственно. Если тон неприятен, вместо всей формулы берётся Δ = −3 — PER и Etiquette это не исправляют. Вкус тона берётся из социальной группы, как в гл. 68. Даже при Blunt в положительной формуле используется Etiquette, а не Streetwise; отдельного броска d100 у этой семейной темы нет.

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привязанность_после = clamp(привязанность_до + Δ, 0, 100)

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Пример: PER 60 и действующая Etiquette 40 дают базу 6 + 3 + 2 = 11. При U = 0,5 приятный тон прибавляет 14, Normal — 11, неприятный отнимает 3. Это пример конкретного броска, не фиксированная ежедневная награда. Если до разговора было 98, фактический прирост ограничится двумя очками; ниже нуля привязанность не падает. Неудачный тон тоже расходует попытку дня.

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Предложение и венчание

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При привязанности 100 Courtship сменяется темой Marriage. В этой функции нет второго вероятностного броска отказа: при выполненных условиях предложение записывает помолвку. Затем войдите в храм города жителя. Проверяется тип здания Temple и город, а не конкретное божество или членство в храме; NPC-супруга не требуется отдельно вести к священнику. При входе появится подтверждение венчания, затем вопрос о принятии фамилии рода. Отказ от подтверждения венчания сохраняет помолвку. Вопрос задаётся один раз за посещение: выйдите из храма и зайдите снова. Отказ принять фамилию не отменяет свадьбу — супруг сохраняет собственную. После венчания остальные ухаживания персонажа очищаются; этот житель не может второй раз войти в тот же род как супруг другого члена.

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Дети и личные дни

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Пока оба супруга живы, после 30 личных дней выполняется проверка rng() < 0,25. Вероятность ребёнка — 25%, максимум шесть общих детей этой пары. childStep не добавляет модификаторов PER, Etiquette, пола или расы. Счёт начинается со свадьбы; при отсутствии начальной отметки первое обновление ставит её без броска. После неудачи ждать следующего 30-дневного интервала. Долгая перемотка не выдаёт по одному броску за каждый пропущенный месяц: за один вызов childStep проводится не более одной проверки, а отметка переносится через все полные интервалы. Например, скачок с дня 0 на день 90 даёт один шанс 25%, а не три. Новый ребёнок отмечен как minor; играть за него можно после передачи мантии. Эти правила действуют и для супруга другого игрока, записанного в роде.

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Какая репутация достаётся наследнику

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репутация_ребёнка = clamp(своя + trunc((родительская − своя) × 0,25), −100, 100)

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При первом создании игрового персонажа наследника берётся сохранённое влияние первого родителя с такой записью, а не сумма влияния обоих. Формула применяется к закону по регионам и к сохранённым фракциям. Это четверть разницы со стартом ребёнка: родитель 80, ребёнок 20 → 20 + trunc(60 × 0,25) = 35. При нулевом старте и родителе −43 получится −10: trunc отбрасывает дробную часть к нулю.

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добавка_отношения_жителя = trunc(сохранённое_отношение_к_родителю × 0,5)

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Сохраняются до 40 ненулевых фракционных репутаций с наибольшим модулем и до 60 наиболее сильных отношений жителей, для которых модуль округлённого отношения не меньше 10. Поэтому наследование не охватывает автоматически каждую гильдию и каждого встреченного NPC. Добавка отношения прибавляется к уже имеющемуся значению и ограничивается −100…100. Пример: −45 у родителя передаст −22. Отрицательные значения тоже передаются: семейная вражда сохраняется в уменьшенном виде.

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Свадьба двух игроков

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Оба должны играть онлайн персонажами своих родов Project Legacy, быть живыми, совершеннолетними членами линии, без живого супруга, не в бою, не в ожидании преемственности и не на экране смерти. Подходят Enduring и Bloodline; No lineage не подходит. Встаньте вместе внутри одного храма, откройте Inspect другого игрока и выберите Propose marriage. Второй игрок подтверждает предложение. Счёт +40 и ухаживание до 100 для этой процедуры не требуются. Предложение действует 60 реальных секунд. При отказе брак не возникает; повторный запрос в течение 30 секунд после отказа или истечения предложения подавляется. Каждый сохраняет свой род. Союз записывается службой аккаунтов только после согласий обеих сторон; одной картинки подтверждения недостаточно. Супруг другого игрока — запись kind: player, а не новый управляемый член вашего рода.

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  • Вкладка «Семья» (между «Владениями» и «Системой» в меню паузы; Numpad /): «Древо», «Дом», «Зал предков», «Как это работает».
  • Дома, которыми вы владеете, становятся домами семьи. При окончательной смерти дом со всем содержимым (дверь, кровать, сундуки, мебель, шкафы) переходит наследнику. Если у наследника уже есть дом в этом регионе, он подождёт, пока тот не продаст свой.
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  • Поднимите в настройках Project Legacy шанс реликвии с 50% до 100% (Legacy → Heirloom Chance; онлайн это ваша личная
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  • Как можно раньше купите дом: он перейдёт наследнику, и в нём можно заранее сложить снаряжение и золото для следующих
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Первые часы после создания: чек-лист

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Часть II · 1 мин чтения
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  1. Создайте персонажа с умом: Выносливость (END) повыше (HP за уровень), основной навык оружия — среди основных навыков (Primary).
  2. Режим рода — «Без рода» (No lineage). Сначала вы будете умирать часто, а в двух других режимах смерть отнимает прогресс. В «Непреходящем» (Enduring) каждая смерть отнимает 4–10% жизни персонажа, и примерно через дюжину смертей (при стандартной цене) следующая становится последней: место занимает наследник со своими атрибутами и навыками, а состояние переходит лишь частично. В «Кровной линии» (Bloodline) смерть окончательна сразу. «Без рода» — обычная онлайн-смерть: возрождение и потеря 10% золота из кошелька, без возраста и наследников. Выбор делается один раз, сразу после создания (гл. 17).
  3. Новый онлайн-персонаж получает многоразовый Костёр (Campfire) с запасом топлива на 8 ночей. Отдых — только у костра, в кровати, у очага или жаровни (гл. 51).
  4. Купите Сумку для материалов (Materials Bag) в любом Универсальном магазине (около 500 золотых). Без неё собранное идёт в рюкзак, даже сверх веса.
  5. Сражайтесь в дверных проёмах и коридорах, чтобы к вам подходил один враг. Отступайте раненым.
  6. Чините снаряжение до поломки — у кузнеца или ремонтным набором (гл. 43).
  7. Банк защищён. Обычная смерть отнимает 10% кошелька; PvP-смерть в открытой зоне затрагивает также 10% номинала аккредитивов (гл. 74).
  8. Откройте Growth → Level и нажмите Ascend.
  9. Вступите в группу: до 8 игроков. Каждый получает полный Renown за убийство плюс 10% за каждого товарища в комнате.
  10. Выберите знак Небосвода, когда на Renown 2 придут первые звёзды: Stats → Firmament. До Renown 10 звёзды можно перекладывать бесплатно (гл. 71).
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Все навыки: сводная таблица

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Часть III · 1 мин чтения
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«Множитель» — коэффициент в формуле требуемых использований (гл. 23): чем он больше, тем медленнее растёт навык. «Атрибут» — управляющий атрибут из классического Daggerfall. Он справочный и на скорость роста не влияет. Предел навыка — 100, для Мастерских навыков (Master Skills) — 200.

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НавыкАтр.Множ.
Оружие и бой
Короткие клинки (Short Blade)AGI2
Длинные клинки (Long Blade)AGI2
Топоры (Axe)STR2
Дробящее (Blunt Weapon)STR2
Рукопашный бой (Hand-to-Hand)AGI2
Стрельба из лука (Archery)AGI1
Критический удар (Critical Strike)AGI8
Уклонение (Dodging)SPD4
Удар в спину (Backstabbing)AGI1
Магия
Разрушение (Destruction)WIL1
Восстановление (Restoration)WIL2
Изменение (Alteration)WIL1
Иллюзия (Illusion)WIL1
Мистицизм (Mysticism)WIL1
Тауматургия (Thaumaturgy)WIL2
Движение
Бег (Running)SPD50
Прыжки (Jumping)STR5
Лазание (Climbing)STR2
Плавание (Swimming)END1
Воровство и общение
Скрытность (Stealth)AGI2
Взлом замков (Lockpicking)INT2
Карманные кражи (Pickpocket)AGI2
Торговля (Mercantile)PER1
Этикет (Etiquette)PER1
Знание улиц (Streetwise)PER1
Медицина (Medical)INT12
Языки (все — INT)
Языки орков (Orcish), гарпий (Harpy),INT15
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Боевые и магические навыки

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Часть III · 3 мин чтения
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НавыкЧто делает (онлайн)
Оружейные навыкиДают ceil(навык × 1,5) к броску попадания: навык 30 → 45, 50 → 75, 80 → 120 (это ещё не процент: дальше
(клинки, топоры,идут поправки и уклонение цели). Навык — самый большой рычаг попадания.
дробящее, лук,
рукопашный бой)
Рукопашный бой (Hand-Урон без модификаторов — от floor(навык/10)+1 до floor(навык/5)+1: при 50 это 6–11, при 100 — 11–21.
to-Hand)Единственное «оружие», урон которого растёт с навыком. Кулаки бьют любого врага (требований к материалу нет) и не ломаются. Приёмы для безоружных находятся на наручах (Gauntlets).
Длинные клинки (LongПалаш, сабля, длинный меч, катана (одноручные), клеймор, дай-катана (двуручные). Самый широкий
Blade)выбор, лучшее одноручное оружие.
Короткие клинки (ShortКинжал, танто, короткий меч, вакидзаси. Кинжал — самое быстрое оружие в игре, но урон за удар невелик.
Blade)
Топоры (Axe)Боевой топор, секира (двуручная, медленная), топор лучника.
Дробящее (BluntПосох, булава, цеп, лёгкий цеп, боевой молот (самый медленный замах). У дробящего самая высокая
Weapon)прочность, и при износе оно теряет меньше урона. Броня считается по таблице «дробящего» удара.
Стрельба из лукаКороткий и длинный лук, нужны стрелы. Время натяжения меняет попадание и урон (гл. 33).
(Archery)
Критический ударШанс крита floor(CS / (4 − luckTerm))%, где luckTerm = floor((LCK−50)/25). При крите: +floor(CS/4) к попаданию
(Critical Strike)и урон × (1 + floor(CS/5) × 0,05). Навык 50 при LCK 50: шанс 12%, +12 к попаданию, урон ×1,5. Онлайн крит увеличивает урон. Медленно растёт сам по себе — хороший второстепенный навык для любого бойца.
Уклонение (Dodging)Снижает шанс попасть по вам на floor(Уклонение/2): при 50 это −25, при 100 — −50. Использование засчитывается, когда враг физически дотянулся до вас (попал или промахнулся). Удар, урон которого не физический, не засчитывается.
Удар в спинуПо врагу, который вас не замечает: с шансом, равным навыку (при навыке > 1), урон попавшего удара
(Backstabbing)утраивается. Растёт медленно — нужны удачные заходы со спины.
РазрушениеУрон: Damage и Continuous Damage (здоровье, усталость (Fatigue), магия), Disintegrate, Drain (атрибуты),
(Destruction)Transfer. Выше 100 (Мастерский навык) урон заклинаний «Урон здоровью» и «Продолжительный урон» растёт на 1% за эффективный пункт, до +40% при 200. Суммарный бонус урона заклинаний от добычи — не больше +50%. Против игроков эти бонусы не работают.
ВосстановлениеCure (болезнь, паралич, яд), Fortify Attribute, Free Action, Heal (здоровье, усталость, атрибуты), Regenerate,
(Restoration)Spell Absorption. Важна для всех.
Изменение (Alteration)Climbing, Elemental Resistance (огонь, холод, шок, яд, магия), Jumping, Paralyze, Shield, Slowfall, Water Breathing.
ТауматургияCharm, Detect (враги, магия, сокровища), Identify, Levitate, Pacify (животные, даэдра, гуманоиды, нежить),
(Thaumaturgy)Spell Reflection, Spell Resistance, Water Walking.
Иллюзия (Illusion)Chameleon, Invisibility (обычная и истинная), Light, Shadow. Невидимого не атакуют монстры, которые не видят сквозь невидимость, даже если вы проходите прямо перед ними; нежить, вампиры и даэдра видят. В пути невидимого путника не замечают враги дикой местности.
Мистицизм (Mysticism)Comprehend Languages, Create Item, Dispel (даэдра, магия, нежить), Lock, Open, Silence, Soul Trap, Teleport (Recall). Растёт медленнее остальных школ: эффекты дорогие и нужны редко.
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Навыки движения

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Часть III · 4 мин чтения
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Онлайн всё, что тратит усталость (Fatigue) при движении, обходится на четверть дешевле (множитель 0,75). Базовые затраты в минуту: ходьба 11, лазание 22, бег 88, неудачная проверка Плавания (Swimming) 44, прыжок 11, взмах оружием 11 внутренних единиц. С онлайн-множителем — 8 / 16 / 66 / 33 / 8 / 8. Стоя на месте, усталость не тратится. Если усталость падает до нуля рядом с врагами, каждый раз теряется десятая часть здоровья и выводится предупреждение. Сразу вас это не убивает.

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НавыкКак работает
Бег (Running)Скорость бега. Множитель роста 50 — самый медленный навык. Засчитывается реально пройденное расстояние (верхом не тренируется). Лучше включить его в шаблон класса: он и так растёт сам.
ПрыжкиМножитель силы прыжка 1 + 0,5 × Прыжки/100: 0 → ×1; 50 → ×1,25; 100 → ×1,5. Заклинание прыжка добавляет
(Jumping)+0,6, Атлетизм +0,1, чары «улучшение Атлетизма» ещё +0,1 (только при Атлетизме). Скачки (Leaps) имеют свою, более длинную и пологую траекторию от навыка. С виса: прыжок влево/вправо к следующей опоре на 1,5–2,5 м, без опоры — на уступ выше (1–1,8 м), назад — оттолкнуться от стены, по пути можно ухватиться. Скачок тратит десятую часть «хвата» и тренирует Прыжки. Прыжок с разбега к краю — 4–7 м (нужен реальный перепад; не из приседа, не под Slowfall и не вброд).
ЛазаниеEnhanced Climbing (онлайн у всех): навык определяет досягаемость, скорость, время хвата и то, насколько долгое падение ещё можно поймать. С земли при навыке 0 достаётся уступ на уровне плеча, при 100 — над головой. Полный рюкзак уменьшает досягаемость. Крышу можно брать от карниза с уклоном до 50°. Каждый пункт сверх 100 ускоряет подъём, до ×1,4 при 200. С оружием в руках лазать нельзя (Roleplay & Realism) — сначала уберите его (Z). Проверка срыва (RR): trunc(lerp(база поверхности, 100, clamp(Лазание [+30 каджиту], 5, 95)/100) + lerp(0, 10, LCK/100)). Бег по стене тренирует Лазание.
ПлаваниеКаждую игровую минуту в воде бросается проверка навыка. Успех — обычные затраты, неудача — штрафные 44. Аргониане от проверки освобождены. Если усталость кончилась в воде, вы не тонете сразу: каждую игровую минуту (5 реальных секунд) теряется 10% здоровья — около 50 секунд, чтобы доплыть до берега.
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Лазание и паркур (Enhanced climbing)

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Онлайн включено у всех (офлайн — Features → The world → Enhanced climbing). Броска кубика больше нет: лезть можно по любой стене, пока держит хват.

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ДействиеКак
Забраться на уступПрыжок лицом к уступу в пределах досягаемости (1,5 м при Лазании 0, 2,1 м при 100). Узкие стены, столы, полки, карнизы крыш до 45°.
Перелезть, перепрыгнутьПрыжок у забора или перил (пол за ними не ниже 1,5 м) — перелезть. Прыжок на бегу у стенки до 1,2 м — перемахнуть, не останавливаясь.
ЗацепитьсяПрыжок к высокому уступу или нажатие прыжка при падении мимо него. Удержаться можно после падения до 5 м при Лазании 0 и до 15 м при 100.
ВисетьВперёд или прыжок — подняться; влево/вправо — двигаться вдоль уступа, в том числе за углы; назад — спуститься по стене; присесть — отпустить.
Лезть по стенеДержите «вперёд» у любой стены (0,6 с при Лазании 0, 0,3 с при 100), затем WASD. Отпустили клавиши — висите на месте.
Слезть с крышиПрисесть и подойти к краю — повиснуть на нём. Прыжок у парапета над обрывом — перелезть и повиснуть с той стороны.
ПрыжкиС висения или со стены прыжок + влево/вправо — к соседнему выступу на 1,5–2,5 м; просто прыжок — к уступу выше (1–1,8 м); прыжок + назад — оттолкнуться от стены. Прыжок с разбега с края — 4–7 м. Разбег в стену и прыжок — пробежать по ней 1–2 м вверх.
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  • Хват: 6 с при Лазании 0 и 30 с при 100; при нулевой усталости втрое меньше. На стене неподвижно расходуется вдвое медленнее; восстанавливается за пару секунд на земле. Индикатор Grip у полоски дыхания.
  • Тяжёлый рюкзак (больше половины грузоподъёмности) уменьшает досягаемость до 0,3 м.
  • Каждое движение тратит усталость как прыжок. Подтягивания и захваты тренируют Лазание, перемахивания и прыжки — Прыжки. С Roleplay & Realism с оружием в руках лезть нельзя (перемахивать можно).
  • Выше 100 Лазание ускоряет подъём: примерно на 8% при 125, 17% при 150 и 40% при 200.
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Источник: src/player/parkour.js (PARKOUR_GRIP_MIN_S 6, PARKOUR_GRIP_MAX_S 30, прыжки 1,5–2,5 и 1,0–1,8 м), bible/03-

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World/Parkour-Arc.md.

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Воровские и социальные навыки

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Часть III · 3 мин чтения
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НавыкФормулы и правила
СкрытностьШанс остаться незамеченным: 2 × floor(дистанция × Скрытность / 1024), дистанция в классических единицах
(Stealth)(проверка — не дальше 1024). Шанс избежать случайной встречи в пути: min(Удача + Скрытность − 50, предел настроек): LCK 60 и Скрытность 70 дают 80%. Растёт сама, когда вы крадётесь рядом с монстрами. Присед и скрытность объединены.
Взлом замковВнутри здания или подземелья: 5 × (ваш уровень − сложность замка) + Взлом. Наружная дверь здания: Взлом − 5 ×
(Lockpicking)сложность замка. Оба шанса ограничены 5–95%. Пример: уровень 10, Взлом 40, замок 8 → внутри 50%, снаружи 5%. Неудачная попытка стоит только времени и всё равно тренирует навык. Магические замки взломать нельзя (только заклинание Open), обычные можно выбить.
КарманныеУ горожанина: навык + 5 × (ваш уровень − уровень цели), 5–95% (у обычных горожан поправки уровня нет). При
кражиуспехе в 2 случаях из 3 вы крадёте 1–6 золотых. У каждого человека — одна попытка. Красть у игроков нельзя.
(Pickpocket)Кража в лавке или доме: шанс быть замеченным 100 − навык + качество здания + вес/число вещей, 5–95%.
МедицинаЛечение за час отдыха: max(floor(floor(END/10) − 5 + (Медицина + бонус) × макс.HP / 1000), 1). Бонус среды — 60, а
(Medical)с подходящим Быстрым исцелением — 100. Пример: END 50, Медицина 50, макс. HP 100 → floor(0 + 110 × 100/1000) = 11 HP в час. Бинты лечат Медицина/3 (не больше 40% максимума здоровья).
Этикет (Etiquette),Polite проверяет действующую Etiquette, Blunt — Streetwise. d = floor(100U), диапазон 0–99; успех d < S даёт +5 к
Знание улицтоновой реакции, иначе −10. Normal не бросает навык. Это не изменение постоянного отношения. Отдельное
(Streetwise)предложение квеста может обходить Talk Window; обычные разговоры со static NPC проходят через разговорную систему. Формулы ответов, вкус тона и личные отношения — гл. 68. [F35] Усмирение врагов-людей: floor(навык/10) + floor(PER/5).
ЯзыкиУсмирение существа: навык языка + floor(PER/10). Для любого усмирения: оружие в ножнах +10, в руках −25, плюс бонус Comprehend Languages. Бросок 0…199, успех — если меньше. Этикет 50 и PER 70 с оружием в ножнах: 5 + 14 + 10 = 29 из 200 (14,5%).
ТорговляОколо ¾ эффекта торга при покупке и чуть меньше ⅘ при продаже (остальное — Харизма (PER)). Онлайн обе
(Mercantile)характеристики учитываются только до 100, а продать дороже половины минимальной цены магазина нельзя (часть VII). Тренируется один раз за завершённую сделку, сколько бы предметов в ней ни было.
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Одежда и отношение NPC

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Одежда меняет исходную реакцию R0 (гл. 68), но не переписывает постоянную репутацию. Суммируются вещи в пяти слотах: два плаща, одежда корпуса, ног и обувь. Класс определяется шаблоном предмета: например, Casual Pants и Plain Robes — простые, Formal Cloak и Formal Tunic — парадные, Priest/Priestess Robes — религиозные.

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Одна вещьПростолюдиныКупцыУчёныеЗнатьПреступный мирХрамы
Простая+300−300
Парадная−1+10+300
Религиозная00+100+3
Dress[g] = clamp(Σ одежда[g], −10, 10) + clamp(бонусы_свойств[g], −10, 10)
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Таблица показывает эффект одной вещи. Обычная одежда ограничена ±10 на группу; свойства экипировки, включая Royal Bearing, имеют отдельный предел ±10 поверх него. Поэтому общий групповой Dress может достигнуть ±20. Храмовая часть одежды ограничена ±10 и добавляется только храмовой фракции. Например, четыре простые вещи дают простолюдинам +10, знати −10; парадный плащ — знати +3, купцам +1, простолюдинам −1. Роба жреца — храмам +3 и учёным +1. Бонус действует, пока вещи надеты, и обновляется на магическом раунде. Строка Dress на Standing показывает текущую сводку.

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Как растут навыки

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Часть III · 9 мин чтения
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В Daggerfall нет очков опыта: навык растёт от использования, а уровень — от навыков. Каждое действие добавляет навыку «использования». Когда их набирается достаточно, при ближайшей проверке навык растёт на 1. Ниже собрано всё, от чего это зависит, — по коду игры и Daggerfall Unity.

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КОРОТКО: ЧТО УСКОРЯЕТ И ЧТО ЗАМЕДЛЯЕТ РОСТ
ФакторКак действует
Текущее значение навыкаЧем выше навык, тем больше нужно: на 80 — вдвое больше действий, чем на 40.
Сложность навыкаМножитель из гл. 19: ×1 у магии, Стрельбы и Торговли (Mercantile), ×2 у оружия, ×8 у Крит. удара (Critical Strike), ×12 у Медицины (Medical), ×15 у языков, ×50 у Бега (Running).
Сложность классаОт ×0,3 до ×3 (гл. 10). Стандартный класс — около ×0,92.
Уровень персонажа+4% за каждый уровень, сложными процентами: на 20-м уровне всё растёт вдвое медленнее, чем на 1-м, на 30-м — втрое.
Скорость реакции (Reflexes)Засчитывается от 75% до 125% ваших действий (гл. 14).
Чем вы занимаетесьРазные действия дают разное число использований: удар — 1, удачное усмирение монстра — 3, тренер — 10–20 × множитель (таблица ниже).
Когда вы отдыхаетеНавык растёт только при проверке — после ночи, ожидания или путешествия по карте, не чаще раза в 6 часов личного времени, и не больше чем на 1 за раз.
Выше 100×4, ×8, ×16 и только «настоящая» практика (гл. 25).
Не влияютАтрибуты (Сила воли (WIL), Интеллект (INT) и любые другие), Удача (LCK), цена и сила заклинания, урон, успех или провал действия, качество оружия. Это так и в оригинальном Daggerfall, и в Daggerfall Unity, и онлайн.
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Формула

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нужно = floor(навык × множитель навыка × множитель класса × 1,04^уровень × 2/5) + 1 засчитано = накопленные использования × (1 − (реакция − 2) / 8) рост на +1 при засчитано ≥ нужно; проверка после интервала строго больше 360 личных минут После 100 цена дополнительно ×4 / ×8 / ×16; остаток практики сохраняется и переоценивается. [F01–F02]

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Ваш уровень1510152025304050
Надбавка×1,04×1,22×1,48×1,80×2,19×2,67×3,24×4,80×7,11
1,04уровень
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Множитель навыка ×1 (магия, Стрельба, Торговля…)Множитель ×2 (оружие, Лазание, Взлом…)
Навык сейчасур. 1ур. 10ур. 20ур. 30ур. 1ур. 10ур. 20ур. 30
20912182617243652
4017243652344871104
60253653785072106156
803448711046795141208
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Таблица рассчитана при множителе класса 1 и средней реакции. Для иного навыка подставляйте его множитель внутрь формулы до floor и +1: простое умножение уже округлённого числа даёт ошибку. Уклонение ×4, Прыжки ×5, Крит. удар ×8, Медицина ×12, языки ×15, Бег ×50. Все 35 множителей в гл. 19 сверены с массивом SKILL_ADVANCEMENT_MULTIPLIER.

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Когда навык растёт

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  • Использования копятся, а проверяются только когда вы заканчиваете отдых или ожидание (Loiter) или прибываете из путешествия по карте — и только если с прошлой проверки прошло больше 6 часов личного времени. Онлайн полная ночь возможна раз в 10 минут игры, а ожидание — в любой момент (гл. 51).
  • За одну проверку каждый навык растёт не больше чем на 1. Ниже 100 остаток после роста обнуляется; выше 100 он сохраняется с пересчётом цены. Поэтому совет «вся лишняя практика всегда сгорает» неверен для мастерства. Интервал проверки — строго больше 6 часов личного времени (около 30 минут обычного хода онлайн).
  • Счётчик одного навыка ограничен 20 000 использований.
  • Офлайн, если один из основных навыков уже 100, остальные навыки останавливаются на 95. Онлайн это ограничение снято (Мастерские навыки (Master Skills), гл. 25).
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Что засчитывается

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Навык (множитель)Что даёт использованиеур. 10
Оружие, Рукопашный бой+1 за каждый удар, дошедший до врага (даже если бросок попадания не48 ударов
(×2)прошёл); взмах в пустоту не считается. Когти оборотня — Рукопашный бой (Hand-to-Hand). Удар второй руки при двух оружиях — 0,8 (гл. 30).
Стрельба (×1)+1 за каждый выстрел.24 выстрела
Крит. удар (×8)+1 вместе с каждым ударом оружием, кулаком или выстрелом — отдельно делать ничего не нужно.190 ударов
Удар в спину (×1)+1 за каждый удар по врагу, стоящему к вам спиной, даже если тройной урон не выпал.24 удара
Уклонение (×4)+1 за каждую атаку врага по вам, попавшую или нет.95 атак
Школы магии (×1;+1 за каждый эффект в произнесённом заклинании своей школе.24 эффекта (×2 — 48)
ВосстановлениеЗаклинание из трёх эффектов Разрушения — 3 использования. Цена, сила
(Restoration) ии попадание не важны. В подписном заклинании своего пути эффекты
Тауматургиячужих школ учат сильнейшую из двух школ пути (гл. 39).
(Thaumaturgy) ×2)
Бег (×50)4 использования в секунду бега пешком (верхом не считается).≈ 5 минут бега
Прыжки (×5)+1 за прыжок, перескок или длинный прыжок (Enhanced Climbing).119 прыжков
Лазание (×2)+1 за каждую проверку на стене — примерно раз в 0,8 секунды подъёма или спуска; подтягивание на уступ тоже.≈ 40 секунд лазания
Плавание (×1)+1 за каждую минуту личного времени в воде — около 12 за реальную минуту.≈ 2 минуты плавания
Скрытность (×2)+1 за каждую минуту личного времени, пока враги рядом пытаются вас заметить (сколько бы их ни было — один раз в минуту). Если вы крадётесь медленнее половины скорости, проверка идёт раз в две минуты — использований вдвое меньше, зато и шансов заметить вас меньше. Если вы двигаетесь быстро, враг, который вас уже видел, замечает вас сразу и ничему не учит.≈ 4–8 минут рядом с врагами
Взлом (×2), Карманные+1 за каждую попытку, удачную или нет.48 попыток
кражи (×2)
Торговля (×1)+1 за каждую завершённую сделку.24 сделки
Этикет (Etiquette), Знание+1 в разговоре, когда вы впервые выбираете вежливый (Этикет) или24 разговора
улиц (×1)прямой (Знание улиц (Streetwise)) тон; ещё — защита в суде (спор или ложь).
Медицина (×12)+1 за каждый час сна (ночь — 8) и за каждый наложенный бинт.≈ 36 ночей или бинты
Языки (×15)При встрече с монстром, говорящим на этом языке, игра пытается его усмирить: удача — +3, неудача — +1.119–356 встреч ≈ нужно на +1 при навыке 40,
Навык (множитель)Что даёт использованиеур. 10
Любой навыкТренер: 10–20 × множитель навыка за сессию (до 50). Некоторые задания обычно 1 пункт за сессию тоже дают использования.
≈ нужно на +1 при навыке 40,
+ +
  • Отдыхайте или ждите (Loiter) хотя бы раз в 6 часов личного времени: за проверку навык растёт только на 1; после 100 остаток
+ +
  • Для магии берите дешёвые заклинания с несколькими эффектами одной школы — больше использований на ту же магию.
  • «Медленные» навыки (Бег, Медицина, языки, Крит. удар) качайте у тренера до 50 и на низких уровнях: каждый уровень делает
+ +
  • Высокая скорость реакции даёт +12,5–25% ко всем навыкам (гл. 14), а лёгкий класс (−12 очков сложности) — до ×0,3 от нужного
+ +

Источник: код игры (systems/advancement.js, systems/skills.js, scenes/hostCombat.js, scenes/hostMagic.js,

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systems/worldTick.js, characters/enemyMotor.js, player/climbing.js), Daggerfall Unity (PlayerEntity.RaiseSkills,

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FormulaHelper.CalculateSkillUsesForAdvancement) и UESP «Daggerfall: Leveling and Skills».

+

Тренеры гильдий и храмов

+
Кто тренируетГильдии — только своих членов. Храмы — любого (не члену дороже). Рыцарские ордена не тренируют вовсе.
ЦенаБазовая: 100 × уровень персонажа для членов, 400 × уровень для остальных (в храме). Онлайн (Refined Training из Roleplay & Realism) цена зависит от навыка: база − trunc(база × (1 − навык/50) / 2), то есть при навыке около 0 — вдвое дешевле, к 50 — полная. Выгоднее тренироваться на низких уровнях.
ПределТренер поднимает навык только до 50.
Эффект сессииНавыку засчитывается (10…20) × множитель навыка использований — обычно около одного пункта. Особенно выгодно для «медленных» навыков (Медицина, языки, Критический удар, Бег).
ВремяСессия занимает 3 игровых часа и тратит усталость (Fatigue). Между сессиями — 12 игровых часов (онлайн — около часа реальной игры). Интенсивная 5-дневная тренировка онлайн отключена.
КАКИЕ НАВЫКИ ТРЕНИРОВАТЬ У КОГО
Гильдия бойцовСтрельба, Топор, Дробящее (Blunt Weapon), Крит. удар, яз. великанов, Рукопашный бой, Прыжки (Jumping), Длинные клинки (Long Blade), яз. орков, Бег, Короткие клинки (Short Blade), Плавание (Swimming)
Гильдия маговИзменение (Alteration), яз. даэдра, Разрушение, яз. драконов, яз. гарпий, Иллюзия (Illusion), яз. импов, Мистицизм (Mysticism), яз. орков, Восстановление, яз. спригганов, Тауматургия
Гильдия воровУдар в спину (Backstabbing), Дробящее, Лазание, Уклонение (Dodging), Прыжки, Взлом (Lockpicking), Карманные кражи (Pickpocket), Короткие клинки, Скрытность (Stealth), Знание улиц, Плавание
Тёмное братствоСтрельба, Удар в спину, Лазание, Крит. удар, яз. даэдра, Разрушение, Уклонение, Бег, Короткие клинки, Скрытность, Знание улиц, Плавание
АкатошИзменение, Стрельба, яз. даэдра, Разрушение, яз. драконов, Длинные клинки, Бег, Скрытность, Плавание
АркейТопор, Удар в спину, Лазание, Крит. удар, яз. даэдра, Разрушение, Медицина, Восстановление, Короткие клинки
Дибеллаяз. даэдра, Этикет, яз. гарпий, Иллюзия, Взлом, Длинные клинки, яз. нимф, яз. орков, Восстановление, Знание улиц
ДжулианосИзменение, Крит. удар, яз. даэдра, яз. импов, Взлом, Торговля, Мистицизм, Короткие клинки, Тауматургия
КинаретСтрельба, Лазание, яз. даэдра, Разрушение, Уклонение, яз. драконов, яз. гарпий, Иллюзия, Прыжки, Бег, Скрытность
МараСтрельба, Крит. удар, яз. даэдра, Этикет, яз. гарпий, Иллюзия, Медицина, яз. нимф, Восстановление, Знание улиц
СтендаррТопор, Дробящее, Крит. удар, яз. даэдра, Уклонение, Медицина, яз. орков, Восстановление, яз. спригганов
ЗенитарДробящее, яз. кентавров, яз. даэдра, Этикет, яз. великанов, яз. гарпий, Торговля, яз. орков, Карманные кражи, яз. спригганов, Знание улиц, Тауматургия
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+ +

Уровень персонажа

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Часть III · 6 мин чтения
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Онлайн все персонажи растут по-даггерфолловски: уровень определяется суммой навыков класса.

+ +
  • Первый уровень приходит уже после +2 к учитываемой сумме, дальше — каждые 15 пунктов.
  • Навыки в формуле выбираются динамически. Если второстепенный навык обогнал другой, в сумму идёт он. Если главный навык обогнал, он вытесняет худший главный.
  • Уровень применяется кнопкой Ascend на странице Growth → Level. Само открытие окна, просмотр награды или его закрытие не повышают фактический уровень. Подготовленный пул очков сохраняется: закрывать окно ради нового броска бесполезно.
  • Ставьте в основные навыки то, чем пользуетесь каждую минуту: мечник — клинок, заклинатель — школу магии, вор — Скрытность (Stealth) и Взлом (Lockpicking).
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Награды за уровень

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Онлайн каждый принятый уровень даёт ровно 5 очков атрибутов. Пункт любого атрибута, включая Удачу, стоит 1 очко. Офлайн сохраняется случайный пул 4–6. Базовый прирост HP = max(1, целый бросок [trunc(h/2); h] + floor(END/10) − 5), h — HP класса. Бонус END прибавляется после броска; затем учитывается онлайн-минимум общего HP.

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HP классаENDПрирост за уровень
8504–8
10606–11
305015–30
308018–33
3010020–35
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Базовый бросок здоровья за уровень сохраняется, но онлайн действует дополнительный минимальный итог HP, рассчитанный по текущей постоянной END. Позднее повышение END поэтому увеличивает этот минимум за уже принятые уровни. Случайно набранное здоровье выше минимума не отнимается; текущее HP автоматически не лечится. Точная формула и пример ниже. Онлайн к этому добавляется Renown: +3 HP и +2 MP за каждый его уровень после первого (часть XI).

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Проверка сервера («судья»): доверенный уровень и бюджет золота ОНЛАЙН

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Онлайн-персонаж хранится на сервере, и каждое его сохранение проверяет модуль-«судья» (judge.js, решение — verdict.js). Главное правило: судья никогда не отнимает прогресс. Самое строгое, что он делает, — замораживает торговлю.

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Что проверяетсяУровень (целое от 1 до 1000 и тот же, что показан на плитке персонажа), атрибуты (0– 100 без временных бонусов), навыки (0–200), путь магии, каждая вещь (рюкзак, повозка, сумка, хранилища, дом, арендованная комната, трюм лодки, рюкзак спутника), изготовленные вещи — по записям ремесла на сервере, копии одной и той же вещи.
Доверенный уровеньСервер «верит» не больше чем в один новый уровень за 5 минут игры аккаунта (LEVEL_RISE_S = 300 секунд). Сам уровень персонажа от этого не тормозится: он растёт от навыков, сколько бы минут ни прошло. Доверенный уровень нужен там, где число считает сервер: здоровье на лестнице арены (25 + 30 × уровень, в пределах яруса), полоса бюджета золота и награда за подписанные победы. Взяли три уровня за две минуты — сервер признает их через 15 минут игры после прошлого признанного повышения.
НарушениеЗаморозка торговли: рынок, прямой обмен, хранилище гильдии, аренда и другие пути, по которым ценности уходят другим игрокам. Прогресс сохраняется. Заморозку снимает следующее чистое сохранение. На третий раз торговля замораживается на 7 дней, каждый следующий раз — на 30 дней; счёт обнуляется через 30 дней без нарушений.
Копии вещейС 0.0.192 найденная копия блокирует только саму вещь, а не персонажа: её нельзя продать, передать или выбросить там, где её возьмут другие, но можно держать в повозке и своём хранилище. Игра один раз на каждом устройстве говорит, какая вещь заблокирована. Если вещь вам передали, а игра дарителя не успела сохраниться, ваша копия блокируется, но не считается нарушением.
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Бюджет золота — пока только измерение

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Мир просчитывается на компьютере игрока, поэтому сервер ограничивает, насколько быстро может расти богатство персонажа. Богатство — это кошелёк, банк за вычетом займов, дома и стоимость всех вещей (и брошенных на землю тоже). Рост, который сервер видел сам — продажи на рынке, хранилище гильдии, изготовленное и купленное на рынке, — не считается. Остальной рост тратит «ведро», которое наполняется за каждый час игры аккаунта:

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Доверенный уровеньНаполнение за час игрыВмещает
1–530 000180 000
6–1060 000360 000
11–20120 000720 000
21–30200 0001 200 000
31 и выше300 0001 800 000
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Подписанная сервером победа (Врата, набег, морской змей, Abyss Dungeon) доливает в ведро 60 000 + 2 000 × доверенный уровень.

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Источник: server-account/src/judge.js, verdict.js, budget.js, net/arenaLaw.js; заметки к обновлению 0.0.192.

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Онлайн-минимум здоровья и поздняя Выносливость

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Hmin = floor(25 + h + (L − 1) × max(1, (trunc(h/2) + h)/2 + floor(ENDпост/10) − 5))

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добавка = max(0, Hmin − Hсохранённое)

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h — выбранные HP класса за уровень; L — уже принятый уровень; ENDпост — постоянная END плюс её Небосвод. Онлайн-слой добавляет недостающее до Hmin; отдельные прибавки Renown и других эффектов считаются своим слоем. Если сохранённый бросками максимум выше Hmin, он остаётся выше. Пример: h = 20, L = 10. При END 50 минимум 25 + 20 + 9 × 15 = 180; при END 80 — 207. Поздние +30 END увеличили расчётный минимум на 27 HP. Фактическая прибавка может быть меньше, если удачные прежние броски уже превысили минимум.

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Остаться на первом уровне: что это действительно меняет

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Пока не нажата Ascend, уровень остаётся 1. Навыки, мастерство, экипировка и Renown продолжают развиваться по своим правилам. Множитель требований к практике — 1,04^L: на 20-м уровне для одного и того же навыка требуется примерно в 2,107 раза больше практики, чем на 1-м; на 30-м — в 3,119 раза. Это не штраф −4% к характеристикам и не универсальное преимущество любой сборки. Цена такого решения — отсутствие принятых +5 очков и уровневого здоровья, меньшие уровневые величины заклинаний и ограничения контента. Renown, мастерство и место всё равно могут усиливать врагов. Советы сообщества о «лучшем» уровне и Titanheart не подтверждены сравнительным испытанием одинаковых сборок [НП02].

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Замена классового навыка

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Skill Swap стоит 100 000 золотых: один неосвоенный классовый навык заменяется навыком вне класса в том же слоте. Собственные значения навыков и уже принятый уровень сохраняются. Более слабый новый навык может создать дефицит суммы для дальнейшего Ascend; это не бесплатная выдача уровней. Оплата онлайн: монеты, затем аккредитивы, затем банк.

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Мастерские навыки: рост до 200 ОНЛАЙН

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Часть III · 3 мин чтения
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Мастерские навыки (Master Skills) онлайн включены всегда: каждый навык может дойти до 100, но дальше идут только освоенные.

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ВыборКогда навык достигает 100, вы решаете, сделать ли его мастерским. Лимит: 2 из 3 основных, 2 из 3 главных, 1 из 6 второстепенных. Выбор постоянный. Прочие (Miscellaneous) навыки 100 не превышают.
Цена роста100→125: ×4 использований; 125→150: ×8; 150→200: ×16.
Эффективное значение100 + floor((навык − 100)/4) + вехи. Вехи: +2 на 125 (Expert), +3 на 150 (Master), +4 на 175 (Grandmaster), +6 на 200 (Legend).
Кто учитВыше 100 навык растёт только от врагов, достаточно сильных для него (см. ниже). Повторение на слабых врагах ничего не даёт.
Отображаемый навыкЭффективный
100100
125 (Expert)108
150 (Master)117
175 (Grandmaster)127
200 (Legend)140
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Какие враги учат навык выше 100

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Каждый враг имеет «уровень вызова» 5 × уровень + 30: уровень 10 → 80, уровень 21 → 135. Отношение r = вызов / навык определяет вес использования:

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rВес использования
меньше 0,750 — ничему не учит
0,75–1плавно от 0 до 1 (квадратично)
1–1,5 и большеот 1 до 1,5
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  • Боевые навыки (оружие, Удар в спину (Backstabbing), Уклонение (Dodging), Крит. удар (Critical Strike)) выше 100 растут, только если вы обменялись ударами с таким врагом за последние 6 секунд.
  • Магические школы выше 100 всегда получают минимум 25% веса, а заклинание, попавшее во врага (или вражеское — в вас), учит как удар оружием.
  • Движение и прочее — полный вес, но только реальное движение. Каждый шаг бега выше 100 засчитывается.
  • Есть защита от «спама»: если быстро и много повторять одно действие (больше ~40 боевых, 10 магических или 6 прочих использований за минуту), каждое следующее весит меньше.
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Порог строгий: при навыке 160 враг 18-го уровня даёт вызов 120, то есть ровно ¾ навыка, и нулевой зачёт. Положительный зачёт начинается с уровня 19 (вызов 125). В общем случае минимальный целый уровень врага: floor((0,75 × навык − 30) / 5) + 1.

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Школы магии выше 100

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Онлайн каждая освоенная школа выше 100 усиливает собственные заклинания на 1% за эффективный пункт, до +40% при 200:

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  • Разрушение (Destruction) — урон «Урон здоровью» и • Иллюзия (Illusion) — невидимость, хамелеон и тень длятся
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«Продолжительный урон».дольше.
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  • Восстановление (Restoration) — заклинания лечения лечат • Тауматургия (Thaumaturgy) — Spell Reflection и Spell
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сильнее.Resistance срабатывают чаще.
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  • Изменение (Alteration) — Shield выдерживает больше. • Мистицизм (Mysticism) — Silence, Dispel и Soul Trap
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Освоение двух школ открывает магическую специализацию (часть V, гл. 39). Предметы, повышающие школу, попрежнему снижают цену заклинаний, но дополнительная сила зависит только от самого уровня мастерства.

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Зачёт тренировки после 100: порог и остаток

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r = (5 × уровень_вызова_врага + 30) / сырой_навык

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q = 0, если r ≤ 0,75; q = ((r − 0,75)/0,25)², если 0,75 < r < 1;

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q = 1 + 0,5 × min(1, (r − 1)/0,5), если r ≥ 1.

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q — вес практики, а не шанс попадания. При навыке 160 и уровне врага 19: r = 125/160 = 0,78125; q = 0,015625, всего 1,5625% обычного зачёта. При уровне 26 вызов 160 и q = 1. После 100 лишняя практика сохраняется и пересчитывается по новой цене; ниже 100 прежнее обнуление остатка сохраняется. [F01–F02] Антиспам — затухающий счётчик с периодом полураспада 60 секунд, а не жёсткий лимит действий за календарную минуту. Бесплатные серии: 40 для боя, 10 для магии, 6 для утилитарных действий. Контекст боевого вызова живёт 6 секунд; для магии без вызова минимальный вес 0,25.

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Атака и шанс попадания

+
Часть IV · 2 мин чтения
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Достаньте оружие (Z), зажмите правую кнопку мыши и ведите мышь в направлении удара: влево или вправо — рубящий (slash), вниз — сверху вниз (chop), вверх — колющий (thrust). Лук стреляет той же кнопкой. Онлайн по умолчанию работает PCAAO. Шанс попадания складывается так:

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шанс = clamp(3, 97,
ceil(навык оружия × 1,5) ← главный рычаг
+ направление удара + Экспертиза + раса + материал (2 × m + 2)
+ броня поражённой части тела цели ← см. ниже
+ прилив адреналина ± чары на попадание
+ trunc(ΔУдачи/10) + trunc(ΔЛовкости/4) + trunc(ΔСкорости/8) − round((Удача цели − 50)/10)
− floor(Уклонение цели / 2)
+ (цель — монстр: +50) − 50
+ floor(Крит.удар / 4) при успешном броске крита)
СлагаемоеЗначение
Навык оружияceil(навык × 1,5): каждое очко навыка стоит полтора очка шанса
«Броня» целиИгрок: 100 − чары брони − очки брони аффиксов и комплектов на поражённой части. Классовый враг (человек): ровно 60. Монстр: значение брони из бестиария × 5 (крыса 6 → +30, лорд даэдра −9 → −45). Потом +50 монстрам и −50 всем: у игрока-цели база 50, у человека 10, у монстра — его броня × 5. Поэтому по даэдра и нежити с отрицательной бронёй попасть так трудно.
Разница атрибутовЛовкость (AGI) — ¼ очка за пункт разницы, Скорость (SPD) — ⅛, Удача (LCK) — 1/10 и ещё штраф, если у цели Удача выше 50
Уклонение цели−floor(Dodging/2). У врагов все навыки равны min(100, 5 × уровень + 30): враг 10-го уровня уклоняется на 80 → −40.
Прилив адреналина+8 (+12) атакующему при HP ниже 1/6; −8 (−12) тому, кто бьёт такую цель
(Adrenaline Rush)
ПределыВсегда минимум 3% и максимум 97%: даже «невозможный» удар иногда попадает, а «верный» иногда промахивается
+ + +

Куда попадает удар

+
Шанс из 201334342
+

Направление удара

+
УдарК попаданиюК урону
Колющий (мышь вверх)+10−4
Вниз-вправо+5−2
Горизонтальный (влево/вправо)00
Вниз-влево−5+2
Сверху вниз (мышь вниз)−10+4
+

По «толстому» врагу с низкой защитой выгоднее рубить сверху, по вёрткому — колоть.

+
+ +
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+ +

Урон

+
Часть IV · 4 мин чтения
+ + +

Порядок расчёта

+
  1. Бросок базового урона оружия (таблица ниже) или рукопашного боя.
  2. Направление удара, Экспертиза (Expertise In), раса.
  3. Сила: floor((STR − 50)/10), для двуручного оружия (кроме луков) ×2.
  4. Материал оружия (от −1 у железа до +6 у даэдрического).
  5. Бонус против группы врагов / штраф Фобии (Phobia).
  6. Состояние оружия (множитель износа).
  7. Крит: × (1 + floor(CS/5) × 0,05).
  8. «Мягкий» штраф за недостаточный материал.
  9. Удар в спину (Backstabbing): ×3 с шансом, равным навыку.
  10. Блок щитом, затем снижение бронёй поражённой части или естественное сопротивление.
+

Базовый урон оружия

+

Онлайн действует баланс оружия из Roleplay & Realism: Items: диапазоны отличаются от классических.

+
ОружиеРукиУронОружиеРукиУрон
Короткие клинки (Short Blade)Топоры
Кинжал (Dagger)11–6Топор лучника (Archer's Axe)12–10
Танто (Tanto)11–7Боевой топор (Battle Axe)13–13
Короткий меч (Shortsword)12–8Секира (War Axe)23–18
Вакидзаси (Wakizashi)11–10Дробящее (Blunt Weapon)
Длинные клинки (Long Blade)Посох (Staff)23–8
Палаш (Broadsword)12–14Булава (Mace)14–12
Сабля (Saber)11–14Лёгкий цеп (Light Flail)13–10
Длинный меч (Longsword)12–15Цеп (Flail)24–16
Катана (Katana)11–16Боевой молот (Warhammer)24–18
Клеймор (Claymore)22–19Луки (нужны обе руки)
Дай-катана (Dai-Katana)21–18Короткий / длинный лук Рукопашный бой (Hand-to- Hand)2 —навык/10+1 … навык/5+1
+

Топор лучника и лёгкий цеп — новое оружие из Roleplay & Realism: Items. Для сравнения, в классике: Кинжал 1–6, Палаш 1–12,

+

Длинный меч 2–16, Дай-катана 3–21, Боевой молот 3–18.

+

Материалы оружия и брони

+
МатериалЦена ×Вес ×Прочность ×К попаданиюК уронуБроня (латы)Tier брони
Железо (Iron)1110−173
Сталь (Steel)21,251,5+2094
Серебро (Silver)411,5+2094
Эльфийский (Elven)812+4+1115
Двемерский (Dwarven)160,753+6+2136
Мифрил (Mithril)3214+8+3157
Адамантин (Adamantium)6415+8+3157
Эбонит (Ebony)1280,56+10+4178
Орочий (Orcish)25617+12+5199
Даэдрический (Daedric)5121,258+14+62110
Кожаная броня — значение 3 (tier 1), кольчуга — 6 (tier 3). Щиты в классике имеют броню 1/2/3/4 (баклер/круглый/каплевидный/башенный), но в
бою используют tier своего материала. Онлайн орочий металл встречается примерно в 10 раз реже даэдрического (по наблюдениям игроков).
+

Требования к материалу: «мягкое» правило

+

более слабым металлом не отменяется, а теряет 20% урона за каждую недостающую ступень, максимум −90%. Если остаётся 45% урона или меньше (не хватает трёх ступеней и больше), игра пишет «This Weapon Is Not Very Effective Against This Creature». Ступени идут по индексу материала: железо 0, сталь 1, серебро 2, эльфийский 3, двемерский 4, мифрил 5, адамантин 6, эбонит 7, орочий 8, даэдрический 9. Рукопашный бой требований не имеет.

+
МинимумМонстры (данные игры)
СтальИмп
СереброОборотень, Вепрь-оборотень, Нимфа, Призрак, Мумия, Дух (Wraith), Вампир
ДвемерскийГарпия
МифрилГоргулья, Морозный и Огненный даэдра, Даэдрот, Даэдра-соблазнительница, Лорд даэдра, Древний вампир, Лич, Древний лич
+ +

Почему серебро «не берёт» вампира

+

Игроки пишут, что серебряный вакидзаси не ранит «последователя вампира», а игра пишет о защите. Проверено по коду (combat/pcaao.js, SILVER_DOUBLED_CAREERS = [9, 18, 23, 28, 19, 14]): серебро удваивает урон только по этим шести видам монстров, и только если металл оружия — именно серебро (не эльфийский и не выше). Иммунитета к серебру ни у кого нет. Возможные причины:

+
  • Древний вампир (Vampire Ancient) — не в списке. Ему нужен мифрил: серебро на три ступени ниже, удар теряет 60% урона, и игра пишет «This Weapon Is Not Very Effective Against This Creature» — вероятно, это и есть «защита».
  • Люди-последователи вампиров (культисты, враги-классы в логовах вампиров) и чемпионы с чертой Vampiric («половина нанесённого вам урона лечит его») — обычные враги, не вампиры. Серебро бьёт их как обычный металл своего уровня, без удвоения.
  • Ревенант с адаптацией Silver-scarred: он «выучил» серебро, и удвоение на него больше не действует. Ward- ревенант 10 с получает ×0,65 урона от всего (гл. 60).
  • Игрок-вампир и игрок-оборотень (в облике зверя) ранятся только оружием от серебра и выше.
+

Состояние оружия

+

Онлайн модуль «усиленного износа» выключен, поэтому бонусов за идеальное состояние нет: всё, что выше 60%, бьёт на 100%. Изношенное оружие бьёт слабее:

+
СостояниеКлинки, топоры, лукиДробящееБроня (множитель пропуска)
61–100%×1,00×1,00×1,00
41–60%×0,85×0,90×1,10
16–40%×0,70×0,80×1,20
6–15%×0,45×0,65×1,35
0–5%×0,25×0,50×1,50
+

В первой редакции были множители ×1,30/×1,10 для оружия и ×0,85/×0,95 для брони выше 76%. Онлайн они работают только

+

при включённом модуле Equipment Damage Enhanced, а он выключен.

+
+ +
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+ +

Броня, щиты и естественное сопротивление

+
Часть IV · 4 мин чтения
+ + +

Броня срабатывает после попадания: предмет на поражённой части тела снижает урон. Сколько урона пройдёт, зависит от tier брони и типа удара (режущий/колющий, дробящий, кулак):

+ +

RoundEven — округление до целого, а ровно,5 — к ближайшему чётному (2,5 → 2, 3,5 → 4).

+
КулакДробящееРежущее, колющее
Tier (пример)base / capbase / capbase / cap
1 (кожа)0,90 / 0,950,72 / 0,890,88 / 0,95
2 (кольчужные щиты)0,84 / 0,950,88 / 0,950,72 / 0,89
3 (кольчуга, железо)0,80 / 0,920,92 / 0,950,86 / 0,90
4 (сталь, серебро)0,72 / 0,890,84 / 0,930,78 / 0,88
5 (эльфийский)0,66 / 0,860,80 / 0,900,74 / 0,85
6 (двемерский)0,58 / 0,830,72 / 0,870,66 / 0,82
7 (мифрил, адамантин)0,52 / 0,800,64 / 0,840,58 / 0,78
8 (эбонит)0,46 / 0,760,56 / 0,780,50 / 0,73
9 (орочий)0,36 / 0,700,48 / 0,700,42 / 0,56
10 (даэдрический)0,30 / 0,650,40 / 0,580,34 / 0,46
+

Без брони на поражённой части тела урон проходит целиком — вычитается только естественное сопротивление (прежде здесь ошибочно стояло «как tier 1»). Кожа (tier 1) пропускает 88% режущего и 72% дробящего урона. В ячейках — доля урона, которая проходит, а не процент поглощения. Пример: 100 режущего урона по исправной стальной кирасе → min(0,78 × 1,0; 0,88) = 0,78 → проходит 78. При состоянии 0–5%: min(0,78 × 1,5; 0,88) = 0,88 → 88. Эбонит пропускает 50%, даэдрический — 34%.

+

Естественное сопротивление урону

+ +

Вычитается из множителя брони; без брони урон умножается на (1 − naturalResistance). END 70, STR 60, WIL 80 → 0,04 + 0,01 + 0,03 = 0,08: удар на 100 превращается в 92. Ограничение ±0,2 в коде вычисляется, но не применяется, так что при крайних атрибутах значение может выйти за этот диапазон.

+

Щиты

+

Щит может полностью принять удар. Сначала определяется, попал ли удар в сильную зону щита (части тела, которые он закрывает) или в слабую:

+
ЩитСильная зонаСлабая зона
Баклер (Buckler)3020
Круглый (Round)3510
Каплевидный (Kite)455
Башенный (Tower)55−5
Другой предмет в левой руке400
+ +

Круглый щит при AGI 70, SPD 60 и остальных 50 в сильной зоне: 35 + 6 + 3 = 44%. Если блок сработал, игра сравнивает среднее снижение щита со снижением брони под ним и берёт лучшее. Щит помогает, только если он не хуже брони, которую закрывает.

+
Tier щитаПротив кулакаПротив дробящегоПротив режущегоСредний щитСредняя броня
10,59 / 0,790,74 / 0,840,70 / 0,800,68 / 0,810,83 / 0,93
20,55 / 0,750,70 / 0,800,66 / 0,760,64 / 0,770,81 / 0,93
30,49 / 0,690,64 / 0,720,60 / 0,680,58 / 0,700,86 / 0,92
40,45 / 0,650,58 / 0,680,54 / 0,640,52 / 0,660,78 / 0,90
50,43 / 0,630,54 / 0,640,50 / 0,600,49 / 0,620,73 / 0,87
60,39 / 0,590,50 / 0,600,46 / 0,560,45 / 0,610,65 / 0,84
70,35 / 0,550,46 / 0,560,42 / 0,520,41 / 0,540,58 / 0,81
80,33 / 0,440,42 / 0,500,38 / 0,460,38 / 0,470,51 / 0,76
90,29 / 0,370,38 / 0,450,34 / 0,410,34 / 0,410,42 / 0,65
100,25 / 0,310,34 / 0,390,30 / 0,360,30 / 0,350,35 / 0,56
Последние два столбца — средние значения (на номинальном уроне 100), по которым игра выбирает между сработавшим щитом и бронёй под
ним. Щит и лук вместе не используются: лук держат обеими руками.
+
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+ +

Экспертиза, бонусы против врагов, адреналин и крит

+
Часть IV · 2 мин чтения
+ + +

Экспертиза (Expertise In)

+

Онлайн бонус зависит от атрибутов, а не от уровня. Все деления целочисленные. Работает, только если Экспертиза взята для этого оружия.

+
ОружиеК уронуК попаданиюПри всех 50
Лук (Missile)STR/25 + AGI/25 + 1AGI/8 + SPD/20 + LCK/20+5 / +10
ТопорSTR/20 + AGI/33 + 1STR/11 + AGI/11 + LCK/22+4 / +10
Дробящее (BluntSTR/20 + END/33 + 1STR/10 + AGI/16 + LCK/16+4 / +11
Weapon)
Длинный клинокAGI/20 + STR/33 + 1AGI/8 + SPD/20 + LCK/20+4 / +10
Короткий клинокAGI/25 + SPD/25 + 1AGI/10 + SPD/14 + LCK/18+5 / +10
Рукопашный бойSTR/50 + END/50 + AGI/50 + SPD/50 + 1AGI/22 + SPD/22 + STR/22 + END/22 + LCK/22+5 / +10
(Hand-to-Hand)
+

Пример (Iliac Codex): STR 45, AGI 75, SPD 65, LCK 35 — лучник с Экспертизой получает +13 к попаданию и +5 к урону. Если он лесной эльф, раса добавляет ещё +10 и +4.

+ +

Бонус против врагов и Фобия

+ +

WIL 60 (поправка Силы воли (WIL) willTerm = 2) против цели 10-го уровня: бонус 0…6, штраф Фобии (Phobia) 3. WIL 10 (willTerm −8) против 20-го уровня: бонус 0 — преимущество бесполезно. WIL 100 (willTerm 10) против 20-го уровня: бонус 0…9, штраф Фобии 0. Игрок-цель (PvP) — гуманоид.

+ +

Критический удар

+
luckTerm = floor((LCK − 50) / 25) (−2…+2)
шанс крита = floor(Крит.удар / (4 − luckTerm)) %
при крите: +floor(Крит.удар / 4) к попаданию; урон × (1 + floor(Крит.удар / 5) × 0,05)
Крит. ударLCK 50LCK 75LCK 100+ к попаданию× урон
256%8%12%+6×1,25
5012%16%25%+12×1,50
7518%25%37%+18×1,75
10025%33%50%+25×2,00
+

Онлайн враги критуют по тем же правилам, что и игрок (их навык равен 5 × уровень + 30, максимум 100). Выше 100 навык

+

работает через эффективное значение (гл. 25).

+ +

Прилив адреналина

+

При здоровье ниже 1/6 максимума: +8 к попаданию (с чарами «улучшение талантов» +12), а те, кто бьёт вас, получают −8 (−12). Классические значения (ниже 1/8, +5/+8) онлайн не действуют.

+
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+ +

Оружие ближнего боя, скорость и вес

+
Часть IV · 6 мин чтения
+ + +
  • Скорость замаха зависит от вашей Скорости, веса оружия и Силы (STR) — таблица ниже.
  • Сила удваивается для двуручного оружия (кроме луков). Двуручник с STR 80 получает +6 урона вместо +3.
  • Дробящее (Blunt Weapon) прочнее всего и при износе теряет меньше урона.
  • Перегруз (Roleplay & Realism): пока груз меньше ¾ предела, штрафов нет. Сверх ¾ Скорость снижается на удвоенную долю перегруза: на 100% предела — на 50%, на 120% — на 90% (дальше не растёт), но не ниже 2; при этом тратится усталость (Fatigue). Золото тоже весит, и банк откажет в снятии, которое вас перегрузит.
  • Износ: все типы оружия изнашиваются из общего запаса 1 600 очков прочности × множитель материала (×1 железо … ×8 даэдрический). Кинжал не хрупче боевого молота из того же металла.
+

Скорость замаха

+

Замах — это 5 кадров анимации, и удар засчитывается на 2-м кадре (через 40% времени замаха). Время зависит от трёх вещей:

+
  • Темп зависит от рабочей SPD: tempo = 1 + 0,008 × (50 − SPDраб), где SPDраб ограничена 0…100. Это линейное уменьшение времени, а не одинаковый процент прироста DPS на каждом шаге. При одинаковой рабочей SPD 100 атаки в 1 / 0,6 ≈ 1,67 раза чаще, чем при 50.
  • Вес оружия против Силы (баланс оружия Roleplay & Realism: Items, онлайн включён всегда): чем тяжелее оружие и слабее руки, тем сильнее падает ваша «рабочая» Скорость. Сила 100 вдвое облегчает оружие, Сила 0 — утяжеляет в полтора раза. Материал оружия на скорость не влияет: считается вес самого типа оружия.
  • Обработка оружия: все короткие клинки и кулаки ×0,9; длинные клинки ×1; посох ×0,97; булава ×1,03; цепы и топоры ×1,05; боевой молот ×1,06. Двуручное оружие дополнительно ×1,06. Вес берётся у шаблона оружия, до материала.
+

Быстрее 0,45 с и медленнее 2 с замах не бывает. Лук стреляет по своим правилам (гл. 33).

+
ОружиеРукикгT 30/30T 50/50T 75/75T 90/90DPS 50/50DPS 75/75
Кинжал (Dagger)10,501,050,900,730,623,97,5
Танто (Tanto)10,751,050,910,730,624,48,2
Короткий меч (Shortsword)12,001,060,920,750,645,49,3
Вакидзаси (Wakizashi)12,251,070,930,750,645,910,0
Катана (Katana)13,501,191,050,860,748,112,2
Посох (Staff)22,001,211,060,860,745,211,1
Сабля (Saber)13,751,201,060,860,747,111,1
Длинный меч (Longsword)14,501,211,070,880,768,012,0
Палаш (Broadsword)15,001,211,070,880,767,411,3
Топор лучника (Archer’s13,001,251,090,890,775,58,9
Axe)
Лёгкий цеп (Light Flail)14,001,261,110,910,795,89,3
Булава (Mace)16,001,261,120,930,807,110,8
Боевой топор (Battle Axe)16,001,291,140,940,827,010,6
Дай-катана (Dai-katana)25,501,291,150,940,828,314,3
Клеймор (Claymore)27,501,321,180,980,858,914,8
Цеп (Flail)27,001,371,231,020,898,113,7
Секира (War Axe)27,501,381,241,030,898,514,1
Боевой молот (Warhammer)28,501,401,271,060,928,714,1
Кулаки (5 кадров)——1,040,900,720,61по навыкупо навыку
+

* DPS здесь — (середина базового диапазона урона + бонус Силы) / время пятикадрового замаха. У двуручного оружия бонус Силы удвоен. Не учтены промахи, броня, материал, износ, крит, серии двух рук и приёмы; это сопоставление основы оружия, а не прогноз боевого DPS. Числа пересчитаны вызовом rriMeleeWeaponAnimTime из текущего кода. Танто, короткий меч и вакидзаси используют коэффициент короткого клинка ×0,9; их вес всё равно различается, поэтому время не обязательно одинаково. В редакции 6 пояснение уже говорило об этом, а численные строки ещё соответствовали коэффициенту ×1. Ошибка исправлена. Дополнительный темп мастерства описан в гл. 32.

+

Два оружия и обе руки

+

Можно сражаться обеими руками. У каждой руки свой предмет, урон, зачарования и износ.

+
  • Без оружия на экране оба кулака, удары чередуются. На бегу пустые руки двигаются в такт шагам.
  • Два одноручных оружия ближнего боя (клинки, кинжалы, булавы, цепы, молоты, топоры) — оба в руках, и бьют оба. Щит, двуручное оружие, лук, посох, огнестрел, факел или фонарь в руке оставляют прежний режим одной руки.
  • Клавиша H при двух оружиях выбирает ведущую руку («Leading with the right/left hand») без задержки. Ведущая рука начинает серию.
  • Серия: удар, начатый в течение 0,75 с после конца предыдущего, наносит другая рука, и он начинается на кадр раньше (0,8 времени замаха). Поэтому пара машет примерно в 1,25 раза чаще одного оружия.
  • Вторая рука: урон ×0,8, округлённый и не меньше 1; поправка попадания clamp(−5 + round((AGI − 50) × 0,1), −10, 0); ощущаемый вес оружия ×1,5. Например, AGI 70 даёт −3 к попаданию, AGI 100 — 0.
  • Вторая рука не блокирует (0.0.217): с PCAAO оружие в левой руке больше не работает как щит (железное снижало получаемый урон на 5–8%). Блокируют только щиты. Оружие в левой руке теперь отражено зеркально и лежит в кулаке.
  • Оружие в левой руке изнашивается: оно наносит примерно половину ударов и изнашивается, как основное. На 0% оно ломается и снимается с руки («X has broken.»), но не пропадает: ищите его на вкладке Weapons с состоянием 0% и отдайте в ремонт.
  • Навыки и чары: каждый удар учит навык своего оружия и Крит. удар (Critical Strike), но удар второй руки считается как 0,8 удара — и для тренировки, и для зачарований (Cast When Strikes), и для сил предметов.
+ +

Как пересчитать время замаха

+

wраб = вес_шаблона × (150 − STR) / 100

+

SPDраб = trunc(min(SPD, 98) × (1 − 3,4 × wраб / 90))

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T = 5 × clamp((195/980) × (1 + 0,008 × (50 − clamp(SPDраб, 0, 100))) × handling, 0,09, 0,4)

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Это онлайн-ветвь RRI для оружия. Кулаки используют SPD без вычитания веса. handling — коэффициент типа, умноженный на 1,06 для двух рук. Прибавки темпа мастерства/приёмов делят время кадра на (1 + сумма_процентов/100), суммарно не выше 50%; нижняя граница остаётся 0,45 с. Пример: танто, вес 0,75 кг, STR = SPD = 50 → SPDраб = 48; T = 0,9097 с; базовый DPS = 4 / T = 4,397. Особый левый удар кулаком использует 8 кадров вместо 5. Поэтому строка кулаков в таблице описывает обычную пятикадровую атаку, а не всякий удар и не средний темп случайной серии.

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+ +

Оружейные приёмы

+
Часть IV · 2 мин чтения
+ + +

Оружие редкости Magic, Rare и Legendary может выпасть с приёмом — особой атакой на отдельной клавише (по умолчанию боковая кнопка мыши «назад», переназначается в «Управление → Бой»). У безоружных бойцов приёмы находятся на наручах (Gauntlets). На телефоне есть кнопка «Приём», на геймпаде её можно назначить на крестовину.

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ОружиеПриёмЧто делаетУронПопад.УсталостьОткат, с
ЛукиЗалп (Volley) Пронзающий выстрел (Piercing Shot)6 стрел падают в круг, куда вы целитесь (радиус ~3,5 м, дальность 6–28 м) Быстрая стрела пробивает до 5 врагов на линии (есть и у двемерского Громобоя — Thunderlock)50% 120%0 06 416 10
Длинные клинкиУдар в прыжке (LeapПрыжок к врагу на 3–9 м, удар по всему на140%+20512
(Long Blade)Strike) Вихрь (Whirlwind)пути приземления Удар по всем вокруг100%+15510
Короткие клинкиШаг в теньРывок за спину врага и удар120%+2049
(Short Blade)(Shadowstep) Выпад (Lunge)Рывок вперёд, удар по всем на пути110%+1548
Топоры (Axe)Рассечение (Cleave) Удар палача (Headsman's Chop)Широкий взмах Чем сильнее ранен враг, тем сильнее удар120% 120%+15 +205 59 11
Дробящее (BluntУдар по земле (GroundУдар по всему вокруг90%+15612
Weapon)Slam) Трещина в черепе (Skull Crack)Один мощный точный удар160%+30510
КулакиУдар ногой в прыжке (Flying Kick) Молот (Haymaker)Прыжок и удар; работает и в прыжке, падении или шаге с уступа Один мощный точный удар130% 180%+20 +304 410 9
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  • Щит и кулаки: щит в левой руке не мешает бить кулаком — при пустой правой руке вы бьёте правым кулаком, и приёмы для безоружных работают. Второй удар Gauntlets of the Rose (Open Hand) и эхо Many Endings показывают свою цифру урона.
  • Урон — доля обычного удара этим оружием. Навык, металл, броня и крит учитываются как обычно, а промах остаётся промахом. Строка +N% на предмете усиливает множитель: Magic +5…15%, Rare +15…30%, Legendary +30…50%. Например, +23% при базе 140% дают 172%.
  • Как использовать: удерживайте клавишу, чтобы прицелиться. Синий маркер на земле показывает, куда упадёт залп или где закончится прыжок; красный — цель вне досягаемости. Отпустите — приём сработает. Быстрое нажатие бьёт туда, куда вы смотрите. При низком потолке прыжок становится пологим; если места нет, игра пишет «Нет места для прыжка».
  • Ограничения: не работают в дуэлях и боях между игроками, никогда не задевают игроков, союзников и мирных существ. Без системы редкости добычи приёмы не выпадают.
  • Неопознанный предмет называет приём «Ваш приём», пока вы его не опознаете. Окно «Перековка» показывает, что делает приём, до перековки.
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+ +

Боевые специализации ОНЛАЙН

+
Часть IV · 5 мин чтения
+ + +

Освоив два оружейных навыка мастерскими, можно выбрать одну из 15 боевых специализаций — по одной на каждую пару шести оружейных навыков. Мастерство выбирается уже на сыром значении 100; поднимать навык до 101 для открытия пути не требуется. Магическую и боевую специализации можно держать одновременно. Выбор специализации можно сбросить за 200 000 золотых, отдельно для каждого типа; выбранные мастерские навыки при этом не меняются.

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Как выбратьИгра спросит один раз, когда путь откроется. Позже — клавиша W на классическом листе навыков или карточка Martial Specialisation на странице Master Skills (улучшенный интерфейс).
Пассивная способностьРаботает всегда, пока специализация действует.
Фирменный приёмСрабатывает на клавишу оружейного приёма (Weapon Technique), когда в руках оружие из пары специализации и у этого оружия нет своего приёма — свой приём вещи важнее. Стоит 4–6 усталости, перезарядка 10–16 секунд; у пар со Стрельбой форма для лука и форма для клинка или кулака делят одну перезарядку.
ДеталиПриёмы с временным эффектом (Rallying Cleave, Cyclone, Phantom Strike, Earthsplitter, Savage Whirl) включают его в момент применения, поэтому эффект получают все задетые. С выключенной лестницей добычи собственный приём найденного оружия «спит», и клавишу занимает фирменный приём специализации.
Где не работаетВ дуэлях, на арене и в других боях с игроками, а также в режиме наставника.
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СпециализацияНавыкиПассивная способностьФирменный приём
BlademasterДлинные + короткие клинкиFlowing Steel: каждый попавший удар или стрела даёт на 4 с +3% урона, до 5 разThousand Cuts: рывок на 5 м с ударом по всем на пути; каждый задетый получает ещё 50% удара
WarbladeДлинные клинки + War Rhythm: каждое убийство топорыускоряет замах на 15% на 10 сRallying Cleave: широкий удар по всем впереди; затем 8 с ваши удары и стрелы на 15% сильнее
VanguardДлинные клинки + Iron Discipline: удары врагов по вам на дробящее10% слабееJudgement: прыжок до 8 м на врага с ударом по всем в 2,5 м; каждый задетый лечит 4% здоровья (до 3 врагов)
RangerДлинные клинки + Hunter's Instinct: +20% урона по зверям лукMark of the Hunt: выстрел насквозь до 3 врагов или прыжок клинком до 8 м; задетые помечены на 12 с — по ним +20% урона
SkirmisherДлинные клинки + Dancer's Step: каждый 10-й удар врага рукопашныйпромахиваетсяCyclone: удар по всем в 3 м вокруг; замах на 20% быстрее на 6 с
BloodletterКороткие клинки + топорыBloodlust: каждое убийство лечит 5% здоровьяGutting Lunge: рывок на 5 м с ударом по всем на пути; враг ниже 25% здоровья получает удар дважды
CutthroatКороткие клинки + дробящееCheap Shot: +25% урона по врагу, который вас не заметилBlackjack: тяжёлый удар по ближайшему врагу, +30 к попаданию; не заметивший вас получает его дважды
AssassinКороткие клинки + лукOpening Strike: первый удар или стрела по каждому врагу +30% уронаVanishing Strike: тяжёлый выстрел или рывок за спину врага с ударом; при попадании — Хамелеон на 4 раунда
ShadowdancerКороткие клинки + рукопашныйLight Step: +10 Ловкости и +15 УклоненияPhantom Strike: рывок за спину врага до 8 м и удар; 6 с каждый третий удар по вам промахивается
JuggernautТопоры + дробящееStand Firm: удар, роняющий здоровье ниже 30%, сразу лечит 20% здоровья; раз в 3 минутыEarthsplitter: удар по всем в 3,5 м вокруг; 10 с удары по вам на 25% слабее
WoodsmanТопоры + лукTireless: каждое убийство возвращает 15% усталостиFelling Strike: 5 стрел дождём в точку или прыжок с топором до 8 м; каждый убитый лечит 10% здоровья
BerserkerТопоры + рукопашныйFrenzy: при здоровье ниже 50% — +20% урона и замах на 10% быстрееSavage Whirl: удар по всем в 3 м вокруг; 8 с 10% урона ваших ударов лечит вас
CrusaderДробящее + лукPurge: +20% урона по нежити и даэдраHallowed Strike: выстрел насквозь до 3 врагов или тяжёлый удар (+25 к попаданию); нежить и даэдра получают ещё 50%
BrawlerДробящее + рукопашныйGrit: каждый раунд возвращается 1% здоровья и 2% усталостиKnockout: тяжёлый удар (+30 к попаданию); 8 с этот враг бьёт вас на 30% слабее
StriderЛук + рукопашныйWindborne: +10 Скорости, +15 Бега и +15 ПрыжковWindstrike: 6 стрел дождём в точку или удар ногой в прыжке до 7 м (и с воздуха); каждый задетый возвращает 5% усталости (до 3 врагов)
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Оружейные навыки выше 100 ОНЛАЙН

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Раньше навык оружия выше 100 давал только попадание, а оно и так упиралось в 97%. С 0.0.219 каждое эффективное очко сверх 100 (до 40 при навыке 200) даёт своё:

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НавыкЧто даёт за очко сверх 100При 200
Длинные клинки, Стрельба из+1% урона каждого удара или стрелы (и выстрела Громобоя)+40%
лука
Топоры+2% урона по врагу, у которого меньше половины здоровья: топор добивает+80%
Дробящее+2% урона по врагу с половиной здоровья и больше: молот открывает бой+80%
Короткие клинки+1% к скорости замаха (не быстрее 0,45 с на удар)+40%
Рукопашный бойНичего сверх: урон кулаков и так растёт с навыком—
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Топор получает усиление по фактической доле HP цели ниже 50%, дробящее — при 50% и выше. Это распространяется и на серверных боссов: прежнее специальное правило «по +1% вместо +2% за очко» исправлено. Мастерский бонус не действует против игроков.

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Источник: заметки к обновлению 0.0.219; systems/martialPaths.js, systems/martialPowers.js, systems/weaponMastery.js,

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bible/05-Combat/Martial-Specialisations.md.

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Стрельба из лука

+
Часть IV · 3 мин чтения
+ + +

Натяните тетиву и отпустите (правая кнопка мыши). Каждый выстрел тратит одну стрелу. По умолчанию действует продвинутая стрельба (Roleplay & Realism): время натяжения меняет и попадание, и урон.

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Время натяженияПопаданиеУрон
меньше 0,2 с−40× (время / 0,8 с)
0,2–0,5 с−10× (время / 0,8 с)
0,5–0,8 с0× (время / 0,8 с)
0,8–1 с0полный
1–2 с+10полный ← оптимум
2–5 с0полный
5–6 с−10× 0,85
6–8 с−10× 0,75
8–9 с−10× 0,5
больше 9 с−10× 0,25
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Что влияет на каждую стрелу

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ИсточникПопаданиеУрон
Навык стрельбыceil(1,5 × навык)—
Материал лука+2 (сталь) … +14 (даэдрический)−1 … +6
Экспертиза (Missile Weapon)AGI/8 + SPD/20 + LCK/20STR/25 + AGI/25 + 1
Лесной эльфAGI/10 + SPD/25 + LCK/25STR/25 + AGI/25
РедгардAGI/25 + SPD/33 + LCK/33STR/50 + AGI/50
Ловкость (AGI) против цели¼ за пункт разницы—
Крит. удар (Critical Strike)+ навык/4 при крите× (1 + 0,05 за каждые 5 навыка)
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Сила (STR) у луков не удваивается (они не считаются двуручным оружием ближнего боя). Если включить «Натянуть и отпустить

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тетиву», то удержание ПКМ натягивает, отпускание стреляет, а ЛКМ ослабляет тетиву без выстрела.

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Стрелы

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  • Покупка: у оружейников на прилавке всегда 50–100 стрел, в General Stores — постоянно пополняемый полный колчан, в ломбардах — 7–14, в дорогих лавках больше. Перед подземельем берите минимум 50.
  • Сделайте сами: прутья, сосновые ветки или вязанки хвороста из инвентаря (режим «использовать») оперяются в 2, 4 и 10 стрел соответственно — онлайн и офлайн. Стрелы также делают плотники (часть X), перья гарпии идут на стрелы.
  • Подбирайте: стрела, не попавшая в цель, остаётся в стене, полу, дереве или земле (надпись «Стрела», забирается одним нажатием). На одном месте лежит до 40 стрел, при выходе из локации они исчезают. Стрела, попавшая во врага, в половине случаев остаётся в теле, и её можно забрать (она не входит в лимит трёх предметов с обычного врага). Зачарованные стрелы исчезают. На арене стрелы возвращают служители.
  • В Дикой зоне стрелы — «боеприпасы» и при смерти не выпадают.
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Тактика лучника

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Первый выстрел — из укрытия и в приседе, чтобы остаться незамеченным. Стреляйте вдоль коридоров: враг, идущий прямо на вас, — лёгкая мишень. Держите наготове короткий клинок на случай, если враги дойдут. Если стрелы кончились, переключайтесь на клинок, а не отступайте. Лучнику не нужен щит, поэтому запрет щитов — бесплатная скидка для класса.

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Огнестрельное оружие и боеприпасы

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ОружиеОсноваКак получить сейчас
Dwarven ThunderlockArchery; базовый урон 7–26Доля трюма Mzunthar: отдельный шанс 10%
Dwarven PistoletArchery; базовый урон 4–15; одна рука, возможна параДоля трюма Mzunthar: отдельный шанс 12,5%
Dwemer PelletsОбщий боеприпас двух типов оружия20–40 в доле Mzunthar; редкая добыча в мире; больше не продаются в лавках
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Обычная мировая добыча оружия и старый источник The Last Lock больше не применяются. Ранее полученные экземпляры остаются. Клинок с пистолетом допускаются вместе, но перезарядка пистолета занимает вдвое больше времени. Одна свободная рука позволяет готовить заклинание, сохраняя одноручное оружие. Стрельба пары имеет отдельный цикл каждой руки. Рейд Mzunthar — гл. 72. Dwemer Pellets находятся и при выключенной Loot rarity. Оружие выдаётся только долей Ketch. Новая анимация Thunderlock даёт цикл выстрела около 2,20 с вместо 2,13 с; это примерно на 3% медленнее. Pistolet снова освещается светом комнаты и располагается ниже в руках.

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Покупка стрел

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В General Stores запас стрел теперь постоянно доступен: прилавок восполняет полный колчан для следующей покупки. Прежние числа ограниченного остатка универсального магазина больше не применяются. Награды Sky- Ketch, пять волн, 20–40 Pellets доли и до 90 Pellets с конструктов описаны в гл. 72; цикл Thunderlock около 2,20 с уже учтён выше.

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Тактика выживания

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Часть IV · 3 мин чтения
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  • Сражайтесь в дверных проёмах и коридорах, чтобы до вас одновременно добирался один враг.
  • Отступайте раненым. Держитесь рядом с дверью или кроватью, чтобы было куда отойти.
  • Отдыхайте у костра или в кровати (часть VIII). В подземельях есть кровати, жаровни и огни.
  • Чините броню до поломки. Предмет с нулевым состоянием перестаёт работать, пока его не починят.
  • Против монстров «с требованием металла» берите подходящее оружие или кулаки, против нежити и оборотней — серебро.
  • Если усталость (Fatigue) кончается рядом с врагами, каждый раз теряется 10% здоровья. Отойдите и восстановитесь.
  • Онлайн враги, которых атакуют несколько игроков, становятся сильнее (часть XI, «Масштаб группы»).
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Умные враги (Enhanced AI)

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Онлайн Enhanced AI включён у всех, офлайн он тоже включён по умолчанию (Features). Выключенный — враги ведут себя как в классическом Daggerfall.

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Очередь атакОдновременно бьют не больше двух врагов вблизи и двух издалека. Остальные держат кольцо вокруг вас и ждут своей очереди (не дольше 6 секунд). Ближние входят, когда вы открыты (после вашего удара, во время заклинания или питья зелья, спиной к ним), и после своего удара коротко отступают. Подойдите к ждущему врагу — он развернётся и будет драться.
Отход и бегствоВраг, потерявший четверть здоровья за 3 секунды, отходит и кружит, но не чаще раза в 10 секунд. Звери и трусливые люди бегут ниже 20% здоровья; стража, нежить, даэдра и конструкты не бегут никогда.
Лучники и магиЕсли подойти ближе 6 м, они один раз отступают (до 2 секунд, потом 8 секунд не отступают). Пойманные или прижатые к стене дерутся врукопашную. Ждущий лучник стоит лицом к вам, а не кружит.
УкрытияДеревья (и зимой), ящики, бочки, статуи и крупный декор закрывают обзор и ловят стрелы в обе стороны. Заклинания по области всё равно взрываются там, куда попали. Трава, цветы и мелочи — не укрытие.
ДвериВраги и стража не стоят в дверных проёмах (всегда, и без Enhanced AI). Клик по двери проходит сквозь мирного стражника перед ней.
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Особые удары с замахом

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Враги 10-го уровня и выше и элиты (чемпионы и ревенанты — на любом уровне) иногда делают особый удар. Его фигура загорается на земле, тело врага блестит в начале замаха и перед самым ударом, перед ударом слышен звук. Выйдите из фигуры — промах. Одновременно замахивается только один враг рядом с вами; перерыв у одного врага 8–15 секунд (у чемпиона 7–13, у элиты 6–11). Маги, духи, мелкие и летающие враги так не бьют.

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УдарФигураЗамахСила
Выпад (lunge)полоса 4,5 м вперёд; первую половину замаха поворачивается за вами0,7 с×1,5, отталкивает
Размах (sweep)конус 3,2 м перед врагом0,8 с×1,25, кровотечение
Удар оземь (slam)круг 2 м перед врагом0,9 с×1,75, оглушает
Кольцо (ring)кольцо 1,6–4 м; у самых ног безопасно1,0 с×1,5
Рывок (charge)полоса 9 м, начинается с 5–12 м0,9 с×1,5
Прыжок (leap)круг 1,8 м там, где вы стояли, с 3–9 м1,0 с×1,6
Прицельный выстреллиния от лучника; сойдите с неё0,6 с×1,4, стрела быстрее
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Длина замаха меняется (×0,9–1,25), у элиты он короче. Мастера клинка иногда делают финт (каждый пятый замах): фигура

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обрывается, и финт никогда не блестит — блеск всегда честный. Громилы с шансом 35% сразу добавляют второй удар.

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  • Равновесие (poise). Удары по врагу во время замаха заполняют шкалу под его полоской здоровья. Быстрее заполняют дробящее оружие (×1,5), топоры (×1,25), двуручное (ещё ×1,15), удары в спину (×1,5) и по слабости ревенанта (×2); медленнее — короткие клинки (×0,7), кулаки (×0,6), стрелы (×0,5). Шкала заполнена — замах сорван, враг оглушён на 0,8–1,4 секунды (тяжёлые меньше) и получает на 25% больше урона. У элит, чемпионов и ревенантов шкала больше.
  • Железные удары (красные, со штриховкой: удар оземь и кольцо тяжёлых врагов, каждый третий удар элиты, фирменный удар ревенанта) сорвать нельзя — только уйти.
  • Промах наказуем. Удар, никого не задевший, оставляет врага открытым примерно на секунду: он получает на 30% больше, и ваш первый удар его оглушает. Выйти из фигуры в последние 0,25 секунды — идеальное уклонение с окном в полтора раза длиннее.
  • Онлайн замах врага видят все, и враги замахиваются на любого игрока; каждый уклоняется на своём экране.
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Источник: src/ai/tactics.js (MELEE_TOKENS 2, RANGED_TOKENS 2, PATIENCE 6, FLEE_SHARE 0.2, KITE_MAX 2, KITE_COOLDOWN 8,

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BACKOFF_COOLDOWN 10), src/ai/blowShapes.js (BLOW), src/ai/tells.js (STAGGER_TAKEN 1.25, PUNISH_TAKEN 1.3, COOLDOWN,

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FEINT_CHANCE, CHAIN_CHANCE), src/ai/foeBlows.js (BLOW_TIER_LEVEL 10).

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Запас магии и цена заклинаний

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Часть V · 2 мин чтения
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Множитель (Increased Magery)Очки сложностиINT 50INT 75INT 100
×0,5 (без преимущества)0253750
×1+25075100
×1,5+475112150
×1,75+687131175
×2+8100150200
×3+10150225300
MP max = floor(INT × множитель). Онлайн сверху добавляется Renown: +2 MP за уровень после первого (до +98).
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  • Восстановление: магия восстанавливается отдыхом — max(floor(MP max / 8), 1) за час, полная ночь у костра или в кровати восстанавливает всё. Онлайн это работает даже с недостатком «Неспособность восстанавливать магию». Есть зелья восстановления силы (Restore Power), а специализации Некромант и Связующий души возвращают магию за убийства.
  • Магия света и тьмы: в «неподходящих» условиях максимум магии снижается на 33% или до нуля (часть II, гл. 11).
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Цена заклинания

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цена эффекта (MP) = floor(цена компонента в золоте × (110 − навык школы эффекта) / 400)
цена заклинания = floor(Σ цен эффектов × множитель цели), минимум 5 MP
Цель (Target)Множитель
На себя (Caster Only) / касанием (By Touch)×1,0
Одна цель на расстоянии (Single Target at Range)×1,5
Область вокруг заклинателя (Area Around Caster)×2,0
Область на расстоянии (Area at Range)×2,5
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Эффект с компонентной ценой 100 золотых стоит около 27 MP при навыке 0, 15 MP при 50 и 2 MP при 100 — до множителя цели и минимума в 5 MP. Рост школы удешевляет её заклинания. Цена, записанная в заклинании, — не то, что вы платите: на Iliac Codex есть калькулятор цены для ваших навыков. Предметы, повышающие школу, тоже снижают цену.

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Создание собственных заклинаний

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Часть V · 5 мин чтения
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Гильдия магов делает заклинания на заказ: до 3 эффектов, цель и стихия. Так же работает «Создатель заклинаний» (Spell Maker). Каждому эффекту задаются Длительность (Duration), Шанс (Chance, только у некоторых эффектов) и Сила (Magnitude). Серые поля эффект не использует. Окно показывает цену в золоте, цену в MP при ваших навыках и силу эффекта на каждом уровне заклинателя. Эффекты «только на себя» и «только на других» в одном заклинании не сочетаются.

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Base и Plus задаются диапазоном «мин–макс»: при каждом применении игра бросает число внутри (1–2 → 1 или 2; 5 –5 → всегда 5).

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Пример (уровень 10)РасчётСила
Base 1–2, Plus 3–4, Per Level 1; выпало Base 2, Plus 32 + 3 × floor(10/1)32
Plus 5, Per Level 15 × 1050
Plus 5, Per Level 25 × floor(10/2)25
Plus 5, Per Level 35 × floor(10/3)15
Plus 1–2, без Baseуровень 10 → 10–20; уровень 11 → 11–22—
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Как пользоваться Создателем заклинаний

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ГдеГильдия магов — любому члену гильдии с первого ранга (Make Spells у мастера гильдейских услуг). Храм Кинарет (Temple of Kynareth) — с 7-го ранга из 10. Не члену гильдии мастер не открывается, хотя покупать готовые заклинания в Гильдии магов может кто угодно.
Что нужно с собойКнига заклинаний (Spellbook) в рюкзаке — без неё окно не откроется. Золото: монеты и аккредитивы считаются вместе.
1. ЭффектыAdd Effect — выбрать до трёх эффектов. Каждый эффект принадлежит своей школе: заклинание качает и тратит магию по навыку этой школы (гл. 23, 35).
2. НастройкиДля каждого эффекта — Duration (длительность), Chance (шанс) и Magnitude (сила), там, где они есть; у каждой — Base, Plus и Per Level (формула выше). Окно сразу показывает цену эффекта в магии.
3. Цель и стихияПять кнопок цели: на себя (Caster Only), касанием (By Touch), одна цель вдали (Single Target at Range), область вокруг себя (Area Around Caster), область вдали (Area at Range). Стихия (огонь, холод, яд, молния, магия) выбирается у эффектов, которые её поддерживают; от неё зависит, каким сопротивлением цель защищается.
4. Имя и значокБез имени купить нельзя. Значок — любой из 69.
5. BuyЗолото списывается, заклинание записывается в книгу, окно остаётся открытым для следующего.
ОграниченияНе больше трёх эффектов. Эффекты «только на себя» и «только на других» в одном заклинании не сочетаются. Шанс Поглощения заклинаний (Spell Absorption) — не выше 50% (онлайн-правило). Само создание навык не тренирует.
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Сколько стоит

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A, B и постоянная часть — свои у каждого эффекта: у урона здоровью (Damage Health) сила стоит 20 за Base и 28 за Plus, у лечения (Heal Health) — тоже 20 и 28, у левитации длительность — 60 и 100. Онлайн цену в золоте меняет и отделение гильдии: в слабеющем (Failing) на четверть дороже, в процветающем (Thriving, Ascendant) на 10% дешевле. Навык выше 100 онлайн продолжает удешевлять заклинание: цена при 100 × 100 / навык.

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ПримерЗолотоМагия при навыке 40
Огненный удар вдали: Damage Health, сила Base 10–15, Plus 5–8 за каждые 2 уровня48684
То же, но Plus за каждый уровень (Per Level 1) — вдвое быстрее растёт с уровнем612106
Лечение на себя: Heal Health, сила Base 10–20, Plus 2–4 за уровень38467
Левитация на себя: длительность Base 5, Plus 1 за уровень40070
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Источник: systems/spellMaker.js, systems/spellcost.js (EFFECT_COST_TABLE, TARGET_COST_MULT), systems/guildServices.js,

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systems/guildVariants.js, net/npcChapterLaw.js.

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  • Делайте «слабые» версии лечения и Regenerate Health, чтобы сотворить их несколько раз до отдыха. С ростом навыков
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  • Магу пригодятся Continuous Damage касанием (наложил — отступил, пусть урон тикает), Recall (Teleport), Levitate, Water
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  • Free Action — самое дешёвое средство от паралича: его можно сотворить, даже будучи парализованным.
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Identify с действующей скидкой

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Окно Identify теперь использует стоимость самого эффекта Identify с теми же навыком, путём и модификаторами цены, что применялись при колдовстве. Минимум остаётся 5 MP. Составное заклинание не делает остальные эффекты бесплатными: для окна рассчитывается копия заклинания только с эффектом Identify. Прежняя ошибка могла позволить произнести дешёвое заклинание, но затем требовать в окне недоступную полную цену.

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Сопротивления и спасброски

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Часть V · 4 мин чтения
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Базовый спасбросок — 50%. Класс и раса меняют его в процентных пунктах, затем Сила воли добавляет floor(WIL/10). Обычный итог ограничен 5–95%, а полный иммунитет даёт 100% и сразу снимает эффект. Каналы раздельные: Magic, Fire, Frost, Shock, Poison, Disease, Paralysis. Сопротивление магии само по себе не защищает от яда, болезней и паралича.

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МодификаторПунктов
Иммунитет (класс)+50 → полный иммунитет
Сопротивление (класс)+25
Низкая терпимость−25
Критическая слабость−50
Раса: бретонец (Magic), норд (Frost) — после классовых+30
Раса: высокий эльф (Paralysis)иммунитет, но классовая слабость его ослабляет
Сила воли+floor(WIL/10)
Биография, предметы, эффекты±
ПерсонажДо WILС WIL 50Итог
Обычная терпимость50%55%часть эффектов гасится, часть ослабляется
Критическая слабость0%5% (нижний предел)почти всегда полный эффект
Низкая терпимость25%30%слабая защита
Сопротивление75%80%хорошая защита
Бретонец против магии / норд против холода80%85%раса +30
Высокий эльф против паралича100%100%полный иммунитет
… с Низкой терпимостью к параличу75%80%иммунитет ослаблен
… с Критической слабостью к параличу50%55%иммунитет сильно ослаблен
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Частичное сопротивление

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При шансе спасброска S: бросок 1…S−20 полностью гасит масштабируемый эффект, броски в последних 20 пунктах до S дают частичный результат с шагом 5%, бросок выше S пропускает эффект целиком. Например, при S = 55: 1–35 → 0%, 36–54 → 5–95%, 55–100 → 100%. Некоторые эффекты проверяются бинарно (всё или ничего).

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  • Сопротивление (класс) повышает шанс спасброска. Иммунитет делает эффект неэффективным полностью. Слабость снижает
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  • Заклинание Elemental Resistance — отдельный процентный бросок: при успехе эффект гасится целиком. Несколько источников
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  • Поглощение заклинаний (Spell Absorption) — отдельная способность, а не шанс спасброска.
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Как заклинание попадает в цель

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Броска на попадание у заклинаний нет: навык школы, Удача, броня и уклонение цели не решают, «попал» ли вы. Решают две вещи: долетело ли заклинание (геометрия) и прошло ли оно защиту цели (цепочка проверок ниже). Сам каст у игрока не проваливается.

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Тип целиКак находит цель
На себя (Caster Only)Всегда на вас. Не отражается и не гасится сопротивлением заклинаниям (Spell Resistance).
Касанием (By Touch)Луч на 3 м строго по прицелу (толщина 0,25 м плюс тело цели). Достаётся первому на линии; стена закрывает. Промахнулись прицелом — заклинание ушло впустую.
Одна цель вдалиСнаряд летит прямо по прицелу со скоростью 25 м/с и живёт 8 секунд (до ~200 м). Снаряд радиусом 0,45 м задевает первое тело или стену на пути; о стену — пропадает. От снаряда можно уйти в сторону — и вам от вражеского, и врагу от вашего.
Область вокруг себя / вдалиВзрыв радиусом 4 м ловит всех, чьё тело он задел, — человека примерно до 4,45 м от центра, большие тела дальше. «Область вдали» летит как снаряд и взрывается там, куда попала (в том числе о стену). Укрытия Enhanced AI (гл. 34) ловят снаряд, но взрыв всё равно срабатывает. Вредная область вас не задевает; область только из усилений действует и на вас (гл. 69).
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Цепочка проверок цели — для каждого эффекта заклинания отдельно, если заклинатель не сама цель:

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  1. Иммунитет к параличу — эффект паралича молча отбрасывается.
  2. Поглощение (Spell Absorption, гл. 38) — эффект исчезает целиком, цель получает часть магии.
  3. Отражение (Spell Reflection) — с шансом эффекта всё заклинание летит обратно в заклинателя, и у того своя цепочка. Отражается только один раз (два отражающих не перекидываются) и только по первому эффекту: остальные эффекты всё равно ложатся на цель.
  4. Сопротивление заклинаниям (Spell Resistance) — с шансом эффекта он просто не срабатывает.
  5. Elemental Resistance к стихии заклинания — отдельный бросок, при успехе эффект гасится целиком.
  6. Спасбросок (выше) по стихии заклинания: урон и длительность проходят на 0%, 5–95% или 100%. Часть эффектов проверяется «всё или ничего» (паралич, лечение болезней, изгнание и т. п.).
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На экране это видно по строкам «Spell was absorbed.», «Spell was reflected.», «Spell was resisted.». Против врагов ваши боевые заклинания могут пробивать спасбросок — снимать с него пункты (силы путей магии, Небосвода и легендарных вещей); против игроков пробивание не действует. Против монстров с иммунитетом к стихии (например, огненный атронах против огня) спасбросок 100% — урон этой стихии не проходит вовсе, берите другую.

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Практический вывод: целиться надо точно (касание и одиночный снаряд требуют попасть прицелом, а снаряд можно обойти),

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против толпы надёжнее область, а против сильного одиночки — стихия, к которой он не устойчив, и заклинания с пробиванием.

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Источник: src/systems/spellcast.js (MISSILE_SPEED 25, MISSILE_COLLIDER_RADIUS 0.45, MISSILE_LIFESPAN_S 8, EXPLOSION_RADIUS 4,

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TOUCH_RANGE 3, TOUCH_SPHERE_CAST_RADIUS 0.25, savingThrow), src/systems/effects.js (applySpell: поглощение → отражение →

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сопротивление), src/systems/spell/spellPower.js (spellPierce).

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Геометрия и серверные боссы

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Поверхность холма, склон и предметы окружения останавливают снаряды. Попадание областью в землю рядом с ногами создаёт взрыв в месте столкновения; прохождение сквозь склон больше не следует считать рабочей тактикой. Наложение поддерживающих эффектов на группу также учитывает преграды. Периодический урон по серверным боссам продолжает тикать; повторное наложение обновляет тот же эффект, а не создаёт бесконечно складывающиеся копии. Disintegrate подчиняется пределу допустимого удара босса и не гарантирует его мгновенное уничтожение. Полностью поглощённый удар с нулевым уроном не даёт лечение за нанесённый урон.

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Поглощение заклинаний

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Часть V · 1 мин чтения
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ИсточникПравило онлайн
Эффект Spell Absorption (заклинание)Шанс ограничен 50%
Предмет или чары «Absorbs Spells»Отдельный шанс 50% вместо гарантированного поглощения
Особенность класса Sorcerer (AbsorbsОстаётся гарантированной; у Sorcerer нет обычной регенерации MP
Spells: Always)
Что можно поглотитьЭффекты школы Разрушения (Destruction) — и вражеские, и ваши собственные заклинания по площади
УсловиеВ запасе MP должно быть место на цену эффекта: при полном запасе поглощения нет
ВозвратПоловина поглощённой цены, вниз: атака ценой 17 MP вернёт 8
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Магические специализации

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Часть V · 5 мин чтения
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Две освоенные школы открывают одну из 15 магических специализаций. Мастерство можно принять при сыром навыке 100. Сброс магического пути стоит 200 000 золотых; боевой сбрасывается отдельно за столько же. Сам выбор мастерских навыков остаётся прежним. Интерфейс предлагает сброс, когда есть другой доступный путь. Фирменное заклинание остаётся в книге, но особые свойства прежней специализации перестают работать. У каждой специализации есть пассивная способность и фирменное заклинание. Гильдия магов продаёт его только своим специалистам, и в их руках оно даёт дополнительный эффект. Цена и обучение считаются по двум школам специализации (например, «Вытягивание жизни» у Некроманта стоит по Восстановлению (Restoration), а не по Разрушению (Destruction)). Специализации не работают в дуэлях, на арене и против игроков. Цепная молния и Копьё разлома не перескакивают на союзников, усмирённых врагов и сквозь стены.

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СпециализацияШколыПассивная способностьФирменное заклинание и его эффект
Боевой магИзменениеSpellsteel: пока держится ваш Shield, уронAegis Bolt: урон 10–18 + 2–3 за уровень, шок, на
(Battlemage)(Alteration) + Разрушениезаклинаний +15%расстоянии. Даёт вам Shield в 2 раза больше нанесённого урона (не более 20% вашего HP) на 8 раундов
ТрикстерИзменение +Slip Away: удар, опускающий HP нижеFleeting Hold: паралич на 2 раунда + 1 за
(Trickster)Иллюзия (Illusion)1/3, делает вас невидимым на 5 раундов; каждые 4 уровня, шанс 35% + 2% за каждые 2 перезарядка 2 минуровня, на расстоянии. Если сработал — вы получаете Chameleon на 6 раундов
Путник разломовИзменение +Between Moments: руки творятRift Lance: урон 8–16 + 2–3 за уровень, магия, на
(Riftwalker)Мистицизм (Mysticism)заклинания на 20% быстреерасстоянии. Каждый другой враг в 4 м от цели получает 1/3 нанесённого урона той же стихией
Страж (Warden)Изменение + ВосстановлениеSteadfast: пока держится Shield, каждый раунд восстанавливается 1% HPLiving Aegis (на себя): Shield 10–20 + 2–3 за уровень на 8 раундов + 1 за каждые 2 уровня и лечение 8–14 + 1–2 за уровень; 30 с удары по вам на 20% слабее
Мастер обереговИзменение +Attuned Wards: заклинания Изменения иPrismatic Ward (на себя): сопротивление огню,
(Wardwright)Тауматургия (Thaumaturgy)Тауматургии на 20% дешевлехолоду и шоку на 10 раундов + 2 за каждые 2 уровня, шанс 25% + 2% за каждые 2 уровня; 30 с заклинание Разрушения поглощается с шансом 40% (если есть место в MP)
ТеневойРазрушение +Unseen Strike: пока вы невидимы, вShadow Bolt: урон 8–16 + 2–3 за уровень, магия,
заклинательИллюзияхамелеоне или в тени, урон заклинанийна расстоянии. При попадании окутывает вас
(Shadowcaster)+25%Тенью (Shadow) на 3 раунда
Разрушитель чарРазрушение +Sunder: спасброски против вашихUnravel: урон 8–14 + 2–3 за уровень и немота
(Spellbreaker)Мистицизматакующих заклинаний на 10 пунктов ниже(Silence) на 3 раунда + 1 за каждые 4 уровня (шанс 30% + 2% за каждые 2 уровня), магия, на расстоянии. При попадании возвращается 1/3 цены
Кровавый магРазрушение +Sanguine Tide: урон заклинаний +1% заBlood Boil: урон 10–18 + 2–3 за уровень, огонь,
(Bloodmage)Восстановлениекаждые 2% недостающего HP, максимум +25%на расстоянии. Враг, оставшийся ниже 30% HP, «вскипает» ещё раз на столько же
ЭлементалистРазрушение +Conflux: каждое попавшее атакующееChain Lightning: урон 10–18 + 2–3 за уровень,
(Elementalist)Тауматургиязаклинание даёт заряд на 10 с: +3% урона, до 5 зарядов (+15%)шок, на расстоянии. Перескакивает на 2 ближайших врагов в 8 м с половиной урона; врага с иммунитетом к шоку пропускает, сопротивляющемуся — вполовину
Провидец (Seer)Иллюзия + МистицизмForesight: каждый 8-й удар врага по вам предвиден и не наносит уронаPsychic Lance: урон 8–14 + 2–3 за уровень, магия, на расстоянии. 12 с спасброски цели против ваших атакующих заклинаний на 20 пунктов ниже
СветоносецИллюзия +Dawn's Ward: урон заклинаний поDawnbolt: урон 8–16 + 2–3 за уровень, магия, на
(Lightbringer)Восстановлениенежити и даэдра +20%расстоянии. 1/5 нанесённого урона лечит вас; нежить и даэдра горят ещё раз на 1/2
ЧародейИллюзия +Glamour: +10 Харизма (PER), +15 ЭтикетBeguile: усмирение гуманоида (Pacify
(Enchanter)Тауматургия(Etiquette), +15 Знание улиц (Streetwise)Humanoid) и Charm, шанс 30% + 2% за каждые 2 уровня, на расстоянии. Если успокоил врага, который был враждебен, — возвращает всю цену заклинания
НекромантМистицизм +Death's Due: каждое убийствоSiphon Life: урон 8–16 + 2–3 за уровень, магия,
(Necromancer)Восстановлениевозвращает 5% HP и 5% MPна расстоянии. Половина нанесённого урона лечит вас
Связующий душиМистицизм +Soul Well: каждое убийство возвращаетSoul Lance: ловушка душ (Soul Trap) на 6
(Soulbinder)Тауматургия10% MP, 20% — если душа поймана Soul Trapраундов + 1 за каждые 2 уровня (шанс 40% + 2% за каждые 2 уровня) и урон 6–12 + 2–3 за уровень, магия, на расстоянии. 1/4 нанесённого урона возвращается как MP
ИерофантВосстановление +Absolution: удар, опускающий HP нижеSanctify (на себя): лечение 12–20 + 2–4 за
(Hierophant)Тауматургия30%, лечит 25% HP; перезарядка 3 минуровень, снятие яда (Cure Poison) и болезней (Cure Disease); затем Spell Resistance 30% на 6 раундов
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Раунд — одна игровая минута (онлайн около 5 секунд). «+ 2–3 за уровень» — Plus × уровень персонажа (гл. 36): на 10-м уровне Aegis Bolt бьёт на 10–18 + 10 × (2–3) = 30–48 до сопротивлений. Уточнения из кода: у Элементалиста заклинание по площади, задевшее хоть пять врагов, даёт один заряд Conflux; у Провидца предвиденный удар не тратит заряд вашего комплекта; Светоносец считает нежитью и даэдра только монстров — враг-человек к ним не относится.

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Редкость предметов

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Часть VI · 9 мин чтения
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Над добычей Daggerfall надстроена «лестница редкости» в духе Diablo. Онлайн она включена принудительно.

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РедкостьЧто даёт
Обычный (белый)Большинство вещей
Magic (синий)1–2 аффикса; может иметь 1 гнездо и оружейный приём (+5…15%)
Rare (жёлтый)3–4 аффикса; приём +15…30%; дополнительные гнёзда
Legendary (оранжевый)Именная вещь с фиксированными бонусами, чарами и особой силой; приём +30…50%
Aetheric (бледно-голубой)Комплектная броня (например, Ruhn's Regalia, рейдовые комплекты); не выпадает по лестнице; не зачаровывается
Artifact (фиолетовый)Артефакты (гл. 44)
Gilded (багряный, золотаяВершина лестницы, только онлайн: пять текущих именных оружий (таблица ниже)
корона)
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Золотое оружие (Gilded)

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Оружие / формаИсточник и шансПостоянные свойстваОсобая сила
The Hourlock — DwarvenBrass Remnant: 1%Урон +40%; AGI +15; ArcheryКаждое третье попавшее попадание ×2;
Long Bow+30; shock +10убийство возвращает стрелу
The Dragonfire Oath —Хранитель Врат: 0,4%Урон +40%; STR +15; Long BladeПо даэдра: дополнительно треть урона ему и
Daedric Dai-katana+30; END +15другим даэдра в 3 м
The Sunken Sovereign —Old Coil: 0,4%Урон +40%; AGI +15; Long BladeНа одной цели +10% за попадание, до +50%;
Ebony Saber+30; leech 10%6 с. Убийство лечит 10% HP
Volendrung’s Echo —Трюм Mzunthar: 1%Урон +40%; AGI +15; ArcheryДругие враги в 3,5 м от цели получают
Thunderlock+30; shock +10половину попадания шоком
The Ketchmaster’s Word —Трюм Mzunthar: 1%Урон +40%; SPD +15; ArcheryПопадание метит цель на 2,5 с: следующий
Pistolet+30; shock +10удар другой руки по ней +60%
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Текущих Gilded-шаблонов пять. Старые версии Hourlock-ружья и Sovereign-пистолета у владельцев сохраняются как исторические варианты, но новые выпадения используют нынешние формы. Gilded отличается багряной меткой и золотой короной; это отдельный источник, а не обычное повышение Rare до Legendary.

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Шансы

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СтупеньСтарт+ за tierПределОбычный враг: старт / + / предел
Magic или лучше10%1,5%60%5% / 0,5% / 19%
Rare или лучше1,5%0,6%26%0,6% / 0,12% / 3,8%
Legendary0,1%0,12%4,5%0,015% / 0,0075% / 0,3%
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  • Tier источника: у трупа — уровень врага; даэдра и любой враг 18+ уровня считаются боссами. У кучи сокровищ — tier подземелья, от 3 (кладбище) до 18 (логово дракона, вулканические пещеры); у тайников таверн и гильдий — 4.
  • Множители источника: труп ×1, куча сокровищ ×1,3, босс ×2,5.
  • Удача (LCK): +1% за каждый пункт сверх 50 (при LCK 0 — вдвое реже, при LCK 100 — в 1,5 раза чаще).
  • Обычные враги (без титула и не боссы) используют нижнюю лестницу и несут максимум 3 предмета, включая золото (5 в элитном подземелье). Онлайн нижняя лестница и то, сколько вещей вообще выпадает, зависят от Renown (таблица ниже). Титулованные враги и боссы идут по полной лестнице. Дикая зона удваивает добычу.
  • Засуха (защита от невезения): каждая вещь (оружие, броня, украшения) ниже Legendary добавляет 1 к счётчику, Legendary его сбрасывает. Каждые 25 вещей шанс Legendary растёт ещё на ×0,2, до тройного после 250.
  • Foxglove — легендарное украшение с силой Fortune's Favour: пока оно надето, шанс Legendary ×1,5. Множители засухи и Foxglove перемножаются.
  • Rare никогда не вероятнее Magic, Legendary — не вероятнее Rare.
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Источник (Удача 50)Magic+Rare+Legendary
Обычный враг, ур. 15,5%0,72%0,02%
Обычный враг, ур. 1010%1,8%0,09%
Обычный враг, ур. 1713,5%2,6%0,14%
Титулованный враг, ур. 1025%7,5%1,3%
Босс, ур. 1860%26%4,5%
Куча в шахте20,8%5,1%0,75%
Куча в склепе30,6%9%1,5%
Куча в логове дракона48,1%16%2,9%
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Как охотиться за конкретной легендаркой

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Легендарки не лежат в списках добычи монстров: сначала выпадает вещь, и если она «выкатила» Legendary, игра подбирает подходящую именную запись. Каждая именная вещь принадлежит «семейству» источников (нежить, даэдра, драконы, звери, орки и великаны, заклинатели, разбойники и воины) и выбирается из своего семейства в 5 раз чаще. В шахтах семейства нет. «Где найти» для каждой легендарки показывает Farm finder на Iliac Codex.

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Проклятые вещи

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  • Каждая 12-я Rare или Legendary вещь с трупа или из кучи проклята: у неё лишняя бонусная строка и один недостаток (плохая репутация, хуже реакция собеседников, урон или износ в святых местах, слабее удары по виду врагов, утечка здоровья).
  • Каждое 4-е проклятое легендарное оружие — «Damned»: проклятая строка на максимуме, но каждый удар стоит 8 HP, и снять проклятие не может ни один храм. Снимите оружие — кровотечение прекратится. Его удобно надевать на бой с боссом и сразу снимать.
  • Rare и Legendary при поломке не исчезают, а остаются сломанными.
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Одежда с силой

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Одежда тоже бывает Magic и Rare (строки: репутация, тепло и защита от непогоды, Харизма (PER), уличные навыки; обувь — навыки движения). Шесть легендарных вещей: Alik'r Wayfarer's Robes (жара ощущается на 20 меньше), Wrothgar Pass Mantle (холод −20), Vestments of Stendarr (заклинания Восстановления (Restoration) на 25% дешевле), Pilgrim's Sandals (усталость (Fatigue) на 25% медленнее, падения вдвое слабее), Silks of Queen Barenziah (+5 к отношению всех групп), Shade's Cowl (+25 Скрытности (Stealth) в капюшоне). Сопротивления со снаряжения складываются максимум до 45% на стихию. Сигилы на оружии и комплекты с бонусами за 2, 4 и 6 вещей — (гл. 41).

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Добыча и Renown

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Обычный враг (не элита, не чемпион и не враг элитного подземелья) оставляет каждую свою вещь не всегда, а с шансом из таблицы; золото — всегда. Онлайн шанс, синие вещи и зелья растут с Renown по ступеням сигилов; офлайн всегда действует строка Bright. Считается Renown того, чья игра «бросает» добычу: ваш для ваших врагов и куч, ведущего — для врагов общего подземелья.

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СтупеньRenownВещь остаётсяСиняя на ур. 0Зелье лечения у врагаRestore Power у врага
Faint1–962,5%4,5%3%1%
Kindled10–1968,75%4,75%3,5%1,5%
Bright (и офлайн)20–2975%5%4%2%
Radiant30–3981,25%5,25%4,5%2,5%
Ascendant40–5087,5%5,5%5%3%
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  • Надетые врагом оружие и броня тоже могут выпасть Magic, Rare и выше — у людей больше не только простое железо и сталь.
  • Если тело «заполнено», зелье или расходник для отдыха вытесняет простую вещь. Расходники для отдыха (гл. 51) — примерно у каждого 14-го врага.
  • Зелья лечения всегда есть у алхимиков (несколько в день) и у универсальных магазинов (1–3); онлайн — за полцены.
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Источник: src/systems/renownLoot.js (RENOWN_LOOT_QUARTERS 2/3/4/5/6), bible/06-Systems/Loot-Arc.md разделы 19–20.

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Мастерская перековки (Reforge) и осколки Welkynd

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Мастерская перековки — услуга Гильдии магов. Её валюта — осколки Welkynd (Welkynd Shard): их даёт разбор найденных вещей (кнопка Salvage на карточке вещи; на странице Salvage — «разобрать все Magic» с подтверждением). Осколки привязаны к персонажу и хранятся в Кошельке.

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УслугаЧто делаетЦена: Magic / Rare / Exalted
Разбор (Salvage)Вещь → осколки. Не разбираются Aetheric, артефакты, квестовые, привязанные, надетые и заблокированные вещи, а также вещи вне лестницы (магические предметы Daggerfall, изготовленное).даёт 1 / 3 (Rare) / 8 (Legendary) / 15 (Exalted)
Перековка (Reforge)Перебросить одну строку опознанной, не надетой вещи. После первой перековки — только ту же строку.2 + 100 / 4 + 400 / 10 + 2 000 золотых
Заточка (Hone)Поднять одну строку внутри её диапазона — всегда вверх. Каждая следующая заточка той же вещи вдвое дороже.1 + 50 / 2 + 150 / 4 + 500
Оттиск (Imprint)Rare получает силу легендарки своей группы, которую вы уже находили (Codex), один раз.20 осколков + 5 000
Поиск (Scry)Назовите вид врагов — гильдия отметит ближайшее их подземелье в вашем регионе, которого ещё нет на карте. Ненайденная легендарка из Codex тоже указывает туда.3 осколка + 500
Извлечь каменьКамень из гнезда целым (вставка бесплатна, гл. 42).50 / 100 / 200 / 400 / 800 по градации
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Exalted — каждая десятая легендарка, выпавшая из источника: у неё есть лишняя строка не из её записи, из верхней половины диапазона Legendary. Камень портала (Portal Stone). В любой лавке за 5 осколков Welkynd (строка в меню торговца, в классическом интерфейсе — P), всегда в наличии. Используйте на улице, выберите любое место на карте — перед вами на 30 секунд откроется портал. Каждый, кто в него войдёт (онлайн и другие игроки рядом), мгновенно переносится туда. Один камень — один портал; камни привязаны. Портал не открывается рядом с врагами, в дуэли, в осаде, в пути по маршруту, в воде и на борту. Каждый персонаж, существовавший на 5 октября, один раз получил 10 камней. Кошелёк (Wallet). Есть у каждого персонажа, ничего не весит, его нельзя выбросить, продать или украсть. В нём аккредитивы, угли Deadlands Ember и осколки Welkynd (в улучшенном инвентаре — на странице Valuables), а также видны золото и онлайн — серебро. Проклятие снимает храм. Жрец, лечащий болезни (Cure Disease), предлагает Lift Curse: недостаток уходит, лишняя строка остаётся. Цена — четверть стоимости вещи, минимум 300 золотых. «Damned»-оружие не снимается. Хлам (Junk). На карточке оружия, брони, украшений и одежды можно поставить метку Junk: кнопка Sell junk в лавке выкладывает все такие вещи на прилавок разом, а «взять всё» их не берёт. Карточка вещи сравнивает её с надетой: на сколько больше или меньше, что новое и какие строки пропадут.

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Источник: src/systems/reforge.js (SALVAGE_SHARDS, REFORGE_PRICE, HONE_PRICE, EXTRACT_PRICE), src/systems/loot/lootCodex.js

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(IMPRINT_PRICE), src/systems/loot/lootScry.js (SCRY_PRICE), src/systems/loot/lootRarity.js (EXALTED_PER_MILLE 100),

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src/systems/portalStone.js (PORTAL_OPEN_MS 30000), src/systems/gate/gateSpoils.js (PORTAL_STONE_SHARDS 5),

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src/systems/loot/lootCurse.js (LIFT_FLOOR 300, LIFT_SHARE 0.25), src/systems/item/itemJunk.js.

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Редкость по уровню и Imbue с 0.1.11347

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Вероятности в прежних таблицах дополнительно умножаются на коэффициент уровня. Rare: до L=7 включительно ×0,15; между 7 и 12 — 0,15 + 0,85×(L−7)/5; с L=12 ×1. Legendary: до L=9 ×0,05; L=10 ×0,25; далее 0,25 + 0,75×(L−10)/5 до ×1 на L=15. Пример: на L=10 Rare ×0,66, Legendary ×0,25. Защита от засухи добычи включается с L=10. Источник: systems/loot/lootLevelGate.js. Imbue у Перековщика: обычная вещь → Magic за 2 Welkynd Shards + 2 500 золота; найденная Magic → Rare за 6 осколков + 15 000. Строки создаются заново; магазинная оценка сохраняет прежнюю стоимость. Reforge заменяет строку другим типом; повторная цена на той же вещи удваивается: цена = первая цена ×2^n, n — число прежних перековок. Приём не перековывается; Hone остаётся доступен. Источник: systems/reforge.js.

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Сигилы и комплекты (Sigils, Sigil Sets) ОНЛАЙН

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Часть VI · 6 мин чтения
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Сигил — метка на оружии или доспехе, добытых онлайн. Он растёт вместе с вами и даёт прибавку к урону или бонус комплекта. Сигилы работают только онлайн: офлайн, в дуэлях и против игроков они «спят». Всё ниже взято из кода (src/systems/sigil/sigil.js, sigilSets.js, sigilBroker.js).

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Сигил на оружии

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ОткудаОружие редкости Magic и выше, добытое онлайн, несёт сигил с шансом 20% + 4% за каждого игрока сверх первого, бившего врага (группа из 8 — 48%).
СилаПрибавка к урону удара на последней стадии: Magic 2–5%, Rare 4–8%, Legendary 7–12%. Чем больше бойцов в бою, тем выше нижняя граница.
РостСигил копит опыт (с вашим опытом Renown). Сила зависит от стадии — но стадию ограничивает и ваш Renown.
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СтадияДоля силыОпыт сигилаНужен Renown
Faint (тусклый)20%01
Kindled (зажжённый)40%5 00010
Bright (яркий)60%12 50020
Radiant (сияющий)80%22 50030
Ascendant (вознёсшийся)100%37 50040
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Пример: Legendary-меч с сигилом 10% при Renown 15 работает как Kindled — +4% урона, даже если сам сигил уже Radiant.

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Карточка вещи пишет «Held at Kindled by your Renown».

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Комплекты

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Броня, щит и оружие с сигилом комплекта собираются в набор: 2, 4 и 6 предметов одного комплекта (7 частей тела, щит и одно оружие) открывают три ступени бонуса. Сила бонуса растёт от стадии Faint до Ascendant по наименее выросшему предмету и не выше, чем позволяет Renown. В таблице: значение на Faint → на Ascendant.

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КомплектГде взять2 предмета4 предмета6 предметов
Malacath's Bulwark Добыча онлайн,+2→5 брони на всехSpite: 10→30% урона удараUnbroken: смертельный удар
(танк)Торговкачастях, +2→6 Выносливостивозвращается врагу (не убивает)оставляет 1 HP, затем урон вдвое меньше 4→8 с; откат 300→150 с
Dagon's BrandДобыча онлайн,+2→6 Силы, +4→12Bloodfury: +4→12% урона, вдвое Rampage: убийство даёт заряд
(ближний бой)ТорговкаКрит. ударабольше ниже половины здоровья+4→10% урона на 12 с, до 3
Nocturnal's ShroudДобыча онлайн,+4→12 Скрытности,Nightfall Strike: +25→60% поEventide: убийство — Хамелеон
(скрытность)Торговка+2→6 Ловкостиврагу, который вас не заметил (и стрелами)на 5→15 с; откат 30→15 с
Mora's MantleДобыча онлайн,+2→6 Интеллекта, +2→6Waters of Oblivion: заклинанияEye of Mora: заклинание
(магия)Торговкако всем школамдешевле на 5→15%Разрушения по вам поглощается с шансом 10→30%
Ruhn's RegaliaХранитель Врат+15→45 кCleave: удар ближнего бояWrath of the Warden: ниже 30%
(Aetheric)Обливиона (1 из 6), Торговкасопротивлению огню, удар жжёт на 2→6задевает ещё врага в 3 м на 25→60%здоровья — Flame Nova 10→40 в 6 м и +10→25% урона на 10 с; откат 180→90 с
The Broken OathНабег рыцарей+1→4 брони, +2→6 Силы Riposte: после удара по вамHold the Line: ниже половины
(Aetheric)волиследующий ваш удар за 4 с +15→40%здоровья урон по вам меньше на 10→25%
The Thief-Taker'sНабег бандитов+2→6 Ловкости, +4→12Run Them Down: +8→20% поNo Escape: убийство метит
Garb (Aetheric)Стрельбыврагу ниже половины здоровьяближайшего врага в 12 м на 10 с: +15→40% урона по нему
Orcsbane HarnessНабег орков+2→6 Выносливости,Blood for Blood: каждый удар поIron Hide: убийство даёт щит на
(Aetheric)+4→12 Дробящеговам — заряд +3→8% урона на 8 с, до 510→40 урона; откат 60→30 с
Sethrakul'sКлад морского+10→30 кConstrict: каждый удар поShed Skin: ниже 35% здоровья
Coilscale (Aetheric)змеясопротивлению холоду, +2→6 Выносливостиодному врагу +3→8%, до 5 раз, держится 6 свозвращается 10→30% здоровья; откат 240→120 с
The Brass ofBrass Remnant в+4→10 к сопротивлению Gearward: следующий удар поThe Hour Turns: смертельный
Numidiumподземельемагии и шокувам легче на 15→30%; откатудар не убивает, возвращается
(Aetheric)Бездны (1 из 3)18→12 с15→25% здоровья; откат 90→60 с
The Battlemage'sRedoubt в Elite+5→15 ко всемDiscipline: заклинаниеReprieve: ниже 20% здоровья —
Panoply (Aetheric)Breach (гл. 73), Торговка раз в неделю за Embersсопротивлениям, +10→30 магии«заряжает» следующий удар +20→50% его стихией; удар возвращает 5→15% ценыщит 15→40% здоровья на 6 с, союзникам в 8 м половина; откат 240→120 с
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Aetheric — редкость выше Legendary (гл. 40): эти вещи не выпадают по лестнице добычи и не зачаровываются. Четыре «мировых»

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комплекта (первые строки) может нести любая броня, щит или оружие Magic и выше, добытые онлайн.

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Торговка сигилами (Sigil Broker) и камни сигилов

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  • Камни сигилов (Sigil Stones): по одному за каждые закрытые Врата Обливиона. Камни складываются в стопку и привязаны к персонажу: их нельзя продать, передать, выбросить или положить в чужой сундук. Заблокированные камни Торговка не тратит.
  • Торговка — даэдра у открытых Врат (гл. 72). Товар дня меняется в полночь UTC: по предмету каждого комплекта, оружие комплекта и предмет Ruhn's Regalia, по одному каждого на персонажа. Цены: предмет Rare — 4 камня, Legendary — 6, оружие — 6, Ruhn's Regalia — 12.
  • Купленное у Торговки привязано (не продаётся и не передаётся), но чинится и опознаётся. Его можно разобрать за половину цены камнями: 2, 3, 3 и 6.
  • Знаки (Insignia) принадлежат аккаунту, нужен зарегистрированный аккаунт: титул Gatebreaker — 30 камней, аура Dagon's Fire (огненное кольцо у ног) — 50. Это примерно 30 и 50 закрытых Врат.
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Источник: src/systems/sigil/, src/net/insignia.js; заметки к обновлениям 25–30.09.2026 (Sigils, Sigil Sets, Sigil Stones, Dagon's

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Reckoning).

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Новые комплекты Aetheric

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Добавлены The Wyrd’s Raiment, The Starspun Weave и The Eltheric Tidemail. В таблице пары чисел означают начальную и максимальную стадии усиления; промежуточные значения определяются стадией сигила. Это те же пороги 2 / 4 / 6 предметов, что у остальных комплектов.

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Комплект2 предмета4 предмета6 предметов
The Wyrd’s RaimentWIL +2…6; Magic resist +5…15Урон оружием по нежити, даэдра и атронахам +10…30%Убийство восстанавливает 8… 20% HP и MP; перезарядка 40… 20 с
The Starspun WeavePoison resist +10…30; AGI +2…6Каждый 4-й удар по одной цели +60…140% урона; счётчик гаснет через 8 сПри падении ниже 30% HP — Chameleon на 10…20 с; перезарядка 240…120 с
The Eltheric TidemailShock resist +10…30; SPD +2…6Урон оружия в открытом океане +15…40%, в остальных местах половинаПушки корабля +10…30% урона; урон корпусу от пушек и тарана −10…25%
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Wyrd продаётся за Soul Cakes; Starspun получается за удержанные звёзды; Tidemail — из глубоких морских источников. Это не новые случайные строки обычной добычи. Набор из шести частей не требует покупки всех девяти возможных предметов. Broker удерживает спорную покупку до ответа account service и завершает её при следующем открытии окна: выдаёт покупку либо возвращает Embers. Не повторяйте оплату при неопределённом результате. Источники: systems/sigil/sigilBroker.js; server-account/src/brokerSales.js.

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Камни и гнёзда

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Часть VI · 4 мин чтения
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  • Гнёзда: короткий клинок — 1, одноручное оружие — 2, двуручное, лук и Громобой — 3; броня и украшения — 1. У Magic-оружия бывает 1 гнездо, у Rare и Legendary — больше, до предела размера. Оружие с гнёздами выпадает заметно чаще.
  • Камни: 8 классических камней в пяти градациях (Chipped, Flawed, обычный, Flawless, Perfect). В оружии камень добавляет урон огнём или холодом, вампиризм, урон или атрибут; в броне и украшениях — сопротивление или атрибут. Камни одного типа в одном оружии вместе дают не больше одной Rare-строки, поэтому смешивать выгоднее.
  • Вставка из рюкзака: кликнуть пустое гнездо или «Set in…» на карточке камня. Бесплатно, можно и на надетом оружии. Двойной клик по занятому гнезду разбивает камень. Перековка в Гильдии магов извлекает камень целым за золото по его градации. Вещь с камнем не разбирается на части, а камень добавляет её цене свою стоимость.
  • Где взять: трупы, сокровища подземелий, тайники таверн и гильдий (глубже и опаснее — лучше градация; средний враг даёт камень примерно раз в 33 убийства). Также рудные жилы, мировые боссы (по Flawless/Perfect с Хранителя Врат Обливиона, морского змея Sethrakul и Brass Remnant) и магазины.
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Что даёт каждый камень

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Камень даёт одно свойство, и оно зависит от того, куда он вставлен: в оружие или в броню и украшения. Числа идут по градациям: Chipped / Flawed / обычный / Flawless / Perfect.

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КаменьВ оружииВ броне и украшениях
Рубин (Ruby)+1 / 2 / 3 / 4 / 6 урона огнём за удар+4 / 7 / 10 / 15 / 20% сопротивления огню
Сапфир (Sapphire)+1 / 2 / 3 / 4 / 6 урона холодом за удар+4 / 7 / 10 / 15 / 20% сопротивления холоду
Изумруд (Emerald)Вампиризм: 1 / 2 / 3 / 5 / 7% нанесённого урона возвращается здоровьем (только удары этим оружием)+4 / 7 / 10 / 15 / 20% сопротивления яду
Алмаз (Diamond)+2 / 4 / 6 / 9 / 12% урона+4 / 7 / 10 / 15 / 20% сопротивления магии
Нефрит (Jade)+1 / 2 / 4 / 6 / 8 Силы воли (WIL)+1 / 2 / 4 / 6 / 8 Силы воли
Бирюза (Turquoise)+1 / 2 / 4 / 6 / 8 Ловкости (AGI)+1 / 2 / 4 / 6 / 8 Харизмы (PER)
Малахит (Malachite)+1 / 2 / 4 / 6 / 8 Силы (STR)+1 / 2 / 4 / 6 / 8 Выносливости (END)
Янтарь (Amber)+1 / 2 / 4 / 6 / 8 Скорости (SPD)+1 / 2 / 3 / 4 / 6 Удачи (LCK)
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Сопротивление от камня — это прибавка к спасброску против своей стихии (гл. 37). Предел на одну вещь. Камни одного вида в одной вещи вместе дают не больше потолка Rare-строки этого свойства: урон огнём или холодом — +6, вампиризм — 7%, урон — +25%, атрибут — +10, сопротивление — +35%. Излишек пропадает. Три Perfect-рубина в двуручнике дают те же +6 огня, что и один, а три Perfect-малахита — +10 Силы, а не +24. Поэтому в оружие с 2–3 гнёздами выгоднее ставить разные камни, например рубин, сапфир и алмаз. Шанс найти камень — (10 + 2 × tier источника) на тысячу, ×1,3 у кучи сокровищ, ×2,5 у босса, с поправкой на вашу Удачу, но не больше 5%. Градацию задаёт tier источника:

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Tier источникаChippedFlawedобычныйFlawlessPerfect
0–470%30%———
5–930%50%20%——
10–14—30%45%25%—
15–19——35%50%15%
20 и выше, боссы событий———60%40%
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Вид камня выпадает равновероятно из восьми. Хранитель Врат Обливиона и морской змей дают по одному камню, подземелье Бездны — два.

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Камень как основа для зачарования

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Камень можно не только вставить в гнездо, но и зачаровать у Создателя предметов (гл. 45), а потом носить в одной из двух ячеек кристаллов. Очков зачарования у камней больше, чем у любого кольца или амулета, а градация на них не влияет:

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КаменьОчкиДля сравненияОчки
Алмаз3 000Амулет2 300
Изумруд2 750Торквес2 050
Сапфир2 250Кольцо1 800
Рубин1 750Браслет1 750
Янтарь400Башенный щит1 500
Нефрит / Малахит / Бирюза200 / 150 / 100Шлем900
ПРОСТЫМИ СЛОВАМИ
В оружие — рубин, сапфир и алмаз (огонь, холод, +урон) или изумруд для лечения ударами; в броню — камни под ваши слабые
сопротивления или нужный атрибут. Одинаковые камни в одной вещи почти не складываются. Целый алмаз или изумруд ценнее
как основа для мощного зачарования, чем как камень в гнездо.
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Источник: systems/gems.js, systems/lootRarity.js (GEM_GRADE_LINES, gemPieceCap), characters/itemTemplates.json.

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+ +

Износ и ремонт

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Часть VI · 2 мин чтения
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Запас прочностиКаждое оружие — 1 600 очков × множитель материала (×1 железо … ×8 даэдрический). Сломанная (0%) вещь не работает, пока её не починят.
Цена у кузнеца0,6 × базовая стоимость × доля недостающей прочности (минимум 1) → через цену магазина (в среднем ×2, качество и ценовой индекс региона) → скидка гильдии (у Гильдии бойцов зависит от ранга) → ÷ 3 (с 1.10.2026 ремонт везде стоит треть даггерфолловской цены). Неповреждённая вещь — бесплатно.
ВремяПо умолчанию ремонт мгновенный (настройка Instant Repairs). Если её выключить — 1 игровой день на каждую 1 000 недостающих очков, минимум день.
Ремонт и продажаВ цену входит найденная прочность и треть собственного ремонта. Платный ремонт кузнеца оценку не повышает (гл. 47). [F10]
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Ремонтные наборы

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НаборДействиеПредел
Ремонтный набор кузнеца (Repair Kit): 1 слиток+25% прочности самой изношенной вещи своегодо ~75%; набор качества
любого металла + 1 выделанная кожа; делается вметалла (стальной чинит и кольчугу); если чинитьSuperior или Masterwork —
каждом металле, кроме Warforged Steelнечего, набор сохраняетсядо 90%
Полевой набор (Field Repair Kit): только находка в+15% любому оружию или бронедо 75%
сокровищах и на врагах
Набор для повозки (Wagon Repair Kit): в WagonЧинит повозку в поле—
Yards
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Наборы — чтобы выбраться из подземелья. До 100% чинит только кузнец. При нескольких подходящих вещах игра спросит, что

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чинить. Набор, применённый с трупа или из сундука, чинит ваши вещи.

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Чары «Repairs Objects» (Repair Object)

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С 0.0.202 чинит надетые броню и одежду вместе с оружием. Пассивно чинит одну вещь каждые 4 игровые минуты (около 20 реальных секунд онлайн) на 1/50 её полной прочности — +2% за раз, будь то оружие, броня или одежда (с

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  1. 10; раньше по 1 очку, и броня почти не чинилась). Заряды магических предметов и артефактов — по 1 за раз.
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Факелы, фонари, свечи, стрелы, топливо костра и дозы расходников не пополняет. Порядок: сначала надетое (самое изношенное первым), затем надетые вещи, которые изнашиваются сами (чары Cast When Held, Item Deteriorates), и только потом рюкзак — пока такая надетая вещь не починена, рюкзак ждёт. Работает и на зачарованных вещах (онлайн «Allow Magic Repairs» включено всегда); все виды оружия чинятся с одинаковой скоростью. Повозки и лошадей не чинит. Кузнец зачарованные и магические вещи не чинит.

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Артефакты

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Часть VI · 2 мин чтения
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Самые мощные уникальные вещи; базовая стоимость большинства — 50 000 золотых. Десять работают по особому коду, остальные — на стандартных, но очень сильных чарах. Чинить их нельзя.

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АртефактТипКак работает
Masque of ClavicusУкрашениеПока надета: каждый раунд повышает репутацию у всех 11 социальных групп
Mehrunes' RazorОружиеПри ударе: если цель провалила спасбросок против магии — получает урон, равный всему её текущему здоровью (мгновенное убийство); бритва теряет столько же прочности
Mace of Molag BalОружиеПри ударе вытягивает Силу (STR) цели (как Drain Strength), поднимая вашу даже выше 100, пока булава в руках; эффект ударов спадает через 12 игровых минут
Ring of HircineУкрашениеСвоего эффекта нет; правила ликантропии проверяют, надето ли кольцо: превращение без ограничений, полнолуние не заставляет, нет жажды крови (гл. 54)
Sanguine RoseИнгредиентПри использовании призывает союзного монстра (дальность 12; стоит 100 прочности)
Oghma InfiniumКнигаОткрывает лист персонажа с бонусным пулом 30 очков на атрибуты и навыки
WabbajackПосохПри ударе превращает цель в случайное существо из таблицы 17 видов
Ring of NamiraУкрашениеКогда враг ранит вас, урон отражается атакующему: животным 0, даэдра половина, нежити двойной, остальным полный
Skull of CorruptionУкрашениеПри использовании призывает союзного монстра (дальность 12; 100 прочности)
Azura's StarУкрашениеПока надета, душа каждого убитого монстра захватывается без Soul Trap; использование освобождает душу
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Артефакт (обычные чары)Эффекты
Auriel's BowПри ударе: Lightning, Hand of Sleep, Magicka Leech
Auriel's ShieldИспользование: Resist Fire, Shield; удержание: Spell Reflection; усиливает броню
ChrysamereИспользование: Heal, Shalidor's Mirror, Resist Fire; +29 к навыку
Ebony BladeПри ударе: Vampiric Touch, Energy Leech; использование: Far Silence; +29 к навыку
Ebony MailУсиливает броню; использование: Spell Shield, Resist Fire, Shield
Lord's MailРегенерация здоровья; использование: Cure Poison, Spell Shield
Necromancer's AmuletУдержание: Wisdom; использование: Troll's Blood; поглощает заклинания
Ring of KhajiitИспользование: Invisibility; удержание: Feet of Notorgo
Skeleton's KeyИспользование: Open; +20 к навыку
Spell BreakerУдержание: Spell Reflection; использование: Free Action
Staff of MagnusУдержание: Spell Absorption; регенерация здоровья
VolendrungПри ударе: Paralysis, Vampiric Touch
Warlock's RingУдержание: Feet of Notorgo; использование: Heal, Shalidor's Mirror
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Отображение артефактов

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Артефакты на бумажной кукле теперь показывают собственный рисунок, соответствующий иконке: Spell Breaker, Ebony Mail, Lord’s Mail, Auriel’s Shield, Ebony Blade, Mehrunes Razor и другие. Рисунок подстраивается под тело владельца, включая передачу между мужским и женским персонажами. Это визуальное изменение, не новый множитель характеристик.

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Магические предметы

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Часть VI · 5 мин чтения
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Генерируемые предметы с чарами: [item] — базовый тип (зелье, кольцо, амулет, свиток, оружие…), который выпадает с указанным свойством. Стоимость — в золоте.

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ЭффектНазваниеЭффект
Название(использование)Цена
Far SilenceFar Silence Эффект850
Название(использование)Цена
[item] of FeatherweightSlowfalling550
[item] of Force BoltsForce Bolt850
[item] of LightningLightning900
[item] of ParalysisMedusa's Gaze600
[item] of ShockingShock650
[item] of the Sealed DoorWizard Lock300
[item] of Toxic CloudsToxic Cloud650
[item] of Undeniable AccessOpen500
[item] of Venom AntidoteCure Poison450
[item] of Venom SpittingLevitate500
[item] of WildfireWildfire800
[item] of Wizard's FireWizard's Fire900
[item], the ProtectorShield650
Blazing [item] of FireballsFireball1 000
Cursing [item]Toxic Cloud500
Deadman's [item]Fire Storm800
Frosty [item] of Ice StormsIce Storm900
Healing [item]Heal550
Never Tiring [item]Stamina250
Shining [item]Light350
Silent [item]Silence700
Unrestrainable [item]Free Action500
Оружие и броня
[item] of Life StealingВампирический эффект1 500
[item] of OblivionПри ударе: Sphere of Negation700
Постоянные (удержание)
[item] of FortitudeFortitude400
[item] of FriendshipCharisma350
[item] of Good LuckJack of Trades400
[item] of Iron WillIron Will400
[item] of MagickaПоглощает заклинания600
Leaping [item]+7 к навыку (обычно Прыжки300
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Как зачаровать вещь: Создатель предметов (Item Maker)

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ГдеГильдия магов — с ранга Чародей (6-й из 10). Школа Джулианоса (School of Julianos) — с 6-го ранга. Камни душ Гильдия магов продаёт с ранга Маг (5-й).
Бюджет вещиУ каждой вещи есть очки зачарования. У оружия и брони это очки типа вещи, умноженные на металл: железо −25%, сталь, кожа и кольчуга — без изменений, эльфийский и мифрил +25%, двемерский +50%, серебро и адамантин +75%, эбонит +100%, орочий +150%, даэдрический +200%. У украшений, одежды и камней металл не важен.
Свойства (powers)Каждое свойство тратит очки и стоит 10 золотых за очко. Всего — не больше 10 строк.
Недостатки (side effects)Добавляют очки и ничего не стоят в золоте: за недостаток вещь вмещает более сильные свойства по той же цене.
Связанная душа (Soul Bound)Душа из заполненного камня душ (Soul Trap) работает как недостаток без вреда: даёт очки — от 10 у слабых существ до 8 000 у лорда даэдра (дракончик — 5 000, древний лич — 2 500, даэдра-соблазнительница — 1 500, лич и древний вампир — 1 000, вампир — 700, огненный и ледяной даэдра — 500).
ОнлайнПрофессия Зачарование (Enchanting) удешевляет работу: −10% с ранга 50, −20% с 100, специализация Efficient — ещё −5% (гл. 64). Вещи Aetheric и Gilded не зачаровываются. Изготовленное игроком украшение вмещает больше очков: золото +10%, платина +20%, вставленный камень +2,5…40% по градации (Gemcutter ещё +10 процентных пунктов).
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ОсноваОчкиОсноваОчкиОсноваОчки
Алмаз3 000Амулет2 300Шлем900
Изумруд2 750Торквес2 050Посох, клеймор700
Сапфир2 250Кольцо1 800Простая роба700
Рубин1 750Браслет1 750Длинный меч600
Башенный щит1 500Наруч1 500Кираса, рукавицы400
Каплевидный щит1 000Жезл1 200Кинжал200
Очки оружия и брони — для стали; даэдрический длинный меч вмещает 600 × 3 = 1 800, железный — 450.
СвойствоОчкиНедостатокОчки
Регенерация здоровья: всегда / на солнце4 000 / 3 000 / 3 000Вещь изнашивается: всегда / на−3 000 / −1 500 / −500
/ в темноте (Regens Health)солнце / в святых местах (Item Deteriorates)
Поглощение заклинаний (Absorbs Spells)1 500Урон владельцу на солнце / в святых местах (User Takes Damage)−6 000 / −1 000
Вампиризм: на расстоянии / при ударе2 000 / 1 000Вытягивает здоровье: при каждом−4 000 / −500 / −200
(Vampiric Effect)использовании / если не использовать ежедневно / еженедельно (Health Leech)
+ к навыку (Enhances Skill)900Плохая репутация у одной группы / у всех (Bad Rep With)−1 000 / −5 000
Самопочинка (Repairs Objects)900Слабее против нежити … животных (Low Damage Vs)−800 … −1 200
Сильнее против нежити … животных800 … 1 200Ослабляет броню (Weakens Armor)−700
(Potent Vs)
Укрепляет броню (Strengthens Armor)700Плохое отношение людей, животных, даэдра (Bad Reactions From)−80 … −120
Хорошая репутация у группы / у всех1 000 / 5 000Тяжелее (Extra Weight)−100
(Good Rep With)
Дополнительная магия по условию (Extra200 … 1 000
Spell Points)
Грузоподъёмность +25% / +50% (Increased400 / 600
Weight Allowance)
Пока надето (Cast When Held): Spell170 … 1 720
Reflection / Spell Absorption 1 720, Free
Action 1 650, Resist Fire 1 560, Levitate 330,
Water Walking 170
По использованию (Cast When Used):130 … 3 030
Recall 480, Fireball 470, Heal 360, Force Bolt
3 030
ПРИМЕР
Кольцо (1 800 очков) с Регенерацией здоровья «всегда» (4 000) не помещается: не хватает 2 200. Недостаток «Вещь изнашивается
всегда» (−3 000) даёт сумму 1 000 — помещается. Цена — 4 000 × 10 = 40 000 золотых, онлайн при Зачаровании 100 — 32 000.
Связанная душа дракончика (−5 000) освободила бы место без всякого недостатка.
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Источник: systems/enchanting.js, systems/enchantmentCatalogue.js, systems/guildServices.js, net/recipeLaw.js (jewelPoints),

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characters/itemTemplates.json.

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Regens Health: In Darkness теперь действительно лечит 1 HP каждые 4 магических раунда ночью, в здании и подземелье; складывается с классовой регенерацией в темноте. Источник: systems/passiveSpecials.js.

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Валюты и банк

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Часть VII · 2 мин чтения
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Золото (gold)Обычная валюта Daggerfall. Хранится в кошельке, в банке и в аккредитивах (letters of credit). Весит: банк откажет в снятии, которое вас перегрузит.
Серебро (silver)Онлайн-валюта мира, принадлежит аккаунту (общая для всех персонажей; нужен зарегистрированный аккаунт). Раньше называлась Marks, затем Drakes; с 2 октября 2026 года — серебро. Максимум на счёте — 10 000 000.
ОбменВ любом Банке Империи серебро меняется на золото по 8 золотых за 1 серебро, до 300 серебра в день. Купить серебро за золото нельзя.
Банк онлайнОдин общеимперский счёт, доступный в любом банке. Дома, корабли, гильдейские взносы, рынок и аренда работают через него. Заём остаётся привязан к региону, где его взяли (однажды все онлайн-займы простили разовой амнистией). Предел займа задан правилами Roleplay & Realism, но онлайн Империя даёт только десятую часть этого предела и только один заём на персонажа; возврат — сумма плюс 10%.
СмертьБанк защищён; при PvP-смерти в открытой зоне теряется также 10% номинала аккредитивов (гл. 74).
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Как заработать серебро

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ИсточникСколько и ограничения
Врата Обливиона50 (100 при Daedric Incursion)
Отражённый набег на город30
Морской змей Sethrakul40 (кораблю, нанёсшему достаточную долю урона)
Боевой лимитВрата, набеги и змей вместе — не больше 150 серебра в сутки (UTC) на аккаунт
Судебные заказы (Court Writs)Число единиц × ценность материала × 1,2; до 3 заказов в сутки
Материнская жила10, раз в сутки
Находки при сборе10% шанс за засчитанный сбор, 2–5 серебра, до 30 в сутки
Находки в добычеТруп 5%, куча сокровищ 12%, обыск 15%; 1–4 серебра, до 20 в сутки
Осада, гильдейские деянияПочести за осаду; 25 серебра в казну гильдии, когда 3 её члена (в гильдии 7+ дней) засчитали один набег или Врата (до 4 раз в сутки)
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Золото в общих контейнерах

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В общей для игроков ёмкости — сундуке, теле или шкафу, список которого передаётся другим участникам области, — одна стопка золота ограничена 65 535. При внесении принимается только свободный остаток, а лишнее остаётся в кошельке. Домашний шкаф с личным содержимым, земля и повозка сохраняют прежнее поведение; это не предел богатства персонажа. Кнопка all у поля золота под Stow / Store / Drop выбирает весь кошелёк, но не отменяет предел общей ёмкости. Формула: принято = min(запрошено, max(0, 65 535 − золото_стопки)); остаток_кошелька = кошелёк − принято. Пример: в стопке 64 000, вы кладёте 5 000 — попадут 1 535, оставшиеся 3 465 из этой суммы останутся у вас. Если места нет, операция не списывает золото.

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Цены в магазинах и торг

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Часть VII · 4 мин чтения
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Цена магазина

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Затем идёт торг. При покупке Торговля (Mercantile) даёт около ¾ эффекта, Харизма (PER) — остальное; при продаже Торговля — чуть меньше ⅘. Чем лучше магазин, тем сильнее он торгуется. Покупатель всегда платит минимум 1 золотой за штуку.

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Онлайн-правила ОНЛАЙН

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  • Торговля и Харизма учитываются только до 100: снаряжение и временные усиления сверх 100 не помогают.
  • Магазин никогда не заплатит больше половины минимальной цены, за которую он продал бы эту вещь. Торговец со 100/100 получает ровно эту половину, без навыков — около ¾ от неё.
  • Цена продажи учитывает состояние при находке и только треть восстановления, сделанного вами: набором, Repairs Objects или Varla. Платный ремонт кузнеца сам по себе не повышает эту оценку. Найденная при 47% вещь, восстановленная вами до 77%, оценивается как 57%; после одного лишь ремонта кузнецом до 77% — как 47%.
  • Предметы первой необходимости — за полцены (вверх, минимум 1 золотой): зелья, наборы для лагеря, костры, дрова, комнаты и еда в тавернах, лечение болезней в храме, проезд. Ремонт, обучение, заклинания, дома и корабли — по полной цене.
  • Вещь из общей добычи, которую создала игра другого игрока (сундук, тело, полка), продаётся не дороже обычной вещи того же вида — это защита от подделок.
  • Офлайн действует классический торг, и навыки выше 100 продолжают снижать цены.
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Праздники и аккредитивы

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  • Merchants Festival — всё, купленное вне гильдий, вдвое дешевле. Warriors Festival — оружие вдвое дешевле. Tales and Tallow — всё, что Гильдия магов продаёт своим членам, вдвое дешевле.
  • Если продажа перегрузила бы вас золотом, магазин платит аккредитивом. Его можно обналичить в банке.
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Типы и качество магазинов

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КачествоКак узнать (надпись при входе)
Худшее (Worst)Ржавые вещи разбросаны где попало
Низкое (Poor)Крепко сбитые шкафы, прочные вещи
Среднее (Average)«Всё разложено практично и просто»
Хорошее (Good)«Этот магазин выглядит много лучше других»
Лучшее (Best)Безупречные вещи, тихая музыка
МагазинЧто продаёт и покупает
Универсальный (GeneralЛошадь и повозка, оружие, одежда, книги, разное; Сумка для материалов (онлайн), Костёр и пайки
Store)(всегда в наличии); верстак каменщика
Оружейник (Weaponsmith) / Оружие (иногда броня) / броня (иногда оружие); луки и стрелы; кузница и наковальня (часть X)
Бронник (Armorer)
Ломбард (Pawn Shop)Всё подряд, единственный покупает прочие предметы; инструменты собирательства; ювелирный верстак
Ювелирный (Gem Store)Украшения для 12 слотов; ювелирный верстак
Алхимик (Alchemist)Ингредиенты, иногда зелья; алхимическая станция (часто без вывески)
Одежда (Clothing Store)Одежда; ткацкий станок
Книжный (Bookstore)Книги — купить и продать
Мебельный (FurnitureМебель; верстак плотника
Store)
Таверна (Tavern)Комнаты, еда и питьё, задания
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Каждый торговец покупает только своё: оружие ювелиру или книги оружейнику не продать.

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Состояние при продаже: точная формула

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Cоценка = Cтекущее, если нет отметки находки или Cтекущее ≤ Cнайденное;

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иначе Cоценка = Cнайденное + trunc(min(Cсаморемонт, Cтекущее − Cнайденное) / 3).

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В формуле используются очки прочности; процент вычисляется затем. Cсаморемонт — накопленное восстановление допустимыми личными способами. При максимуме 100, находке 47, текущем 77 и саморемонте 30 оценка равна 57. Покупная вещь дополнительно защищена от перепродажи дороже оплаченной цены; реальные улучшения (например, камень, заточка или перековка) учитываются отдельно.

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Процветание поселения (Prosperity)

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Поселение получает P от 0 до 100. Покупная цена и предложение торговца реагируют по-разному: крайнее процветание удешевляет покупку, а лучшие обычные условия продажи — около среднего P. Применяются также регион, магазин, торг и местная власть.

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множитель_покупки = 1 − 0,25 × (P − 50)/50

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множитель_продажи = 1 − 0,25 × abs(P − 50)/50

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PСостояниеПокупкаПродажа
0Destitute×1,250×0,750
25Struggling×1,125×0,875
50Steady×1,000×1,000
75Thriving×0,875×0,875
100Booming×0,750×0,750
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Точные границы: Destitute 0–14, Struggling 15–34, Steady 35–64, Thriving 65–84, Booming 85–100. В комбинированной формуле с властью множитель покупки не ниже 0,70; продажа не превышает соответствующее предложение покупки. Например, базовая цена до процветания 1 000 при P=75 становится 875 до дальнейших применимых округлений. Активность последних 14 дней затухает с весом 0,8 за день. Её вклад равен 30A/(A+150), где A — взвешенная активность: дозор 1, торговля 4, отражённый набег 20, морская торговля 2. При A=150 вклад +15; он приближается к +30, но не достигает его за конечное A. Дневные пределы на аккаунт и город: 30/10/1/10 соответственно. Есть календарные циклы, размер города, последствия набега и морские пути. Это не персональная репутация NPC.

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Рынок игроков и прямой обмен ОНЛАЙН

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Часть VII · 2 мин чтения
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Рынок — вкладка на каждой Доске объявлений (Notice Board) рядом с «Объявлениями» и «Работой».

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РазделыКупить: Материалы, Изготовленное, Аукционы, Товары. Продать: Заказы на покупку, Мои лоты. История (медианы цен за 7 дней, «Ваши сделки» — последние 20).
Лот1–5 000 единиц по 1–1 000 000 за штуку; до 30 лотов, каждый не дороже 10 000 000. Лот висит 72 часа на всех досках региона; непроданное возвращается.
КомиссииЛот за серебро — сбор 1% стоимости; лот за золото — без сбора. С продажи удерживается налог 5%, деньги приходят сразу.
ДоставкаЛот своего региона — ваш сразу. Из другого — курьер: 15 минут + минута за каждые 10 пикселей карты, плюс плата за доставку («В пути»).
ВалютаКаждый лот — либо за серебро, либо за золото; проверяйте перед покупкой. Товар, купленный за серебро (и вещи из него), продаётся только за серебро. Собранное и сделанное из своего или купленного за золото — за любую валюту. Материалы из рюкзака, которых вы не собирали и не брали из Хранилищ, продаются только за золото; «россыпь» из Хранилищ на рынок не выставляется (гл. 65).
БлокировкиС 0.0.192 копия вещи, найденная сервером, блокирует только саму вещь: её нельзя продать, передать или выбросить, но можно держать в повозке и своём хранилище. Нарушение правил замораживает торговлю персонажа до следующего чистого сохранения; на третий раз — на 7 дней, дальше — на 30 дней (гл. 24).
Региональные материалыФирменный материал региона дёшев дома и дорог на чужбине.
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Прямой обмен: через меню игрока (F или удерживать E). Нельзя передавать квестовые и привязанные вещи, некоторые награды боссов, Сумку для материалов (пока в ней что-то есть) и другие привязанные к аккаунту предметы. Аккредитивы показывают свою стоимость. Кошелёк или аккредитив больше 2 147 483 647 золотых помечается как подделка и блокирует торговлю.

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Покупка при задержке ответа

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Покупка у торговца другого игрока теперь повторно согласуется с сервером по сохранённому запросу и не должна выбрасывать покупателя на титульный экран из-за одной задержки. Если прежняя оплаченная покупка осталась незавершённой, откройте торговую лавку игрока либо Market на городской Notice Board: игра повторно завершает сохранённую операцию и доставляет предмет. При длительном отсутствии ответа всё ещё возможен выход из сеанса и повторный вход; исправление не гарантирует работу без связи.

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Гильдии и храмы NPC

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Часть VII · 16 мин чтения
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Гильдия магов в Сентинеле
Гильдии и храмы — те же фракции, что в оригинале; в онлайне у них общие ранги и репутация.
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Гильдии игроков — отдельная онлайн-система (часть XI). Здесь — фракции Daggerfall.

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ВступлениеВ Гильдию бойцов, Гильдию магов, храмы и рыцарские ордена вы подаёте заявку: проверяются репутация и навыки из списка гильдии. В Гильдию воров и Тёмное братство — только по приглашению.
Ранги10 рангов, репутация от −100 до +100. Онлайн повышение приходит сразу, как выполнены требования: поговорите с NPC гильдейских услуг в зале. Но не быстрее темпа с даты вступления (см. «Темп репутации»). Понижение, испытательный срок и исключение по-прежнему не чаще раза в 28 дней, онлайн — по личным часам персонажа. Офлайн любой пересчёт ранга — не чаще раза в 28 игровых дней.
Чего не хватаетОнлайн, если требований не хватает, окно гильдии пишет следующий ранг, репутацию против нужной («14 из 20»), какой навык гильдии и до скольких поднять (с вашим лучшим навыком гильдии), второй навык на нижнем пороге и список навыков гильдии.
Испытательный срокС 0.0.203 зал объясняет «долг» репутации: она уже заработана и приходит не больше 15 в реальные сутки; награды за задания того же дня добавляются к долгу, а не к текущей репутации. Члена на испытательном сроке больше не исключают из-за репутации, которую гильдия ему ещё должна, — испытание продлевается. Онлайн зал гильдии и страница Standing заранее предупреждают о пересмотре, который даст испытательный срок или понизит ранг: когда и почему. На испытательном сроке при пересмотре: репутация ниже −10 — исключение, ниже 0 — ещё 28 дней испытания, 0 и выше — испытание заканчивается. Следующий ранг заканчивает его раньше.
Сообщения о репутацииКаждое изменение репутации с гильдией пишется в чат, например «Standing: Mages Guild +25 (now 40, 10 more to come)». Зал и страница Standing показывают, сколько ещё «должны» (темп 15 в сутки, сутки — с полуночи UTC). Если награда за задание больше дневного темпа, игра скажет, сколько придёт позже; при 100 — что остальное сгорает.
Задания Гильдии маговОнлайн «Guard the Guild» дают с репутацией 10, «Protect an Honored Mage» — с 20, как написано в самих заданиях; новичкам их больше не предлагают.
Возвращение после исключения0.0.224: задания гильдии «как посторонний» доступны всегда, каждое даёт +5 репутации. Отрицательная репутация сама возвращается на 1 очко за 7 дней по часам персонажа — отдых и поездки тоже считаются, а онлайн и время вне игры. Онлайн задания и восстановление вместе дают не больше 15 в реальные сутки (сутки сменяются в полночь UTC); задание из «главы» (chapter writ) даёт ещё +2 сверх предела. Если зал гильдии в этом регионе закрыт на Сезон, задания дают её залы в других регионах. Кроме репутации, для вступления нужны навыки гильдии: один на уровне 1-го ранга и второй пониже — зал скажет, каких не хватает. Страница Standing показывает, сколько заданий осталось до вступления.
ИсключениеЧлен на испытательном сроке исключается, если репутация падает ниже −10. По умолчанию (Roleplay & Realism) воры и убийцы могут исключить за плохую работу, а уход из них посылает за вами отряд. Вступление в Гильдию воров ставит минимум репутации 2: один проваленный заказ можно пережить.
Темп репутации ОНЛАЙНОнлайн репутацию со всеми 22 фракциями гильдий NPC (гильдии, храмы, рыцарские ордена) хранит сервер. С каждой она растёт не больше чем на +15 за реальные сутки — это три задания по +5. Сутки считаются по UTC: новые начинаются в 03:00 по Москве. Лишнее не сгорает: оно копится и зачисляется в следующие сутки, когда вы заходите в игру, — по тем же 15 в день. Потери не ограничены и списываются сразу, сначала из накопленного. Пропуск игрового времени на лимит не влияет. Итого онлайн — около полутора рангов (15 репутации) в реальные сутки. Темп с вступления : повышение не обгоняет то, что +15 в сутки дали бы с дня вступления (он считается первым днём): в 1-й день — до 2-го ранга, во 2-й — до 4-го, в 3-й — до 5-го, в 4-й — до 7-го, с 5-го — до 8-го. Репутация, набранная до вступления (например, задания для гильдии до членства), засчитывается, но ранги приходят по этому темпу. Зал пишет, когда возможно ближайшее повышение («Earliest promotion: in N days»).
Высшие ранги ОНЛАЙНОнлайн 9-й и 10-й ранги (по таблице ниже) — это места отделения гильдии в регионе: 1 Мастер (10-й ранг) и 3 офицера (9-й). Без места ранг останавливается на 8-м. На 8-м ранге зал прямо говорит, что следующий ранг — место отделения; услуги, доступные только с места (Teleport в Гильдии магов, призыв у Зенитара), так и пишут на любом ранге, а рыцарю сообщают, что место не даёт дома. Если ранг удержан на 8-м, открывается страница подсказок Guild Chapters. Места раздаёт еженедельный «Поворот» (воскресенье, 18:00 UTC — 21:00 по Москве) тем, у кого больше всего Merit за последние 4 недели. Претендовать могут члены с репутацией 80+, 14 реальными днями в гильдии и аккаунтом старше 7 дней; на аккаунт — одно место в гильдии. При равном Merit место остаётся за тем, кто его занимает.
Merit ОНЛАЙНРабота на отделение за неделю: 100 — за свой заказ отделения («Your chapter writ» на доске объявлений, вкладка Work; один в день), выполненный своими материалами (купленные Merit не дают); доля от 50 — за каждый закрытый Прорыв Дагона или отбитый набег в регионе отделения. Засчитывается после 7 дней в гильдии; не больше 600 в неделю на аккаунт в каждом отделении и только в одном отделении каждой гильдии за неделю.
ПРОПУСК ВРЕМЕНИ И РАНГИ ГИЛЬДИЙ
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  • Офлайн 28 дней между сменами ранга — это игровые дни. Их приближают отдых, ожидание (Loiter) и путешествия.
  • Онлайн время тоже можно «промотать». Разработчики подтвердили (и это видно в коде), что ожидание ранга в гильдии
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  • Но с 15.10 онлайн-повышение не ждёт 28 дней вовсе, так что для повышения проматывать время не нужно: темп с даты
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  • Репутацию пропуск времени не даёт: её приносят задания и события, а онлайн-лимит +15 считается по реальным суткам.
  • Офлайн-персонаж, перенесённый в онлайн (Bring online) после 8.10.2026, приходит с репутацией не выше 40 в каждой гильдии;
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Требования к рангу

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Для ранга нужны репутация и два навыка из списка гильдии: один не ниже «высокого» порога, второй — не ниже «низкого». Считаются постоянные значения навыков: зачарованные предметы ранг не поднимут.

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Ранг12345678910
Репутация ≥0102030405060708090
Навык 1 ≥22233139475563717987
Навык 2 ≥45913172125293337
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Пример: в Гильдию магов нужна одна школа на 22 и любая другая школа из списка на 4+. Для 5-го ранга — школа 47, вторая 17 и

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репутация 40.

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ГильдияНавыки для ранга
Гильдия бойцовСтрельба, Топор, Дробящее (Blunt Weapon), яз. великанов, Рукопашный бой (добавлен в DFO), Длинные клинки (Long Blade), яз. орков, Короткие клинки (Short Blade)
Гильдия маговИзменение (Alteration), Разрушение (Destruction), Иллюзия (Illusion), Мистицизм (Mysticism), Восстановление (Restoration), Тауматургия (Thaumaturgy)
Гильдия воровУдар в спину (Backstabbing), Лазание (Climbing), Взлом (Lockpicking), Карманные кражи (Pickpocket), Короткие клинки, Скрытность (Stealth), Знание улиц (Streetwise)
Тёмное братствоСтрельба, Удар в спину, Лазание, Крит. удар (Critical Strike), яз. даэдра, Разрушение, Короткие клинки, Скрытность, Знание улиц
Рыцарские ордена (всеСтрельба, Крит. удар, яз. драконов, Этикет (Etiquette), яз. великанов, Длинные клинки, Медицина (Medical)
10)
Акатош (Akatosh Chantry)Изменение, яз. даэдра, Разрушение, яз. драконов, Длинные клинки, Бег (Running), Скрытность
Аркей (Order of Arkay)Топор, Удар в спину, яз. даэдра, Разрушение, Медицина, Восстановление, Короткие клинки
Дибелла (House ofяз. даэдра, Этикет, Иллюзия, Взлом, Длинные клинки, яз. нимф, яз. орков, Восстановление
Dibella)
Джулианос (School ofИзменение, яз. даэдра, яз. импов, Взлом, Мистицизм, Короткие клинки, Тауматургия
Julianos)
Кинарет (Temple ofСтрельба, Лазание, яз. даэдра, Разрушение, Уклонение (Dodging), яз. драконов, яз. гарпий, Иллюзия,
Kynareth)Прыжки (Jumping), Бег, Скрытность
Мара (Benevolence ofСтрельба, Крит. удар, яз. даэдра, Этикет, яз. гарпий, Иллюзия, Медицина, яз. нимф, Восстановление, Знание
Mara)улиц
Стендарр (Temple ofТопор, Дробящее, Крит. удар, яз. даэдра, Уклонение, Медицина, Восстановление
Stendarr)
Зенитар (Resolution ofДробящее, яз. кентавров, яз. даэдра, Этикет, яз. великанов, яз. гарпий, Торговля (Mercantile), яз. орков,
Z'en)Карманные кражи, яз. спригганов, Знание улиц, Тауматургия
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Что дают гильдии, ордена и храмы по рангам

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Ранги ниже считаются от 1 до 10, как в таблице требований. Онлайн 9-й и 10-й ранги — это места отделения (офицер и Мастер, гл. 49): их услуги получает только тот, кто держит место. Всё сверено с кодом игры (guildServices.js, guildVariants.js, knightlyGifts.js).

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Общее для всехЗадания — любому. Тренировка — только членам гильдии (храм тренирует и чужих): цена 100 × ваш уровень золотых для члена и 400 × уровень для постороннего, только навыки из списка гильдии и не выше 50. Рыцарские ордена не тренируют вовсе.
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Гильдия бойцов (Fighters Guild)

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РангЧто даёт
1 и вышеТренировка, ремонт у кузнеца гильдии, отдых в зале. Скидка на ремонт — цена × (11 − ранг) / 10: на 1- м ранге полная, на 5-м — 60%, на 10-м — 10%. Награда за задания растёт: × (9 + ранг) / 10 — от 100% на 1-м до 190% на 10-м.
7 (Опекун)Вход в зал в любое время суток.
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Гильдия магов (Mages Guild)

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РангЧто даёт
Не членПокупка заклинаний, опознание вещей, задания.
1 (Ученик)Тренировка, Создатель заклинаний (гл. 36). Если ваш класс не восстанавливает магию (недостаток), гильдия восстанавливает её бесплатно.
3 (Заклинатель)Библиотека.
4 (Колдун)Покупка магических предметов.
5 (Маг)Покупка камней душ.
6 (Чародей)Создатель предметов — зачарование (гл. 45).
7 (Чернокнижник)Призыв принцев даэдра (ниже), вход в зал в любое время.
9 (Мастер-волшебник)Телепорт в любое место, открытое на карте путешествий (город или уже известное подземелье), — бесплатно. Неизвестное подземелье гильдия магов не найдёт: такой услуги у неё нет (см. ниже «Как найти подземелье»). Если включена настройка Travel Options «Платный телепорт» (по умолчанию выключена) — с любого ранга за 200 × (9 − ранг) золотых.
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Гильдия воров (Thieves Guild) и Тёмное братство (Dark Brotherhood)

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РангГильдия воровТёмное братство
1Тренировка, вход в зал в любое времяТренировка, вход в зал в любое время
2—Покупка зелий
3Скупщик: продажа магических вещей (Sell Magic Items)—
4—Варка зелий
5Spymaster — тот, кто знает, где что в регионе—
6—Покупка камней душ
8—Spymaster
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Как найти подземелье

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  • Тёмное братство открывает на карте случайное подземелье текущего региона при каждом повышении.
  • Гильдия воров — при повышении до 7-го и 9-го ранга (онлайн 9-й — место отделения).
  • Spymaster (воры с 5-го ранга, Братство с 8-го) — собеседник, который знает ответ на любой вопрос «где…».
  • Предмет Map из добычи: прочитали — место на карте. Подземелья заданий отмечаются сами; логово ревенанта отмечают слухи (гл. 60).
  • Открытое подземелье доступно телепорту Гильдии магов (9-й ранг) и поездке по карте.
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Источник: systems/guild/guilds.js promotionReveal (ThievesGuild.cs, DarkBrotherhood.cs), guildServices.js.

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Рыцарские ордена (все десять)

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РангЧто даёт
ЛюбойДоспех за каждый ранг у кузнеца ордена: вам предлагают 4–7 частей (кираса, рукавицы, поножи, наплечники, шлем, сапоги) и вы берёте одну. Металл зависит от ранга: 1 — железо, 2 — сталь, 3 — серебро, 4 — эльфийский, 5 — двемерский, 6 — мифрил, 7 — адамантин, 8 — эбонит, 9 — орочий, 10 — даэдрический. Закрыли окно, ничего не взяв, — подарок остаётся за вами. Бесплатные комнаты в тавернах в регионе вашего ордена.
5Бесплатные комнаты в тавернах везде.
7Бесплатный проезд на кораблях.
10Дом от сенешаля (если у вас ещё нет дома и в регионе есть дом на продажу). Онлайн дом не выдаётся: места отделения домов не дают.
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Храмы

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Всем, и членам, и посторонним: задания, тренировка, пожертвования, лечение болезней (250 золотых за болезнь с поправками магазина; онлайн вдвое дешевле; в три праздника — бесплатно). Остальное — с указанного ранга («—» — у храма этой услуги нет):

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ХрамБиблиотекаБесплатное лечениеПокупка / изготовлениедушПризыв даэдра
Акатош32зелья 5 / 6—8
Аркей41зелья 2 / 558
Дибелла53зелья 2 / 6—8
Джулианос13магические предметы 4 / 6—7
Кинарет52заклинания 4 / 7 (Создатель заклинаний)—8
Мара52зелья 3 / 6—8
Стендарр51зелья 3 / 6—8
Зенитар52зелья 2 / 7—9
Камни
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Особые дары храмов (действуют с первого ранга и растут с ним):

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  • Акатош — поездки по карте короче и дешевле: × (96 − ранг) / 100, от 95% на 1-м ранге до 86% на 10-м.
  • Аркей — лечение болезней дешевле: × (11 − ранг) / 10, на 10-м ранге — 10% цены.
  • Стендарр — шанс пережить смертельный удар: (ранг − 1) / 50, до 18% на 10-м ранге; здоровье становится 10% от максимума. Не срабатывает под водой.
  • У Дибеллы, Джулианоса, Кинарет, Мары и Зенитара особого дара нет — только услуги из таблицы.
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Пожертвование храму поднимает репутацию на +1 с шансом floor(2 × сумма / |репутация|) + 1%: при репутации 50 тысяча золотых даёт 41%, при репутации 10 — гарантированно. Сумма больше, чем у вас есть, не принимается.

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Призыв принцев даэдра

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Принц даэдра, явившись, даёт задание; наградой за него обычно служит его артефакт (гл. 44). Вызвать принца можно в трёх местах, и правила у них разные.

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Гильдия маговС 7-го ранга (Чернокнижник). В английских гайдах ранги считают с нуля, поэтому там это «rank 6» — тот же Чернокнижник. Призыв не гарантирован: шанс по формуле ниже, обычно 60%.
ХрамыС 8-го ранга; у Джулианоса — с 7-го, у Зенитара — с 9-го (онлайн это место офицера отделения).
Ковен ведьмЛюбому, членство не нужно. Ведьмы Гленмориля (Glenmoril Witches) всегда вызывают Хирсина, в любой день. Игра проверяет фракцию ведьмы, а не место, поэтому Хирсина вызывает любая ведьма Гленмориля — и в ковене в Ilessan Hills, и в «домашних» ковенах в городах (игроки находили их в Daggerfall, Wayrest, Anticlere и Daenia; дверь открыта только днём). Любой другой ковен вызывает случайного принца дня (кроме Хирсина); выбор меняется раз в день — онлайн раз в день по часам событий, то есть каждые 2 реальных часа.
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Можно ли призывать в любой день ОНЛАЙН

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Да, онлайн — можно. В Daggerfall (и в DFO офлайн) храм и Гильдия магов вызывают только того принца, чей сегодня день, а в остальные 344 дня отвечают «сегодня не день призыва». Онлайн небо идёт медленно (игровой год — около 15 реальных суток), и дождаться нужного дня отдыхом нельзя. Поэтому с 7 октября 2026 года онлайнпризыватель храма и Гильдии магов показывает список всех 16 принцев, и вы сами выбираете, кого вызвать, в любой день. Цена, шанс, вмешательство Шеогората и прочие правила остаются прежними. Ковены этого не получили: у них по-прежнему принц дня, а у Гленмориля — Хирсин.

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Формулы

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цена = 200 000 − 1 000 × ваша репутация у призывателя (гильдии, храма или ковена)
шанс, % = 30 + ваша репутация у самого принца + 30 за погоду
погода: +30 всегда, кроме пяти принцев — Sanguine, Peryite, Boethiah и Nocturnal (+30 только в дождь)
и Sheogorath (+30 только в грозу)
перед броском: 5% (в грозу 15%), что вместо выбранного явится Шеогорат — тогда считается его шанс
СитуацияЦенаШанс
Гильдия магов, ваша репутация 70; принц без условия погоды, репутация у него 0130 00060%
Храм, репутация 100; Nocturnal в ясную погоду100 00030%
То же, но в дождь100 00060%
Ковен ведьм (репутация у ковена 0 — без её заданий)200 00060% (30% у «погодных»)
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  • Золото тратится и при неудаче: вы платите за попытку, а не за результат. Монеты и аккредитивы считаются вместе.
  • Неудача в ковене опаснее: рядом появляются от 1 до 3 даэдра одного вида — лорд даэдра, соблазнительница, даэдрот, огненный или ледяной даэдра. Неудача в храме или гильдии — просто «принц не ответил».
  • Задания ведьм (The Libel, Public Relation, Problems with Vampires и другие) дают по +5 репутации у ковена — и каждое очко удешевляет призыв там на 1 000 золотых.
  • Когда ковен сменит принца: онлайн раз в день по часам событий — каждые 2 реальных часа. Дата, которую показывает клавиша I, тут ни при чём, а отдых, ожидание и поездки смену не ускоряют. Офлайн — с новым игровым днём.
  • Шеогорат может вмешаться в любой призыв — в гильдии, храме и любом ковене, в том числе у Гленмориля: 5%, в грозу 15%.
  • Повторный призыв того же принца бесполезен: он только напомнит, что вы уже встречались, а деньги спишутся. Задание каждый принц даёт один раз.
  • Нет задания в этом регионе. Если задание принца нельзя выдать здесь (например, Hermaeus Mora и Mephala требуют дворца в регионе), золото не списывается: попробуйте в другом регионе.
  • Репутация у призывателя растёт заданиями и пожертвованиями (у храма). Репутация у самого принца обычно 0.
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ПринцДень (офлайн)ПринцДень (офлайн)
Clavicus Vile1 Morning StarHircine5 Midyear
Meridia13 Morning StarVaernima10 Sun's Height
Sheogorath2 Sun's DawnNocturnal8 Hearthfire
Sanguine16 Sun's DawnMalacath8 Frostfall
Hermaeus Mora5 First SeedMephala13 Frostfall
Azura21 First SeedBoethiah2 Sun's Dusk
Peryite9 Rain's HandMehrunes Dagon20 Sun's Dusk
Namira9 Second SeedMolag Bal20 Evening Star
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Источник: systems/daedraSummoning.js (summoningCost, summoningChance, weatherBonus, attemptSummoning,

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summonsByName), scenes/worldModes.js, systems/guild/guildServices.js, guildVariants.js; Daggerfall Unity

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FormulaHelper.CalculateDaedraSummoningCost/Chance.

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Названия рангов

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БойцыУченик, Подмастерье, Мечник, Защитник, Страж, Хранитель, Опекун, Чемпион, Воин, Мастер
МагиУченик, Подмастерье, Заклинатель, Колдун, Маг, Чародей, Чернокнижник, Волшебник, Мастер-волшебник, Архимаг
ВорыУченик, Подмастерье, Воришка, Жулик, Грабитель, Бандит, Вор, Главарь, Вдохновитель, Мастер-вор
Тёмное братствоУченик, Подмастерье, Оператор, Истребитель, Палач, Каратель, Терминатор, Ассасин (Тёмная сестра), Тёмный брат, Мастер-ассасин
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\ No newline at end of file diff --git a/ch-50.html b/ch-50.html new file mode 100644 index 0000000000000000000000000000000000000000..d9299ecabc4564b4e1c999552f39a9ba9be37a03 --- /dev/null +++ b/ch-50.html @@ -0,0 +1,91 @@ + + + + + +Воровство и преступления — DFO Wiki + + + + + +К содержанию + +
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Воровство и преступления

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Часть VII · 7 мин чтения
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Преступления снижают вашу репутацию у закона в регионе. Рискованные дела лучше делать вдали от городов, на которые вы рассчитываете.

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ДействиеКак и с каким шансом
Карманная кражаЛевый Alt → «Украсть» (либо назначенная клавиша), подойти примерно на 3 м и кликнуть по горожанину. Шанс: навык ±5% за уровень разницы, 5–95%. При успехе в 2 из 3 случаев — 1–6 золотых. Одна попытка на человека, тренирует навык в любом случае. Только горожане, не игроки.
Взлом (Lockpicking)Наружная дверь здания: Взлом − 5 × уровень замка, 5–95%. Неудача стоит только времени.
двери
Кража в домеВзятое из шкафов и сундуков частного дома засчитывается Гильдии воров, затем игра решает, видели ли вас: 100 − Карманные кражи + качество здания + вес и число вещей, 5–95%. Заметили — зовут стражу; нет — немного тренируется навык. Берите мало и с высоким навыком.
Кража с полок лавкиТоже засчитывается Гильдии воров, но без броска: никто не замечает и стражу не зовёт.
ПопалисьПри первом ударе стражника предлагают сдаться. Сдались — суд (признание вины уменьшает срок вдвое, штраф снимается один раз). Сопротивление — нападение, убийство — убийство, стражи прибывает больше. Онлайн смерть прекращает погоню: вы просыпаетесь уже не в розыске (наложенные штрафы остаются).
КраденоеС 0.0.202 всё украденное помечается: кража через Steal в открытой лавке, полки закрытой лавки, шкафы и сундуки в чужом доме, грабёж каравана, трюм корабля после абордажа. Продать краденое торговцу можно, но на полку оно уже не вернётся — выкупить и украсть снова не получится. При обвинительном приговоре стража забирает все краденые вещи при вас; оправдание или побег через Гильдию воров их оставляют. Своя вещь, возвращённая в чужое хранилище, краденой не становится. Штраф или епитимья теперь возвращают и отношение горожан.
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Закон, стража и репутация в регионе

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С конца сентября закон в DFO мягче, чем в Daggerfall: стража не «охотится» за плохим именем каждые пару минут, а долги можно погасить. Числа — из кода (src/systems/standing.js, court.js) и документации разработчика (bible/06- Systems/Standing-Arc.md).

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Кого останавливает стража«Известного преступника»: репутация у закона региона ниже −10 или изгнание. Стражник должен вас увидеть (не сквозь стену). Не чаще раза в 2 игровых часа (около 10 реальных минут) в одном регионе; не в бою, не в дуэли, не в морском бою, не во время суда, не в облике зверя и не под невидимостью.
Остановка: три ответаP — заплатить штраф на месте: штраф за Criminal Conspiracy при вашей репутации (520 при −11, 720 при −50, 1 000 при −100; изгнанному — вдвое). Штраф поднимает репутацию на 5 (не выше −10) и даёт сутки покоя. S — пойти добровольно: суд за Criminal Conspiracy, отбытый приговор возвращает списанное. R — отказаться: погоня, как при обычном преступлении.
Первое мелкое нарушениеПопытка взлома, проникновение, бродяжничество (сон на улице) или карманная кража в регионе, где вы не известный преступник, — сначала только предупреждение. Второе такое — уже арест.
Приговор гасит долгОтбытый срок, оплаченный штраф или признание вины возвращают всё, что арест отнял у репутации. Нападение, убийство и измена оставляют половину как метку (убийство: −10 из −20). Оправдание возвращает всё. Одно преступление обвиняют один раз за погоню. Хорошая репутация больше не делает штраф дороже.
Смерть онлайнПрекращает погоню, но обвинения остаются: вернуть репутацию можно только ответив за них.
ИзгнаниеТолько за убийство и измену. Длится 30 дней календаря (онлайн — около 30 реальных часов) или до помилования у жреца пожертвований в храме этого региона: 2 500 золотых, каждое следующее помилование в регионе на 2 500 дороже. Стража в храм не входит.
ПокаяниеУ того же жреца: +5 к репутации у закона региона (не выше 0) за 200 золотых, затем 400, 600 и т. д.
Как ещё вернуть имяОтрицательная репутация (у закона и у гильдий) сама растёт на 1 очко за 7 дней по часам персонажа; онлайн считается и время вне игры. Награда с доски объявлений (гл. 72) — +2 у закона региона, отражённый набег — +5.
Где посмотретьСтраница Standing (улучшенный интерфейс): все регионы, где закон знает ваше имя, с ценой штрафа или помилования и днями до конца изгнания. Каждое изменение репутации пишется в чат.
Оборотень и стражаЗверь сдаться не может: стражник предлагает F — напугать или N — драться. Шанс напугать — 50% ± 5% за каждый уровень разницы между вами и стражником, от 10 до 90%; стража обычно на несколько уровней выше, так что ждите 20–35%. Напуганные убегают, преступление забыто.
Стража защищает городЕсли в городе на вас напал монстр, а вы не в розыске, через несколько секунд приходит стража и бьётся на вашей стороне. Не бейте её: удар по защитнику — нападение. Выключается в Features → «The watch defends the town». Во время набега ваши удары, конь и заклинания проходят сквозь стражу и горожан.
ПРОСТЫМИ СЛОВАМИ
Плохое имя теперь лечится: заплатите штраф стражнику (каждый поднимает репутацию на 5), сделайте покаяние в храме или
просто подождите — минус уходит на 1 очко в неделю. Изгнание — только за убийство и измену, и оно кончается само через 30
дней или покупается помилованием в храме.
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Замки и взлом

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У каждого замка есть «уровень». От него и от навыка Взлом замков (Lockpicking) зависит шанс открыть. Посмотреть на замок (режим осмотра) — игра скажет, насколько он вам по силам: от «This lock has nothing to fear from you» до уверенных подсказок.

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ЧтоУровень замкаШанс и правила
Двери внутри зданий иЗадан картой подземелья; дверь,5 × (ваш уровень − уровень замка) + Взлом, 5–95%. Неудача
подземелийзапертая механизмом, — 16стоит только времени, каждая попытка тренирует навык.
Наружные двери домов иКачество здания / 2, то есть 0–10Взлом − 5 × уровень замка, 5–95%. Уровень персонажа не
лавокпомогает. После неудачи эту дверь можно пробовать снова, только когда навык вырастет выше того, при котором вы провалились.
Сундуки и ящики вКаждый третий заперт, замок 1–15 (уТот же шанс, что у внутренних дверей. Открытый замок
подземельяходного места всегда один и тот же)остаётся открытым; обысканное место можно обыскать снова через 5 игровых часов.
Магический замок20 и вышеНи взломать, ни выбить нельзя: только заклинание Open или ключ по заданию.
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Заклинание Open (Mysticism)Если сработал шанс заклинания, открывает замок с уровнем не выше вашего уровня персонажа — магический (20+) тоже, начиная с 20-го уровня. Заряжается и срабатывает на следующей двери, которую вы активируете. Lock (тоже Mysticism) запирает дверь на ваш уровень.
Выбить дверьУдарьте по двери оружием. Внутри: шанс 20 − уровень замка%, в замке (castle) это делает врагов враждебными. Наружная дверь дома: шанс 25 − уровень замка%; при неудаче в 1 случае из 10 вас замечают — «попытка взлома» (Attempted Breaking and Entering). Выбить уже открытую дверь — в 1 случае из 10 полноценный взлом (Breaking and Entering).
Когда двери запертыЛавки закрываются по часам (онлайн по часам событий), дома простых горожан заперты всегда — их открывает только взлом или задание. Дом, где идёт ваше задание, и залы гильдий для своих не заперты.
Гильдия воровКаждый удачный взлом наружной двери засчитывается в приглашение (10 краж). Неудачный — нет.
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Источник: world/actionSystem.js, systems/buildingLocks.js, systems/searchables.js, systems/mysticism.js,

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scenes/worldModes.js, systems/discovery.js (коммит 399fe16).

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Приглашение в Гильдию воров

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Вы не вступаете — гильдия наблюдает за вами и сама присылает письмо после 10 краж. Засчитываются: карманная кража, при которой вы что-то украли; взлом замка двери здания; кража из контейнеров в чужом доме; кража с полок магазина. Пустой карман и неудачный взлом не считаются. Письмо приходит офлайн через 3 игровых дня после десятой кражи, онлайн — через 24 минуты по личным часам (около 2 минут игры). Доставляют его на улице, не в здании и не в подземелье.

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  1. Возьмите Карманные кражи (Pickpocket) и Взлом в классовые навыки.
  2. Ночью в большом городе пробуйте замки на всех дверях домов: каждый успех засчитывается.
  3. Обчищайте тех, кто ниже вас уровнем (+5% за уровень).
  4. Ждите, отдыхайте или путешествуйте — письмо найдёт вас само.
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Тёмное братство ведёт отдельный счёт до 15, только за убийства: мирный житель даёт 5, стражник 1. Кражи не считаются.

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Отдых онлайн ОНЛАЙН

+
Часть VIII · 3 мин чтения
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Время общего мира нельзя «промотать»: отдых и ожидание двигают только ваши личные часы, поэтому отдых онлайн устроен иначе, чем в офлайне.

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ГдеУ зажжённого костра (свой Костёр, лагерь, жаровня, очаг, огни в подземельях), в кровати (комната таверны, дом, каюта корабля, кровать подземелья на вашем этаже), в гильдейском зале, если он разрешает. Клавиша R. В городе разбить лагерь нельзя.
КакСтойте неподвижно 6 секунд. Отдых прерывается, если появился враг, вас ранили или погас огонь. Когда шкала заполнится, вы за один шаг спите целую ночь — 8 часов по личным часам, восстанавливая здоровье, усталость (Fatigue) и магию.
Как частоПолная ночь — не чаще раза в 10 минут игры (120 минут личного времени). Отдых раньше — «короткий»: лечит, но время не тратит. Плитка HUD «Next night» показывает, сколько ждать.
Насколько лечитНочь у костра, в палатке или в кровати лечит полностью. Пол гильдейского зала — «грубый» отдых. На сложности Hard грубый отдых может вылечить не полностью. Ночью монстры всё равно могут вас найти.
ГруппаУчастники с опцией «Rest with my party» в пределах 15 м засыпают вместе с отдыхающим: у них общий бросок на засаду, засыпают и просыпаются вместе. Ночь каждого идёт по его личным часам. Тех, кто сражается, плавает, сидит в меню или находится в городе, пропускают. В тавернах, храмах и гильдейских залах каждый отдыхает сам.
ПрочееНочь сна — это 8 часов ваших личных часов: за это время идут сроки заклинаний и болезней, растут голод и жажда, а после пробуждения проверяется рост навыков (гл. 23). Перед отдыхом с ядом или болезнью игра предупредит.
Ожидание (Loiter)В окне отдыха нажмите 3 (или L) — «loiter instead». Работает и там, где спать нельзя, например в городе. Длина — до «Maximum Wait Time» (Gameplay → General, от 3 до 12 часов, по умолчанию 3). Ожидание не лечит и двигает только ваши личные часы — так онлайн проматывают дни (гл. 49).
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Костёр (Campfire)

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  • Новый онлайн-персонаж получает многоразовый Костёр. Купить: 40 золотых (онлайн — 20, как товар первой необходимости), всегда в наличии в Универсальных магазинах и ломбардах.
  • Топлива на 8 ночей; каждая ночь сна тратит одну. Поставить бесплатно. Прогоревший костёр остывает, пока его не дозаправят дровами или не поднимут. Меню костра: «Отдохнуть», «Готовить», «Разжечь», «Поднять» (вместе с остатком топлива).
  • Жаровни и очаги горят вечно и бесплатно. Специализация повара Field Cook — ночь у своего Костра без расхода топлива.
  • Костёр, оставленный в подземелье, выходит вместе с вами. Костры и палатки на палубе плывут вместе с кораблём.
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Расходники для отдыха

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Онлайн их продают универсальные магазины и алхимики, они выпадают с врагов (примерно каждый 14-й) и лежат в кучах сокровищ. Спальник (Bedroll) только покупается.

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ВещьЧто делает
Bedroll (спальник)10 ночей. «Грубое» место отдыха везде, где можно поставить лагерь, в подземельях тоже; отдых начинается через 10 секунд. Игроки рядом мешают.
Ember JarОгонь на одну ночь (около 3 часов игрового мира): можно отдыхать и готовить. Поднять нельзя.
Firewood (дрова)+3 ночи топлива Костру (до 8): сначала вашему стоящему рядом, иначе самому пустому в рюкзаке.
Restorative TonicСразу +40% усталости (Fatigue); с Climates & Calories — ещё и на 4 часа меньше потребность во сне.
Meditation Candle3 применения. Зажгите и отдыхайте: 6 секунд на коленях — половина магии назад.
Waking Salts3 применения. Час без штрафов усталости от недосыпа; недосып копится, и в конце добавляются ещё 2 часа. Новую дозу — только после окончания старой.
Sleeping DraughtСледующая ночь — как в кровати, даже на земле.
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Кровать в подземелье на вашем этаже — тоже место отдыха (кроме дворцов). Полоса отдыха лечит по мере заполнения;

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прерванный отдых лечение не отнимает. Повторный отдых до следующей ночи снимает Tired, Drowsy и Exhausted. Ожидание

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(Loiter) онлайн доступно и без костра.

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Источник: src/systems/rest/restItems.js (BEDROLL_CHANNEL_SECONDS 10, EMBER_JAR_MINUTES 180, FIREWOOD_NIGHTS 3,

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TONIC_FATIGUE 0.4, CANDLE_MAGICKA 0.5, SALTS_MINUTES 60).

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Потребности, еда и готовка

+
Часть VIII · 2 мин чтения
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Потребности (мод Climates & Calories) обновляются по минутам вашего личного времени. Пока вы не в игре, время не идёт: после долгого отсутствия персонаж считается сытым, напоенным и отдохнувшим.

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УровеньЧто значит (Features → Climates & Calories)
OffКлассическая игра: потребностей и предметов выживания нет.
Boons (поНичего не отнимается. Сытость даёт Силу и Выносливость, утолённая жажда — Ловкость и Скорость, сон в
умолчанию с 13.10)кровати или у костра — Интеллект и Силу воли, все три сразу — ещё и Удачу (Thriving). Костёр рядом восстанавливает запас сил.
CasualПотребность в «красной» стадии отнимает только запас сил (Fatigue), не ниже половины, и возвращает его, как только вы поели, попили, поспали или согрелись. Здоровье и атрибуты не страдают.
HardПолный мод: потребности ранят и снижают атрибуты, плохая еда вызывает болезнь, сон на земле — скованность.
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Онлайн каждый выбирает уровень сам; мир для всех один. Таверны наполняют бурдюки (Fill your waterskins), напитки полностью

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утоляют жажду; в помещении никогда не холоднее и не жарче, чем снаружи; в жару одежда греет вдвое слабее.

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ПотребностьПороги и числа
Голод«Peckish» через 240 минут после еды, «Hungry» — 720, «Starving» — 1 440
ЖаждаThirsty 50, Parched 80, Dehydrated 100, максимум 150; урон начинается от 120. Сила урона и истощения зависит от сложности
СонБез штрафа 16 часов бодрствования; дальше: усталость (Fatigue) через 4 часа долга, сонливость через 8, истощение через 12, потолок долга — 24 часа
ВлагаСчётчик до 300: дождь и вода мочат, тепло и костёр сушат. Мокнете только тогда, когда дождь или снег действительно падает на вас; слабый дождь мочит медленно. На Hard мокрая металлическая броня ржавеет (5% в минуту, пока вы достаточно мокрый)
ТемператураОпасное воздействие — выше порога 30; вред здоровью — от 50
Вред от средыПроверка раз в 10 минут; урон от погоды незащищённому телу не опускает здоровье ниже 5
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Еда

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ЕдаСвежаяЧёрстваяЗаплесн.ГнилаяПримечание
Пайки (Rations), мясо4 ч2 ч1 ч 201 ч
Жареная рыба3 ч 201 ч 401 ч 0650 мин
Хлеб3 ч1 ч 301 ч45 мин
Сырое мясо1 ч 4050 мин33 мин25 минприготовьте → мясо
Сырая рыба1 ч 3045 мин30 мин22 минприготовьте → жареная рыба
Яблоко, апельсин1 ч30 мин20 мин15 миннемного утоляют жажду
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Еда портится по ступеням (в жару быстрее): чёрствая даёт половину сытости, заплесневелая — треть, гнилая — четверть,

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протухшую не съесть. На обычных уровнях выживания сырое и испорченное — просто плохая еда, на Hard от него можно

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заболеть. Сырое мясо дают убитые животные (даже крысы).

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Готовка: поставьте Костёр из инвентаря (F6) или используйте жаровню или очаг, встаньте в ~4 м, активируйте огонь → «Готовить» → выберите еду. 30 минут на кусок, 15 — со сковородой (Skillet) в рюкзаке. Готовка возвращает еду на одну ступень к свежести. Блюда профессии Кулинария с бонусами — в части X.

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Найденная еда (Foraging)ЗдоровьеУсталость
Рыба+15+5
Яблоко, апельсин+10+5
Гриб+5+10
Яйцо+15+10
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Таверненная еда даёт Well Fed: временно удерживает сытость и жажду; оставшееся время видно на HUD. Точная длительность зависит от еды и режима потребностей. Источники: survival/tavernMenu.js, needs.js.

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Болезни

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Часть VIII · 2 мин чтения
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Болезнь начинается на следующий день после заражения. Каждый день она бросает свой урон и отнимает его у всех названных атрибутов и запасов. Излечение (храм, зелье, заклинание) прекращает болезнь, а лечение потерянного атрибута — нет. Персонаж 1-го уровня заразиться не может. Полный спасбросок против болезни (канал Disease) отражает её целиком. Лечение болезни в храме онлайн стоит вдвое меньше.

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БолезньАтрибутыЗапасыВ деньДлится
Witches' Pox (Ведьмина оспа)STR, ENDHP2–10до излечения
Plague (Чума)STR, WIL, AGI, END, PER, SPD, LCKHP, усталость (Fatigue), MP3–30до излечения
Yellow Fever (Жёлтая лихорадка)WIL, ENDHP5–10до излечения
Stomach Rot (Гниль желудка)—HP1–5до излечения
Consumption (Чахотка)STR, WIL, AGI—2–10до излечения
Brain Fever (Мозговая лихорадка)WIL, PERHP1–5до излечения
Swamp Rot (Болотная гниль)STR, WIL, AGI—2–10до излечения
Caliron's Curse (Проклятие Калирона)STR, AGI, SPD—5–103–18 дней
Cholera (Холера)все 8HP, усталость, MP5–30до излечения
Leprosy (Проказа)все 8HP, усталость5–30до излечения
Wound Rot (Гниение ран)STR, ENDHP2–4до излечения
Red Death (Красная смерть)END, PERусталость2–10до излечения
Blood Rot (Гниение крови)WIL, PERHP5–103–18 дней
Typhoid Fever (Тиф)INT, ENDHP2–10до излечения
Dementia (Слабоумие)INT, WIL, PER—2–10до излечения
Chrondiasis (Хрондиаз)INTMP5–10до излечения
Wizard Fever (Лихорадка волшебника)INTMP2–43–18 дней
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Самые опасные — холера и проказа (все 8 атрибутов и до 30 в день) и чума. Проклятие Калирона, Гниение крови и Лихорадка волшебника проходят сами через 3–18 дней, если их пережить. Вампиризм и ликантропия до превращения тоже считаются болезнью, но живут по своим правилам: шансы заражения, сроки, силы и слабости, все способы лечения и их цены — в гл. 54.

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Вампиризм и ликантропия

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Часть VIII · 13 мин чтения
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Вампиризм и ликантропия (оборотничество) — «проклятия крови». Сначала они ведут себя как болезнь: вас кусают, несколько дней зараза дремлет, и её ещё можно дёшево вылечить. Потом наступает превращение, и вы становитесь вампиром, оборотнем-волком или вепрем-оборотнем, со своими силами и слабостями. Всё в этой главе взято из кода игры (коммит 20f5f2a, 16.10.2026): правила заражения, превращения и лечения, а также сценарии заданий на излечение. Цены посчитаны теми же формулами, что и в игре.

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Кто заражает и с каким шансом

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Ударов за
Кто кусаетУр.атакуШанс за ударЧем заражаетЧем его бить
Оборотень (Werewolf)8до 3 (когти)0,6%ликантропия — волксеребро и лучше
Вепрь-оборотень (Wereboar)8до 30,6%ликантропия — вепрьсеребро и лучше
Вампир (Vampire)1710,6%вампиризм; ещё 1,4% — чума, если не спасёт серебро и спасбросоклучше
Древний вампир (Ancient2010,6%вампиризм; ещё 1,4% — чумамифрил и
Vampire)лучше
Уровни — онлайн-значения (гл. 56). Оружие слабее нужного металла не бесполезно: оно теряет 20% урона за каждую недостающую ступень (гл.
27).
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  • Бросок делается за каждый удар монстра, который попал, — ещё до брони и щита. Поэтому броня и щит шанс заражения не снижают, они снижают только урон. Заражений меньше, когда меньше пропущенных ударов: уклонение (Dodging), невидимость, бой на расстоянии, быстрое убийство.
  • Заражаются только персонажи 2-го уровня и выше. Иммунитет и сопротивление болезням (раса, класс, заклинания) от укуса не защищают.
  • Заражают только эти четыре монстра. Враги-люди и другие игроки (в том числе игрок в облике оборотня) не заражают.
  • Повторный укус того же вида ничего не меняет: срок не начинается заново. Волк и вепрь исключают друг друга — действует первый укус. Вампиризм и ликантропию можно подхватить одновременно: побеждает то, чей срок наступит раньше, а второе заражение исчезает при превращении. Того, кто уже превратился, заразить нельзя.
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Попавших ударов102550100200
Шанс хотя бы одного заражения5,8%14%26%45%70%
У оборотня и вепря в одной атаке до трёх ударов, поэтому риск с ними растёт втрое быстрее, чем с вампиром.
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От укуса до превращения

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УкусНичего не видно: ни сообщения, ни значка болезни на HUD.
СонВ первую полночь по личным часам после дня укуса показывается сон (видеоролик). Это единственный признак заражения.
ПревращениеВ четвёртую полночь после дня укуса, то есть через 3–4 личных дня, — но только если сон уже был показан и закрыт. Оборотень превращается сразу. Вампир видит ролик «смерти»: отдых, если вы спали, прерывается, личное время прыгает примерно на 14 дней вперёд, и вы просыпаетесь в склепе случайного кладбища текущего региона с сообщением «Death is not eternal». Онлайн небо при этом не двигается, так что проснуться можно и днём.
Сколько это онлайн ОНЛАЙНСроки идут по личным часам (гл. 6): личный день — это 2 часа игры, то есть превращение наступает через 6–8 часов игры. Отдых и путешествия тратят личное время: час отдыха длится около 0,45 секунды, и четыре дня отдыха превращают вас меньше чем за минуту.
Клан вампираОпределяется регионом, где вас укусили, а не тем, где вы превратились. Если в данных региона клана нет — Lyrezi.
Что даёт само превращениеЛечит все болезни, яды и потерянные атрибуты и заполняет здоровье, усталость (Fatigue) и магию. Действующие усиления остаются.
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Лечение до превращения

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Пока вы не превратились, заражение — это болезнь, и его снимает обычное лечение болезней. Одно правило: сначала снимаются обычные болезни. Если вместе с укусом вы подхватили, например, чуму, первое лечение снимет чуму, а укус останется — лечитесь второй раз.

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СпособГде и условияЦена онлайн
Cure Disease в храмеУ жреца-лекаря в любом храме. Вступать в храм не нужно.≈95–255 золотых (таблица ниже). Бесплатно 15 Morning Star, 7 First Seed и 7 Second Seed; вдвое дешевле 15 Evening Star
Зелье Cure DiseaseСрабатывает всегда. Продаётся у торговцев зельями; варится с ранга 25 алхимии из Fig (юж.), Big Tooth и Elixir Vitae (гл. 66). Зелье Purification (лечит болезни, яды и раны) тоже подходит.Базовая цена 100 (Purification — 500); на прилавке примерно 30– 100
Своё заклинание CureСрабатывает с шансом самого заклинания. Заклинание другого игрокаМагия
Diseaseукус не снимает — только обычные болезни. Так никто не отнимет у вас проклятие, которое вы решили оставить.
Heal Curse в храмеТоже снимает заражение, но дорого (см. «Лечение после превращения»).≈12 000
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Праздники идут по календарю неба: игровой день там длится реальный час, а год — 15 реальных дней. Значит, бесплатный день

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длится один реальный час и повторяется раз в 15 дней.

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цена Cure Disease = 250 × число болезней × индекс региона / 1000 × 2 × (1 + (качество храма − 10) / 100)
→ торг (Торговля и Обаяние, как в магазине, гл. 47) → онлайн ÷ 2, с округлением вверх
Торговля / ОбаяниеОнлайнОфлайн
5 / 40173345
30 / 50153306
Торговля / ОбаяниеОнлайнОфлайн
60 / 60130259
90 / 80104207
100 / 10094187
Одна болезнь, храм качества 10, индекс региона 1000. Храм качества 5 — ×0,8, качества 15 — ×1,22, качества 20 — ×1,48; индекс 750 — ×0,75, 1250
— ×1,25. Членам храма Аркея скидка по рангу: на 1-м ранге полная цена, каждый следующий ранг даёт −10%, на 10-м — 10% цены.
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Вампир

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СилыСлабости
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  • +20 к Силе (STR), Силе воли (WIL), Ловкости (AGI), • Солнце ОНЛАЙН: днём (06:00–18:00 по небу) на улице те
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Выносливости (END), Обаянию (PER), Скорости (SPD) и Удачеже семь атрибутов не +20, а −20; ниже 1 они не опускаются.
(LCK) — ночью, в помещениях и под землёй. Клан AnthotisПод поднятым капюшоном на солнце — 0. Солнце больше
получает ещё +20 к Интеллекту (INT).не обжигает.
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  • +30 к Прыжкам (Jumping), Бегу (Running), Скрытности • Святые места: в храмах — 12 урона каждые 4 минуты
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(Stealth), Критическому удару (Critical Strike), Лазаниюигрового времени. По особенности оригинального кода то
(Climbing) и Рукопашному бою (Hand-to-Hand) — всегда.же действует в зданиях тренеров Гильдии бойцов (Fighter Trainers).
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  • Иммунитет к параличу и болезням.
  • Голод: кормлением считается любая ваша атака, которая
  • В полную силу вас ранит только серебро и лучше: оружие
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  • Путешествие по карте днём нельзя начать с непокрытой
  • Заклинания проклятия: Levitate, Charm Mortal, Calm
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  • С Climates & Calories вам не нужны еда, вода и сон. на кукле, пока капюшон не поднимется.
  • Гильдии (0.0.223): Тёмное братство и Гильдия воров
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КланЗаклинания клана
Anthotis— (вместо них +20 к Интеллекту)
GarlythiShield
HaarvenuIce Storm, Wildfire
KhulariParalysis
Lyrezi (клан по умолчанию)Silence, Invisibility
MontalionRecall
SelenuResist Cold, Resist Fire, Resist Shock
ThrafeyHeal
VrasethNimbleness
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Задания клана. Онлайн каждые ~2 минуты игры (24 минуты личного времени), пока у вас нет задания клана, игра с шансом 50% присылает письмо (офлайн — раз в 38 дней). Первое — «The Rite of Acceptance»: убить вампира чужой линии в ближнем подземелье за указанный срок и вернуться к посланнику клана за наградой (кольцо). Дальше идут задания клана по вашему уровню. При излечении все они заканчиваются.

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Оборотень и вепрь-оборотень

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Волк и вепрь различаются только обликом и звуками, правила у них одинаковые.

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ПревращениеЗаклинание Lycanthropy в книге (5 магии, удалить нельзя). В зверя — не чаще раза в сутки личного времени, обратно — в любой момент. Превращение полностью лечит, но тоже не чаще раза в сутки ОНЛАЙН .
Силы зверя ОНЛАЙН+40 к Силе, Ловкости, Выносливости и Скорости; +30 к Плаванию (Swimming), Бегу, Скрытности, Критическому удару, Лазанию, Рукопашному бою и Прыжкам. Онлайн они действуют только в облике зверя; в человеческом облике вы обычный персонаж (в Daggerfall бонусы действовали всегда).
Когти ОНЛАЙНБьют как Рукопашный бой. Латные рукавицы добавляют урон своего металла: эльфийские +1 … даэдрические +6. Железные, кожаные и кольчужные не добавляют ничего.
ЗащитаИммунитет к болезням в обоих обликах. Зверя в полную силу ранит только серебро и лучше (слабее — −20% за ступень); в человеческом облике — любое оружие.
Ограничения зверяОружие из рук снимается; рюкзак, разговоры и торговля недоступны. Преступления не записываются, новые прохожие на улицы не выходят.
Стража ОНЛАЙНСдаться нельзя, но можно зарычать: стражник убегает с шансом 50% + 5% за каждый ваш уровень выше его (от 10 до 90%). Городская стража на 3–6 уровней выше вас, поэтому обычно шанс 20–35%.
Полнолуние ОНЛАЙНПока полная луна на небе, вы в облике зверя. Онлайн — с 18:00 даты полнолуния до 06:00 по небу, это около 30 минут реального времени. Массер и Секунда полнеют раз в 32 дня каждая, с разницей в 4 дня: две такие ночи с промежутком около 4 реальных часов, затем перерыв около 28 часов. Офлайн — весь день полнолуния.
Жажда кровиЕсли 30 дней личного времени (около 60 часов игры) не убивать «невинного» — мирного жителя или городского стражника, — появляется «You need to hunt the innocent», и максимум здоровья падает на 24 в сутки, до 4. Одно такое убийство сразу снимает штраф.
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Лечение после превращения

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После превращения обычное лечение болезней бесполезно: у вас иммунитет. Смерть онлайн проклятие тоже не снимает. Остаются четыре способа.

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1. Heal Curse — в любом храме

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ГдеУ жреца, который лечит болезни: в его меню под Cure Disease есть вторая строка Heal Curse (клавиша H). Вступать в храм не нужно.
Цена12 000 × индекс региона / 1000 × (1,10 − качество храма / 100). Торг, праздники, скидка Аркея и онлайн-полцены не действуют. Платить можно золотом и аккредитивами.
Что снимаетПроклятие целиком: все его силы и слабости, заклинания проклятия, задания клана и задания на излечение. Вампиру возвращается книга гильдий смертного. Обычные болезни не трогает. Заражение до превращения тоже снимает, но для него хватит Cure Disease.
ВампируВ храме вас обжигает (12 урона каждые 4 минуты) — приходите с запасом здоровья и не задерживайтесь.
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Индекс регионаКачество 5101520
7509 4509 0008 5508 100
100012 60012 00011 40010 800
125015 75015 00014 25013 500
Чем лучше храм, тем дешевле обряд (у обычного лечения наоборот). Индекс региона — тот же, что у цен в магазинах (гл. 47).
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2. Задание «Cure for Lycanthropy» — для оборотня и вепря

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Как начинаетсяВ рюкзаке появляется письмо охотника на оборотней. Онлайн игра каждые ~2 минуты игры с шансом 29% присылает его, пока такого задания нет (офлайн — раз в 84 дня). Повторное письмо придёт не раньше чем через неделю после окончания прежнего задания.
СрокОхотник ждёт 60 дней; онлайн это сыгранное время (день задания — 2 часа игры), около 120 часов. Потом на вас охотятся рыцари, а через 7–28 дней задание заканчивается.
Шаг 1Жрец (Cleric) в храме, который назван в письме. Он спрашивает, готовы ли вы ради излечения передать проклятие другому.
«Да» — излечениеАлхимик за 1 000 золотых монетами (аккредитивы не считаются) готовит флакон вашей крови. Нужный жрецу человек — последний из рода «спящих» оборотней; местные жители расскажут, что он умер, а его ребёнок живёт в другом доме. Отдайте ребёнку кровь: вы излечены, законная репутация в регионе −10, а ребёнок превращается в вепря-оборотня (если убить его — ещё −20).
«Нет»Жрец советует найти книгу о ковене: страница из неё лежит в одном подземелье, карта — в другом, и карта открывает ковен Glenmoril в Ilessan Hills. Само задание в этой ветке не лечит; у ковена можно вызвать Хирсина или взять задания ведьм (способ 4).
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3. Задание «Cure for Vampirism» — для вампира

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Как начинаетсяПисьмо охотника на вампиров. Онлайн — с шансом 22% каждые ~2 минуты игры, пока такого задания нет (офлайн — раз в 84 дня с тем же шансом).
СрокОхотник ждёт 3–5 дней (онлайн 6–10 часов игры). Потом рыцари охотятся на вас ещё 7– 28 дней, и задание заканчивается.
Шаг 1Найдите высокопоставленного вампира вашего клана — его имя и город указаны в письме. Он спросит, показать ли ему письмо.
«Показать»Вы выдаёте охотника. Клан благодарен, но путь к излечению закрыт.
«Не показывать»Он назовёт двух старейшин и их логова: один из них ваш «кровный отец» (bloodfather), другой — просто старейшина. Ещё он даст браслет для Хранителя рода, который скажет точно, кто из двух отец. Отнести браслет нужно за 1–3 дня (онлайн 2–6 часов игры), иначе оба вампира исчезнут, репутация с кланом упадёт на 15, а по ночам будут приходить вампиры-мстители.
ФиналУбейте кровного отца — древнего вампира, нужен мифрил или лучше. Вы излечены, репутация с кланом −20. Убийство другого старейшины даёт −20 к репутации без излечения. Даже без браслета можно убить обоих: один из них точно ваш отец.
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4. Ведьмы: задание «A Special Mixture»

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Одно из случайных заданий ведьм в ковене; хватает репутации 0. Ведьма даёт зелье, которое нужно отнести магу в Гильдию магов за награду. Если зелье выпить (использовать в рюкзаке), оно снимает и вампиризм, и ликантропию («You feel strange»), но награды тогда не будет. Пока вы несёте зелье, по ночам на вас охотятся оборотни, вепри и вампиры — и могут заразить снова. Заражение до превращения это зелье не лечит.

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Сколько стоит излечение

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КогдаСпособЦена онлайнЧего ещё это стоит
До превращенияCure Disease в храме Зелье Cure Disease≈95–255; в три праздника бесплатно ≈30–100 на прилавке— —
КогдаСпособ Своё заклинание Cure DiseaseЦена онлайн магияЧего ещё это стоит может не сработать
После превращенияHeal Curse Задание охотника (оборотень) Задание охотника (вампир) Ведьмы: A Special Mixture≈12 000 (от ~8 000 до ~16 000) 1 000 монетами бесплатно бесплатновампиру — урон в храме законная репутация −10; ребёнок становится вепрем бой с древним вампиром; репутация с кланом −20 и больше задание выпадает случайно; ночные нападения, нет награды
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Что онлайн устроено не так, как в Daggerfall ОНЛАЙН

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  • Срок заражения, голод вампира, «раз в сутки» оборотня и жажда крови идут по личным часам: отдых и путешествия их приближают.
  • Солнце не обжигает вампира: днём под солнцем −20 к атрибутам, а капюшон от этого защищает.
  • Силы оборотня — только в облике зверя; превращение лечит раз в сутки; когти получают урон металла рукавиц.
  • Полнолуние держит в облике зверя одну ночь (около 30 минут), а не весь день.
  • Стража: вместо сдачи — рык, который может её спугнуть.
  • Новая услуга храма — Heal Curse.
  • Письма с заданиями на излечение приходят через минуты игры, а не раз в 84 дня.
  • Лечение болезней сначала снимает обычные болезни; чужое заклинание Cure Disease укус не снимает.
  • Смерть не снимает ни болезни, ни проклятие.
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Смерть и возрождение

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Часть VIII · 2 мин чтения
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Что происходитОнлайн смерть не уничтожает персонажа (если род не «Кровная линия», гл. 17). Вы входите в онлайн-состояние смерти: ждёте воскрешения от товарища или возрождаетесь сами.
Потеря золотаПри самостоятельном возрождении: floor(золото в кошельке / 10) — 10% с округлением вниз (9 → 0, 100 → 10, 1 009 → 100). Сумма фиксируется в момент смерти, экран смерти показывает её точно. Банк в безопасности. Для убийства игроком в открытой зоне действует также доля аккредитивов (гл. 74).
ВоскрешениеЗаклинание Воскрешения в группе возвращает игрока на место гибели и при обычной смерти отменяет потерю золота; уже выпавшую PvP-долю не возвращает. Спасает и персонажа Кровной линии. Если смерть уже засчитана, заклинатель получает сообщение «… has fallen for good» и не теряет магию. Окно: экран смерти онлайн держится 60 с, в Дикой зоне — 120 с; воскрешение от товарища по группе принимается до 150 с (REZ_HOLD_S, в патчноуте — «до двух минут»). Смерть держит сервер, поэтому перезагрузка, закрытая вкладка или другое устройство её не отменяют.
Где возрождаетесьВ безопасном месте: город, храм, кладбище, выход из подземелья. После смерти в подземелье вы просыпаетесь у его двери. Здоровье и усталость (Fatigue) возвращаются до защитного минимума — это не полный отдых. Паралич, немота и вытягивание усталости или магии снимаются, болезни остаются.
ПогоняСмерть прекращает розыск стражи (наложенные штрафы остаются).
Дикая зонаВ Wrothgarian Mountains и открытом Eltheric Ocean вещи выпадают только при смерти,
+

засчитанной игроку. Денежная доля — 10%; ожидание 2 минуты. Подробности в гл. 74

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РевенантыЭлитный враг или Чемпион 3+ уровня, убивший вас, может стать вашим «ревенантом» и вернуться охотиться (онлайн — с Renown 10). Онлайн он забирает одну вещь, которую можно вернуть (гл. 60).
и 78.
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Бестиарий

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Часть IX · 6 мин чтения
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Маг — враг-человек
Классовые враги носят снаряжение по рангу и уровню: таблицы в главе 58.
+ +

Здесь приведены базовые строки актуальной комбинации Daggerfall Enemy Expansion (DEX) и MUDEX, загруженной онлайн. Они заменяют прежний отдельный справочник Meaner Monsters. После создания врага здоровье и урон могут дополнительно меняться из-за места, группы, ранга, вашего развития и PvP-зоны (гл. 59, 69, 74, 78). «Броня ×5» — вклад монстра в формулу попадания, а не процент поглощения. Диапазоны описывают базовую атаку; специальные умения считаются отдельно.

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Существо / IDУр.HPБазовый уронБро ня×5Металл
Крыса (Rat) [0]115–251–2840—
Имп (Imp) [1]211–182–15315сталь
Гигантская летучая мышь25–151–4420—
(Giant Bat) [3]
Паук (Spider) [6]220–504–10630—
Спригган (Spriggan) [2]312–261–10210—
Медведь гризли (Grizzly450–1001–20735—
Bear) [4]
Саблезубый тигр440–808–25210—
(Sabretooth Tiger) [5]
Гигантский скорпион415–7010–15210—
(Giant Scorpion) [20]
Кентавр (Centaur) [8]514–465–15630—
Зомби (Zombie) [17]560–1001–5735—
Орк (Orc) [7]630–608–15525—
Нимфа (Nymph) [10]615–501–500серебро
Рыба-убийца715–502–12630—
(Slaughterfish) [11]
Оборотень (Werewolf) [9]825–508–3015серебро
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гл. 54)

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Гарпия (Harpy) [13]816–855–15210двемерс кий
Вепрь-оборотень880–1205–25735серебросеребро ×2; заражает
(Wereboar) [14]ликантропией (0,6% за удар,
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гл. 54)

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Орк-сержант (Orc940–10010–30210—
Sergeant) [12]
Скелет-воин (Skeletal917–665–15210—
Warrior) [15]
Существо / IDУр.HPБазовый уронБро ня×5Металл
Великан (Giant) [16]10150– 20010–30315—
Дреуг (Dreugh) [41]1019–6612–24315—
Призрак (Ghost) [18]1117–6610–3500серебро
Ламия (Lamia) [42]1322–7410–2000—
Горгулья (Gargoyle) [22]1419–8210–1500мифрил
Мумия (Mummy) [19]15120– 1905–15-2-10серебро
Орк-шаман (Orc Shaman)1550–1108–30630—
[21]
Дух (Wraith) [23]1530–9020–4500серебро
Огненный атронах (Fire1625–13015–30630—
Atronach) [35]
Железный атронах (Iron1625–1305–15-4-20—
Atronach) [36]
Атронах плоти (Flesh16100–5–15630—
Atronach) [37]300
Драконыш высокого1614–425–15630—
уровня (Dragonling, high
level) [40]
Морозный даэдра (Frost1725–13015–50-3-15мифрил
Daedra) [25]
Огненный даэдра (Fire1726–13815–50-2-10мифрил
Daedra) [26]
Даэдрот (Daedroth) [27]1827–14615–5015мифрил
Драконыш (Dragonling)1827–14620–40-5-25—
[34]
Орк-военачальник (Orc1980–15015–50-5-25—
Warlord) [24]
Вампир (Vampire) [28]1928–15420–50-2-10серебро
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гл. 54)

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Даэдра-соблазнительница1927–14615–5015мифрил
(Daedra Seducer) [29]
Древний вампир (Ancient2080–20025–60-8-40мифрилзаражает вампиризмом (0,6%
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Vampire) [30] за удар, гл. 54)

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Лич (Lich) [32]2060–20080–110-8-40мифрил
Лорд даэдра (Daedra Lord)21100–40–100-10-50мифрил
[31]240
Древний лич (Ancient Lich)2180–210100–130-12-60мифрил
[33]
Ледяной атронах (Ice2125–1305–15630—
Atronach) [38]
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«Мин. металл» — порог мягкого штрафа материала (гл. 27), а не безусловный запрет урона. Кулаки не требуют металла. Навыки классических врагов исходно равны min(100, 5 × уровень + 30); дополнительные слои угрозы и особые карьеры могут изменить итог. Новые классовые враги не имеют постоянных нулевых HP: их параметры создаются по уровню и карьере.

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50 новых типов DEX / MUDEX

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Имена оставлены как в исходных таблицах, чтобы их можно было найти в игре и коде. «По карьере» означает создание характеристик при появлении, а не нулевые значения. Базовые строки выгружены непосредственно из загрузчика текущего тега.

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Враг / IDУр.HPБазовый уронБроняМеталл / особенности
Goblin [256]210–204–152железо
Homunculus [257]1218–7410–350двемерский; магия; дальняя атака
Lizard Man [258]420–405–84железо
Lizard Warrior [259]825–708–180железо
Bat [260]18–141–46железо
Medusa [261]1630–9010–500двемерский; магия; дальняя атака
Wolf [262]515–302–125железо
Snow Wolf [263]1020–603–152железо; магия; дальняя атака
Hell Hound [264]1530–905–30-2серебро; магия; дальняя атака
Grotesque [265]617–665–102серебро
Skeletal Soldier [266]312–182–125железо; скелет
Dog [267]312–181–86железо
Nymph [268]615–501–50серебро
Minotaur [269]15100–15030–500железо
Iron Golem [270]1019–8010–200железо
Blood Spider [271]715–501–63железо
Troll [272]1117–10010–302серебро
Gloom Wraith [273]1930–15030–60-5мифрил
Faded Ghost [274]715–505–200серебро
Vengeful King26125–20060–100-15эбонит; магия;
Lysandus [275]дальняя атака
Fire Daemon [276]2250–20010–40-5мифрил; магия; дальняя атака
Ghoul [277]514–505–208железо
Boar [278]630–805–205железо
Land Dreugh [279]917–6612–240железо
Mountain Lion [280]820–705–153железо
Mudcrab [281]211–241–85железо
Ogre [282]1340–10030–502железо
Will-o'-wisp [283]917–661–104железо
Ice Golem [284]918–6612–242железо
Dremora Churl [285]620–605–205серебро; магия; дальняя атака
Stone Golem [286]817–665–152железо
Dire Ghoul [287]1318–7415–350железо
Scamp [288]510–251–85серебро; магия; дальняя атака
Centurion Sphere510–405–108железо
[289]
Steam Centurion1019–8010–200железо
[290]
Druid [384]класспо уровнюпо карьерепо карьережелезо; карьера Druid; магия; дальняя атака
Guard [385]класспо уровнюпо карьерепо карьережелезо; карьера Guard
Knight Rider [386]класспо уровнюпо карьерепо карьережелезо; карьера KnightRider
Rogue Rider [387]класспо уровнюпо карьерепо карьережелезо; карьера RogueRider
Necromancerкласспо уровнюпо карьерепо карьережелезо; карьера
Acolyte [388]NecroAcolyte; магия; дальняя атака
Rogue Druid [389]класспо уровнюпо карьерепо карьережелезо; карьера RogueDruid; магия; дальняя атака
Bounty Hunter [390]класспо уровнюпо карьерепо карьережелезо; карьера BountyHunter; дальняя атака
Royal Knight [391]класспо уровнюпо карьерепо карьережелезо; карьера RoyalKnight
Thief Rider [392]класспо уровнюпо карьерепо карьережелезо; карьера ThiefRider
Necromancerкласспо уровнюпо карьерепо карьережелезо; карьера
Glaivier [393]NecroGlaive; магия; дальняя атака
Necromancerкласспо уровнюпо карьерепо карьережелезо; карьера
Assassin [394]NecroAss; магия; дальняя атака
Dark Slayer [395]класспо уровнюпо карьерепо карьережелезо; карьера DarkBrotherhood; дальняя атака
Witch Defenderкласспо уровнюпо карьерепо карьережелезо; карьера
[396]WitchDefender; магия; дальняя атака
Spellsword Riderкласспо уровнюпо карьерепо карьережелезо; карьера
[397]SpellswordRider
Archer Rider [398]класспо уровнюпо карьерепо карьережелезо; карьера ArcherRider
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Новые тролли способны подняться через 10 секунд после смерти; огненный снаряд по телу пресекает восстановление. Особенности нового Skeletal Soldier не переносятся автоматически на старого Skeletal Warrior. Полная карьера и набор сопротивлений новых врагов требуют отдельного сравнения по типам [НП07].

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Где кто встречается

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Часть IX · 5 мин чтения
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Тип / индексВари анто вВраги в объединённом наборе
Crypt [0]6Skeletal Warrior, Mummy, Ghost, Orc Warlord, Lich, Ancient Vampire, Wraith, Rat, Bat, Skeletal Soldier, Necromancer Acolyte, Ancient Lich, Giant Bat, Vampire, Ghoul, Dire Ghoul, Giant Scorpion, Gloom Wraith, Faded Ghost, Zombie, Medusa, Necromancer Glaivier, Necromancer Assassin
OrcStronghold [1]6Sabretooth Tiger, Orc Warlord, Orc Sergeant, Orc Shaman, Rat, Orc, Goblin, Imp, Will-o'-wisp, Giant Bat, Bat, Ogre, Grizzly Bear
HumanStronghold [2]5Warrior, Knight, Archer, Spellsword, Royal Knight, Nightblade, Burglar, Rogue, Thief, Assassin, Rat, Barbarian, Dark Slayer, Bat, Scamp, Daedra Seducer, Goblin, Giant Bat, Werewolf, Ogre, Grizzly Bear, Rogue Druid, Wereboar, Monk, Druid, Orc Warlord
Prison [3]5Thief, Rogue, Nightblade, Burglar, Assassin, Rat, Giant Bat, Guard, Barbarian, Warrior, Werewolf, Spider, Minotaur, Bat, Wraith, Bard, Ghoul, Gloom Wraith, Ghost, Zombie, Faded Ghost
DesecratedTemple [4]5Imp, Lich, Mage, Healer, Daedra Seducer, Ancient Lich, Witch Defender, Scamp, Dremora Churl, Hell Hound, Daedroth, Frost Daedra, Rat, Fire Daedra, Fire Daemon, Daedra Lord, Giant Bat, Homunculus
Mine [5]5Rat, Giant Bat, Sabretooth Tiger, Giant Scorpion, Bat, Spider, Dragonling, ID 334, Zombie, Skeletal Soldier, Ghost, Ogre, Dog, Rogue, Thief, Barbarian
NaturalCave [6]5Rat, Giant Bat, Grizzly Bear, Sabretooth Tiger, Healer, Spider, Wolf, Werewolf, Boar, Wereboar, Bat, Dragonling, ID 334, Druid, Rogue Druid
Coven [7]4Daedra Seducer, Fire Daedra, Frost Daedra, Mage, Battlemage, Gargoyle, Imp, Fire Atronach, Iron Atronach, Flesh Atronach, Ice Atronach, Homunculus, Grotesque, Iron Golem, Ice Golem, Stone Golem, Sorcerer, Healer, Monk, Rat, Scamp, Dremora Churl, Hell Hound, Witch Defender, Fire Daemon
VampireHaunt [8]4Vampire, Ancient Vampire, Mummy, Zombie, Bat, Rat, Ghoul, Dire Ghoul, Necromancer Acolyte, Necromancer Glaivier, Necromancer Assassin
Laboratory [9]6Fire Atronach, Flesh Atronach, Iron Atronach, Ice Atronach, Spellsword, Mage, Battlemage, Imp, Sorcerer, Centurion Sphere, Steam Centurion, Iron Golem, Homunculus, Gargoyle, Lich, Ancient Lich, Grotesque, Ice Golem, Stone Golem, Healer, Monk, Rat, Zombie, Necromancer Acolyte, Ghoul
HarpyNest [10]3Rat, Harpy, Giant Bat, Ancient Lich, Spider, Nightblade, Ghost
RuinedCastle [11]5Assassin, Bard, Barbarian, Orc, Warrior, Knight, Rat, Bat, Skeletal Soldier, Skeletal Warrior, Wraith, Lich, Necromancer Acolyte, Ancient Lich, Goblin, Troll, Giant Bat, Orc Shaman, Lizard Man, Giant Scorpion, Lizard Warrior, Gloom Wraith, Faded Ghost, Ghost, Dire Ghoul
SpiderNest [12]2Spider, Giant Bat, Rat, Blood Spider
GiantStronghold [13]2Giant, Sabretooth Tiger, Gargoyle, Ogre, Rat, Giant Bat
DragonsDen [14]1Dragonling, Gargoyle, Orc Warlord, Knight, Giant, Werewolf, Daedra Lord, Wereboar
BarbarianStronghold [15]2Warrior, Barbarian, Archer, Rogue, Werewolf, Ancient Vampire, Wereboar, Rat, Dog, Giant Bat
VolcanicCaves [16]3Fire Atronach, Mage, Fire Daedra, Sorcerer, Barbarian, Daedra Lord, Iron Atronach, Iron Golem, Stone Golem, Centurion Sphere, Steam Centurion, Scamp, Dremora Churl, Fire Daemon
ScorpionNest [17]1Giant Scorpion, Giant Bat, Rat, Warrior
Cemetery [18]1Rat, Giant Bat, Ghost, Thief, Bat, Skeletal Soldier, Grizzly Bear, Faded Ghost, Necromancer Acolyte, Wraith
Underwater [19]1Slaughterfish, Dreugh, Lamia
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Таблицы показывают объединение всех текущих вариантов для каждого типа места. Это не равновероятный список: повторения ID, выбор варианта и уровень участвуют в отборе. Точные 20 позиций каждого варианта доступны по исходным таблицам DEX/MUDEX.

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Tier добычи кучи сокровищ: от 3 (кладбище) до 18 (логово дракона, вулканические пещеры); таверны и гильдии — 4. Чем выше tier, тем чаще
Magic, Rare и Legendary (гл. 40).
Тип / индексВари анто вВраги в объединённом наборе
DesertCityNight [20]1Giant Bat, Rat, Giant Scorpion, Thief, Werewolf, Burglar
DesertDay [21]1Giant Scorpion, Lizard Man, Dog, Centaur, Lizard Warrior, Rat, Thief Rider, Harpy, Dragonling, Minotaur
DesertNight [22]1Giant Scorpion, Giant Bat, Bat, Vampire, Mummy, Wraith, Thief, Fire Daedra, Blood Spider, Faded Ghost, Sabretooth Tiger, Rat, Skeletal Warrior
MountainCityNight [23]1Rat, Warrior, Rogue, Thief, Nightblade, Assassin, Werewolf, Vampire, Dog
MountainDay [24]1Nymph, Giant, Ogre, Orc, Barbarian, Rogue Rider, Rat, Grizzly Bear, Mountain Lion, Boar, Archer Rider
MountainNight [25]1Wolf, Snow Wolf, Sabretooth Tiger, Mountain Lion, Skeletal Soldier, Wraith, Zombie, Vampire, Rat
RainforestCityNight [26]1Dog, Sabretooth Tiger, Burglar, Thief, Bard, Vampire, Barbarian, Rat, Bat, Giant Bat
RainforestDay [27]1Spriggan, Centaur, Sabretooth Tiger, Spider, Lizard Man, Land Dreugh, Lizard Warrior, Boar, Thief Rider, Minotaur, Will-o'-wisp, Medusa, Imp
RainforestNight [28]1Rat, Bat, Giant Bat, Vampire, Medusa, Nymph, Ghoul, Mountain Lion, Faded Ghost, Gloom Wraith
SubtropicalCityNight [29]1Giant Scorpion, Giant Bat, Rat, Thief, Werewolf, Burglar
SubtropicalDay [30]1Orc Shaman, Giant Scorpion, Lizard Man, Dog, Centaur, Lizard Warrior, Rat, Thief Rider, Harpy, Dragonling
SubtropicalNight [31]1Gargoyle, Giant Scorpion, Giant Bat, Bat, Vampire, Mummy, Wraith, Thief, Fire Daedra, Blood Spider, Faded Ghost, Sabretooth Tiger, Rat
WoodlandsCityNight [32]1Dog, Burglar, Nightblade, Thief, Rat, Giant Bat, Vampire, Wereboar, Bat, Warrior, Werewolf
Тип / индексВари анто вВраги в объединённом наборе
WoodlandsDay [33]1Wolf, Boar, Rogue Rider, Will-o'-wisp, Harpy, Grizzly Bear, Centaur, Orc
WoodlandsNight [34]1Rat, Bat, Wolf, Werewolf, Wraith, Zombie, Faded Ghost, Spider, Skeletal Warrior, Thief, Nightblade, Ghost
HauntedCityNight [35]1Dog, Burglar, Nightblade, Thief, Rat, Giant Bat, Vampire, Wereboar, Bat, Warrior, Werewolf
HauntedDay [36]1Wolf, Boar, Rogue Rider, Will-o'-wisp, Harpy, Grizzly Bear, Centaur, Orc
HauntedNight [37]1Rat, Bat, Wolf, Werewolf, Wraith, Zombie, Faded Ghost, Spider, Skeletal Warrior, Thief, Nightblade, Ghost
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Ступени сокровищ: сохранённые значения

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ТипTier
Crypt / Orc Stronghold9
Human Stronghold / Ruined Castle6
Prison5
Desecrated Temple15
Mine / Natural Cave4
Coven13
Vampire Haunt14
Laboratory10
Harpy Nest7
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Tier относится к таблице сокровищ, не к шансам встречи каждого противника. Прежние списки состава встреч заменены текущими объединёнными пулами; численные tier сохранены.

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Враги-люди и их снаряжение

+
Часть IX · 1 мин чтения
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Уровень классового врага (человека) равен вашему (городская стража — ваш +3…6), здоровье — 10 + уровень бросков 1…HP класса. В PCAAO их «броня» для попадания — ровно 60. Каждый надетый предмет врага начинает с 30–75% прочности.

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КлассОружиеНагрудникТип брони
Лучник (Archer)Короткий или длинный лук, короткий клинок (кинжал, танто, посох, короткий меч или вакидзаси), 4–16 стрел60%Кольчуга
Следопыт (Ranger)Лук, длинный клинок, 4–16 стрел60%Кольчуга
Варвар (Barbarian)Большое оружие (клеймор, дай-катана, булава, цеп, молот, топор); вариант A: + 50% щит, иначе 50% второе оружие30%Кожа; чаще ноги и голова
Рыцарь (Knight)Булава, цеп, молот или длинный клинок; варианты A/B100%Любой
Городская стражаТопор или длинный клинок; варианты A/B80%Только железо или сталь
Воин (Warrior)Длинный клинок; варианты A/B100%Любой
Монах, Мастер меча, Монах — булава/цеп/молот, остальные — длинный клинок; варианты80%Любой; в варианте B
РазбойникA/Bкольчуга (90%)
Боевой магДва оружия: дробящее или длинный клинок75%Кольчуга
(Battlemage)
Убийца (Assassin)Два оружия: топор или длинный клинок65%Кольчуга
Маг, Колдун,Посох, 50% короткий клинок, простая мантия35%Кожа
Целитель
Вор, Взломщик,Короткий клинок и 50% второе оружие (металл похуже)50%Кожа (у Ночного клинка
Акробат, Бард,и кольчуга)
Ночной клинок
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Вариант A: оружие класса, затем 50% щит, иначе 50% второе оружие. Вариант B (у половины): большое оружие. Даэдрические

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вещи могут выпадать с Лорда даэдра, Соблазнительницы, Огненного и Морозного даэдра и Даэдрота; орочьи — с орков. У орка

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эбонит и выше в 4 случаях из 5 становится орочьим металлом.

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Особые враги и рост угрозы

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Часть IX · 4 мин чтения
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Элиты5% врагов в открытом мире (от 3-го уровня врага, не стража и не союзники), в обычном подземелье — с шансом 20% одна, в элитном подземелье — 3–4. Здоровье ×5, урон ×3 (в элитном подземелье ×7 и ×4, в подземелье Бездны ×9 и ×4,5); на четверть крупнее, светятся золотом с синим контуром. Сверх обычной добычи: 2 Magic-вещи, 1 обычная, золото, шанс Rare и 6% Legendary. Враг бывает элитой или чемпионом, но не обоими. Именованы везде. Онлайн в дикой местности и из раскопанных могил элиты не появляются, пока у персонажа нет Renown 5. Персонажи 1–2-го уровня их не встречают.
ЧемпионыПримерно каждый 14-й враг 3-го уровня и выше (7%, с 3.10; было 5%). Здоровье ×2, удары ×1,25 и одна черта: Mighty — удары ×1,5; Stalwart — здоровье ещё ×1,5; Swift — +30 Скорости; Vampiric — половина урона по вам лечит его; Thorned — седьмая часть ваших попавших ударов бьёт вас. При первом обмене ударами сообщение называет чемпиона и черту, имя и черта видны на его полоске здоровья. Добыча — по полной лестнице, шанс Legendary как обычно. Стража и союзники чемпионами не бывают.
РевенантыЭлита или чемпион, который убил вас или сбежал от вас, становится вашим ревенантом: возвращается, растёт в ранге до V, учится на ваших приёмах, а побеждённый сдаётся — казнить ради именного оружия или взять в компаньоны. Онлайн — с Renown 10. Подробно — гл. 60.
Великий великанGreater Giant в Дикой зоне: 10× здоровья зоны, бьёт любого игрока ×4, на половине здоровья зовёт 10 великанов; добыча элитной таблицы ×2.
Подземелья БездныAbyss Dungeon — самое трудное подземелье (онлайн): по три врага в каждой точке, каждый вчетверо крепче и бьёт в 2,5 раза сильнее, шесть элит, +50% добычи, костров нет. В глубине — Разлом в Shattered Hour с боссом Brass Remnant и правилом одной жизни. Подземелье стоит до 48 часов; компаньоны ждут снаружи Разлома. Победа над Brass Remnant даёт титул Hourbreaker и ауру The Turning Hour.
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Как враги растут вместе с вами

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Уровень классовых врагов следует за вашим, а монстров усиливают два слоя:

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  • Угроза места: tier места (как у добычи: город 4 — без усиления, логово дракона 18 — максимум; дикая местность днём ≈5, ночью ≈7) даёт до +10 к навыкам врагов, ×2 здоровья и ×1,25 урона.
  • Ваше мастерство: когда ваши три лучших боевых или магических навыка приближаются к 100 (от 75) и уходят за 100, враги получают «ветеранский» слой, а за мастерство выше 100 — ещё до +26 к навыкам, +140% здоровья и +35% урона.
  • Насколько сильно это касается врага, зависит от типа подземелья (храмы, ковены, логова вампиров и драконов, лаборатории — 100%; шахты и пещеры — 11%; крепости людей, замки, кладбища — 22%) и от самого врага (крыса остаётся крысой: доля растёт с базового уровня 4 до 12; люди — всегда 100%).
  • Такие враги и учат выше: их «уровень вызова» для Мастерских навыков (Master Skills) растёт вместе с ними (гл. 25).
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Рост врагов после 10-го уровня и Renown 15 (0.0.232)

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Раньше после 10-го уровня здоровье игрока росло быстрее, чем сила врагов, и бои становились слишком лёгкими. Теперь враги растут вместе с вашим уровнем и Renown (systems/heroThreat.js):

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урон врага × 1,07^(уровень − 10) × 1,01^(Renown − 15)
здоровье врага × 1,04^(уровень − 10) × 1,005^(Renown − 15)
уровень считается от 10 до 30, Renown — от 15 до 50; ниже порога множитель 1
ВыУрон врагаЗдоровье врага
Уровень 10, Renown 15 и ниже×1×1
Уровень 15, Renown 22×1,5×1,26
Уровень 20, Renown 30×2,3×1,6
Уровень 25, Renown 38×3,5×2,0
Уровень 30, Renown 50 (предел)×5,5×2,6
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  • Действует на всех врагов подземелий и дикой местности: обычных, чемпионов, элит, ревенантов и врагов Дикой зоны — поверх того, чем они уже были. Офлайн считается только уровень.
  • Не действует на врагов в городах и зданиях, на стражу, союзников, лордов Elite Breach и на арену (это видно в коде, src/systems/heroThreat.js). По патчноуту также не действует на Burning Court, Shattered Hour и набеги — явного исключения для них в коде я не нашёл, поэтому перепроверьте после следующего обновления. Выключается вместе с лестницей добычи (Loot rarity).
  • В группе урон считается по уровню того игрока, по кому враг бьёт, а здоровье — по игре того, кто этого врага создал.
  • Зачем: разработчик посчитал, что к 20-му уровню и Renown 30 убивать становилось в 5,6 раза легче, а к 30-му — в 22 раза (список монстров перестаёт расти около 16–21-го уровня). Теперь убийство стоит примерно 15–25% вашего здоровья на уровнях 10–30, а не около 1%. До 10-го уровня и Renown 15 ничего не меняется.
  • Складывается с угрозой места и мастерства (выше). Практический вывод: после 20-го уровня броня, щит и сопротивления важнее, чем раньше; Renown тоже делает мир опаснее.
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Ревенанты (Revenants)

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Часть IX · 13 мин чтения
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Ревенант — личный враг, который запоминает ваши столкновения, возвращается и растёт в ранге. Победа позволяет казнить его ради трофея либо принять присягу. Эта глава обновлена по реализации Unquiet, охоты, воли и офлайнпоходов в текущей сборке. [F15–F17]

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Откуда берётся

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Кто может статьЭлита, Чемпион (гл. 59) или уже существующий ревенант 3-го уровня и выше. Никогда — стража, союзники и враги из заданий. Нужна включённая настройка редкости добычи (Loot rarity).
Онлайн: Renown 10Пока у персонажа Renown меньше 10, ревенанты «спят»: новые не появляются, старые не возвращаются, слухов и меток на карте нет. Элиты появляются с Renown 5. Офлайн ограничения нет.
Как появляетсяПодходящему особому врагу нужна метка Unquiet (25%). Убийство игрока/нокаут компаньона и события бегства записываются по своим условиям. Ещё не ставший ревенантом отмеченный враг ниже 35% HP пробует уйти с шансом 50%, скорость ×2,5.
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Преследование, возвращение и воля описаны ниже. [F15–F16]

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Сколько ихДо 3 живых; при заполненном списке новые не создаются. Павшие — 12 последних. Старые/унаследованные записи могут превышать обычный лимит без вытеснения.
ИмяИмя зависит от расы/вида, прозвище — от истории. Побег/разгром и убийства игрока имеют разные счётчики: убийство игрока или уход на несломленной воле требуют двух
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соответствующих дел для ранга. Предел ранга — V.

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Где посмотретьСтраница Revenants (улучшенный интерфейс) и карточка врага: ранг, шрамы, выученное, известная слабость, логово.
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Возвращение, ранги и добыча

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  • Обычное возвращение: через 2–4 дня по личным часам; затем шанс в подходящем броске встречи — 40%. Амбиция Vengeance сокращает срок до 1–2 дней и повышает шанс до 55%. Это часы возвращения врага, не реальные часы похода присягнувшего компаньона.
  • Враждебный ревенант: HP ×(1 + 0,40 × ранг), урон ×(1 + 0,15 × ранг), классовый уровень — ваш +3 × ранг. Для ранга V это ×3 HP, ×1,75 урона и +15 уровней. У присягнувшего остаётся более слабая шкала: ×(1 + 0,25р), ×(1 + 0,10р), +2р.
  • Добыча сверх обычной: золото = уровень × ранг × 15–40; Magic-вещь в 50% случаев; Rare — 15% + 10% за ранг (с 3-го ранга всегда); Legendary — 3% + 3% за ранг.
  • Логово выбирается среди ближайших пригодных для входа подземелий. Слухи и метка Hunt помогают его найти; прежнее универсальное расстояние «4–10 пикселей» больше не описывает выбор. Свежий след длится 720 личных минут: преследуемый возвращается с 60% HP. Логово может иметь дополнительные условия и охрану.
  • Злость: через 3 дня после срока и каждые 3 дня — +10% здоровья и +5% силы; три таких «гнева» поднимают ранг сами.
  • Ревенант может удерживать до 3 допустимых трофеев. Золото, аккредитивы, квестовые и призванные вещи, лошади, повозки, документы, книга заклинаний и служебные контейнеры защищены. Удержанные предметы возвращаются при казни или присяге.
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Чем опасен с ростом ранга

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С рангаЧто добавляется
ЛюбойАдаптации: после каждого дела он учит один урок боя (держит столько, какой у него ранг, максимум 3). Против оружия, которым вы били больше всего, — урон этим классом ×0,6 и меньше (Mailed — клинки, Braced — дробящее, Hewn-hard — топоры, Unflinching — кулаки, Arrow-wise — стрелы). Против стихии — +25 к спасброску (Fireproof, Rimebound, Grounded, Venom-blooded, Spell-scarred; не иммунитет). Silver-scarred — серебро больше не бьёт его вдвое. Ещё: Steadfast (его труднее сбить), Patient, Watchful (нельзя ударить в спину), Relentless, Night-stalker (приходит только ночью). Скрытая слабость: стихия, металл, класс оружия или дневной свет. Удар по слабости — ×1,5 (стихия — −50 к его спасброску), адаптации её не закрывают. Первый такой удар раскрывает слабость (надпись Weakness).
IIФирменный удар (signature) — двойной силы, перезарядка 12–18 с, с предупреждением по земле («Grushnak readies Skullsplitter!»). Банда: 1 сородич (на II: воля; III: последний рубеж — 2, с IV — 3). Особое умение (art), если оно у него есть (у 35% ревенантов): Mending (лечит пятую часть здоровья), Ward (10 с урон по нему ×0,65), War Cry (он и банда бьют ×1,2 на 12 с), Siphon, Barrage, Nova. Диск под его ногами — он колдует: ударьте, и умение сорвётся. Знак под вашими ногами — отойдите.
II: воля; III: последнийВоля: чтобы он встал на колени, её надо сломить в этом бою — ударить по слабости, один раз сбить его с ног
рубеж(stagger) или идеально увернуться от его удара. Иначе на добивающем ударе он исчезает в дыму (отдельное дело ухода; ранг по счётчику). Последний рубеж: раз за бой смертельный удар возвращает ему 30% / 35% / 40% здоровья (ранги II: воля; III: последний рубеж / IV / V), 1,2 с он неуязвим, потом бьёт сильнее и быстрее.
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Молодой ревенант без механики воли — ранг I: ниже 35% HP он пробует сбежать с шансом 80%. У ранга II и выше обычная попытка — ниже 20% HP с шансом 35%; на смертельном ударе отдельно проверяется несломленная воля. Ранговые умения ухода не следует смешивать с этим броском. [F15–F16]

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Победа: убить или пощадить

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Добивающий удар по вашему ревенанту, включая ваш Disintegrate, подчиняется правилам воли и последнего рубежа. Если он сдался, остаётся 1 HP: активируйте и выберите KILL или SPARE (K/S, затем подтверждение). Ожидание дольше 90 секунд или удаление на 60 м позволяет ему уйти. Окончательно решить судьбу чужого ревенанта может только его владелец.

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ВыборЧто получаете
Kill — казньВсё его имущество и трофей: оружие с его именем («Grushnak's Reaver»), никогда не Common — Legendary 12% + 5% за ранг выше первого, Rare 33% + 4% за ранг, иначе Magic. Металл — лучший из двух бросков по вашему уровню. Ревенант закрыт навсегда.
Spare — присягаОн становится компаньоном навсегда и больше никогда не нападёт. Сражается на вашей стороне, на вашем уровне с силой своего ранга, у него есть свой рюкзак.
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Присягнувшие компаньоны

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Где управлятьМеню паузы → вкладка Holdings → страница Companions: кто рядом, кто в отъезде, кнопки Send away / Call / Release (освобождение спрашивают дважды), Gear, Stars, походы.
МестаРядом с вами — 3 места на всех (присягнувшие и команда корабля на берегу). Всего присягнувших — до 6; с шестью SPARE недоступен, пока кого-то не отпустите.
НокаутУходит через портал отдыхать 8 часов, потом ждёт вызова.
Верность (0–100)Растёт за победы рядом с вами, дни рядом и успешные походы (+4); падает за дни в отъезде, нокауты, двойную отсылку за день и казнь его сородича у него на глазах. Devoted (преданный) бьёт сильнее и предупреждает об ударе в спину; дальше Loyal, Wavering, Restless.
ДезертирствоПри верности ниже 20 он может уйти (примерно раз в 7 дней): снова враг под прозвищем Oathbreaker, вернётся в течение 3 дней. Забирает более ценную половину своего рюкзака.
ПредательствоТолько характеры Unhinged, Craven и Brutal при верности ниже 10: когда удар оставит вам меньше 25% здоровья, он нападёт на месте, на ранг сильнее (Betrayer).
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Снаряжение (0.0.221)

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10 ячеек: оружие, щит, шлем, два наплечника, кираса, рукавицы, поножи, сапоги и амулет. Броню и оружие носят люди, орки и кентавр; амулет — все (медведь носит его на шнурке). Оружие — только ближнего боя. Предел зависит от ранга:

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РангМеталл доРедкость до
IСереброMagic
IIДвемерскийRare
IIIАдамантинRare
IVОрочийLegendary
VДаэдрическийLegendary
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Артефакты, Aetheric- и Gilded-вещи — только для игрока. Снаряжение изнашивается; сломанная вещь снимается, пока вы её не

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заберёте и не почините. Эффекты «при ношении» и особые силы Legendary компаньону не действуют — только числа редкости.

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Умения на вашей стороне

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УмениеЧто делает для вас
MendingКогда у вас меньше 40% здоровья — лечит 12% + 2% за ранг вашего здоровья; раз в 120 с, вся группа компаньонов — не чаще раза в минуту.
WardПеред боем — Щит (Shield) 6 + 3 за ранг на 6 раундов; раз в 90 с.
War CryПеред боем — +(4 + 2 × ранг) к Силе (STR) на 6 раундов; раз в 90 с.
Siphon / Barrage /Удары по врагу каждые 16–22 с, сила × (0,5 + 0,1 × ранг). Siphon отдаёт вам четверть урона здоровьем; Barrage
Novaбьёт ×1,5; Nova — всех врагов в 5 м ×0,8.
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Походы по Тамриэлю (0.0.221)

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В Companions присягнувшего можно отправить в одну из девяти провинций: Plunder — вещи, Forage — материалы, Sell-sword — золото. Одновременно идут до двух походов. Онлайн один день похода равен 2 реальным часам; теперь отсчёт продолжается вне игры. Отдых и ускоренное путешествие поход не сокращают. Звёзды Road отдельно меняют длительность.

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ПровинцияДнейОпасностьЧто привозят
High Rock1Iдуб, железо, сталь, шерсть, медвежья шкура, нефрит
Hammerfell1IIмедь, сера, янтарь, шкура скорпиона, лён, золото
Imperial Province2IIсеребро, золото, шёлк, вишня, изумруд, сталь
Skyrim2IIIжелезо, орихалковая руда, шкуры медведя и тигра, сосна, сапфир
Valenwood2IIIпаучья шкура, сердцевина дерева, яд, шкура летучей мыши, смола, нефрит
Sumurset Isle3IIIлунный камень, жемчуг, малахит, шёлк, мифрил
Elsweyr3IIIшёлк, янтарь, тигровая шкура, золото, бирюза, клык
Morrowind3IVэбонитовая и двемерская руда, шкура дреуга, алмаз, шёлк
Black Marsh4Vшкура рыбы-убийцы, яд, жало, смола, призрачное дерево, жемчуг
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шанс успеха = clamp(0,55 + 0,1 × (сила − опасность) + бонус Devoted, 0,30, 0,95); Devoted = 0,05 сила = ранг + снаряжение (не больше +2) + прибавка звёзд в представлении функции золото = floor(уровень × дни × случайное [10;18) × (1 + 0,25 × (опасность − 1)) × (1 + 0,1 × (ранг − 1)) × цель × результат × звёзды) цель: Sell-sword 1; Plunder 0,4; Forage 0,15. Результат: успех 1, тяжёлый поход обычно 0,5.

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  • Успех — вся добыча и +4 верности. Тяжёлый поход — половина добычи и 8 часов отдыха. Погибнуть в походе нельзя, дезертировать тоже.
  • Plunder приносит по вещи за день пути; Forage имеет 20% шанс на одну вещь за поход, Sell-sword — 25%. Тяжёлый поход уменьшает число по правилам округления; звёзды могут менять длину дороги. Базовый шанс Legendary = 0,5% + 0,4% × опасность + 0,3% × (ранг − 1), максимум 3,7%. Rare = 6% + 3% × опасность + 2% × (ранг − 1); затем ещё 50 процентных пунктов приходится на Magic, остаток — Common. При опасности V и ранге V это 3,7% / 29% / 50% / 17,3%.
  • Отозвать (Recall) можно сразу, но он вернётся с пустыми руками и уставшим. В отъезде его нельзя вызвать, отпустить или переодеть.
  • Пример без звёзд: Sell-sword в Black Marsh, уровень 30, ранг V, четыре дня. Среднее золото при успешном походе: 30 × 4 × 14 × 2 × 1,4 = 4 704. Длительность — 8 реальных часов; два таких похода дают в среднем 1 176 золота/ч до риска неудачи. При силе 7 против опасности 5 успех базово 75%; с половиной награды за неудачу ожидание падает до 1 029 золота/ч. Это расчёт условий, а не гарантированный лучший маршрут.
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Звёздное древо компаньона (0.0.226)

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У каждого присягнувшего своё небо — как Небосвод (гл. 71) или звёзды капитана. Кнопка Stars на странице Companions.

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ОпытЗа победу рядом с вами — 5 + уровень врага (уровень врага учитывается до 30, то есть 6 –35 опыта). За поход — 15 × дни × опасность (половина за тяжёлый), но только пока компаньон ниже 10-го уровня.
УровниОпыт до уровня L = 75 × (L − 1)1,7: 2-й — 75, 5-й — 792, 10-й — 3 142, 20-й (предел) — 11 193.
Очки1 за каждый уровень после первого и 1 за каждый ранг выше I на момент присяги. Ранг V начинает с 4 и доходит до 23 при 30 звёздах — всё взять нельзя.
СбросБесплатно в любой момент, кроме похода. Изменения вступают в силу после Accept.
АспектМалые звёзды и узелКлючевая звезда
Blade (тело)Flesh: +5% здоровья ×3, Iron Sinew +10%. Fury: +4% урона ×3, Relentless +8%.Deathless: +25% здоровья, −10% урона. Bloodrage: +20% урона, −10% здоровья.
Grave (умение)Power: +5% силы умения ×3, Dark Focus +10%. Rite: умение на 5% быстрее ×3, Swift Rite 10%. Между ними — Awakened Art: умение для того, кто родился без него (75% силы).Grave Pact: +15% силы умения, −10% здоровья. Всего до +40% силы и на 25% короче перезарядка.
Road (походы иRoad: +3% шанса, +5% добычи ×2, Far-Walker: походыFortune's Road: +30% добычи, но тяжёлый поход не
верность)на 15% короче, +2% шанса. Oath: потери верности и отдых на 10% меньше, Oathbound: потери −20%.приносит ничего. Undying Vigil: отдых −30%, потери верности −20%, походы на 10% дольше.
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Источники: src/systems/revenant/revenant.js, revenantUnquiet.js, revenantFeud.js, revenantFate.js, revenantErrands.js, revenantCompanions.js, revenantGear.js, revenantArts.js, revenantStars.js. Важные ограничения и примеры — в реестре [F15–F17].

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Unquiet: метка, раны, амбиции и уход

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Только подходящая элита или чемпион с меткой Unquiet может породить нового личного врага; базовая вероятность метки 25%, минимумы — уровень врага 3 и ваш Renown 10. При трёх живых новая запись не вытесняет старую. Старое или унаследованное сохранение может содержать больше — это не новый лимит. Ещё не ставший ревенантом отмеченный враг пробует уйти ниже 35% HP с шансом 50% и скоростью ×2,5. Побег длится 8 секунд; пороги дистанции — 45 м для ухода и 12 м для загнанного врага. Воля начинает мешать сдаче уже со II ранга; её ломают раскрытая слабость, stagger или точное уклонение по действующим правилам.

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РанаЭффект
BladeHP ×0,9
Blunt / Hand-to-HandУстойчивость к stagger ×0,7
AxeУрон ×0,9
ArrowSPD −15
СтихияСоответствующий спасбросок −15
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Хранятся до трёх ран; старейшая заживает через 5 личных дней. Новая рана вытесняет старейшую при заполнении; повторная обновляет свой тип. Амбиции Vengeance, Mastery и Plunder меняют поведение и цели. Способы ухода Smoke, Blink, Sink и Bolt требуют реакции на их собственную анимацию. Не сломленная на смертельном ударе воля теперь набирает отдельные дела: не всякий такой уход мгновенно даёт ранг. Высшая угроза Dread — отдельное развитие ревенанта ранга V с логовом: не больше одного, HP дополнительно ×1,5, две последние стойки, второй подъём до 25% HP, золото ×3. Эти коэффициенты не следует автоматически приписывать каждому рангу V.

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Снаряжение в расчёте похода

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сила снаряжения = min(2; сумма по надетым вещам (0,05 + прибавка редкости))

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Прибавка редкости: Common 0; Magic 0,10; Rare 0,20; Legendary и выше 0,35. Например, четыре Rare дают 4 × (0,05 + 0,20) = 1 к силе; шесть Legendary дали бы 2,4, но действует предел 2. Итоговая сила похода также включает ранг и звёзды.

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Обзор профессий ОНЛАЙН

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Часть X · 5 мин чтения
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В классическом Daggerfall ремесла нет. Онлайн есть 10 треков, которые растут от сбора и изготовления и не связаны с навыками класса.

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ВидТреки (и дисциплины внутри)
Сбор (5)Горное дело (Mining), Лесозаготовка (Logging), Травничество (Herbalism), Охота (Hunting), Рыбалка (Fishing)
Ремесло (5)Кузнечное дело (Smithing) — с ювелирным делом (Jewelcrafting); Строительство (Building) — плотницкое (Carpentry) и каменное (Masonry) дело; Снаряжение (Outfitting); Снабжение (Provisioning) — алхимия (Alchemy) и кулинария (Cooking); Зачарование (Enchanting)
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Страница «Профессии» в игре показывает 13 строк (5 сборов + 8 ремесленных дисциплин). Опыт ремесла идёт в трек: кольцо

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(ювелирное дело) качает Кузнечное дело. При объединении ремёсел трек сохранил большее из двух значений опыта.

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Ранги профессий дают очки ремесла Небосвода (Firmament): 1 очко за каждые 8 рангов, сложенных по всем десяти трекам (до 125). Кольцо жизни неба добавляет до +30% добычи каждой профессии сбора и до +35% опыта каждой профессии (гл. 71).

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Ранги, опыт и уровни материалов

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РангС рангаОпыт (10 × n²)
Новичок (Novice)00
Ученик (Apprentice)256 250
Подмастерье (Journeyman)5025 000
Эксперт (Expert)7556 250
Мастер (Master)100100 000
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Tier материалов открываются на рангах 0, 10, 25, 40, 55, 70 и 90 (всего 7). Работать можно только с узлом или рецептом открытого tier.

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Источник опытаСколько
Сбор15 × tier узла, «чисто» выполненный — +50%; узел более чем на 2 tier ниже вашего максимума — ¼. Травы засчитываются по максимальному tier вашего ранга.
Изготовление20 × tier материала + 500 за первое изготовление этого рецепта (каждой вещи в каждом tier); рецепт сильно ниже ранга — ¼
Судебный заказ (Court Writ)Вдвое больше его оплаты в серебре — профессии, которая собирает этот материал
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  • Предел ремесленника: выше Подмастерья (50) можно поднять только 2 ремесла из 5. Собирательские треки не ограничены.
  • Специализации выбираются на рангах 50 и 100. Первый выбор бесплатный. Первые сутки выбора действует бесплатная мгновенная проба. Затем смена стоит 1 000 серебра, действует сразу и блокирует следующую платную смену на 7 дней. Баннер рангов показывает 25/50/75/100, но выбор открывается только на 50 и 100.
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Узлы, лимиты и «подтверждённая земля»

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Дневной лимитОбщего суточного лимита нет с 7 октября 2026 года (раньше: 60 сборов на персонажа, 40 забросов сети, 30 шкур). Каждый узел каждый персонаж обрабатывает раз в сутки (UTC); узлов на квадрат карты вдвое больше прежнего. Остались ограничения: 3 редкие шкуры (tier 5+: гарпия, дреуг, драконыш) в сутки на аккаунт, 4 жилы в сутки в неподтверждённых подземельях и не больше 600 действий профессий в час на аккаунт.
Время сутокС 1 октября профессии работают в любое время, ночью тоже. Правило «только с 07:00 до 17:59» осталось лишь у офлайн-инструментов мода Foraging. У рыбалки время влияет на ожидание поклёвки.
Где можноНе в помещениях, не в поселениях (города, фермы, храмы, таверны, богатые дома и квартал вокруг), не рядом с врагами, не при полном перегрузе. Узлы светятся цветом профессии и видны примерно со 120 м. Узел, который пока нельзя обработать, пишет причину (инструмент, ранг, лимит).
Подтверждённая земляЗемля (или подземелье) «подтверждена», когда на ней собирали три разных игрока с аккаунтами старше недели. Только там бывают золото, платина, мифрил, эбонит и руда королевства, деревья выше tier 2, редкие травы и сердцевина. В неподтверждённых подземельях добывается лишь серебро. Карта мира (наведите на землю) показывает руды местности, глубинные руды подземелий, руду королевства и статус подтверждения.
Мини-игрыРисуются вокруг прицела: прогресс — ромбы, у каждого удара свой звук. «Чистое» выполнение даёт больше опыта или добычи. Режим «Gentle acts» убирает нажатия.
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Сумка для материалов и Хранилища

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Сумка для материалов (Materials Bag)300 кг, только материалы, одна на персонажа (несколько не складываются). Продаётся в каждом Универсальном магазине онлайн: базовая цена 250, на прилавке около 500 золотых (456–550 по качеству магазина). Собранное идёт сначала в сумку, потом в рюкзак (без сумки — в рюкзак даже сверх веса). Пока в ней что-то есть, её нельзя продать, выбросить или передать. Еда в ней портится. Магазины её не покупают.
Хранилища (Stores)Серверное хранилище материалов в городах, отдельно от рюкзака, сумки, банка и гильдии. До 5 000 единиц каждого материала на персонажа; вывод в рюкзак — до 200 за раз. Открываются клавишей ↓ (или Esc → Stores). Материал из рюкзака попадает в Хранилища (а значит, на рынок, в заказы и в гильдию) только через «Сдать», и не больше, чем сервер выдал вам сам. Остальное (добыча, покупка, подарок) сдаётся как «россыпь» — только для станций (гл. 65).
СтанцииИспользуют материалы из сумки, рюкзака и Хранилищ. Предварительная обработка (руда → слиток, бревно → уголь) тоже берёт из сумки.
Судебные заказыВкладка «Работа» на Доске объявлений: суд региона просит травы, металл, камень, брёвна. Заказы появляются, когда в регионе собирал игрок, зарегистрированный неделю назад. «Взять» выполняет заказ целиком из Хранилищ, до 3 в сутки. Платят серебром и Renown (персонажу, который сдал). Подходят только собранные или купленные за серебро материалы.
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Новый опыт и проба специализации

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С 0.1.11347 бонус первого изготовления определяется треком: Smithing 500 XP, Outfitting 511, Building 1 823, Provisioning 3 155. Ниже старого бонуса 500 он не опускается. Ранее приведённые бонус трека заменяйте этим значением соответствующего трека. Ключ — первый узор на данном tier, с прежними ограничениями происхождения и прилавочных рецептов. База craftXp = 20×tier; если рецепт более чем на 2 tier ниже открытого, база делится на 4 с floor. Чистое изготовление учитывается своей прибавкой. Пример: первый допустимый tier 3 в Outfitting даёт 60 + 511 = 571 XP до чистой работы и иных применимых бонусов. Около 172 изготовлений до Master — расчёт оптимального маршрута, не гарантия любой последовательности. После первого выбора специализации на ранге 50 или 100 первые 86 400 реальных секунд можно менять её бесплатно и немедленно. Затем платная смена за 1 000 серебра применяется сразу, а следующая платная смена закрыта на 7 дней. Старое правило недельного ожидания эффекта отменено. Источники: net/recipeLaw.js FIRST_MAKE_SHARE; net/professionLaw.js SPEC_TRIAL_S; server-account/src/professions.js.

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Профессии сбора

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Часть X · 5 мин чтения
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Горное дело (Mining)

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  • Кирка (Pick-Axe) в рюкзаке или на панели, у жилы — E. Нужно 4, 5 или 7 ударов (зависит от tier жилы). Удар по блестящему камню засчитывается вдвое. Жилы есть в дикой местности (у подножия скал и на голом камне) и в подземельях (с Горного дела 25, на полу у стены, 1–4 в сутки на подземелье). Под землёй бывает алмаз.
  • Валуны на каменистых полях — «Добыть камень»: необработанный и обработанный камень в соотношении 2:1 при чистой работе. Валунов в сутки на квадрат: 1–3 (леса, леса с призраками, субтропики), 2–4 (горные леса), 3–5 (горы и пустыни).
  • Руда королевства (только на подтверждённой земле): Лунный камень — провинция Даггерфолл, Мифрил — Вэйрест, Эбонит — Сентинел, Орихалк — Орсиниум и Ротгарианские горы, Адамантин — Балфиера. У меди, серебра, платины, лунного камня, двемерского лома, мифрила, адамантина, эбонита и орихалка свой цвет жилы.
  • Материнские жилы (Motherlodes): 3 в сутки, стоят 2 часа или до 20 шахтёров. Предупреждение в чате за 10 минут (с Motherlode Sense — за 30 и отметка на карте с начала суток), на компасе цветом Горного дела. Нужно Горное дело 25. Удар даёт 4–6 руды, опыт и 10 серебра раз в сутки на аккаунт.
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Лесозаготовка (Logging)

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  • Топор (Wood-Axe), у дерева — E, затем удар. Бейте, когда кольцо на насечке, — «чистый рез». Ширина насечки зависит от Интеллекта (INT), Силы (STR) и ранга. Ударов на дерево: 5 (сосна, дуб), 6 (вишня, тик), 8 (красное, железное и призрачное дерево). Специализация Lumberjack — на 2 меньше (минимум 3).
  • Срубленное дерево вырастает на следующий день. Смола (Resin) — с каждого 4-го дерева, сердцевина (Heartwood) — с 2% чистых резов на подтверждённой земле.
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TierДеревоГде растёт
1Сосна (Pine)горы
2Дуб (Oak)леса, горы, болота
3Вишня (Cherry)леса, субтропики
4Тик (Teak)субтропики, тропические леса
5Красное дерево (Mahogany)тропические леса
6Железное (Ironwood) / Призрачное (Ghostwood)каждое 20-е дерево тропических лесов / лесов с призраками; только подтверждённая земля
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В пустынях деревьев нет. На неподтверждённой земле нет деревьев выше tier 2. Новичок может рубить в любом лесу, в

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сосновом, призрачном и на болоте.

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Травничество (Herbalism)

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  • Поля трав в дикой местности общие для всех и меняются каждый день; их нет у лагерей, святилищ и руин. Обычную траву рвёт рукой меньше чем за секунду. Необычная и редкая требуют серпа (Sickle) и Травничества 10 / 25. Редкие растут только на подтверждённой земле.
  • Удерживайте E 2,5 секунды неподвижно: поворот больше 3° или шаг на 0,25 м мнут траву. Корзина (Basket, клавиша «;» у поля) ищет еду: поймайте три блика возле прицела.
  • Каждое поле даёт травы раз в сутки и еду раз в сутки. Зимой цветов и ягод нет, весной цветы, осенью ягоды. Специализация Seasonal Eye — несезонные травы с половинным выходом.
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Охота (Hunting)

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  • Снятие шкур с тел, убитых вашим ударом: на месте, до полуночи UTC, ножом для свежевания (Skinning Knife: 100 золотых в универсальных магазинах и ломбардах онлайн, 0,5 кг, 50 применений; или кузница: 1 железный слиток + 1 сосновая доска). Работает в любое время, но не в поселении, не в море, не рядом с врагами и не при полном перегрузе.
  • Мини-игра: удерживайте E у первой точки пунктирной линии и ведите до последней за 0,6–6 секунд — чистая шкура; при этом в 1 случае из 2 будет вторая. Сильно отклонитесь — шкура порвётся. Шкура уходит в Хранилища, каждое 4-е тело даёт ещё ингредиент, большинство — сырое мясо.
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ШкураС когоTierДоп. частьВыделка
Rat PeltКрыса1—Cured Leather
Bat LeatherГигантская летучая мышь2—Cured Leather
Bear HideГризли2Big ToothCured Leather
Tiger PeltСаблезубый тигр3Big ToothCured Leather
Spider SilkПаук3Spider's Venom3 нити → Silk Bolt
Scorpion ChitinГигантский скорпион4Scorpion StingerHardened Leather
Slaughterfish ScalesРыба-убийца4(сырая рыба)Hardened Leather
Harpy FeathersГарпия5—на стрелы
Dreugh ShellДреуг5—Hardened Leather
Dragonling ScaleДраконыш6Dragon's ScalesHardened Leather
Выделка на ткацком станке: 2 шкуры → 1 кожа (Tanner: 1 → 1). Шкуры tier 5+ — не больше 3 в сутки на аккаунт.
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Рыбалка (Fishing)

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  • Рыболовная сеть (Fishing-Net), стоя в воде или в море. Удерживайте E, чтобы раскрутить сеть, отпустите — она пролетит 3–12 м (угол до 55° вверх или вниз). Затем удерживайте E, поднимая «полосу», и держите вес сети внутри. Золотое кольцо вспыхивает при натяжении.
  • Заброс даёт 1–2 сырые рыбы. Пропущенная поклёвка всё равно даёт обычный улов. Каждый день в каждой местности поднимаются две стаи — лишняя рыба. В море на подтверждённой земле: жемчужина с шансом 1/50, рыба-убийца 1/100; трофейная рыба — примерно 1/200 где угодно.
  • Опыт заброса — как за максимальный открытый tier. Ожидание поклёвки 5–30 с: вдвое короче в первый и последний светлые часы (07:00 и 17:00), вдвое длиннее в шторм. Не работает в подземельях и поселениях и при усталости (Fatigue) ниже ¼ («слишком устал для рыбалки»).
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Дополнение к сбору: доступны шкуры волка, кабана и Mudcrab. Смешанная выделка предпочитает обычные шкуры, сохраняя редкие. В новой области джунглей Bantha доступны 48 узлов дерева на клетку карты в сутки — вчетверо больше обычных 12. Это число узлов, не множитель выхода с одного дерева; неподтверждённая земля не даёт редкую древесину как подтверждённая. Видимые придорожные деревья не обязательно являются узлами рубки.

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Ремесленные профессии

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Часть X · 6 мин чтения
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СтанцияГде (плата)Своя станция
Кузница и наковальняОружейник или бронник — 50 золотых за переплавку или изделие50 000
(Forge / Anvil)золотых
Ювелирный верстакЛомбард или ювелир — 5050 000
Верстак плотникаМебельный магазин или Столярная мастерская (Joinery, у конюшни и Wagon Yard) — 5050 000
(Workbench)за изделие или распил
Верстак каменщикаУниверсальный магазин — 5050 000
Ткацкий станок (Loom)Магазин одежды — 50своя станция
Алхимическая станцияАлхимик — 25 за варкусвоя станция
Огонь (Cooking)Любой зажжённый огонь — бесплатно—
Станция зачарования—своя станция
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Онлайн любой размещённый предмет можно сделать домашней станцией (улучшенный интерфейс). Мебель-станции работают и

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в домах игроков. Ремесленные залы осады (Crafting Halls) дают ступень качества за каждый tier Кузницы и Мастерской.

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Качество изделий

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Crude → Standard → Fine → Superior → Masterwork. Чистая мини-игра, специализация и слиток Warforged Steel — каждый +1 ступень. Crude изнашивается быстрее, Fine служит дольше и легче, Superior и Masterwork выходят зачарованными (как Magic и Rare, с особыми строками добычи), на Masterwork стоит имя мастера. Качество инструмента — его ресурс: от 37 применений (Crude) до 65. «Быстрое изготовление» пропускает мини-игру. Закалка (temper) на наковальне или ткацком станке: +1 ступень (до Superior), стоит половину основного материала рецепта, требует ранг рецепта, даёт опыт; вещь сначала снимите. Legendary, Aetheric, артефакты и сигилы не закаляются.

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Кузнечное дело (Smithing) и кузница

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  • Кузница: 2 руды или сырого металла → 1 слиток; медь + олово → латунь; железный слиток + древесный уголь → сталь (уголь — бревно в кузнице). До 100 за раз, тренирует Кузнечное дело.
  • Наковальня: оружие, латы и щиты из любого металла, от железа до Warforged Steel; кольчуга — из стали (¾ слитков лат); инструменты (топор, кирка, серп, лопата) — из железа; нож для свежевания; ремонтные наборы — 39 узоров, большинство в любом металле (все рецепты — гл. 66).
  • Мини-игра: слиток в огне, три удара, пока свечение в «полосе». Сила (STR) и Ловкость (AGI) расширяют полосу. Все три в полосе — чистая работа.
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Ювелирное дело (Jewelcrafting)

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Кольца, знаки, браслеты, наручи, амулеты, торквесы, тканевые амулеты, жезлы. Серебро и тканевые амулеты — с ранга 0, золото — с 25, платина — с 55, жезлы — с 70. Камни — 8 жильных и морская жемчужина. Золото даёт +10% очков зачарования, платина +20%, камень +2,5…40% по градации (гл. 66). Огранка: 3 грани (5 с камнем); поймать все — чистая работа.

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Строительство: плотницкое и каменное дело

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  • Плотник: доски → луки, посохи, стрелы, мебель, корзина собирателя. Бревно → 2 доски (Timberwright — 3). Лук делается из любого дерева, материал соответствует ему (сосна = железо … призрачное = эбонит), нужна смола. Рубанок: провести вдоль волокон за 1,2–4 с — чистая работа. Мебель (стол, стул, кровать) попадает в «вещи дома», а не в рюкзак, и ставится через DECOR; зачарованной не бывает.
  • Каменщик: 2 необработанных камня → 1 тёсаный (ранг 0); 1 сера + 1 свинец + 5 необработанных → 10 известкового раствора (ранг 10). Долото размечает пять линий — бейте по отмеченной, пока она не сдвинулась.
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Снаряжение (Outfitting) и ткацкий станок

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  • Кожаная броня (кираса, поножи, шлем, наплечники, рукавицы, сапоги) из выделанной кожи (с ранга 10) или дублёной (с 55). Все 76 предметов одежды из льна, шерсти или шёлка в 10 цветах. Ковры (3 шерсти), гобелены (4), шкуры. Рыболовная сеть (2 льна).
  • Лён и шерсть покупаются у ткачей; шёлк ткут из паучьего шёлка (3 → 1). 8 стежков в такт иглы — чистая работа. Изделия только из льна или шерсти получают бонус трека за первый узор/tier только из собственной ткани без покупной или loose-примеси; выделка шкур и ткачество шёлка опыта не дают.
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Снабжение: алхимия и кулинария

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  • Алхимия: 20 зелий Daggerfall. Самые дешёвые — с ранга 0, сопротивление огню, холоду и электричеству и Restore Power — с 10, невидимость — с 70, очищение — с 90 (все зелья — гл. 66). Ингредиенты из Хранилищ. Варка даёт 2 зелья, с ранга 100 — 3 (Brewer — 3 уже у Подмастерья). Зелья лечения, выносливости, силы и магии могут выйти «мощными» (Potent, +25% силы; Master Alchemist — +40%). Классический Potion Maker также даёт опыт Provisioning.
  • Кулинария: у огня, страница «Огонь» в Хранилищах, бесплатно. Блюда: Hunter's Stew и Fisherman's Supper (ранг 0), Orchard Tart (10), Feast of the Hearth (70). Бонусы — например, +5 END на 2 часа или +5 STR, END и WIL на сутки вам и группе рядом (пир делят только сидящие за столом). Готовятся в 3 сковородах (пир — в 5). Повторная еда обновляет эффект, а не складывается. Сырая рыба готовится как обычная еда, без опыта.
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Зачарование (Enchanting)

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  • Создатель предметов (Item Maker) дешевле на 10% с Подмастерья и на 20% у Мастера (Efficient — ещё −5%). Masterwork можно дозачаровать, и создатель принимает любую изготовленную вещь с её чарами. Но очков зачарования не больше, чем даёт рецепт. Aetheric (Ruhn's Regalia, рейдовые комплекты) не зачаровываются.
  • Разборка: изготовленная вещь из рюкзака разбирается в Arcane Essence (хранится в Хранилищах, продаётся на рынке), опыт по tier (¼ за вещи сильно ниже ранга). С Зачарования 50 станция тратит 2 эссенции, чтобы перебросить одну строку известной Magic-вещи, или 5 — для Rare (как Перековка в Гильдии магов).
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Ежедневные ремесленные заказы (Craft Writs)

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На аккаунт выдаются 3 заказа в сутки: зелье, блюдо и ремонтный набор; если кузнечное дело ещё не открыто, вместо набора — второе зелье. Сдаётся собственная подтверждённая продукция, а не найденное или перепроданное зелье. Выбор ранга учитывает доступный прогресс аккаунта. Это отдельная система от придворных заказов материалов.

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ПродуктИсходное количество
Зелье tier 1–2 / 3–4 / 5–74 / 3 / 2
Блюдо tier 1–5 / 6–73 / 1
Набор tier 1–3 / 4–5 / 6–73 / 2 / 1
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серебро = min(200, max(20 × tier, ceil(q × (1,5 × (C − B) + B) / y)))

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опыт профессии = 2 × серебро; Renown = floor(1,5 × серебро).

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C — стоимость компонентов, B — покупная часть, y — выход новичка, q — количество сдаваемых изделий. Если исходный расчёт выше 200, количество уменьшается до лимита либо одной вещи. Профессия получает опыт в пределах её доступного потолка. Пример допустимой выплаты 120 серебра: 240 опыта профессии и 180 Renown. Максимум трёх выплат по 200 — 600 серебра за сутки; это не гарантия состава заказов.

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Качество и алхимия: текущие уточнения

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За засчитанный ремесленный заказ гильдия-заказчик также получает +2 репутации персонажа, если серверная система глав гильдий активна и её запись существует; действует общий предел репутации. Это отдельная прибавка к указанным серебру, опыту профессии и Renown. Таблица качества, прибавки специализаций и примерные свойства результата находятся в гл. 66. Плата за общественную алхимическую станцию снижена с 50 до 25 золотых.

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Даэдрические слитки и классическая алхимия

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На любой кузнице: 1 Ebony Ingot + 1 Daedra’s Heart + 1 Deadlands Ember → 1 Daedric Ingot. Сердце приходит из добычи даэдра и сундука Врат; Ember списывается со счёта аккаунта. Это открывает даэдрические изделия и ремонтные наборы по соответствующим рецептам. Неподтверждённые подземелья теперь дают все глубокие руды, включая Dwarven Scrap и Adamantium. Классический Potion Maker у алхимика и в Гильдии магов использует Stores и рюкзак и даёт опыт Provisioning по общей алхимической системе; прежнее утверждение «опыта не даёт» устарело. Источники: net/professionLaw.js, nodeLaw.js, alchemyLaw.js; scenes/potionMakerHost.js.

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Специализации профессий

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Часть X · 5 мин чтения
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На рангах 50 и 100 трек выбирает по одной специализации. У объединённого ремесла выбор идёт из вариантов обеих его дисциплин: например, на 50 у Кузнечного дела (Smithing) — Weaponsmith, Armoursmith, Gemcutter или Goldsmith, выбирается одна. Первый выбор бесплатный; первые сутки смена бесплатна; затем 1 000 серебра, действие сразу, следующая платная смена через 7 дней. Всего 52 специализации; три пока нельзя выбрать — у них нет нужной части игры. Таблица — по коду игры и сверена с базой Specialisations на Iliac Codex.

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ТрекРангСпециализацияЧто даёт
Горное дело50ProspectorЖилы на поверхности в 500 м видны на компасе (в подземелье — в 200 м), а на
(Mining)карте мира каждая жила отмечена своей рудой. Самоцветы попадаются на 10% чаще (3,3% вместо 3% за удар по блику).
50 100 100Deep Delver Motherlode Sense Surveyor (в Iliac Codex — Stonebreaker)Жилы в подземельях дают вдвое больше руды, и все жилы подземелья видны на компасе. Материнские жилы дня отмечены на карте с начала суток; предупреждение приходит за 30 минут, а не за 10. Вам не нужны три свидетеля: для вас любая жила может быть любой рудой своей местности, даже на неподтверждённой земле (руде королевства свидетели всё равно нужны). Валуны сразу дают тёсаный камень.
Лесозаготовка50LumberjackНа 2 удара топором меньше на каждое дерево (но не меньше 3).
(Logging)
50 100 100Forester Charcoal Burner TimberwrightСердцевина (Heartwood) выпадает вдвое чаще: 4% вместо 2% за чистый рез. Бревно в кузнице даёт 2 угля вместо 1. Бревно на верстаке даёт 3 доски вместо 2.
Травничество50GardenerОбычные травы: +1 к каждому сбору.
(Herbalism)
50 100 100Botanist Seasonal Eye Apothecary's FriendПри сборе трав с удержанием E можно сильнее шевелить камерой (на 50%), не помяв траву. Травы можно собирать и не в сезон (зимой — цветы, розы, маки и ягоды), но вдвое меньше. Любая сорванная трава считается непомятой: полный выход, а алхимику +5% к шансу мощного зелья за каждую такую траву.
Охота50 50 100 100Tracker Tanner Trophy Hunter ButcherЖивотные в радиусе 100 м отмечены. Шкуры выделываются 1 : 1, а не 2 : 1 (из 2 шкур — 2 кожи). Декор-трофей с убийства существа tier 5+. Пока нельзя выбрать. С туши — 2 сырого мяса вместо 1, и мясо портится вдвое медленнее.
Рыбалка (Fishing)50 50 100 100Angler Netter Deep-Sea Pearl DiverОкно, в которое нужно подсечь поклёвку, на 40% длиннее. Улов в стае: +2 рыбы вместо +1. В море шансы жемчужины и рыбы-убийцы вдвое выше (1 из 25 и 1 из 50). Шанс жемчужины втрое выше (1 из 17 вместо 1 из 50).
Кузнечное дело50 50 50 50 100 100 100 100Weaponsmith Armoursmith Gemcutter (ювелир) Goldsmith (ювелир) Masterwright Quartermaster Master Jeweller (ювелир) Lapidary (ювелир)Оружие выходит на ступень качества выше. Латы, кольчуга и щиты — на ступень выше. Вставленный камень получает ещё +10 процентных пунктов очков зачарования: обычный +20%, Perfect +50% вместе с Gemcutter. Серебряные украшения получают очки как золотые (+10%); ранг рецепта остаётся серебряным. +5% к шансу Masterwork у кузнечных изделий (за счёт худшего исхода). Переплавка даёт 2 слитка вместо 1, а ремонтный набор — 2 набора. +5% к шансу Masterwork у украшений. Siege-cracked Gem заменяет обычный камень, включая Pearl, но не другие градации.
Строительство50 50Bowyer (плотник) Joiner (плотник)Луки на ступень качества выше (у стрел качества нет). Мебель требует вдвое меньше досок (с округлением вверх).
ТрекРанг 50 50 100 100 100 100Специализация Quarryman (каменщик) Builder (каменщик) Siegewright (плотник) Master Joiner (плотник) Fortifier (каменщик) Sculptor (каменщик)Что даёт На верстаке каменщика 2 необработанных камня дают 2 тёсаных, а не 1. Укрепления резиденций (осады) требуют на 10% меньше камня. Тараны прочнее на 50%; осадные работы заканчиваются на день раньше. Ваша мебель всегда несёт клеймо мастера. Раз в сезон стены резиденции не теряют уровень при её захвате. Открывает 4 рецепта каменного декора: колонну, скамью, купель и постамент (гл. 66).
Снаряжение50 50 100 100Tailor Leatherworker Couturier SaddlerОдежда на ступень качества выше. Кожаная броня на ступень выше. Двухцветная окраска одежды. Пока нельзя выбрать. Улучшение повозки на +100 кг. Пока нельзя выбрать.
Снабжение50Brewer (алхимик)3 зелья за варку уже с ранга 50 (обычно 2).
(Provisioning)
50 50 50 100 100 100 100Distiller (алхимик) Cook (повар) Field Cook (повар) Master Alchemist Transmuter Chef Provisioner+10% к шансу мощного (Potent) зелья. 2 порции блюда вместо 1. Ночь у своего Костра не тратит топливо. Мощное зелье сильнее на 40%, а не на 25%. Трансмутация: 2 металла + 1 ртуть → 1 металл следующей ступени (олово → медь → серебро → золото → платина). Пир действует на 50% дольше: 36 часов вместо 24. Ваши блюда не портятся — даже у того, кто их купил; еда, которую вы берёте из Хранилищ, тоже не портится.
Зачарование50 50 100 100Efficient Disenchanter Soulbinder RunecasterСоздатель предметов дешевле ещё на 5%. Разборка даёт вдвое больше тайной эссенции. Заполненные камни душ дают на 10% больше очков зачарования. Свойство Masterwork-вещи выбирается из трёх вариантов.
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Специализации ювелира, плотника, каменщика, алхимика и повара — это выбор трека их ремесла (Кузнечного дела,

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Строительства и Снабжения): на 50 и на 100 трек получает только одну из четырёх.

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Материалы для ремесла

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Часть X · 17 мин чтения
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Все материалы, которые используют онлайн-рецепты (гл. 66), с тем, где их взять и для чего они нужны. Таблицы собраны из кода игры и сверены со страницей Crafting materials на Iliac Codex.

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TierСтупень материала, от 1 до 7. Собрать узел или сделать вещь можно с ранга профессии, который открывает этот tier: 0, 10, 25, 40, 55, 70, 90.
ЦенностьБазовая цена материала в серебре: 1, 2, 4, 6, 9, 14 и 40 за tier 1–7 (у трав — 1, 2 и 5, у реагентов — цена прилавка). От неё считаются судебные заказы: единицы × ценность × 1,2. На рынке игроков цену назначают сами игроки.
Где лежатСобранное идёт в Сумку для материалов (Materials Bag) или рюкзак, затем «Сдать» → Хранилища (Stores, клавиша ↓), у каждого материала свой фильтр семейства. Станции берут из сумки, рюкзака и Хранилищ.
«Россыпь» (loose)С 15.10 материалы, взятые из добычи, купленные в магазине или полученные от другого игрока, тоже можно сдать в Хранилища — как «россыпь». Их берёт любая станция, но не судебные заказы, не гильдейские Хранилища и не рынок: туда идёт только собранное своими руками.
Север и югТравы — это растения Daggerfall двух групп: северные (регионы бретонцев) и южные (регионы редгардов). Трава, растущая в обеих, хранится как два разных материала: в рецепте блюда или стрел это два варианта, зелья берут любую.
Подтверждённая земляЦенные узлы (руды выше серебра, деревья выше tier 2, редкие травы, самоцветы, сердцевина, жемчуг) бывают только на земле, где собирали три разных игрока с аккаунтами старше недели (гл. 61).
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Коротко: что из чего делают

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Что собралиВо что превращается и зачем
Руда (железо, двемерская,В кузнице 2 руды → 1 слиток; железный слиток + древесный уголь → стальной. Слитки идут на
мифрил, адамантин, эбонит инаковальню: оружие, броня, щиты, инструменты; железный слиток нужен и для стрел.
т.д.)
Олово, медьДобавки к оружию на наковальне (кинжалы и короткие клинки — олово, мечи — медь); вместе — латунь, пока ни в одном рецепте.
Самородное серебро, золото,Сразу на ювелирный верстак, без слитков: кольца, знаки, браслеты, наручи, амулеты. Золото и
платинаплатина дают украшению больше очков зачарования (гл. 45).
СамоцветыЗнак и амулет требуют камень, кольцо — по желанию. Ещё — в гнёзда оружия и брони и как основа для зачарования (гл. 42).
Свинец, сера, каменьНеобработанный камень → тёсаный камень; свинец + сера + камень → известковый раствор. Из них — каменные постройки для дома.
Брёвна, смолаДоски → посохи, луки, стрелы; смола — для луков; любое бревно → древесный уголь для стали. Дерево определяет «металл» посоха или лука.
Шкуры, паучий шёлк, лён, шерстьШкуры → выделанная или дублёная кожа → кожаная броня, рукояти мечей, наручи, ремонтные наборы. Ткань → одежда, ковры, гобелены.
Мясо, рыба, фрукты, яйца, грибы, Блюда на любом огне: временные прибавки к атрибутам и запасу сил (гл. 66).
травы
Травы, части животных,20 зелий на алхимической станции: лечение, сопротивления, хождение по воде и др. (гл. 66).
реагенты, некоторые металлы
Изготовленные вещиРазборка на станции зачарования → тайная эссенция (Arcane Essence) → переброс строк на вещах Magic и Rare.
Всё собранное своими рукамиСудебные заказы — серебро (гл. 46), рынок игроков (гл. 48), хранилища гильдии.
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Металлы, руды и слитки

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МатериалTierЦенн.Где взятьДля чего
Iron — железо (руда)11жилы: пустыни, горы, тропические леса, болота, субтропики, горные леса, леса, леса с призракамислиток (кузница); зелье «Сила орка»
Tin — олово11жилы: субтропики, лесаоружие; латунь (кузница); трансмутация
Copper — медь11жилы: тропические леса, субтропики, горные леса, леса; трансмутация (Transmuter)оружие; латунь (кузница); трансмутация
Lead — свинец11жилы: пустыни, горные леса, леса с призракамираствор
Sulphur — сера11жилы: пустыни, болота, субтропикираствор; зелье «Хождение по воде»
Lodestone — магнетит22жилы: лесазелье «Сопротивление электричеству»
Mercury — ртуть22жилы: болота, леса с призракамитрансмутация; зелье «Лечение»
Silver — серебро (самородное)34жилы: горы, горные леса; жилы подземелий; трансмутация (Transmuter); на неподтверждённой земле — самый ценный металл жилукрашения; слиток (кузница); трансмутация; зелье «Восстановление силы»
Gold — золото46жилы: пустыни, горы, тропические леса; жилы подземелий; трансмутация (Transmuter)украшения; трансмутация
Platinum — платина59жилы: горы; жилы подземелий; трансмутация (Transmuter)украшения
Brass — латунь22кузница: 1 медь + 1 оловопока ни в одном рецепте
Moonstone Ore — руда46жилы подземелий в лесах и лесах сслиток (кузница)
лунного камняпризраками; руда королевства: королевство Даггерфолл (подтверждённая земля)
Dwarven Scrap — двемерский46жилы подземелийслиток (кузница)
лом
Mithril Ore — мифриловая59жилы: горы; руда королевства:слиток (кузница)
рудакоролевство Вэйрест (подтверждённая земля)
Adamantium Ore —614жилы подземелий; руда королевства:слиток (кузница)
адамантиновая рудаБалфиера (подтверждённая земля)
Ebony Ore — эбонитовая руда614жилы: пустыни; руда королевства: королевство Сентинел (подтверждённая земля)слиток (кузница)
Orichalcum Ore — орихалковая614руда королевства: Орсиниум ислиток (кузница)
рудаРотгарианские горы (подтверждённая земля)
Iron Ingot — железный слиток11кузница: железо (руда) ×2 → 1 слиток (Quartermaster — 2)оружие; латы, кольчуга и щиты; инструменты; ремонтные наборы; стрелы; набор для тарана; сталь (кузница)
Steel Ingot — стальной слиток22кузница: железный слиток ×1 + древесный уголь ×1 → 1 слиток (Quartermaster — 2)оружие; латы, кольчуга и щиты; ремонтные наборы
Silver Ingot — серебряный34кузница: серебро (самородное) ×2 → 1оружие; латы, кольчуга и щиты;
слитокслиток (Quartermaster — 2)ремонтные наборы
Moonstone Ingot — слиток46кузница: руда лунного камня ×2 → 1оружие; латы, кольчуга и щиты;
лунного камняслиток (Quartermaster — 2)ремонтные наборы
Dwarven Ingot — двемерский46кузница: двемерский лом ×2 → 1 слитокоружие; латы, кольчуга и щиты;
слиток(Quartermaster — 2)ремонтные наборы
Mithril Ingot — мифриловый59кузница: мифриловая руда ×2 → 1 слитокоружие; латы, кольчуга и щиты;
слиток(Quartermaster — 2)ремонтные наборы
Adamantium Ingot —614кузница: адамантиновая руда ×2 → 1оружие; латы, кольчуга и щиты;
адамантиновый слитокслиток (Quartermaster — 2)ремонтные наборы
Ebony Ingot — эбонитовый614кузница: эбонитовая руда ×2 → 1 слитокоружие; латы, кольчуга и щиты;
слиток(Quartermaster — 2)ремонтные наборы
Orichalcum Ingot —614кузница: орихалковая руда ×2 → 1 слитокоружие; латы, кольчуга и щиты;
орихалковый слиток(Quartermaster — 2)ремонтные наборы
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Daedric Ingot — даэдрический 7 40 кузница: эбонит + сердце даэдра + оружие; латы, кольчуга и щиты;

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слитокремонтные наборы
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Ember

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Warforged Steel Ingot — слиток614трофей осады (Spoils of War): после боя за оружие; латы, кольчуга и щиты; +1
боевой сталирезиденцию — один бросок из трёх трофеевступень качества изделию
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Слитки — для кузнеца: какой металл выходит из какого слитка и с какого ранга, — в гл. 66. Ювелир работает с самородным

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серебром, золотом и платиной, а не со слитками.

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Камень и самоцветы

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МатериалTierЦенн.Где взятьДля чего
Rough Stone —11валуны на каменистых полях (3–5 затёсаный камень; раствор
необработанный каменьудар; гл. 62)
Cut Stone — тёсаный камень22верстак каменщика: 2 необработанных → 1 (Quarryman — 1 : 1); валун у Surveyor сразукаменный декор
Mortar — известковый раствор22верстак каменщика: сера ×1 + свинец ×1 + каменный декор необработанный камень ×5 → 10 (ранг 10)
Ruby — рубин59жилы: горы; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения
Emerald — изумруд614жилы: горы; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения
Sapphire — сапфир614жилы: горы; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения
Diamond — алмаз614жилы подземелий; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения; зелье «Невидимость»; зелье «Очищение»
Jade — нефрит22жилы: тропические леса; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения
Turquoise — бирюза34жилы: пустыни; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения; зелье «Сопротивление холоду»
Malachite — малахит34жилы: болота; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения; зелье «Тень»
Amber — янтарь46жилы: леса; 3% за удар по блику, только подтверждённая земля (Prospector — 3,3%)украшения; зелье «Сопротивление огню»
Pearl — жемчужина59рыбалка в море на подтверждённой земле: 1 из 50 забросов (Pearl Diver ×3, Deep-Sea ×2)украшения; зелье «Лечение яда»
Siege-cracked Gem —614трофей осады (Spoils of War)вместо обычного камня в украшении
треснувший в осаде камень(только Lapidary); не заменяет Chipped, Flawed, Flawless или Perfect
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Дерево

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МатериалTierЦенн.Где взятьДля чего
Pine Log — сосновое бревно11горы и горные леса; в лесах без своих деревьев tier 1 — 2 дерева из 5уголь (кузница); доски (верстак)
Oak Log — дубовое бревно22деревья: болота, горные леса, леса, леса с призракамиуголь (кузница); доски (верстак)
Cherry Log — вишнёвое34деревья: субтропики, леса, леса суголь (кузница); доски (верстак)
бревнопризраками (выше tier 2 — только подтверждённая земля)
Teak Log — тиковое бревно46деревья: тропические леса, субтропики (выше tier 2 — только подтверждённая земля)уголь (кузница); доски (верстак)
Mahogany Log — бревно59деревья: тропические леса (выше tier 2 —уголь (кузница); доски (верстак)
красного дереватолько подтверждённая земля)
Ironwood Log — бревно614каждое 20-е дерево тропических лесов,уголь (кузница); доски (верстак)
железного дереваподтверждённая земля
Ghostwood Log — бревно614каждое 20-е дерево лесов с призраками,уголь (кузница); доски (верстак)
призрачного дереваподтверждённая земля
Pine Plank — сосновая доска11верстак: 1 бревно → 2 доски (Timberwright — 3); кузнец продаёт за 2 серебраинструменты; посохи; луки; стрелы; мебель; корзина
Oak Plank — дубовая доска22верстак: 1 бревно → 2 доски (Timberwright — 3); кузнец продаёт за 4 серебраоружие; латы, кольчуга и щиты; инструменты; посохи; луки; мебель; набор для тарана
Cherry Plank — вишнёвая34верстак: 1 бревно → 2 доскипосохи; луки; мебель
доска(Timberwright — 3)
Teak Plank — тиковая доска46верстак: 1 бревно → 2 доски (Timberwright — 3)посохи; луки; мебель
Mahogany Plank — доска59верстак: 1 бревно → 2 доскипосохи; луки; мебель
красного дерева(Timberwright — 3)
Ironwood Plank — доска614верстак: 1 бревно → 2 доскипосохи; луки; украшения
железного дерева(Timberwright — 3)
Ghostwood Plank — доска614верстак: 1 бревно → 2 доскипосохи; луки; украшения
призрачного дерева(Timberwright — 3)
Charcoal — древесный уголь11кузница: 1 любое бревно → 1 (Charcoal Burner — 2); кузнец продаёт за 2 серебрасталь (кузница)
Resin — смола11каждое 4-е срубленное дерево, любая землялуки
Heartwood — сердцевина462% за чистый рез на подтверждённой земле (Forester — 4%), не больше одной с качеством (+1 ступень) деревазамена одной доски в любом рецепте с
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Шкуры, кожа и ткань

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МатериалTierЦенн.Где взятьДля чего
Rat Pelt — крысиная шкурка11снять шкуру: крысаковры, гобелены, шкуры; кожа (станок)
Bat Leather — кожа летучей22снять шкуру: гигантская летучая мышьковры, гобелены, шкуры; кожа (станок)
мыши
Bear Hide — медвежья шкура22снять шкуру: медведь гризлинабор для тарана; ковры, гобелены, шкуры; кожа (станок)
Tiger Pelt — тигровая шкура34снять шкуру: саблезубый тигрковры, гобелены, шкуры; кожа (станок)
Spider Silk — паучий шёлк34снять шкуру: паукшёлк (станок)
Scorpion Chitin — хитин46снять шкуру: гигантский скорпионкожа (станок)
скорпиона
Slaughterfish Scales — чешуя46снять шкуру: рыба-убийца (и улов в море,кожа (станок)
рыбы-убийцы1 из 100)
Harpy Feathers — перья гарпии59снять шкуру: гарпия; не больше 3 шкур tier 5+ в сутки на аккаунтстрелы
Dreugh Shell — панцирь дреуга59снять шкуру: дреуг; не больше 3 шкур tier 5+ в сутки на аккаунткожа (станок)
Dragonling Scale — чешуя614снять шкуру: драконыш; не больше 3кожа (станок)
драконышашкур tier 5+ в сутки на аккаунт
Cured Leather — выделанная22ткацкий станок: 2 шкуры tier 1–3 → 1оружие; латы, кольчуга и щиты;
кожа(Tanner — 1 : 1); кузнец продаёт за 4 серебраремонтные наборы; кожаная броня; одежда; украшения
Hardened Leather — дублёная59ткацкий станок: 2 шкуры tier 4–6 → 1кожаная броня
кожа(Tanner — 1 : 1)
Linen Bolt — рулон льна11Weavers или мебельный магазин — 2 серебра; либо на станке 2 Root Tendrils → 1 рулонмебель; одежда; рыболовная сеть; украшения
Wool Bolt — рулон шерсти22Weavers — 3 серебра; либо на станке 2 подходящих меха/шкуры → 1 рулонодежда; ковры, гобелены, шкуры
Silk Bolt — рулон шёлка46ткацкий станок: 3 паучьего шёлка → 1одежда
Standard-bearer's Silk — шёлк59трофей осады (Spoils of War)одежда
знаменосца
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Выделка и ткачество опыта не дают: опыт был при снятии шкуры. Перья гарпии не выделываются — они идут на стрелы.

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Части животных и реагенты аптекарей

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МатериалTierЦенн.Где взятьДля чего
Big Tooth — большой зуб22с туши при снятии шкуры, 1 из 4 (гризли, саблезубый тигр); пропадает, если шкура порваназелье «Лечение болезней»; зелье «Очищение»
Spider's Venom — паучий яд34с туши при снятии шкуры, 1 из 4 (паук); пропадает, если шкура порваназелье «Свобода движений»
Giant Scorpion Stinger — жало34с туши при снятии шкуры, 1 из 4зелье «Лечение яда»
гигантского скорпиона(гигантский скорпион); пропадает, если шкура порвана
Dragon's Scales — драконья614с туши при снятии шкуры, 1 из 4пока ни в одном рецепте
чешуя(драконыш); пропадает, если шкура порвана
Werewolf's Blood — кровь35прилавок Apothecaries — 5 серебразелье «Восстановление силы»
оборотня
Fairy Dragon's Scales — чешуя418прилавок Apothecaries — 18 серебразелье «Сопротивление огню»
феи-дракона
Unicorn Horn — рог единорога540прилавок Apothecaries — 40 серебразелье «Истинное лечение»
Ectoplasm — эктоплазма412прилавок Apothecaries — 12 серебразелье «Невидимость»; зелье «Очищение»; зелье «Левитация»
Troll's Blood — кровь тролля34прилавок Apothecaries — 4 серебразелье «Лечение»
Snake Venom — змеиный яд22прилавок Apothecaries — 2 серебразелье «Сопротивление яду»
Mummy Wrappings — бинты38прилавок Apothecaries — 8 серебразелье «Очищение»
мумии
Saint's Hair — волос святого540прилавок Apothecaries — 40 серебразелье «Восстановление силы»
Small Tooth — маленький зуб21прилавок Apothecaries — 1 сереброзелье «Лечение яда»
Pure Water — чистая вода35прилавок Apothecaries — 5 серебра5 зелий (гл. 66)
Rain Water — дождевая вода22прилавок Apothecaries — 2 серебра5 зелий (гл. 66)
Orc's Blood — кровь орка34прилавок Apothecaries — 4 серебразелье «Сила орка»
Elixir Vitae — эликсир жизни36прилавок Apothecaries — 6 серебра5 зелий (гл. 66)
Nectar — нектар33прилавок Apothecaries — 3 серебра6 зелий (гл. 66)
Ichor — ихор34прилавок Apothecaries — 4 серебра6 зелий (гл. 66)
Ivory — слоновая кость33прилавок Apothecaries — 3 серебразелье «Подводное дыхание»
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16 реагентов нужны рецептам зелий, но ни одна профессия их не собирает. Их покупают за серебро на прилавке Apothecaries (вкладка Market на доске объявлений), и они сразу идут в Хранилища как «купленные». Изделие только из купленных у прилавка товаров не даёт бонуса бонус трека за первый узор.

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Еда, эссенция и трофеи

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МатериалTierЦенн.Где взятьДля чего
Apple — яблоко11корзина (Basket) у поля трав: горы, леса, горные леса, леса с призракамиблюда
Orange — апельсин11корзина: пустыни, субтропики, болота, тропические лесаблюда
Mushroom — гриб11корзина, любой климатблюда
Egg — яйцо11корзина, любой климатблюда
Raw Meat — сырое мясо11туша животного при снятии шкуры (Butcher — 2)блюда
Raw Fish — сырая рыба11рыбалка; туша рыбы-убийцыблюда
Arcane Essence — тайная34разборка изготовленной вещи: 1 заперебросить строку Magic-вещи (2) или
эссенциякаждые 100 очков зачарования (Disenchanter — ×2); из Хранилищ не выводитсяRare (5) на станции зачарования, Зачарование 50+; рынок
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Травы

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ТраваTierЦенн.Где растёт (по редкости)ЗемлиДля чего
Twigs — прутья11обычная: пустыни, горы, леса с призракамисевер и югстрелы; зелье «Свобода движений»
Green Leaves —11обычная: болота, лесасевер иблюда; зелье «Хамелеон»
зелёные листьяюг
Red Flowers — красные11обычная: леса; необычная: тропическиесевер изелье «Сопротивление огню»
цветылеса; нет зимой, весной ×1,5юг
Yellow Flowers —11обычная: субтропики, леса; нет зимой,север изелье «Хамелеон»
жёлтые цветывесной ×1,5юг
Root Tendrils —11обычная: болота, леса с призраками;север итолько продажа и судебные заказы;
корневые усикинеобычная: горные лесаюг2 → 1 Linen Bolt на станке
Root Bulb — луковица11обычная: болота; необычная: горысевер и югблюда
Pine Branch — сосновая11обычная: горы, горные лесатолькозелье «Сопротивление холоду»;
веткасеверзелье «Истинное лечение»
Green Berries —11обычная: тропические леса, горные леса;север итолько продажа и судебные
зелёные ягодынет зимой, осенью ×1,5югзаказы
Red Berries — красные22необычная: леса; нет зимой, осенью ×1,5север изелье «Сопротивление
ягодыюгэлектричеству»; зелье «Хамелеон»; зелье «Лечение»; зелье «Истинное лечение»
Yellow Berries —22необычная: леса; нет зимой, осенью ×1,5север иблюда
жёлтые ягодыюг
Clover — клевер11обычная: горные леса, лесатолько севертолько продажа и судебные заказы
Red Rose — красная22необычная: леса; нет зимой, весной ×1,5толькотолько продажа и судебные
розасеверзаказы
Yellow Rose — жёлтая22необычная: леса; нет зимой, весной ×1,5толькозелье «Хождение по воде»
розасевер
Black Rose — чёрная22необычная: леса с призраками; нет зимой,только югзелье «Тень»
розавесной ×1,5
White Rose — белая35редкая: тропические леса, горные леса; нет только югзелье «Сопротивление холоду»
розазимой, весной ×1,5
Red Poppy — красный22необычная: леса; нет зимой, весной ×1,5толькотолько продажа и судебные
максеверзаказы
Black Poppy — чёрный22необычная: леса с призраками; редкая:только югзелье «Медленное падение»
макболота; нет зимой, весной ×1,5
Golden Poppy —35редкая: пустыни, субтропики, леса; неттолькозелье «Сопротивление яду»
золотой макзимой, весной ×1,5север
White Poppy — белый35редкая: горы, леса; нет зимой, весной ×1,5только югзелье «Медленное падение»
мак
Ginkgo Leaves — листья22необычная: тропические леса; редкая: лесатолько югзелье «Выносливость»
гинкгос призраками
Bamboo — бамбук11обычная: тропические леса; необычная: болота, субтропикитолько югзелье «Свобода движений»
Palm — пальма11обычная: субтропики; необычная: пустынитолько югзелье «Хождение по воде»
Aloe — алоэ11обычная: субтропики; необычная: пустынитолько югзелье «Выносливость»
Fig — инжир22необычная: тропические леса, субтропикитолько югзелье «Лечение болезней»; зелье «Очищение»
Cactus — кактус11обычная: пустынитолько югзелье «Сопротивление огню»
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«Земли»: север — регионы бретонцев (группа PlantIngredients1), юг — регионы редгардов (PlantIngredients2). Трава, которой нет в

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группе вашего региона, всё равно собирается — как трава другой группы. Сезон: зимой нет цветов, роз, маков и ягод; весной

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цветы, розы и маки дают ×1,5, осенью ягоды ×1,5 (Seasonal Eye собирает и не в сезон, вдвое меньше).

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Рецепты

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Часть X · 13 мин чтения
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Онлайн в текущих массивах кода 1 273 рецептурные записи: 1 203 изделия на станциях, 50 заготовок (переплавка, распил, выделка, ткачество, раствор, трансмутация) и 20 зелий. Изделия: 308 кузнечных, 338 портняжных, 504 ювелирных, 42 столярных, 4 каменных и 7 кулинарных. Это варианты материалов и камней, а не 1 273 уникальных узора: бонус первого изготовления считается по узору и tier. Таблицы ниже сгруппированы по узорам; ранги материалов сохранены.

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Когда открываетсяРецепт доступен с ранга, который открывает tier его материала: 0, 10, 25, 40, 55, 70, 90. Учиться не нужно — всё открывается рангом. Исключения: каменный декор (нужна специализация Sculptor) и трансмутация (Transmuter).
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Опыт 20 × tier за изделие; рецепт больше чем на 2 tier ниже вашего максимума — ¼. бонус трека за первый узор узора в каждом tier (первый мифриловый длинный меч, первый эбонитовый — уже tier 6). Для изделия только из товаров прилавка бонус зависит от происхождения единиц: собственноручно сделанная ткань из своих материалов подходит; покупная и loose не подходят. Переплавка — 10 × tier за слиток. Каменщик и повар получают опыт по tier своего ранга (+50% за чистую работу). Станции показывают опыт и бонус первого раза у каждого узора.

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Предел ремесленникаВыше 50 можно поднять только 2 ремесла из 5 (сбор не ограничен).
ГдеСтанции и плата за работу — в гл. 63. За один раз — до 100 заготовок.
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Качество изделия

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Качество бросается по запасу ранга: ваш ранг − ранг рецепта. Потом добавляются ступени: чистая мини-игра (+1), специализация семейства на 50 (Weaponsmith, Armoursmith, Bowyer, Tailor, Leatherworker: +1) и особый материал — слиток Warforged, дублёная кожа или сердцевина вместо доски (+1, только одно из трёх). Выше Masterwork не бывает. Masterwright и Master Jeweller добавляют 5% к Masterwork за счёт худшего исхода.

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Запас рангаCrudeStandardFineSuperiorMasterwork
0–920%60%20%——
10–24—50%40%10%—
25–44—20%50%28%2%
45 и больше——40%52%8%
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Crude: прочность ×0,75. Fine: прочность ×1,15, вес ×0,95. Superior и Masterwork: прочность ×1,3, вес ×0,9, вещь выходит

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зачарованной (как Magic и Rare); на Masterwork — имя мастера. Ремонтный набор качества Superior и выше чинит до 90%.

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Стрелы, блюда и набор для тарана качества не имеют.

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Кузница: переплавка (Smithing)

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Что получаетсяИз чего
Слиток железа, серебра, лунного камня,2 руды (или самородного металла) → 1 слиток; Quartermaster — 2 слитка
двемерский, мифриловый, адамантиновый,
эбонитовый, орихалковый
Стальной слиток1 железный слиток + 1 древесный уголь
Латунь (Brass)1 медь + 1 олово (пока ни в одном рецепте)
Древесный уголь1 любое бревно → 1 (Charcoal Burner — 2), опыта нет
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Ранг для переплавки не нужен: новичок может плавить и мифрил, но ковать из него — только с ранга 55.

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Наковальня: оружие, броня, инструменты (Smithing)

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39 узоров, 308 рецептов. Узор × металл: таблица слева — сколько слитков и что ещё нужно, таблица справа — какой металл выходит и с какого ранга.

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ОружиеНужно
Кинжал (Dagger)1 сл. + олово ×1
Танто (Tanto)1 сл. + олово ×1
Короткий меч2 сл. + олово ×1
(Shortsword)
Вакидзаси (Wakizashi)2 сл. + олово ×1
Палаш (Broadsword)3 сл. + медь ×1 + выделанная кожа ×1
Сабля (Saber)3 сл. + медь ×1 + выделанная кожа ×1
Длинный меч (Longsword)3 сл. + медь ×1 + выделанная кожа
Цеп (Flail)3 сл. + медь ×1 + выделанная кожа ×1
Боевой молот4 сл. + медь ×1 + дубовая доска ×1
(Warhammer)
Боевой топор (Battle Axe)4 сл. + медь ×1 + дубовая доска ×1
Секира (War Axe)4 сл. + медь ×1 + дубовая доска ×1
Клеймор (Claymore)5 сл. + медь ×1 + выделанная кожа ×1
Дай-катана (Dai-katana)5 сл. + медь ×1 + выделанная кожа ×1
Moonstone Ingotэльфийский
Dwarven Ingotдвемерский
Катана (Katana) Булава (Mace)×1 3 сл. + медь ×1 + выделанная кожа ×1 3 сл. + медь ×1 + выделанная кожа ×1
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«сл.» — слитки выбранного металла. Орихалк даёт орочий металл: он сильнее эбонита (гл. 27), а открывается на том же ранге 70.

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Посох делает плотник.

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Латы (любой металл)НужноКольчуга (только сталь)
Кираса (Cuirass)6 сл. + выделанная кожа ×25 стальных сл.
Поножи (Greaves)4 сл. + выделанная кожа ×13 стальных сл.
Шлем (Helm)2 сл. + выделанная кожа ×12 стальных сл.
Левый наплечник (Left Pauldron)2 сл. + выделанная кожа ×12 стальных сл.
Правый наплечник (Right Pauldron)2 сл. + выделанная кожа ×12 стальных сл.
Рукавицы (Gauntlets)2 сл. + выделанная кожа ×12 стальных сл.
Сапоги (Boots)2 сл. + выделанная кожа ×12 стальных сл.
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Щиты (любой металл)Нужно
Баклер (Buckler)3 сл. + выделанная кожа ×1
Круглый щит (Round Shield)3 сл. + дубовая доска ×1
Каплевидный щит (Kite Shield)4 сл. + дубовая доска ×1
Башенный щит (Tower Shield)5 сл. + дубовая доска ×1
Топор лесоруба2 жел. сл. + сосновая доска ×1
Кирка2 жел. сл. + сосновая доска ×1
Серп Лопата Нож для свежевания Ремонтный набор1 жел. сл. + сосновая доска ×1 2 жел. сл. + дубовая доска ×1 (ранг 10) 1 жел. сл. + сосновая доска ×1 1 слиток + 1 выделанная кожа, любой металл, кроме Warforged; Quartermaster — 2 набора
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Кольчуга считается «кольчугой» без металла и открывается на ранге стали (10). Набор чинит 25% вещи своего металла (стальной

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— и кольчугу), но не выше 75% (90% у набора Superior/Masterwork). Инструмент Crude выдерживает 37 применений, Standard —

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50, Fine — 57, Superior и Masterwork — 65.

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Ювелирный верстак (Jewelcrafting, трек Smithing)

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8 узоров, 504 рецепта с учётом новых градаций камня. Ювелир работает с самородным металлом из жил, не со слитками.

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УкрашениеНужноОсноваРангОчки зач.
Кольцо (Ring)1 единица металла (+ камень по желанию)Серебро Золото0 25+0% +10%
Знак (Mark)1 единица металла + 1 камень
Браслет (Bracelet)2 единицы металла
Наруч (Bracer)2 единицы металла + выделанная кожа ×1Железное / призрачное дерево (жезл)70+0%
Амулет (Amulet)2 единицы металла + 1 каменьВставленный камень—+2,5…40% по
Торквес (Torc)3 единицы металлаградации (см. ниже)
Тканевый амулет (Cloth1 рулон льна + 1 камень
Amulet)
Жезл (Wand)2 доски железного или призрачного дерева + 1 камень
Платина55+20%
Лён (тканевый амулет)0+0%
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Камни: рубин, изумруд, сапфир, алмаз, нефрит, бирюза, малахит, янтарь во всех пяти градациях и морская жемчужина — 41 вариант. Gemcutter добавляет +10 процентных пунктов сверх доли камня, Goldsmith считает серебро золотом (+10%). Lapidary подставляет Siege-cracked только вместо обычного камня. Полная формула и пример приведены в конце главы. Очки зачарования — бюджет Item Maker для вещи. Огранка: 3 грани (5 с камнем), поймать все — чистая работа.

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Верстак плотника (Carpentry, трек Building)

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42 рецепта. Дерево задаёт и ранг, и металл, которым считается посох или лук.

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УзорНужно
Распил1 бревно → 2 доски (Timberwright — 3), опыта нет
Посох (Staff)3 доски
Короткий лук3 доски + 1 смола
(Short Bow)
Длинный лук4 доски + 1 смола
(Long Bow)Красное дерево (Mahogany)
Стрелы ×20сосновая доска ×1 + железный слиток ×1 + прутья ×4 (северные или южные) или перья гарпии ×1; ранг 0
Большой стол6 досок (дуб, вишня, красное дерево, тик)
Малый стол3 доски
Стул2 доски
Кровати8 досок + 2 рулона льна: простая одинарная — сосна, двойная — дуб, нарядная одинарная — вишня, двойная — тик
Корзина2 сосновые доски; ранг 0
(Basket)
Набор для40 дубовых досок + 20 железных слитков + 4
тарана (Ramмедвежьи шкуры; ранг 60
Kit)
ДеревоTier
Тик (Teak)4
ДеревоTier
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Joiner — мебель за половину досок (с округлением вверх). Сердцевина (Heartwood) заменяет одну доску в любом рецепте с

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доской и качеством — посохе, луке, мебели, а у кузнеца в боевом молоте, топорах, щитах и лопате — и даёт +1 ступень качества.

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Мебель попадает в «вещи дома» и ставится через DECOR; зачарованной не бывает. Набор для тарана не выводится из Хранилищ:

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его доставляет осадный заказ.

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Верстак каменщика (Masonry, трек Building)

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ЧтоНужноРанг
Тёсаный камень (Cut Stone)2 необработанных → 1 (Quarryman — 2 → 2)0
Известковый раствор ×10 (Mortar)1 сера + 1 свинец + 5 необработанных камней10
Каменная колонна (Stone Column)12 тёсаного камня + 3 раствора; только Sculptor10
Каменная скамья (Stone Bench)8 тёсаного камня + 2 раствора; только Sculptor10
Каменная купель (Stone Font)10 тёсаного камня + 3 раствора; только Sculptor10
Постамент для статуи (Statue Plinth)6 тёсаного камня + 2 раствора; только Sculptor10
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Долото: пять линий, бить по отмеченной (у декора 7 ударов, у заготовок 4). Каменный декор попадает в «вещи дома».

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Ткацкий станок (Outfitting)

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338 рецептов: кожаная броня, 76 предметов одежды в четырёх тканях и 10 цветах (или без краски), ковры, гобелены, шкуры и сеть.

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УзорНужно
Выделка2 шкуры → 1 кожа: tier 1–3 → выделанная (Cured), tier 4–6 → дублёная (Hardened); Tanner — 1 : 1. Опыта нет
Ткачество шёлка3 паучьего шёлка → 1 рулон шёлка, опыта нет
Кожаная бронякираса 6 кожи, поножи 4, шлем, наплечники, рукавицы и сапоги — по 2. Выделанная кожа — ранг 10; дублёная — ранг 55 и +1 ступень качества
Малая одежда (15)1 рулон ткани
Средняя одежда (39)2 рулона
Большая одежда (18)3 рулона
Обувь-сапоги (4)1 рулон + 1 выделанная кожа
Ковры (4)3 рулона шерсти; ранг 10
Гобелены (3)4 рулона шерсти; ранг 10
Шкуры для полабольшие — 2 шкуры, малые — 1: крысиная (ранг 0), летучей мыши и медвежья (10), тигровая (25)
Рыболовная сеть (Fishing-Net)2 рулона льна; ранг 0
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ТканьTierРангОткуда
Лён (Linen Bolt)10прилавок, 2 серебра
Шерсть (Wool Bolt)210прилавок, 3 серебра
Шёлк (Silk Bolt)4403 паучьего шёлка
Шёлк знаменосца (Standard-555трофей осады
bearer's Silk)
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Малая одежда: мужская — Straps, Armbands, Fancy Armbands, Sash, Shoes, Sandals, Loincloth, Challenger Straps, Champion Straps; женская — Brassiere, Formal Brassiere, Shoes, Sandals, Loincloth, Tights. Большая: мужская — Kimono, Casual Cloak, Formal Cloak, Khajiit Suit, Dwynnen Surcoat, Toga, Plain Robes, Priest Robes, Anticlere Surcoat; женская — Casual Cloak, Formal Cloak, Khajiit Suit, Evening Gown, Day Gown, Casual Dress, Strapless Dress, Plain Robes, Priestess Robes. Сапоги: Tall Boots, Boots (муж.), Tall Boots, Boots (жен.). Всё остальное — средняя. Для изделия только из льна или шерсти бонус первого раза зависит от собственного происхождения всей ткани (см. уточнение ниже). Tailor: одежда +1 ступень; Leatherworker: кожаная броня +1 ступень. Стежки: 8 нажатий в такт иглы.

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Огонь: кулинария (Cooking, трек Provisioning)

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БлюдоРангНужноЭффект
Hunter's Stew0сырое мясо ×2, гриб ×1, луковица ×1 (северные или южные)Выносливость (END) +5 на 2 часа
Fisherman's Supper0сырая рыба ×2, яйцо ×1, зелёные листья ×1 (северные или южные)Ловкость (AGI) +5 на 2 часа
Orchard Tart10яблоко ×2, яйцо ×1, жёлтые ягоды ×1 (северные или южные)Запас сил на пятую часть дольше на 4 часа
Feast of the Hearth70сырое мясо ×4, сырая рыба ×4, яблоко ×2, апельсин ×2, гриб Сила (STR), Выносливость и Сила ×2, яйцо ×2воли (WIL) +5 на сутки — всем за вашим столом
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Любой зажжённый огонь, бесплатно, ингредиенты из Хранилищ, блюдо — в рюкзак. 7 рецептов (каждое блюдо с травой — в

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северном и южном варианте). Cook — 2 порции, Chef — пир на 36 часов, Provisioner — блюда не портятся. 3 сковороды (у пира 5);

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Skillet (Climates & Calories) в рюкзаке расширяет окно в 1,5 раза. Повторная еда обновляет эффект, а не складывает его.

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Алхимическая станция (Alchemy, трек Provisioning)

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20 зелий Daggerfall. Ранг — по цене зелья. Ингредиенты берутся из Хранилищ; трава может быть северной или южной, если не указано иное.

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ЗельеРангИнгредиентыЧто делает
Лечение (Healing)0Red Berries, Troll's Blood, Elixir Vitae, Mercuryвосстанавливает здоровье
Сила орка (Orc Strength)0Pure Water, Orc's Blood, Ironвременно повышает Силу
Выносливость (Stamina)0Ginkgo Leaves (юж.), Aloe (юж.), Pure Waterвосстанавливает усталость (Fatigue)
Хождение по воде (Water0Yellow Rose (сев.), Palm (юж.), Pure Water, Sulphurхождение по воде
Walking)
Сопротивление огню (Resist Fire)10Amber, Red Flowers, Cactus (юж.), Fairy Dragon's Scales, Ichorсопротивление огню на время
Сопротивление холоду (Resist10Turquoise, Pine Branch (сев.), White Rose (юж.), Ichorсопротивление холоду
Frost)
Сопротивление электричеству10Red Berries, Ichor, Lodestoneсопротивление электричеству
(Resist Shock)
Восстановление силы (Restore10Werewolf's Blood, Saint's Hair, Nectar, Silverвосстанавливает магию
Power)
Лечение болезней (Cure Disease)25Fig (юж.), Big Tooth, Elixir Vitaeлечит болезни (не бывает Potent)
Истинное лечение (Heal True)25Pine Branch (сев.), Red Berries, Unicorn Horn, Elixir Vitaeвосстанавливает больше здоровья
Медленное падение (Slow Falling)25Black Poppy (юж.), White Poppy (юж.), Pure Waterмедленное падение
Подводное дыхание (Water25Rain Water, Elixir Vitae, Ivory — всё с прилавка: 1 зелье,дыхание под водой
Breathing)без бонуса первого раза
Свобода движений (Free Action)40Twigs, Bamboo (юж.), Spider's Venom, Ichorзащита от паралича
Левитация (Levitation)40Ectoplasm, Pure Water, Nectar — всё с прилавка: 1 зелье, без бонуса первого разалевитация
Сопротивление яду (Resist40Golden Poppy (сев.), Snake Venom, Ichorсопротивление яду
Poison)
Хамелеон (Chameleon Form)55Green Leaves, Yellow Flowers, Red Berries, Rain Water, Nectarхамелеон: вас труднее заметить
Лечение яда (Cure Poison)55Giant Scorpion Stinger, Small Tooth, Ichor, Pearlлечит отравление (не бывает Potent)
Тень (Shadow Form)55Malachite, Black Rose (юж.), Rain Water, Nectarтень: вас труднее заметить
Невидимость (Invisibility)70Diamond, Ectoplasm, Rain Water, Nectarневидимость
Очищение (Purification)90Diamond, Fig (юж.), Ectoplasm, Mummy Wrappings, Big Tooth, Rain Water, Elixir Vitae, Nectarлечит болезни, восстанавливает здоровье и даёт невидимость
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  • Базовый выход варки до ранга 50 увеличен с 1 до 2 зелий; на рангах 50–99 — 2 (Brewer — 3), с 100 — 3. Для рецептов только из покупных компонентов действует отдельный выход 1 и нет бонуса первого изготовления. Опыт — 20 × tier за варку, независимо от числа зелий.
  • Мощное (Potent): шанс 10% с ранга 75 и 20% на 100, +5% за каждую непомятую траву в рецепте, +10% у Distiller. Мощное зелье на 25% сильнее (Master Alchemist — на 40%); если у эффекта нет силы, он длится дольше.
  • Трансмутация (только Transmuter, та же станция): 2 олова + 1 ртуть → 1 медь; 2 меди + 1 ртуть → 1 серебро; 2 серебра + 1 ртуть → 1 золото; 2 золота + 1 ртуть → 1 платина. Опыта нет.
  • Potion Maker использует Stores и рюкзак и даёт опыт Provisioning.
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Станция зачарования (Enchanting)

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  • Разборка: изготовленная игроком вещь → 1 тайная эссенция (Arcane Essence) за каждые 100 очков зачарования её типа (Disenchanter — вдвое больше). Опыт — как за изготовление этой вещи. 50 золотых в Гильдии магов или бесплатно на своей станции.
  • Переброс строки (с Зачарования 50): 2 эссенции — одна строка известной Magic-вещи, 5 — Rare.
  • Создатель предметов (Item Maker): с ранга 50 дешевле на 10%, на 100 — на 20% (Efficient — ещё −5%).
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Лён, шерсть и самоцветы с 0.1.11250

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Работа на станкеРасход → выходОпыт
Лён2 Root Tendrils северного либо южного вида → 1 Linen Bolt0 за заготовку
Шерсть2 одинаковых меха/шкуры Rat, Wolf, Boar, Bear или Tiger → 1 Wool Bolt0 за заготовку
Шёлк3 Spider Silk → 1 Silk Bolt0 за заготовку
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Лён и шерсть по-прежнему продаются у Weavers. Изделие только из таких тканей теперь может получить бонус трека первого изготовления, если все израсходованные единицы признаны собственными: ткань изготовлена из собственных материалов. Купленная либо loose-примесь не даёт этот бонус для рецепта, состоящего только из товаров прилавка. Само изготовление ткани опыта не даёт. Бонус по-прежнему один на узор и tier, а не на каждую вариацию камня или цвета.

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Градация камняПрибавка очков зачарования
Chipped+2,5%
Flawed+5%
Обычный / Pearl+10%
Flawless+20%
Perfect+40%
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очки изделия = floor(очки шаблона × (100 + металл% + камень% + Gemcutter%) / 100)

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Металл: Silver +0%, Gold +10%, Platinum +20%; Goldsmith считает серебро золотом. Gemcutter добавляет отдельно +10 процентных пунктов при наличии камня. Кольцо с базой 1 800, платиной и Perfect-камнем у Gemcutter: floor(1 800 × 1,70) = 3 060. Без Gemcutter — 2 880. Lapidary может заменить Siege-cracked Gem только обычный камень; Perfect требует своей градации. Для четырёх дополнительных градаций зарегистрированы 32 материала; вместе с восемью обычными камнями и Pearl ювелиру доступны 41 вариант. Градированные камни поступают в Хранилища как loose из рюкзака: не подходят для заказов, гильдейских Хранилищ и рынка материалов. Это не запрет обычной торговли предметом в рюкзаке.

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Инструменты собирательства (Foraging)

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Часть X · 1 мин чтения
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Встроенный мод Foraging (включён по умолчанию, переключается на экране «Функции») добавляет 6 инструментов. Их покупают в универсальных магазинах и ломбардах или находят в добыче. Каждый выдерживает 50 применений. С панели быстрого доступа топор, кирка, серп, корзина и сеть работают как инструменты профессий у своих узлов (вне узла они не дают находок, не изнашиваются и подсказывают направление). Использование из инвентаря — это «старый» сбор мода, занимающий 1–2 игровых часа (онлайн — 8 секунд за игровой час).

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ИнструментЧто делает (из инвентаря)От чего зависит
Топор (Wood-Axe)Рубит 0–4 вязанки дровИнтеллект (INT) и Сила (STR); в пустыне хуже
Кирка (Pick-Axe)Запускает «задание на добычу», сложность по характеристикамИнтеллект и Ловкость (AGI)
Серп (Sickle)Задание на сбор растений: засушливые, зимние или летниеКлимат и месяц
Рыболовная сетьЛовит 0–4 рыбыИнтеллект и Ловкость
Лопата (Spade)Вскрывает могилу на кладбище (работает и ночью)Интеллект и Выносливость (END)
Корзина (Basket)0–4 единицы еды: яблоки, апельсины, грибы, яйцаИнтеллект; климат и сезон
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Ограничения «из инвентаря»: не в помещении и не в поселении, только при дневном свете (кроме лопаты), не рядом с врагами и

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не в окружении. Сети нужна вода, лопате — кладбище, остальным — не море. Доступны 4 задания на заготовку дров (firewood

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quests).

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Общение

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Часть XI · 8 мин чтения
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ДрузьяСоциальное меню или взаимодействие с игроком в мире (F; меню игрока — удерживать E): добавить в друзья, пригласить в группу, осмотреть профиль. Список друзей и группа принадлежат аккаунту и показывают, кто в сети и когда был в последний раз.
ЧатEnter — открыть чат. Мировой, групповой и гильдейский каналы. Каналы по желанию: Trade (купить, продать, обменять — /trade, /tr) и LFG (поиск группы — /lfg); подключаются кнопкой «+» у вкладок, командами /join trade, /leave lfg или в «Настройки → Другие игроки → Чат». Ролевые реплики — /rp. Голосового чата нет.
ПочтаПисьмо можно отправить игроку не в сети; оно ждёт, пока он проверит почту.
ПрофильКарточка аккаунта: дата регистрации, время в игре, Renown каждого персонажа, результаты дуэлей и арены.
Блокировка и жалобы0.0.214: /block имя скрывает всё от игрока — чат, приглашения, письма, обмен, дуэли, свадьбы, карты; /unblock снимает, /blocked — список. Блокировка привязана к аккаунту и действует на всех устройствах. Клик по имени в чате — пожаловаться или заблокировать; /report имя [причина]: заметка (harassment, hate, sexual, threat, spam, other). Перед первой строкой в чате нужно принять правила (/rules). Наказания: мут, затем на 30 минут, сутки, неделю, затем бан. Три жалобы от опытных игроков за час — автоматический мут на 30 минут. Новые аккаунты (до 14 дней) и гости пишут в общий канал не чаще раза в 4 секунды.
Сообщить о баге0.0.231: /bug в чате или в меню паузы (улучшенный интерфейс) — почтовый ящик рядом с песочными часами → «Report a bug or exploit». Выберите вид (эксплойт, баг, безопасность аккаунта или сервера), дайте заголовок, опишите, что происходит и как это повторить. Видят только разработчики — не модераторы и не игроки; к отчёту прикладываются только ваше имя пользователя и версия игры. Под формой видно, прочитан ли отчёт и чем закрыт (Fixed, Won't fix, Duplicate). Нужен зарегистрированный аккаунт. Эксплойты не выкладывайте в чат, Discord и на доску объявлений, пока их не исправят. Жалобы на поведение игроков — по-прежнему /report.
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Команды чата

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КомандаЧто делает
/world /g, /region /r, /party /p, /guild /guВсем онлайн, региону, группе, гильдии.
/local /l /say /s, /oocТем, кто рядом: в образе и вне образа (( )).
/trade /tr, /lfg, /join, /leaveКаналы торговли и поиска группы; подключить или убрать вкладку.
/lang de, /lcЯзыковой канал (/lang off — выйти, /lang — список); /lc — написать в него.
/me, /rp, /wave /bow /nod…, /emotes,Действие, строка ролевой игры, жест (список — /emotes), эмодзи.
:smile:
/roll 2d6+3 (или /dice)Кубики бросает сервер; /roll без числа — d20.
/leader, /travel, /readyПутешествие к лидеру; готовность к общему путешествию; как группа отдыхает онлайн.
/unstuckВыйти через дверь, в которую вошли, или на улице — пешком до ближайшего города (/unstuck cancel — отмена).
/mentorВключено ли наставничество (гл. 59).
/find или /who имя, /search имяКто онлайн с таким именем; все строки игрока во вкладках.
/mailПочтовый ящик: сообщения разработчиков и предметы, которые можно забрать.
/block, /unblock, /blocked, /report,Безопасность чата и отчёты (выше).
/rules, /bug
/breach (/breach help, /breach board,Elite Breach: ответить на зов, окно старта, таблица сезона, бесплатная репетиция (гл. 73).
/breach rehearse)
//текстСтрока, которая начинается с косой черты.
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Источник: src/net/chatCommands.js (HELP_LINES, CHANNEL_COMMANDS).

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Разговор с NPC

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Зажмите Left Alt, выберите верхний сектор Talk и отпустите клавишу. Наведитесь на NPC и активируйте его — по умолчанию E или ЛКМ. В окне разговора выберите тему: Tell me about, Where is, Location, People, Things или Work. Выделение строки готовит вопрос; Okay или двойной щелчок задаёт его. Polite, Normal и Blunt — вежливый, обычный и прямой тон. Назначения клавиш можно изменить в Controls. Разговор использует три разные величины: исходную реакцию фракции при открытии окна, качество ответа на вопрос и личное отношение жителя Living World. Одежда и фракционная репутация входят в первую; PER, выбранный тон и социальный навык — во вторую. Личное отношение сохраняется между сеансами и отдельно решает, считает ли житель вас другом или врагом. Их нельзя складывать в одну универсальную «формулу расположения».

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Реакция при открытии разговора

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R0 = faction.rep + biographyReactionMod + reactionMods[g] + sGroupReputations[g] + templeDress

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g — социальная группа NPC. reactionMods содержит действующие эффекты, включая бонус надетой одежды; templeDress добавляется только для храмовой фракции. Например, репутация 10, биографическая поправка 2, действующие модификаторы 3 и репутация группы 4 дают R0 = 19, если храмового бонуса нет. Для обычного прохожего при R0 < −20 разговор не откроется; −20 уже не ниже этого порога. Приветствия храмов и гильдий могут иметь дополнительные проверки связей фракций, а квестовые предложения — отдельный путь.

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Тон и проверка социального навыка

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Polite проверяет Etiquette, Blunt — Streetwise; Normal не бросает социальный навык и не даёт тоновой поправки. Берётся действующее значение skillValue: постоянный навык с учётом освоенного мастерства, наставничества и текущих бонусов. Для этого броска нет обычного ограничения шанса 5–95%.

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d = floor(100 × U), U ∈ [0, 1); успех: d < S; провал: d ≥ S поправка_проверки = +5 при успехе; −10 при провале

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S — порог навыка, а d — целое от 0 до 99. При S = 40 успешны значения 0–39: шанс 40%, а не 41%. Порог 100 и выше проходит всегда; при S ≤ 0 успеха нет. Сам навык не прибавляется к реакции — он определяет, получатся +5 или −10.

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Группа NPCPoliteNormalBlunt
Commoners — простолюдины−100+10
Merchants — купцы+50+5
Scholars — учёные+100−10
Nobility — знать+150−15
Underworld — преступный мир−150+15
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Числа в таблице — постоянная поправка выбранного тона для группы; к ней отдельно добавляются +5/−10 от проверки. Все подвижные прохожие в разговорной системе относятся к Commoners, независимо от одежды и занятия. Для групп с индексом 5 и выше формула ответа использует строку Merchants. Вкус тона для отношения и ухаживания определяется знаком табличной поправки, а не успехом броска навыка.

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R = trunc(PER / 5) + Q + поправка_группы_за_тон + поправка_проверки tier = 0 при R < B; 1 при B ≤ R < B + 20; 2 при R ≥ B + 20

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B — устойчивый для данного собеседника бросок 0–20 из его seed; tier — категория ответа, а не процент успеха. Q = 5 для LocalBuilding, Regional, QuestLocation и OrganizationInfo; для остальных вопросов Q = 0. Например, PER 50, вопрос о здании, Commoners и Blunt: при успешной Streetwise R = 10 + 5 + 10 + 5 = 30, при провале R = 15. Если B = 11, категории соответственно 1 и 1: успешный бросок навыка не обязан изменить категорию ответа. При вопросе Work, где Q = 0, получатся R = 25 и 10, то есть категории 1 и 0. Результат для каждого тона обычно сохраняется до конца разговора; повторение вопроса тем же тоном не даёт новый независимый шанс. Эти категории влияют на ответы, но знание предмета разговора проверяется отдельно. Они не отменяют требований задания. Исключение реализации: нулевое значение R одновременно служит признаком пустого кэша, поэтому может пересчитаться при возвращении к тону.

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Личное отношение горожанина

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СобытиеИзменениеОграничение
Открыта беседа+3Один раз на жителя за день отношения
Вопрос приятным тоном+1Один раз за день отдельно от неприятного
Вопрос неприятным тоном−6Один раз за день отдельно от приятного
Normal0 за тонБонус беседы +3 сохраняется
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Первая успешно открытая беседа с данным жителем за его день отношения даёт +3; вопрос приятным тоном дополнительно +1, неприятным −6. Каждая из этих двух тоновых категорий учитывается отдельно не более одного раза в день. Normal не меняет отношение тоном, но +3 за сам разговор сохраняются. Без других событий итог первой беседы: +4 с приятным тоном, +3 с Normal или −3 с неприятным. Это не прибавка к R или R0.

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день_отношения = floor((личные_минуты − 240) / 1440)

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День отношения начинается в 04:00 личного времени персонажа. Новые сутки UTC или смена календарного дня общего неба сами по себе лимит не обновляют. Онлайн личные часы стоят, пока персонаж вне игры или мёртв; отдых и путешествия могут продвигать их. При разлуке значение идёт к нулю на 0,5 за прошедший личный день и не перескакивает через ноль. Например, +4 после беседы без дальнейших встреч превратятся в +3 через два таких дня. Отношение хранится по постоянному ID жителя в данных сохранения LivingWorld, ограничено диапазоном −100… 100. Друг — от +40; враг — от −40 и ниже; враждебный — от −70 и ниже. Враг и враждебный житель откажутся разговаривать. Сохраняется до 600 записей; при переполнении первыми убираются самые слабые по абсолютному отношению, при равенстве — давно не виденные. Ухаживание использует это отношение для первого открытия темы, а затем ведёт отдельную привязанность (гл. 17).

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Региональный чат

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Region chat снова объединён в один канал на регион; привычная команда и способ общения не меняются. Деление открытого мира на серверные области не следует трактовать как деление регионального чата.

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Группа

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Часть XI · 4 мин чтения
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В группе до 8 игроков (в первых версиях было 4, и FAQ на UDFOP всё ещё пишет «четыре»). Даёт: зелёные имена, портреты с полосками здоровья, усталости (Fatigue) и магии, сведения о наложенных эффектах, отметки на карте мира (даже из другого места), общие путешествия (лидер начинает, участники принимают и прибывают вместе), общие карты подземелий, обмен заданиями, воскрешение, совместный отдых (гл. 51), наставничество (гл. 59).

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  • Задания: у каждого своя копия, но враги общего задания становятся групповыми. Убийства могут засчитываться всем, чужие игроки в них обычно не вмешиваются. Некоторые мировые задания и события общие для всех.
  • Воскрешение: заклинание для павших участников возвращает игрока на место гибели без потери золота.
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Масштаб группы

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Общий враг становится сильнее в зависимости от числа игроков, которые реально бьют его (учитываются ударившие за последние 30 секунд). Стоящие в стороне сложность не повышают.

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здоровье врага × (1 + 0,5 × (N − 1)) урон оружием и стрелами по игроку × (1 + 0,1 × (N − 1))
дополнительные враги снаружи = min(3, floor((N − 1) / 2))
Игроков на врагеЗдоровьеУрон оружиемДоп. враги снаружи
1 2 3 4 5 6 7 8×1,0 ×1,5 ×2,0 ×2,5 ×3,0 ×3,5 ×4,0 ×4,5×1,0 ×1,1 ×1,2 ×1,3 ×1,4 ×1,5 ×1,6 ×1,70 0 1 1 2 2 3 3
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Магические атаки врага этой формулой не масштабируются. Урон по общему врагу дробится с накоплением остатка, так что

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маленькие удары не теряются при округлении.

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Заклинания на других игроков

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На участника группыПодготовьте лечение или усиление и наведите прицел на товарища: «Cast [заклинание] on [имя]». Касание — на дистанции касания, дальние — дальше, нужна прямая видимость. Вредные эффекты так не передаются. Заклинание «только на себя» с товарищем рядом ждёт прицела: наведите на него — достанется ему, в сторону — вам. Заклинания игроков выше 30-го уровня приходят с силой 30-го. Так же можно лечить и усиливать своих компаньонов (матросов на берегу, присягнувших ревенантов).
На незнакомцаТолько безопасные эффекты: Heal, Regenerate, Spell Absorption, Cure, Fortify Attribute, Shield, сопротивления, Jumping и Water Breathing, и только если незнакомец рядом. Принимать ли такие заклинания — настройка Features → Other players → «Spells from strangers» (по умолчанию включена). Чужое Cure Disease не снимает заражение вампиризмом или ликантропией. Сопернику в дуэли лечение не уходит.
ОбластьЗаклинание «вокруг себя» или «по области» только из усилений (например, Regenerate + Fortify Attribute) действует и на вас, в полную силу.
Снять своё заклинаниеОсвободите мышь (Y) и щёлкните правой кнопкой по значку эффекта на HUD, или вкладка Stats меню паузы → Effects → End. Снимается любой полезный эффект (и от зелья); болезни, яды, проклятия, вредные эффекты и магия надетых вещей — нет.
Общая картаЗаклинание Shared Cartography (Мистицизм): пока оно действует, исследованное вами подземелье появляется на картах участников группы в том же подземелье (у них — серым). Готовое продаётся онлайн в лавке заклинаний рядом с Resurrection; можно сделать своё в Создателе заклинаний (на себя, только длительность).
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Лидер, путевые точки, метки на карте

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  • Лидер может передать лидерство другому участнику онлайн: Make leader во вкладке Party.
  • Путевые точки: правый клик по Overworld или карте мира (V) → имя (до 32 символов), цвет флажка и для кого: только вы, группа или гильдия. Точки группы и гильдии видят все участники; менять их для всех может только тот, кто поставил, остальные могут переименовать или убрать у себя. Отслеживаемая точка (фильтры Overworld) держится у края экрана с расстоянием; из её меню можно отправиться в путь. Выход из группы или гильдии убирает их точки.
  • На картах друзья — синие, согильдийцы — фиолетовые, группа — зелёная. Фильтры игроков: Friends, Guild, Others и минимальный Renown.
  • Участники группы под Хамелеоном (Chameleon), Тенью (Shadow) или Невидимостью доступны для меню F, обмена, показа страницы и заклинаний; чужие скрытые игроки — нет.
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Источник: src/systems/map/mapWaypoints.js (WAYPOINT_KINDS personal/party/guild, WAYPOINT_NAME_MAX 32),

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src/ui/socialPanel.js (Make leader).

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Средняя кнопка мыши теперь ставит короткую метку группы на 5 секунд; автобег перенесён на F3. Повторные одинаковые эффекты поддерживающего группового заклинания не складываются как несколько независимых Shield. Награда за общее задание достаётся тем участникам, у кого действительно есть это задание.

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Возвращение группы и совместный переход

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После гибели всей группы повторный вход через дверь сохраняет общий инстанс: участники возвращаются в одну копию, а не расходятся по личным и публичному подземельям. В списке двери копия группы показывается перед Your instance. Это не отменяет обычное закрытие инстанса после завершения открывшего его задания. При быстром переходе к лидеру враг, подошедший к ожидающему участнику, больше не вычёркивает его из путешествия: участник получает причину задержки и следует, когда переход станет доступен. Игра ждёт безопасного места рядом с лидером при прыжке, отбрасывании или положении на уступе, а также завершения медленной загрузки его перехода. Если безопасного приземления нет, игра сообщает об этом; после отказа место лидера снова предлагается для перехода.

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Renown — онлайн-прогрессия

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Часть XI · 1 мин чтения
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Renown — отдельная онлайн-прогрессия поверх уровня и навыков, у каждого персонажа своя. Максимум — 50. Каждый уровень после первого даёт +3 HP и +2 MP (на 50-м — +147 и +98), а ещё открывает стадии сигилов и право основать гильдию (Renown 10). Кроме того, каждый уровень после первого даёт 2 звезды Небосвода (Firmament, гл.

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  1. . На офлайн-персонажа не влияет.
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Всего XP до уровня L (n = L − 1): 10 × floor((n³ × (n + 10) + 300 × n) / 30)
УровеньВсего XPУровеньВсего XP
2 5 10 15100 690 5 510 23 35020 30 40 5068 200 319 950 972 770 2 318 660
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ИсточникФормула (все источники — 75% полной ставки, вниз)Пример
Убийствоfloor(10 × уровень врага × 0,75); уровень врага учитывается не выше 30 и не выше вашего Renown + 3враг 30-го ур.: 225; 3-го: 22
ГруппаКаждый участник в комнате получает всю награду × (100 + 10 × (n − 1)) / 100, n ≤ 8225 × 1,7 = 383 каждому
Заданиеfloor((100 + 40 × уровень персонажа) × 0,75); уровень до 30 и до Renown + 3ур. 30: 975
Отражённый набег3 задания максимального уровня (с тем же пределом Renown + 3)Renown 1: 585; 10: 1 395; 27+: 2 925
Морской змей6 заданий максимального уровня (вдвое больше набега)до 5 850
Судебные заказыRenown персонажу, который сдал заказ
Врата ОбливионаСвоего Renown не дают — засчитываются убийства врагов
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Пределы сервера: один отчёт — не больше 5 000 XP; 15 000 XP в час на аккаунт (общий лимит для всех персонажей). На аккаунт —

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до 60 треков Renown.

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Небосвод (Firmament): звёздное древо ОНЛАЙН

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Часть XI · 15 мин чтения
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Небосвод — пассивное древо умений по образцу Path of Exile, открытое для всех игроков 15 октября 2026 года (обновления 0.0.161 и 0.0.168). Звёзды неба дают прибавки ко всему, что можно делать онлайн: бою, магии, торговле, сбору, ремеслу, охоте и мореплаванию. Открывается кнопкой Firmament на странице Stats — из меню паузы или листа персонажа. Офлайн кнопки нет. Тексты звёзд в игре пока только на английском, поэтому ниже названия звёзд оставлены в оригинале. В небе 518 звёзд и 589 связей: 7 стартовых, 72 боевые знаковые звезды (notables) и 42 знаковые звезды жизни, 6 боевых и 6 «жизненных» ключевых звёзд (keystones), 283 малые звезды и 102 звезды дорог.

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Два вида очков

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Звёзды (Stars)2 за каждый уровень Renown после первого: Renown 10 — 18, 20 — 38, 30 — 58, 50 — 98. Тратятся на любые звёзды. Новый уровень Renown объявляется, как повышение: «You have risen» и число новых звёзд.
Очки ремесла (Craft points)1 за каждые 8 рангов профессий, сложенных по всем десяти трекам (максимум 125 при десяти мастерах). Тратятся только на кольцо жизни; при покупке звезды жизни сначала списываются они.
Сколько можно взятьНе больше 98 + 125 = 223 звёзд из 518. Всё небо не собрать — это специализация, а не «всё сразу». Стартовая звезда знака бесплатна.
Откуда берутсяRenown и ранги профессий считает сервер, поэтому очки нельзя «нарисовать» модом клиента.
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Знаки (стартовые звёзды)

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Сначала выбирается один из семи знаков (birthsign) — это ваша стартовая звезда. Шесть знаков стоят по кругу, как классы Path of Exile, седьмой — Змей — в центре и ведёт ко всем остальным. От знака идёт спица его атрибутов к кольцевой дороге, дальше — кластеры звёзд и ключевая звезда в конце своего луча. Во внешнем кольце у каждого знака свой «клин» ремёсел.

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ЗнакАтрибутыСтартБойРемёсла клина
Маг (The Mage)INT+2 Интеллект (INT)Разрушение (Destruction), магия, цена и скорость заклинаний, защитаЗачарование, медицина, алхимия
Тень (The Shadow)AGI, INT+1 Ловкость (AGI), +1 ИнтеллектСкрытность (Stealth), удар по не заметившим, иллюзия, короткие клинкиТорговля (Mercantile), караван, скупщик, суды
Вор (The Thief)AGI+2 ЛовкостьЛук, уклонение, бег, урон по животнымОхота, снаряжение (Outfitting), лазание
Скакун (The Steed)SPD, STR+2 Скорость (SPD)Длинные клинки (Long Blade), натиск, рукопашный бой, выносливостьМореплавание, рыбалка, дорога
Воин (The Warrior)STR, END+1 Сила (STR), +1 Выносливость (END)Топоры (Axe), дробящее, броня, здоровье, яростьГорное дело (Mining), кузнечное дело, строительство, лесозаготовка
Ритуал (The Ritual)WIL, STR+2 Сила воли (WIL)Восстановление (Restoration), нежить и даэдра, боевой маг, защитаТравничество (Herbalism), снабжение (Provisioning), погода
Змей (The Serpent)LCK+2 Удача (LCK)Стоит в центре неба, своих ключевых звёзд нет: дороги ведут к каждому знаку
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Как устроено небо

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  • Внутреннее небо — бой. Малые звёзды по пути, знаковые звёзды в центрах кластеров и ключевая звезда в конце луча знака.
  • Внешнее кольцо — жизнь: ремёсла, сбор, торговля, путешествия. В нём нет ни одного минуса, даже у ключевых звёзд.
  • Дороги путника (Wayfarer's Roads) идут между знаками от внутреннего кольца к кольцу жизни. Это звёзды жизни (переносимый вес, усталость (Fatigue) в пути, падения), их можно оплатить очками ремесла. Ремесленник без звёзд Renown всё равно дойдёт до своих ремёсел.
  • Фиксированные прибавки и проценты. Знаковые и ключевые звёзды дают фиксированную прибавку (+3 Интеллекта). Малые звёзды и дороги дают процент от вашего постоянного значения (+2% Интеллекта, +3% Критического удара (Critical Strike)), с округлением вниз.
  • Ключевая звезда (keystone) — правило «много даёт, немного берёт»: она заканчивает свою дорогу. Через старт чужого знака пройти нельзя.
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Ключевые звёзды

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ЗнакБоевой keystoneKeystone жизни
Маг (The Mage)Atronach's Pact: +12% урона заклинаний; заклинания дешевле на 8%; на 7% больше урона от ударовScholar's Seclusion: +5% опыта кузнечного дела; +5% опыта строительства; +5% опыта снаряжения; +5% опыта снабжения; +5% опыта зачарования
Тень (TheNight Mother's Embrace: +19% урона оружием по неMerchant Prince: +11 Торговля; +6 Этикет (Etiquette)
Shadow)заметившим вас врагам; −5% урона любым оружием
Вор (The Thief)Wind Runner: 6% шанс полностью избежать удара; +4 Скорость; −3 к классу брониLord of the Hunt: +8% добычи охоты; +6% опыта охоты
Скакун (TheSteed's Charge: +9% урона оружием ближнего боя; +3Master and Commander: +3% к скорости под парусом;
Steed)Скорость; на 5% больше урона от ударов+3% опыта рыбалки
Воин (TheBerserker's Fury: +18% урона оружием, пока здоровьяStonebreaker's Oath: +9% добычи горного дела; +9%
Warrior)меньше половины; −2 к классу бронидобычи лесозаготовки
Ритуал (TheMartyr's Vow: 0,6% здоровья за раунд; −4% уронаHermit's Covenant: +10% добычи травничества; +5%
Ritual)любым оружием; −4% урона заклинанийопыта снабжения
Значения после ребаланса неба 15.10.2026 (обновление 0.0.168): например, Night Mother's Embrace было +30%, Merchant Prince — +20/+10,
Hermit's Covenant — +20%.
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Пределы: сколько небо может дать

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Каждый канал ограничен на всё небо сразу, как бы ни были потрачены звёзды. Фиксированные прибавки ключевых звёзд и проценты малых звёзд одного атрибута, навыка, здоровья или магии считаются вместе против одного предела. Минусы ключевых звёзд платятся после предела, так что сборка, упёршаяся в предел, всё равно их платит.

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КаналПредел
Атрибут (кроме Харизмы (PER))+15 (прибавки и проценты вместе; процент малых звёзд — до 15%)
Боевой навык / навык жизни+15 / +20 (процент малых звёзд — до 20% / 25%)
Урон оружием, по каждому каналудо +30% (любое оружие, ближний бой, семейство оружия, тип врага: нежить, даэдра, животные)
Один удар, сумма каналовдо +30%; с условиями (враг вас не заметил — до +40%, у вас меньше половины здоровья — до +25%) — до +50%
Урон заклинанийдо +30%
Цена заклинанийдо −25% всего; скидка школы (до −20%) работает, только если все эффекты заклинания из одной школы
Скорость колдовства / пробивание+15% / −10 к спасброскам целей
спасбросков
Получаемый урон от ударов / от заклинанийне больше чем на 15% меньше (минусы ключевых звёзд — до 30% больше)
Класс брони+10
Здоровье / магия+75 каждое (процент малых звёзд — до 15%)
Регенерация здоровья / магиидо 1% за раунд
Возврат за убийстводо 6% здоровья и до 6% магии
Избежать удара / поглотить Разрушение10% / 15%
Сопротивление стихии+20% к каждой (огонь, холод, яд, электричество, магия)
Добыча / опыт профессии+30% к каждой профессии сбора / +35% к каждой профессии
Жизнь: вес, усталость, падения+40% веса; −40% усталости в пути; −40% урона от падения
Жизнь: репутация, паруса+10 ко всем группам; +15% скорости под парусом
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Когда небо работает

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  • Только онлайн. Офлайн и при mentoring спит всё небо; в дуэлях и на арене — только боевые звёзды.
  • Не действует против игроков. Удары и заклинания по игрокам (дуэль, осада, Дикая зона) считаются так, будто неба нет. В Ротгарианских горах небо работает против монстров зоны, но игрока не бьёт сильнее, а убитый игрок не даёт бонусов «за убийство».
  • Прибавки к навыкам — временные. Они действуют в бросках (попадание, урон, взлом, торговля), но не меняют постоянное значение навыка. Рост навыка (гл. 23) и требования гильдий (гл. 49) считаются по постоянным значениям.
  • Кольцо жизни считает сервер. Добычу и опыт сбора сервер считает с учётом неба. Плавка, ремесло, закалка, варка и разбор получают прибавку к опыту. Удар по материнской жиле и сдача судебного заказа — нет. Скорость под парусом работает под обоими видами штурвала.
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Окно Небосвода

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  • Наведите на звезду — увидите её описание и путь к ней. Щелчок берёт весь путь, правая кнопка (на телефоне — долгое нажатие) снимает звезду со всем, что держалось только через неё. Перетаскивание сдвигает небо, колесо или щипок — масштаб, F — к вашему знаку, поиск подсвечивает звёзды по словам.
  • Все изменения — черновик до кнопки Confirm: окно показывает, что будет взято, что вернётся и сколько серебра это стоит. Боковая панель суммирует небо и отмечает каналы, упёршиеся в предел.
  • Код сборки: кнопка Share показывает код вида FIRM-… с кнопкой Copy, а вставленный код загружает чужую сборку как черновик. Если вашим очкам её не хватает, окно скажет сколько.
  • Окно работает в обоих оформлениях — Enhanced Plus и DFO Grimoire.
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Снять звёзды и сбросить небо

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Снять звездуБесплатно до Renown 10, дальше — 10 серебра за звезду. Снимается и всё, что держалось только через неё.
Сменить знакВозвращает все звёзды (по той же цене за звезду).
Полный сброс (Respec)10 000 золота при любом Renown, серебро не нужно. Возвращает все звёзды и знак. Кнопка в верхней панели окна. Нужен онлайн-персонаж (зарегистрированный на сервере): золото берётся из кошелька, затем из аккредитивов и счёта.
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Как выбрать знак

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  • По роли: ближний бой — Воин или Скакун, лучник — Вор, убийца — Тень, маг — Маг, целитель или боевой маг против нежити и даэдра — Ритуал. Змей — для гибридов: из центра можно дойти до любого клина.
  • По ремеслу: очки ремесла не зависят от Renown, поэтому ремесленник выбирает знак по клину: горняк и кузнец — Воин, травник — Ритуал, торговец — Тень, охотник — Вор, рыбак и моряк — Скакун, зачарователь — Маг.
  • До Renown 10 экспериментируйте — снятие звёзд бесплатно. После Renown 10 каждая ошибка стоит серебра.
  • Ключевые звёзды — с минусом. Atronach's Pact и Steed's Charge делают удары по вам сильнее, Wind Runner снижает броню, Martyr's Vow ослабляет урон. Берите их, только если сборка закрывает этот минус.
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Все знаковые звёзды

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Названия — как в игре; эффекты переведены из кода игры (коммит c74d019).

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Кольц
ЗнакоЗвездаЭффект
Маг (The Mage)бойFont of Magnus Deep Wells Searing Will Sundering Word Synod Discipline Efficient Incantation Words Unspoken Sigil of Absorption Prismatic Skin Unseen Geometry Soul Siphon Apprentice's Study0,2% магии за раунд; +8 к магии +15 к магии; +3 Интеллект +5% урона заклинаний; +6 Разрушение +3% урона заклинаний; −4 к спасброскам против ваших заклинаний заклинания Разрушения дешевле на 6%; +4 Разрушение заклинания дешевле на 5% +5% к скорости колдовства; +3 Интеллект 5% шанс поглотить заклинание Разрушения +5% к сопротивлению огню; +5% к сопротивлению холоду; +5% к сопротивлению электричеству +6 Тауматургия (Thaumaturgy); +5% к сопротивлению магии убийство возвращает 3% магии; +4 Мистицизм (Mysticism) +4 Интеллект; +3 Разрушение; +5 к магии
Маг (The Mage)жизньSoul-Gem Cutter Runic Fluency Field Surgeon Physician's Hand Alembic Master Distilled Insight Lorekeeper+3% опыта зачарования; +3% опыта кузнечного дела +5% опыта зачарования +5 Медицина (Medical); +3% опыта снабжения +8 Медицина; на 4% меньше усталости в пути +8% опыта снабжения +4% опыта снабжения; +2% опыта зачарования +4% опыта кузнечного дела; +4% опыта строительства; +4% опыта снаряжения; +3% опыта снабжения; +2% опыта зачарования
Тень (TheбойShroud of Night+7 Скрытность; +4 Иллюзия (Illusion)
Shadow)
Unheard Throat-Cutter Sacrament of Sithis Veil of Mirrors Glamoured Blade Exploit Weakness Dagger Dance Quick Fingers+4 Скрытность; 2% шанс полностью избежать удара +6% урона оружием по не заметившим вас врагам; +6 Удар в спину (Backstabbing) +4% урона оружием по не заметившим вас врагам; убийство возвращает 2% здоровья заклинания Иллюзии дешевле на 8%; +5 Иллюзия +4% урона заклинаний; +4 Короткие клинки (Short Blade) +8 Критический удар; +4% урона любым оружием +6% урона короткими клинками; +5 Короткие клинки +3 Скорость; +4 Короткие клинки
Кольц
ЗнакоЗвезда Siphon Will Twilight Mind Child of the ShadowЭффект убийство возвращает 3% магии; +8 к магии +5 Мистицизм; +6% к сопротивлению магии +4 Скрытность; +2 Ловкость; +2 Интеллект
Тень (TheжизньSilver Tongue+4 Торговля; +3 Харизма
Shadow)
Bargainer's Eye Pack Mule Road-Hardened Trader Fence's Ledger Light Fingers Friend of Every Court+3 Торговля; +4 Этикет +8% к переносимому весу +5% к переносимому весу; на 8% меньше усталости в пути +8 Знание улиц (Streetwise); +2 Торговля +8 Карманные кражи (Pickpocket); +5 Взлом замков (Lockpicking) +4 к репутации у всех групп; +6 Этикет; +3 Харизма
Вор (The Thief)бойLong Shot Deadeye Acrobat Wind's Grace Second Wind Quicksilver Beastbane Steady Hands Vital Shot Hard to Pin Down Leather and Luck The Lover's Kiss+4% урона луком; +3 Ловкость +5% урона луком; +6 Стрельба из лука (Archery) 2% шанс полностью избежать удара; +5 Уклонение (Dodging); +5 Прыжки (Jumping) 2% шанс полностью избежать удара; +3 Скорость 0,2% здоровья за раунд; +3 Выносливость +5 Скорость; +5 Бег (Running) +10% урона оружием по животным; +3% урона луком +6 Стрельба из лука; +2 Ловкость +4% урона луком; +6 Критический удар на 3% меньше урона от ударов; +2 Ловкость +2 к классу брони; +4 Удача +3 Ловкость; +3 Удача
Вор (The Thief)жизньGame Warden Clean Skinner Hidebinder Master Tailor Trail Reader Stalker of the Wilds Cat's Landing+8% опыта охоты +4% добычи охоты +5% опыта снаряжения; +1% добычи охоты +9% опыта снаряжения +6% опыта охоты; +2% добычи охоты +3% добычи охоты; +3% опыта охоты на 15% меньше урона от падения; +6 Лазание (Climbing)
Скакун (TheбойRiposte+6% урона длинными клинками; +6 Длинные клинки
Steed)
Blade Dancer Momentum Cavalier Iron Lungs Unflagging Lightning Reflexes+4% урона длинными клинками; +2 Скорость; +4 Длинные клинки +5% урона оружием ближнего боя; +2 Скорость +4% урона оружием ближнего боя; +12 к здоровью +5 Выносливость; +10 к здоровью 0,2% здоровья за раунд; +3 Выносливость +3 Скорость; 2% шанс полностью избежать удара
Кольц
ЗнакоЗвезда Pankration Iron Knuckles Precision Fencer's Footwork The Steed's StrideЭффект +8% урона рукопашным боем; +8 Рукопашный бой (Hand-to-Hand) +5% урона рукопашным боем; +3 Сила; +4 Рукопашный бой +4% урона любым оружием; +5 Критический удар +6 Уклонение; 2% шанс полностью избежать удара +3 Скорость; +4 Бег
Скакун (TheжизньFair Winds+3% к скорости под парусом
Steed)
Old Salt Patient Line Bountiful Nets Road Legs Sure Stride Child of Kynareth+1% к скорости под парусом; +6 Плавание (Swimming) +15% времени на подсечку; +5% опыта рыбалки +8% добычи рыбалки на 12% меньше усталости в пути на 10% меньше урона от падения; на 4% меньше усталости в пути +8 Плавание; +1% к скорости под парусом; +4% опыта рыбалки
Воин (TheбойHeadsman+4% урона топорами; +3 Сила; +5 Топоры
Warrior)
Cleaver Walking Fortress Shield Wall Bonebreaker Crushing Blows Warlord Giant's Heart Troll's Blood Reaver Carnage The Lady's Favour+6% урона топорами; +6 Топоры +3 к классу брони; на 3% меньше урона от ударов на 2% меньше урона от ударов; +10 к здоровью +4% урона дробящим; +2% урона оружием ближнего боя; +5 Дробящее +6% урона дробящим; +6 Дробящее (Blunt Weapon) +5% урона оружием ближнего боя; +4 Сила +18 к здоровью; +3 Выносливость 0,3% здоровья за раунд; +8 к здоровью +7% урона оружием, пока здоровья меньше половины; +2 Сила убийство возвращает 2% здоровья; +4% урона топорами +4 Выносливость; +8 к здоровью
Воин (TheжизньDeep Seams+8% опыта горного дела; +2% добычи горного дела
Warrior)
Motherlode Instinct Quench and Temper Anvil's Song Master Builder Hall-Raiser Feller of Giants+6% добычи горного дела +5% опыта кузнечного дела; +4% к переносимому весу +8% опыта кузнечного дела +10% опыта строительства +6% опыта строительства; +3% опыта кузнечного дела +8% добычи лесозаготовки; +6% опыта лесозаготовки
Ритуал (TheбойLaying of Hands+6 Восстановление; 0,2% здоровья за раунд
Ritual)
Mara's Grace Purifier Daedra-Bane Templar's Mace (до 0.0.219 — Battlemage's Focus)заклинания Восстановления дешевле на 10%; +3 Сила воли +10% урона оружием по нежити; +5% урона оружием по даэдра +10% урона оружием по даэдра; +5% урона оружием по нежити +5% урона дробящим; +4% урона заклинаний
Кольц
ЗнакоЗвезда Runed Blade Stoneskin Unbreakable Will Clarity Antidote Blood Spell Turning The Lord's MailЭффект +4% урона длинными клинками; +5 Изменение (Alteration) +3 к классу брони; +5 Изменение +5 Сила воли; +6% к сопротивлению магии 0,2% магии за раунд; +8 к магии +10% к сопротивлению яду на 4% меньше урона от заклинаний и прочего вреда; +4% к сопротивлению магии +3 Сила воли; 0,1% здоровья за раунд; +3% к сопротивлению магии
Ритуал (TheжизньGreen Thumb+6% добычи травничества
Ritual)
Gentle Hands Master Brewer Camp Cook Child of Winter Sun-Walker Druid's Path+15% к твёрдости руки при сборе трав; +4% опыта травничества +8% опыта снабжения +4% опыта снабжения; на 6% меньше усталости в пути холод ощущается на 5° слабее; +2 тепла жара ощущается на 6° слабее; на 10% меньше промокаете +10% опыта травничества; +3% добычи травничества
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Проверка активности звёзд

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Сводная панель Firmament теперь объясняет, работают ли принятые звёзды: active; ещё загружаются; знак не принят; mentoring; duel/Arena; онлайн-сеанс занят другой вкладкой или устройством. Во время наставничества спит всё небо. В дуэли или бою арены выключены боевые звёзды, а ремесленные и торговые остаются активны. Если первая загрузка звёзд не получила ответа, игра повторяет попытки и на классическом HUD. Наличие чисел в сводке само по себе не доказывает, что они сейчас действуют.

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Мировые события

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Часть XI · 10 мин чтения
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СобытиеКак устроено
Набеги на городаГород атакуют рыцари, бандиты или орки. Игроки сражаются вместе со стражей; для отражения нужно 15–25
(Raiding Parties)убитых нападавших (реальный счёт и цель — на карточке набега на карте). Прогресс хранит сервер, он продолжается, даже если игроки ушли. Награда: региональная и фракционная репутация, Renown (как 3 задания), 30 серебра, награды набега; набег засчитывается раз на аккаунт. Во время набега стража и горожане защищены от вашего клинка и лошади. Убийства за краем города засчитываются, пока вы на квадрате города.
Врата Обливиона (вНочное плановое событие с боссом в общем мире: заранее объявляются место и обратный отсчёт (часы Врат
игре — Dagon'sесть на Iliac Codex). Бой с Хранителем (Warden) проходит через три двора. В последнем он раз в минуту
Breach)вызывает Dagon's Reckoning по всей арене, если не разбить все 3–8 Кристаллов Обливиона (разбейте все до удара — и он 8 секунд стоит оглушённый, а ваши удары по нему наносят на 50% больше ). Награды личные — по вкладу; после боя минуту виден график урона. 50 серебра (100 при Daedric Incursion), Flawless или Perfect камень. Последний бросок добычи — шанс 0,4% (1 из 250) на золотую дай-катану The Dragonfire Oath (гл. 40).
Ритуал Дагона (передНочное событие: с 17:00 (знамение) Торговку сигилами держат в клетке Верные Дагона. Убейте всех, включая
Вратами)Призывателя, до прорыва в 20:00 — и она торгует для всех до полуночи.
Морской змейКаждые 4 часа поднимается на морском пути. За 15 минут бьют портовые колокола, чат называет порт, карта
Sethrakul the Old Coilобводит воды. Бой — пушками кораблей; каждый присоединившийся корабль делает змея крепче, а вдвоём его урон — ⅔. Атаки: хвост, таран, удар снизу, яд; с ⅔ здоровья обвивает корабль, с ⅓ — водоворот. Через 15 минут после всплытия воды закрывает шторм. Корабль, нанёсший хотя бы десятую часть «честной доли» урона (урон змею ÷ число кораблей), получает клад золота и Magic+ вещей (с Deadlands Ember), камень, 40 серебра и Renown за 6 заданий. Такой корабль может получить золотую саблю The Sunken Sovereign (0,4%, 1 из 250), титул Coilbreaker (1 из 20 убийств) и ауру The Maelstrom (1 из 50) — водоворот у ног; титул и аура остаются навсегда.
Награды за головыДоски наград в городах: 4 охоты в день, до 4 одновременно (подробно ниже).
(Bounties)
КараваныТорговые караваны ходят по дорогам. С купцом можно торговать (друзьям скидка 10%) или взять контракт охраны: оплата за день плюс бонус за каждого врага, если держаться в 300 м. Ограбить можно, но выживший донесёт о преступлении.
Elite BreachЛичный прорыв для группы до 8 игроков по ключу Weir Key: бесконечные залы Башни Battlespire с одной жизнью и таймером (гл. 73).
Подземелья БездныСамое трудное подземелье (гл. 59): одно за раз появляется у оживлённого города, первый нашедший оповещает всех.
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Доски наград (Bounty Boards)

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В городах с двумя и больше досками объявлений половина из них — доски наград. Все доски города в один игровой день показывают одни и те же 4 охоты, одинаковые для всех игроков; только уровень зверей и награда подстраиваются под вас.

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Куда идтиЧёрный круг на карте в 4–10 пикселях карты от города. Дойдите до места — рядом появится стая из 4–8 зверей (6–8 приходят двумя группами, следы покажут, куда ушли остальные). Бывают охоты на ферме, у кладбища (снаружи, не в склепе) и в подземелье — там стая из 2–4 в месте задания.
ЛимитыДо 4 охот одновременно, каждая — 24 игровых часа. Охоты видны в журнале в разделе Side Quests (кнопки Abandon bounty и Share with party) и на Overworld чёрным кольцом.
НаградаУбили последнего — золото и одна вещь. Золото за полную стаю из 8: уровни 1–3 — 50, 4–5 — 75, 6–10 — 90, 11–14 — 100; каждый недостающий зверь −10% (стая из 4 — 60%). С 15-го уровня — 150–200. Подземная стая из 2/3/4 платит как 4/6/8. Вещь: оружие или броня, на уровнях 1–3 белая и наполовину изношенная, с 4-го уровня с шансом 50% синяя (Magic), выше Magic не бывает. Плюс +2 к репутации у закона региона.
В группеShare with party отдаёт охоту участникам того же уровневого диапазона (tier на объявлении, например «Tier 2 (levels 4–5)») со свободным местом. Одна стая на всех, каждому — награда по своему уровню.
УровеньЗвери
1–3крысы, гигантские летучие мыши, пауки
4–5гризли, саблезубые тигры, орки
6–10кентавры, орки-сержанты, гарпии, скелеты-воины, зомби
11–14великаны, мумии, гигантские скорпионы, орки-шаманы
15+горгульи, духи (Wraith), орки-вожди, даэдроты
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Источник: src/systems/bounty/bountyBoard.js (BOUNTIES_PER_DAY 4, BOUNTY_ACTIVE_MAX 4, bountyGold, bountyItemRule),

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src/systems/standing.js (CONTRACT_LEGAL_GAIN 2).

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Боевое серебро за Врата, набеги и змея вместе — до 150 в сутки (часть VII).

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Таймеры (Timers)

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Меню паузы → песочные часы рядом с портретом: живой обратный отсчёт до каждого общего события — Врата (когда откроются, а пока стоят — когда закроются и рухнут), набеги вашего региона и следующий набег в других (и сколько их ещё сегодня), морской змей, подземелье Бездны, воскресный подсчёт резиденций (воскресенье 18:00 UTC) и Reckoning (пятница 18:00 UTC), бои недели (осады, турниры, восстания), конец сезона, обновление охот и суточный сброс (00:00 UTC). Идущие сейчас события — сверху. Время — по вашим часам. Работает с клавиатуры и геймпада.

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Источник: src/systems/eventTimers.js.

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Доска мировых событий

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Доска событий показывает крупные и малые карточки, а Timers — общий список таймеров. В Settings → Interface → Event board можно отдельно выключить Врата, морского змея, Бездну, Starfall, набеги и фестивали. Выключенные объявления переходят в журнал; сами события и полный список Timers сохраняются. Предупреждения о падающих звёздах приходят за 10 минут, о набеге — за 15.

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Фестиваль ведьм: 20 октября — 7 ноября 2026

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Фестиваль активен с 20.10.2026 00:00 UTC до 08.11.2026 00:00 UTC, правая граница не включается. Во Вьетнаме это до 08.11 в 07:00. Soul Cakes учитываются на аккаунте. Лимит обычных находок — 120 пирожков за сутки UTC; сброс в 00:00 UTC (07:00 во Вьетнаме). Это лимит находок, а не запрет отдельной награды цепочки.

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ДействиеШанс находкиПирожков при успехе
Обычный враг25%1
Нежить / даэдра50%1
Элита100%2
Сбор ресурсов20%1
Изготовление / добыча из контейнера30%1
Тавернное действие100%2
Морское действие50%2
Мировое / высокоуровневое событие100%2 / 4
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Это параметры распознанного сервером действия, а не обещание награды за любое открытие окна. Во время 13 Frostfall, 3 Hearthfire либо реального 31 октября (сутки UTC) число при успешной находке удваивается; совпадение праздников не даёт ×4. Дневной предел находок остаётся 120. Например, обычный враг даёт математическое ожидание 0,25 пирожка до лимита; в особую ночь — 0,5.

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Товар Wyrd SisterSoul Cakes
Witchwarden / Witchfire60 / 150
Один из трёх значков профиля40
Hearth Offering5
Семь обычных частей Wyrd40 каждая
Wyrd Robe / Athame50 / 60
Пять обычных праздничных карт / Spectre of Lysandus20 каждая / 45
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Все девять вещей Wyrd вместе стоят 390. Чаша Hearth Offering вмещает 60; пополнение переносит до 10 ваших пирожков. Другой аккаунт может брать из конкретной чаши 1 в сутки UTC, из собственной нельзя. За 25 отданных выдаётся Hearthkeeper, за 10 взятых — значок Soul Cake. Цепочка Starwarden дополнительно платит 30 Soul Cakes один раз на аккаунт, пока фестиваль открыт.

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Starfall: удержать упавшую звезду

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В период события по общему часовому циклу падают три звезды. Видимый полёт длится 90 секунд; звезда, за которую не начали борьбу, теряется через 15 минут. Сначала отбейте четыре волны, затем победите мастера ковена. Между волнами — 5 секунд. Уровни и присутствие участников определяет событие, а не число имён в произвольной группе.

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врагов_в_волне = min(24, 4 + i + 2 × (N − 1)), i = 0…3; N — участники.

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УчастниковВолна 1Волна 2Волна 3Волна 4
14567
410111213
818192021
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Здоровье врагов волн ×2. На ⅔ и ⅓ HP мастера возникают круги; пока соответствующая защита действует, он получает 25% обычного урона. Heart-Star — особая последняя звезда ночи 13 Frostfall — усиливает этот этап. Не путайте 90 секунд полёта с 10-минутным предупреждением.

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золото = round(60 × L × (0,8 + 0,4 × U)) × H; U ∈ [0,1), H = 1 или 2 для Heart-Star.

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Обычная награда: 1–3 Starglass, предмет Magic или выше, шанс 25% на Starspun и 30 серебра в общем боевом лимите. Heart-Star удваивает золото и стекло и гарантирует предмет Starspun. Пример L=20: примерно 960–1 440 золота, в среднем 1 200; Heart-Star — вдвое больше. Renown рассчитывается как за набег с общими ограничениями. Сервер принимает не больше 9 звёзд за сутки на аккаунт; одна звезда учитывается один раз.

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Mzunthar — воздушный корабль Sky-Ketch

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Онлайн-рейд для группы до восьми человек: каждая группа входит в свой корабль над полями восточнее Daggerfall. Первое прибытие — 25.10.2026 00:00 UTC (07:00 во Вьетнаме); следующие через 10 часов. За час виден подход; посадка открыта 7 часов, затем ещё 20 минут корабль завершает уход и новых участников не принимает.

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прибытие(n) = 25.10.2026 00:00 UTC + n × 10 ч, n = 0, 1, 2, …

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Пример первых прибытий во Вьетнаме: 25 октября 07:00 и 17:00, 26 октября 03:00 и 13:00. Проверяйте Timers: это плавающее расписание, не одно и то же местное время каждый день.

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ЭтапЗадача
Boarding WatchВыдержать пять волн конструктов
Gallery of HammersПройти ударные молоты и двух Hammer Wardens
Starved EngineПеренести aether cells руками; удар выбивает переносимую ячейку
SailwalkПересечь открытый участок над небом
BridgeПобедить Tonal Warden
Ketchmaster’s holdПолучить личную долю за этот рейс
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золото_доли = round(450 × L × (0,8 + 0,4 × U)), U ∈ [0,1).

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При L=20 это примерно 7 200–10 800 золотых, среднее 9 000. Доля содержит два предмета Rare или выше: первый бросок Legendary 25%, второй — отдельная функция высокоуровневой добычи. Для вида без легендарной записи фактический результат может стать Rare. Ещё выдаются 20–40 Pellets; отдельные броски Thunderlock 10% и Pistolet 12,5%. Каждый из двух новых Gilded имеет собственный шанс 1%. Награда выдаётся одному аккаунту один раз за рейс. Цепочка The Sky-Ketch связана с исследователем Imrah Bel-Tavir и книгами The Ketch That Never Lands и Rourken Thunder. Корабль не принадлежит игроку и не становится ещё одной записью личного Fleet.

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События, проводимые администрацией

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Такие события имеют собственные настройки организатора и отличаются от обычного расписания набегов. Пачки врагов продолжают появляться, пока мини-босс ждёт очистки поля. Ожидание относится к врагам, стоявшим при вызове босса, и ограничено двумя минутами. Босс появляется около крупнейшего скопления игроков в радиусе 30 м; при равенстве учитывается наибольший уровень в группе. Полоса HP теперь передаёт заданное здоровье всем участникам.

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предел одновременно стоящих врагов = min(40; 25 + 5 × max(0; N − 1))

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множитель темпа появления пачек = min(2; 1 + 0,25 × max(0; N − 1))

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N — число присутствующих игроков по учёту события. При N=1 предел 25 и темп ×1; при N=4 — 40 и ×1,75; при N≥5 — 40 и ×2. Это правила события администрации, а не универсальный множитель всех мировых врагов.

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Sky-Ketch после 0.1.11269

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Boarding Watch — пять волн. Двигателю нужно min(7, 5 + ceil(N/2)) ячеек: 6 при 1–2 участниках, 7 при 3–8. Пауки появляются каждые 6 с; одновременно не больше 5 + N. Ячейка возвращается через 28 с. Конструкты усилены, здоровье Tonal Warden удвоено; его бюджет боя — до 22 минут. Оценки 15 минут соло / 20 группой из релиза — ориентиры, не обязательная длительность.

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ВрагPellets на игрока
Sphere2–4
Sentry3–5
Hammer Warden8–12
Watch-Captain10–15
Tonal Warden15–25
Вентиляционный паук1 с шансом 35%
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Добыча с конструктов ограничена 90 Pellets на игрока за рейс; 20–40 из доли трюма — отдельная награда. Доля выбрасывается на пол каюты. Исправлены невидимые поверхности и провалы. Источники: net/ketch/ketchBrain.js, ketchConstructs.js, ketchWarden.js; systems/ketch/ketchSpoils.js.

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Поверхность вокруг событий

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У порталов Breach, Врат Обливиона, упавших звёзд и появляющихся подземелий игроки и противники теперь используют согласованную поверхность: исправлены проваливание других игроков и недоступные для удара враги. Перекрывающее поляну место World of Daggerfall временно оставляет ровный пустой след и возвращается после исчезновения поляны. Истёкшее появляющееся подземелье сохраняет выровненную площадку и покрытие до следующего появления.

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Elite Breach — Башня Battlespire ОНЛАЙН

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Часть XI · 5 мин чтения
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С обновления 0.0.205 (17 октября 2026) у Врат появилась ступень выше ежедневных Врат Обливиона (в игре это событие называется Dagon's Breach, гл. 72): Elite Breach — бесконечное подземелье для одной группы, разорванные залы Башни Battlespire. Его открывают ключом, и проходят его до 8 игроков с одной жизнью и таймером.

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Ключ Weir KeyПривязан к аккаунту: не продаётся, не передаётся и не теряется при смерти. Откуда берётся: • Врата Обливиона (Dagon's Breach): 1 к 6 за засчитанное убийство Хранителя, 1 к 4, если перед этим сорван ритуал Верных Дагона; первое убийство в жизни аккаунта — ключ наверняка; после 5 убийств подряд без ключа шестое даёт его наверняка; • Remnant в подземелье Бездны — 1 к 3; Redoubt после Валкиназа (особо сильного лорда) — 1 к 4, не больше одного в неделю; • элитные враги подземелий: Бездна — 1 к 60, элитное подземелье — 1 к 150, обычное — 1 к 400 (не больше 6 попыток в сутки на каждый вид и 2 ключей в неделю из этого источника); • к запуску каждый аккаунт, убивавший Хранителя, получил один ключ в подарок.
ОткрытьИспользовать ключ снаружи, онлайн. Перед вами поднимается арка; 5 минут она запечатана — группа собирается, ещё до 5 минут открыта. Открывший входит, остальные участники группы получают «зов» (Answer the call) и входят через портал из любого места под открытым небом. Кто вступил в группу позже, в компанию не попадает. Одновременно — только один прорыв на аккаунт.
РепетицияRehearse — залы 1–5 без ключа, раз в реальные сутки, без наград. Первый прорыв аккаунта, закончившийся до первого Redoubt, возвращает ключ (один раз).
ТаймерС первого зала идёт счёт: 30 минут. Каждый взятый Redoubt добавляет 15 минут, но в запасе не больше 30. Отдых и переходы между залами счёт не тратят; на весь прорыв есть 15 минут «передышки» (плюс 10 за каждый Redoubt Валкиназа). Когда время вышло, Башня выбрасывает всех туда, откуда они вошли, — это не смерть, взятое остаётся. Больше трёх часов один прорыв не длится.
ЗалыПять залов на круг: бой, переход (платформы над пустотой, ловушки), испытание, бой и Двор (Court) с лордом круга. Четыре области: Broken Galleries, Soul Cairn, Shade Perilous, Havoc Wellhead; 13 лордов с фазами, 16 видов врагов. С каждым кругом Башня тяжелее; начиная со второго круга группа выбирает «указы» (Decrees) — усложнения на следующий круг.
Одна жизньСмерть в Башне или 3 минуты отсутствия во время испытания — «падение». Павший смотрит со стороны и теряет свои Реликварии. Следующий Redoubt может вернуть павшего — один раз за прорыв; второе падение окончательное. Падение в пустоту при переходе стоит часть здоровья, а не жизнь. Если пала вся группа — прорыв окончен.
RedoubtПобеда над лордом круга: группа восстанавливается (здоровье, магия, усталость), возвращаются павшие, каждый выбирает один из трёх Vestige — усилений до конца прорыва (повтор поднимает ранг I → II → III). Отсюда можно уйти домой со всем добытым (кнопка, а не проход). Следующий прорыв можно начать с уже взятого Redoubt.
НаградаТолько тем, кто внёс вклад (урон, лечение, задания зала), и каждый номер Redoubt платит полностью раз в неделю: золото, Rare или Legendary (шанс Legendary 20% на 1-м Redoubt, +3% за каждый, до 65%), 1–3 вещи Magic и выше, 20 серебра (в общем суточном лимите боевого серебра 150), Deadlands Embers за новые Redoubt сезона и Валкиназов, запечатанный Реликварий, открывающийся по возвращении домой. Повторно на той же неделе — только золото.
Battlemage's PanoplyНовый комплект Aetheric: девять мифриловых вещей боевого мага. Шанс вещи — 1 к 12 на 1-м Redoubt, 1 к 4 с 16-го, 1 к 3 у Валкиназа (там награда выпадает дважды); после 10 промахов подряд — наверняка. Раз в неделю Торговка сигилами продаёт выбранную вещь комплекта за 20 Embers.
Оружие лордовКаждый из 13 лордов роняет своё именное Legendary-оружие (1 к 8): Grath, the Hound — The Houndfang (сабля), the Last Spellmaster — The Examiner's Staff (посох), the Last Armsmaster — The Last Lesson (длинный меч), the Wellhead Wyrm — Wyrmbreath (клеймор) и другие.
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Зал Athenaeum: Orrery

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Испытание-головоломка: шесть камней (Orrery stones), у каждого стрелка на одном из 12 часов. Нужно выставить все камни на их «истинные» часы.

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  • Загадки — на экране под «Turn the Orrery true». Две называют час камня прямо, остальные связывают час одного камня с другим («Wayrest keeps the hour Sentinel keeps, and two more»).
  • Orrery: у каждого из шести камней видны имя, час и рычаги поворота влево/вправо. Активируйте соответствующий рычаг рядом с камнем; при слишком большом расстоянии подойдите ближе. Поворот сдвигает этот камень и связанные с ним камни. Следите за всеми часами и условием загадки; старый совет целиться выше золотого кольца больше не нужен.
  • Счётчик показывает, сколько камней стоит верно, но не какие.
  • Износ (fray): каждый поворот его копит. Если он заполнится раньше решения, камни возвращаются в начало, а теряют четверть здоровья те, чьи повороты с последнего сброса не приблизили Согласие (без спасброска; остальные в зале не страдают — src/net/superDungeon/sdBrain.js). Указ The Fraying заполняет его быстрее.
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Источник: заметки к обновлению 0.0.205; bible/11-Multiplayer/Elite-Gates.md, net/eliteGates/egLaw.js, egPay.js, egBrain.js,

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server-account/src/eg.js (коммит 399fe16).

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Уточнение испытаний Breach: в Gauntlet нужно удерживать плиты и подавлять Casters — само убийство мага не заменяет подавление. HP встречи масштабируется по реально прибывшим живым участникам; отсутствующие не должны учитываться как стоящие на арене. Геометрия маршрутов и условия конкретного зала имеют собственные правила. Выборы в отдыхе Redoubt, включая указы, Dagon’s Bargain и Ready, открыты 30 секунд вместо 10; требуется соответствующее обновление relay. Источник: net/eliteGates/egRun.js.

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PvP: дуэли, арена и Дикая зона

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Часть XI · 5 мин чтения
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Открытый PvP действует в Wrothgarian Mountains и в Eltheric Ocean за Veilhaven. В других обычных местах бой требует согласия либо специального режима. Допустимые вещи выпадают при PvP-смерти в открытой зоне (гл. 78).

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ДуэлиОсмотрите игрока → «Challenge», оба должны согласиться. Только на улице, в кольце 12 м. Ближний бой, луки, заклинания. Сервер проверяет удары по реальному оружию и снаряжению; отдельная полоса «дуэльной живучести» не трогает настоящее здоровье. Бой кончается до настоящей смерти, после него оба восстанавливаются. Результат записывается в профиль, ничего не выпадает. Оружейные приёмы и магические специализации не работают.
Потолок уронаВ дуэлях, осадах и Ротгарианских горах любой боец наносит не больше 180 урона за 5 секунд (удары и заклинания вместе). Заклинаниями — не больше 3 за 5 секунд (до 60 урона каждое), лечение — до 40 за раз.
Арена ДаггерфоллаВ городе Даггерфолл. PvE-лестница из 10 ступеней (от The Pit до The Grand Melee): 3 победы — бой с Чемпионом ступени (элита); враги не растут вместе с вами; зелья и «читерские» заклинания запрещены; повторные победы не оплачиваются; поражение сбрасывает ступень; билет на один бой; нужен зарегистрированный аккаунт. PvP: рейтинговые бои (рейтинг сезона с 1 000, подбор расширяет допуск, пока вы ждёте, оба принимают) и обычные. Уход из боя больше чем на 15 секунд — поражение. До 60 зрителей, таблицы лидеров, рейтинги, плановые показательные матчи.
Приватные сессииХост создаёт сессию на странице Bouts и делится кодом. Хост выбирает бойцов (Make Red / Make Blue), у них одинаковое здоровье. Ничего не засчитывается, хранятся последние 20 результатов. До 62 человек (60 зрителей и 2 бойца).
СтавкиБукмекер (Bookmaker) у северных ворот принимает ставку на показательный бой текущего часа (бои каждый час с 8:00 до 21:00): 10–1 000 золотых, одна ставка на бой, пока бой не начался. Коэффициенты — по послужным спискам бойцов, минус десятая доля в пользу дома; явного фаворита (шанс больше ≈82%) он не принимает. Ничья — ставка возвращается. Можно не смотреть: ставка рассчитается после часа, но уйти с арены после начала боя — потерять её. Выигрыш забирается у букмекера лично.
Пока нетБои команд 5 на 5 и ставки на бои игроков.
Royal TourneyГильдия, владеющая короной, может объявить турнир на неделю за 5 000 серебра (призовой фонд). Ринг на площади замка коронного города; вызов — кнопкой «Challenge» на карточке, ответ — в течение 30 секунд. Сервер проверяет каждый удар, заклинания ограничены. Падение заканчивает бой, 5 минут без падения — ничья, ушедший проигрывает. Одна пара засчитывается не больше 3 боёв в день. Лидер лестницы получает 5 000 серебра и титул Champion of the Kingdom на сезон.
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Дикая зона (Wrothgarian Mountains)

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туманом. Монстры там: ×4 здоровья и ×4 урона, вдвое больше золота, вдвое чаще добыча, вдвое чаще редкие вещи. Зона состоит из четырёх колец, множитель кольца складывается с базовым ×4.

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КольцоСила монстровДоп. добычаБыстрый переход внутри
The Foothills×5 (4 × 1,25)+25%2 500 золотых
The Passes×6 (4 × 1,5)+50%5 000
The High Crags×7 (4 × 1,75)+75%10 000
The Heart×8 (4 × 2)+100%15 000
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  • Свои не бьют своих: с 15.10 согильдийцы, как и члены группы, не могут нападать друг на друга.
  • Небосвод (Firmament) работает против монстров зоны, но удары и заклинания по игрокам считаются без него (гл. 71).
  • Быстрый переход внутри зоны — с откатом 10 минут. Великаны ходят по открытой местности (не больше двух). Великий великан описан в гл. 59.
  • Чужаки (не из вашей группы и гильдии) видны красными на карте с 1,5 км, предупреждение — на 600 м. В 200 м чужак замедляет путешествие, как враг рядом.
  • Смерть в зоне: ожидание 2 минуты. При гибели от монстра или окружения вещи сохраняются, теряется обычная десятая часть кошелька. Только убийство игроком создаёт выпадение допустимого содержимого рюкзака, сопровождающей повозки и рюкзаков компаньонов; убийца может выбрать одну надетую вещь. Денежная доля теперь 10%, аккредитив теряет 10% номинала и остаётся. Подробная таблица ниже. Повозка вне зоны или в конюшне груз не теряет.
  • /unstuck — пешком до ближайшего города; в зоне откат 60 минут. Подземелья и залы зоны обновляются через 30 минут.
  • Перед входом сдайте ценности в банк, берите только то, что не жалко потерять, и сначала прокачайтесь: свежий персонаж не переживёт монстров ×4.
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Смерть в открытых зонах: правила с 0.1.11085

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Причина смертиПотери и возвращение
Монстр, падение, море или NPC-корабльВещи, повозка и рюкзаки компаньонов сохраняются. Обычная потеря 10% кошелька. В Wrothgarian Mountains — ближайший город внутри той же зоны/кольца.
Убийство игрокомДопустимое содержимое рюкзака и сопровождающих контейнеров выпадает; убийца может взять одну надетую вещь. Золото — 10%, а не 50%.
Игрок ударил, затем добил монстр/падениеЕсли с удара игрока прошло не больше 10 секунд, смерть засчитывается игроку.
Аккредитив при PvP-смертиВ останки переносится десятая часть стоимости; сам документ остаётся с уменьшенным номиналом. Книга заклинаний защищена в любом из допустимых контейнеров.
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Для сумм используется целочисленное деление вниз. Пример: кошелёк 12 345 и аккредитив 8 000 при PvP-смерти теряют 1 234 + 800 = 2 034 золотых. Это не второй штраф при возрождении: двойное списание исправлено. Resurrect после PvP-смерти не возвращает уже отданную долю. Защищённые расходники и служебные вещи следуют своим исключениям.

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Выход из игры после смерти

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Закрытие клиента на экране смерти в Wrothgarian Mountains больше не пропускает двухминутное ожидание. При раннем входе персонаж снова лежит оставшееся время и не получает неуязвимое свободное передвижение. Если убитый игрок ушёл из области, его допустимое снаряжение остаётся доступным убийце на месте смерти без прежнего ожидания выдачи; это отдельное правило доступа к добыче, а не отмена двух минут для погибшего. При раннем возврате до изъятия вещей возможен однократный возврат на титульный экран — войдите снова и завершите ожидание. Штрафы и состав допустимой добычи остаются описанными в основной таблице.

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Жильё ОНЛАЙН

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Часть XI · 3 мин чтения
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ПокупкаПодойдите к входной двери дома («Residence») → «Купить». Владение исключительное. Онлайн-дома и офлайн-дома — разные системы. Квестовые дома и склепы кладбищ не продаются. Свободный дом рыцарского ордена банк выкупает по 85% онлайн-цены.
Цена300 золотых за м² площади, множитель размера города до ×2,75. Итог от 5 000 до 250 000 (домик 6 × 6 м — 10 800). Оплата идёт через счёт в Банке Империи.
Доступ«Кто может войти»: только я / моя группа / моя гильдия / все.
ОбустройствоМебель и декор из каталога, функциональные станции ремесла (часть X). Изготовленная мебель попадает прямо в дом.
Аренда комнатВо вкладке «Комнаты в аренду» задаётся цена в золоте за день. Жилец выбирает комнату и срок 1/3/7/14/30 реальных дней. Он может войти и отдыхать, но не открывать шкафы, бросать вещи или колдовать. Плата собирается на счёт в регионе. Пока комната сдана, дом не продать. Один игрок может снимать до 3 комнат.
Продажа85% уплаченного плюс несобранная аренда.
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Голоса о доме

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Когда голоса о доме падают до −5, дом становится «отвергнутым» и прячется (HOME_SHUN_AT = −5, src/net/homeVoteLaw.js). Купленные дома стали доступны другим персонажам того же аккаунта. Лимит покупки остаётся 3 на персонажа; содержимое хранилищ разделено по персонажам. Рыцарский подарок остаётся личным. Удаление покупателя затрагивает принадлежащие ему дома — общая доступность аккаунту не передаёт собственность автоматически.

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Оформление дома и общий доступ с 0.1.11250

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Tab открывает каталог декора. Любимые предметы помечаются звездой, нужные можно вынести на панель. Установка, перемещение, копирование, удаление и переименование применяются общей кнопкой Confirm; выход с несохранёнными изменениями требует решения. Копия остаётся в текущей комнате. Поставленному предмету можно дать имя до 32 символов. Who may use отдельно задаётся для сундука и станции: владелец, друзья, группа или все. Общий сундук одновременно открывает один человек; изменения содержимого сохраняются при закрытии. Станциям нужны собственные права. Transfer Ownership использует окно выбора и имя покупателя; это действие меняет владельца, в отличие от обычного доступа персонажам аккаунта. Поставленная кровать в доме, караване или каюте пригодна для сна. Размещённый огонь согревает и сушит; у него можно отдыхать и готовить. Cooking station назначает предмет домашним очагом и онлайн открывает The Fire в Stores. В общий чужой сундук зала нельзя класть золото. Источники: systems/decor/decorUse.js, net/decorLaw.js.

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Дворы и надёжность сундуков

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Во всех дворах одного города суммарно допускается 6 500 предметов декора; это общий городской предел, действующий вместе с личным лимитом двора. При заполнении игра просит сначала убрать свою вещь. Исправлена неполная загрузка дворов восточных и северных блоков Daggerfall City после перезапуска; дворы других владельцев подгружаются постепенно, чтобы уменьшить задержку при входе. Если общий домашний сундук снова сделали личным, его содержимое теперь возвращается в личный сундук. Только что вошедшему игроку общий сундук может временно не открыться, пока не получены права и состояние; повторите после загрузки. Золото в чужой общий сундук гильдейского зала по-прежнему не принимается. Действие прав доступа не следует проверять по пустому списку во время загрузки. Исправлены провалы пола в семи домах Beautiful Cities и двери House2, за которыми не было помещения: такие двери теперь закрыты с сообщением «This door will not open». С жилых домов сняты ошибочные вывески магазинов; вывески настоящих магазинов сохранены.

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Гильдии игроков ОНЛАЙН

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Часть XI · 2 мин чтения
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ОснованиеС Renown 10. Отдельно от гильдий NPC.
Ранги и праваГильдмейстер, Офицер, Член, Новобранец. Права: управление, казна, хранилище, доступ в зал, украшение зала, заметки, геральдика.
Хранилище предметов50 слотов, с гильдейским залом — 100. Офицеры по умолчанию забирают до 10 раз в день.
Хранилища материаловДо 50 000 каждого материала; член сдаёт до 5 000 за раз и забирает собранное собой; офицеры и гильдмейстер — что угодно. Сюда же идут гильдейские заказы.
КазнаЗолото и серебро. Переименование гильдии или тега — 25 000 золотых, раз в 2 недели (и не во всех территориальных ситуациях).
Геральдика («герб»)Цвет поля, каймы и девиз: 16 цветов, 40 фигур, 7 двухцветных делений поля. Первый выбор бесплатный, смена — 500 серебра из серебряной казны. Знамёна у дверей зала, на территории.
Гильдейский залГильдмейстер покупает любой дом «для гильдии»: казна платит цену + половину (не больше 375 000), только из золота, внесённого персонажами. Зал один. Каждый шкаф — гильдейский сундук; члены могут отдыхать, работать и колдовать. Хранители обставляют зал (до 300 предметов) и двор (до 60); при удалении половина оплаченного возвращается в казну гильдии. Продажа — 85% цены плюс половина стоимости предметов. Гильдию с залом нельзя распустить, пока зал не продан.
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Текущий предел гильдии игроков — 75 участников. Новое отдельное окно Guild объединяет состав, роли, сообщения и доступные действия; правила прав доступа по ролям сохраняются. После 0.1.11250 внутреннее помещение гильдейского зала вмещает 300 предметов; личный дом — 200. У двора свой предел 60. Размещение оплачивает хранитель из своих денег, возвраты идут в казну гильдии. Доступ к поставленному сундуку: Everyone, Members, Officers или Guildmaster; более высокая роль также имеет доступ. Только хранитель меняет разрешение. Гильдмейстер может переложить казну-хранилище в открытый сундук. Шкафы самого здания продолжают открывать общие гильдейские Хранилища.

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Территории и осады ОНЛАЙН

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Часть XI · 1 мин чтения
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  • Резиденции (seats): каждый город с дворцом — владение, которое может держать гильдия. Три из них — коронные (Даггерфолл синий, Вэйрест малиновый, Сентинел золотой). На онлайн-карте — серые кольца, у столиц корона; есть Марки (два цвета) и Свободные земли (зелёное кольцо). Резиденция даёт Хартию (Charter), отношение (Standing), услуги и сборы.
  • Неделя: в воскресенье «Поворот» (Turning) распределяет Хартии, права на осаду и турниры на неделю. Владелец выбирает день боя (среда–суббота) и начало (16:00–02:00 UTC). Коронные осады — в субботу: Даггерфолл 20:00, Вэйрест 21:00, Сентинел 22:00 UTC.
  • Бой: за 10 минут Доска объявлений предлагает «Вступить в битву» или «Смотреть». Если атакующие не пришли за 10 минут — техническое поражение. Стрелы, вредные заклинания и лечение работают; Teleport, Recall и Levitate — нет. Павшие поднимаются волнами (каждые 20 с у дворца, 30 с у короны) с 3 секундами неуязвимости. Место выбывшего держится 5 минут. В коронной осаде — до 20 бойцов на сторону и до 4 наёмников (Sellswords: до 2, у короны до 4, за плату до 5 000 серебра). Сервер проверяет осадное PvP строже обычного.
  • Итог: победа атакующих — Хартия переходит к ним с Standing 50, и на ближайшем Повороте её нельзя оспорить. Владелец удержал — +15 Standing (+10, если атакующие дошли до Трона) и +20% к обороне; неявка атакующих — +10 Standing.
  • Мятеж: если Standing на Повороте упал до 0, в окно осад следующей недели мятежный капитан (400 HP) и 12 мятежников занимают вход во дворец. У членов гильдии 2 часа, чтобы убить капитана (Standing вернётся к 20), иначе Хартия теряется.
  • Укрепления: стены, привратные башни, казармы, лагеря, осадные машины (тараны). Есть сезоны, титулы, история территорий и Зал летописей.
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Транспорт

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Часть XI · 14 мин чтения
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ТранспортБазовая ценаОсобенности
Лошадь3 000Скорость ходьбы +225. Своя лошадь следует за вами (~3 м), избегает боя, путешествует с вами. Цена в конюшне зависит от её характеристик
Small Cart1 000 (RR)750 кг, 1 лошадь, скорость +100
Open Wagon9 0001 500 кг, 4 места сзади (можно попросить подвезти), 2 лошади, козлы возницы
Caravan25 0002 000 кг, внутреннее помещение, 2 лошади; компаньоны занимают свободные места
Гребная лодка / большая лодка4 000 / 8 000Come Sail Away: своя лодка, управление парусами
Малый корабль (галеон) / Carrack /100 000 / 150 000 / 200 000Стоимость документа на корабль (Come Sail Away); банк
большая галераDaggerfall продаёт свои малый корабль и большую галеру за 100 000 и 200 000
Базовая стоимость; цена на прилавке обычно примерно вдвое выше (качество магазина, регион, торг). 10 октября цены Open Wagon и Caravan
подняли в 10 раз (было 900 и 2 500 — так было в первой редакции).
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  • Лошадь и повозка стоят в мире там, где вы их оставили, и видны другим. «,» — сесть или спешиться, «.» — позвать. Нельзя лазать из седла и приседать верхом; Бег (Running) верхом не тренируется; вход в здание спешивает. Повозка и лошадь, отправленные в конюшню, там и остаются и не появляются у дверей; позовите их, чтобы вернуть. Если сесть на лошадь, повозка из конюшни не остаётся без неё.
  • Если у вас несколько повозок, используется самая вместительная. Повозку с грузом нельзя продать, обменять, выставить на рынок или убрать в хранилище. Перекраска бесплатна. Кузнецы и Repair Object повозки и лошадей не чинят — нужен Wagon Repair Kit из Wagon Yard. Изношенная повозка не становится непригодной.
  • Уход за лошадью и износ повозки (Features, у каждого игрока свой выбор): Off — классические лошадь и повозка; Boons (по умолчанию) — забота даёт, небрежность ничего не отнимает: голодная лошадь не слабеет и не медленнее классической, изношенная повозка не медленнее, а повозка в состоянии Sound катится на 10% быстрее; Hard — прежние правила: голод снимает характеристики лошади, изношенная повозка медленнее и дешевле при продаже. Панель седла — F2; редактор HUD (Alt+U) двигает панели езды и штурвала.
  • Путешествие онлайн: поездка по карте — это реальный путь, ускоренный (шкалы скорости ниже), мгновенного телепорта нет. «Осторожное» путешествие обходит часть встреч и останавливается при низком здоровье или усталости (Fatigue). Извозчики у ворот обнесённых стеной городов — быстрое путешествие по суше за плату. Корабли — только из портов; аренда корабля — 15 в день плюс 10 за капитана. Групповое путешествие — к лидеру.
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Overworld: путешествие «с высоты»

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С конца сентября путешествие по карте (улучшенный интерфейс) идёт в виде Overworld: камера поднимается на 150 –450 м, и вы видите, как персонаж идёт по настоящей земле — с теми же городами, погодой, врагами и другими игроками. Открыть: кнопка Overworld на карте или своя клавиша (Controls → «Overworld (the travel view)», по умолчанию не назначена). Esc или Return — вернуться вниз.

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Как идтиКлик по городу — путь по дорогам; клик по открытой земле — прямо туда. Горы пешком не пересекаются: маршрут обходит их или идёт перевалом. Переключатель Roads / Free: по дорогам (по умолчанию) или напрямик. Клавиши движения на Overworld ведут персонажа со скоростью путешествия (с ×10). Через воду — на своей лодке или «Sail there by ship?» за плату.
ПодземельяБлижайшие подземелья в ~20 км показаны как красный «?». Пройдите в пределах 1 км — «You have found …», и подземелье получит имя и станет кликабельным.
Враги в путиПо дикой земле бродят отряды (красные метки «Orc, 4»; 1–6 врагов, ночью их больше, в городах нет). Отряд видит вас за 320 м днём и 190 м ночью и сначала проверяет вашу Скрытность (Stealth): незаметившие не мешают, заметившие (метка «!») догоняют, а путешествие замедляется так, чтобы у вас было время среагировать. Всадник обычно уходит, пешего догоняют. Онлайн все видят одни и те же отряды; уничтоженный отряд исчезает для всех.
Остальное на картеЛагеря врагов («Orc camp, 4»), ваши охоты с досок наград, игроки вашего региона с титулом и Renown, пираты на море.
ГруппойКогда лидер выходит в путь, участники рядом получают вопрос «пойти вместе»; остановка одного — остановка всех. Команды /leader (к лидеру) и /travel (готов идти с лидером) работают по-прежнему.
НастройкиTravel Options → First Person Travel — путешествие по-старому, от первого лица (по умолчанию выключено), и First Person Travel Follows Roads — то же по маршруту Overworld. Other players → «Show me to travellers in my region» — показывать ли вас другим игрокам региона на карте (только снаружи; группа видит всегда).
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Источник: bible/06-Systems/Travel-View.md (TV1–TV8, OW6, WILD-ALERT); src/systems/travel/travelBands.js

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(BAND_SIGHT_DAY_M 320, BAND_SIGHT_NIGHT_M 190), travelDungeons.js (TV_DUNGEON_FIND_M 1000).

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Корабли: бой, капитан и улучшения (0.0.220)

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ТрюмF4 («Cargo» в разделе Come Sail Away) открывает трюм корабля, на котором вы стоите; вдали от него — трюм последнего корабля, которым вы правили. Кнопка Hold есть на панели штурвала и у каждого корабля на странице Fleet. В трюм можно и класть груз.
Таран и абордажСильный таран сцепляет корабли на 20 секунд: враг убирает паруса и почти стоит, но пушки стреляют. Пока корабли сцеплены, можно брать на абордаж сразу (E), не принуждая к сдаче; драться придётся со всей командой.
СнарядыЯдро (round), картечь (grape) — бьёт команду, корпус почти не трогает, слабеет на дальней дистанции; цепной (chain) — рвёт паруса и такелаж; калёный (heated) — часто поджигает корпус и паруса. Бортовые батареи заряжаются одним видом, носовые и кормовые — своим. Смена — колесо мыши при прицеливании, кнопка Shot у штурвала или клавиша Shot (по умолчанию не назначена).
Без быстрого пути рядом с врагомВ 700 м от враждебного корабля путешествие идёт с обычной скоростью, карта мира не открывается и путь не начинается. Онлайн морской бой рядом с другим игроком всегда идёт в реальном времени. От незаконченного пиратского набега на берегу уехать нельзя; победа над налётчиками заканчивает набег.
Вне бояЕсли врагов рядом нет и никто не гонится, паруса и вёсла дают на 15% больше скорости.
Уровень капитанаДо 30. Опыт — за потопленные и захваченные корабли, отбитый абордаж, призы, контракты, пройденное расстояние, карты сокровищ, нанесённые на карту острова и продажу на бирже. Каждый уровень после первого — очко в звёздах капитана (Captain's Stars, страница Captain): Master — скорость, поворот, груз, корпус, ремонт, цены на бирже; Commander — перезарядка, урон и точность пушек, снаряды, абордаж, таран. Звёзды действуют на все ваши корабли, сброс бесплатный.
Металлические улучшенияПосле трёх ступеней верфи у каждой линии улучшений ещё девять металлических: сталь, серебро, эльфийский, двемерский, мифрил, адамантин, эбонит, орочий, даэдрический — с уровня капитана 3 (сталь) до 28 (даэдрический). Нужны слитки металла или простое оружие и латы из него на переплавку. Верфь никогда не плавит надетое, заблокированное, квестовое, артефакты, изготовленное игроками, зачарованное, призванное, Magic и выше и вещи с гнёздами; слитки идут первыми.
Внешний видНа странице Fleet: Colours — свой флаг (или герб гильдии), Paint — 14 красок для корпуса, отделки и парусов (бесплатно), Deck — до 24 ящиков и сундуков на палубе, Show name — имя на борту (сначала переименуйте корабль). Всё это видят другие игроки.
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Источник: заметки к обновлению 0.0.220 («The Sea's Second Refit»); systems/naval/navalFoul.js (FOUL_S = 20),

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systems/naval/captainTree.js.

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Скорость путешествия

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Две шкалы — на панели Overworld, в полосе путешествия улучшенного интерфейса и в маленьком окне скорости классического: Speed — скорость пути, Near enemies — до какой скорости замедляется время, когда рядом враги. Ступени ×5, ×10, ×20, ×30, ×40, ×60 и ×100. ×100 можно выбрать только на дороге или тропе: сошли с дороги — сразу ×60, вернулись — снова ×100. По умолчанию Speed ×60, Near enemies ×5. Шкалы хранятся на устройстве и доступны, даже когда вы стоите на Overworld. Встречи в пути (Features → Encounters on the road, включено): враг намного ниже вашего уровня (крыса для 3-го уровня и выше, имп — для 6-го, орк — для 15-го) не останавливает путешествие, остальные иногда приходят небольшим патрулём. Отдых путешествием не считается. Во время путешествия по Overworld карабкаться нельзя, начать путь, вися на стене, — тоже. Охота «по следам зверя» из Climates & Calories убрана. Ещё на Overworld: узлы сбора рядом показаны ромбом цвета профессии с числом оставшихся («Mining ×6»), фильтр Gathering и кнопка Nodes (любое расстояние, 0,5, 1 или 2 км); города с извозчиком отмечены колесом; ближайшие подземелья — их моделью входа.

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Источник: src/systems/travel/travelPace.js (PACE_STEPS 5–100, ROAD_PACE_MAX 100, OPEN_PACE_MAX 60,

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TRAVEL_PACE_DEFAULT), src/systems/features.js (road-encounters).

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Флот, верфь и причалы

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Holdings → FleetДокументы на корабли больше не лежат в рюкзаке — право собственности записано в книге флота. Купленный корабль ждёт в порту покупки, захваченный приз тоже вносится в книгу. У каждого корабля карточка: где он (у штурвала, рядом, на плаву вдали, стоит в порту, упакован), корпус, паруса, команда, пожар, запас Carpenter's Stores.
Вызвать и отослатьSummon в любом порту подводит корабль к свободному причалу (места нет — щёлкните по воде). Send away — корабль уходит в ближайший к вам порт и стоит там с грузом. Корабль без команды отсылается только вблизи. Большая галера к причалу не встаёт.
УпаковатьЛюбой корабль, включая Small Ship, Large Galley и Carrack, можно упаковать (Pick up в его меню): части весят 120 кг, повреждения, команда и трюм сохраняются. Части — это и есть корабль: продали их — продали корабль. Слишком тяжёлый трюм упаковать не даст.
ПризПосле абордажа в окне добычи — Claim her: корабль ваш, стоит где был, с остатками груза, без команды и с повреждениями (почините и наймите людей у корабела). Его документ стоит четверть цены нового. Онлайн — только приз, взятый вами.
Улучшения у корабелаЧетыре линии: Hold (+20% груза за ступень), Rigging (+4% скорости под парусами), Hull (+10% прочности корпуса и парусов), Guns (+8% урона ядрами). Три ступени за золото и материалы — Timber (связки дров, доски, брёвна), Iron (железо, слитки железа и стали), Pitch (сосновые ветки, смола): для Small Ship 600 / 1 500 / 3 500 золотых и 3 / 6 / 10 единиц; гребная лодка — половина, Carrack — ×2,5. Дальше — девять металлических ступеней (выше, «Корабли: бой, капитан и улучшения»).
Имя и постыИмя корабля до 24 символов видят все (через фильтр слов). Матросам с именем дают посты: First Mate (один на корабль), Bosun, Gunner, Carpenter, Lookout, Cook, Deckhand — у каждого своё место на палубе.
Прочность и ремонтВсе корабли в 1,6 раза крепче прежнего, ваша команда гибнет вдвое медленнее. Бесплатная починка начинается через 15 секунд после последнего попадания и доводит корпус до половины; после боя команда сама тратит Carpenter's Stores из трюма до полного (Features → Naval Combat → Crew repairs on their own). Make repairs — быстро и сразу со склада; рядом с врагом — борьба за живучесть в 1/8 темпа. Корабль с командой чинится и без вас.
ОбломкиПотопленный корабль оставляет обломки рядом с бочками: проплывите сквозь них — Carpenter's Stores (2 со шлюпа, 4 с бригантины или катера, до 6 с пиратского флагмана) и порох для кормовых бочек. Бочки держатся на воде около 4 минут.
ПричалыУ каждого места в гавани порта — деревянный причал. Уберите паруса и медленно подойдите вдоль свободного: команда пришвартует корабль и выдвинет сходню. Вызванный корабль приходит к причалу.
Управление ResponsiveПо умолчанию (Features → Naval Combat → Ship handling) корабль идёт любым курсом: прямо против ветра — чуть больше половины скорости, быстрее всего — ветер сзади- сбоку. Паруса настраиваются сами, клавиш брасопки нет. W/S и ↑/↓ — одна лестница хода, A/D — руль (гл. 8). Скорость в узлах — рядом с именем корабля. Classic — управление мода Come Sail Away. Онлайн время у штурвала не ускоряется.
МореКораблей рядом: 1 / 2 / 4 (Few / Some / Many). Пиратов около 30% в открытом море и вдвое меньше у портов; большинство осторожны и нападают только на тех, кого могут победить. Если на вас напал пират, а флота рядом нет, корона может прислать корабль на помощь. Случайное ядро в военный корабль, бьющийся рядом с пиратом, прощается, если не повторять. Дружественные корабли — с зелёной полосой здоровья. Между соседними портами по общему расписанию ходят пакетботы.
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Источник: src/systems/fleet.js (UPGRADE_LINES, TIER_GOLD, TIER_MATS, HULL_UPGRADE_SCALE, SHIP_NAME_MAX 24),

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src/systems/naval/navalShips.js (SHIP_TOUGHNESS 1.6), src/systems/naval/navalYard.js (FIELD_QUIET_S 15),

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src/systems/naval/navalPlunder.js (PRIZE_DEED_SHARE 0.25), src/systems/naval/navalDirector.js (DENSITY 1/2/4,

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FACTION_WEIGHTS pirate 30), src/systems/comeSailAway/comeSailAwayHulls.js (HULL_PRICES).

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Пассажирский рейс (Passage Under Sail)

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Активируйте дружественный торговый или военный корабль и выберите известный порт. Плата снимается при отправлении, путь проходит по настоящему миру; капитан ведёт корабль. При прерывании можно взять штурвал, а сход с борта завершает пассажирский рейс. Это не покупка судна и не личная каюта Fleet. Положенный на пассажирский корабль груз возвращается по правилам окончания рейса. Текущие пределы путешествия по суше остаются ×100 на дороге и ×60 вне дорог; временное ограничение ×20/×10 уже отменено. В городе действует низкий предел ×5. Portal Stone можно покупать пачкой, каждый стоит 5 Welkynd Shards; окно начинает с количества 1.

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Открытый Eltheric Ocean

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Покой Veilhaven защищает область радиусом 12 пикселей карты (примерно 10 км), восточный коридор к Veil и сам Veil. Остальной океан, в том числе свободные порты и руины, — открытая PvP-зона. Подъём после смерти задержан на 2 минуты; правило потерь зависит от убийцы (гл. 74). Телепортация внутрь, наружу и по зоне запрещена; Summon и Send away флота в открытой PvP-части моря также запрещены.

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ПолосаГлубина от VeilБонус добычи
Shallows0–<12 лиг+25%
Reaches12–<45 лиг+50%
Deep Aether45–<140 лиг+75%
Abyssот 140 лиг+100%
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Одна лига — 4 828 м. Враги получают усиление открытой зоны поверх своих обычных слоёв; базовая шкала зоны начинается с ×4. На берег можно взять одного ревенанта. Гибель персонажа и потеря груза потопленного корабля — разные механики: трюм не становится обычным рюкзаком при смерти капитана.

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Морские хранилища, штормы и флот

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На день выбираются 4 хранилища в Deep Aether и 3 в Abyss. Это общие места; повторный вход ограничивается часом, кроме возвращения к своим останкам. Опустевшее место сбрасывается через 20 минут. Морские источники Tidemail включают легенды, хранилища и руины; шанс зависит от типа источника и глубины, см. реестр.

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СобытиеПериод / длительностьПолезные числа
ШтормКаждые 2 ч / 50 минОбломки каждые 90 с; бросок молнии 25%, она отнимает 4% корпуса и 8% парусов; шанс пожара от неё 20%
ФлотКаждые 3 ч / 90 минПобеда в Deep Aether: 6 000 золота; в Abyss: 12 000; предмет Tidemail по правилам участия
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Непосредственный удар молнии оставляет минимум 1 HP корпуса; вызванный пожар всё равно опасен. Чтобы получить долю флота, капитан должен участвовать стрельбой в установленном окне перед победой; одна доля на рейс. Предупреждения и места событий видны на карте/таймерах.

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PvP кораблей, награды за головы и сезон капитанов

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Корабельная PvP-прочность восстанавливается после 2 минут без попаданий игроков. Вблизи противника нельзя скрыться в каюте (порог 700 м). Судно остаётся разбитым 10 минут. Победитель имеет 3 минуты для подхода в пределах 40 м к обломкам и абордажа. Из трюма выбирается наиболее ценная допустимая вещь, затем остальные в пределах трети стоимости; максимум 8 предметов. Не каждую треть груза обязаны забрать по количеству. Не востребованный остаток хранится до 3 суток. Доска Wanted учитывает убийства за последние 14 дней. Кнопки награды — 500, 2 000 и 10 000 золотых; забирать выплату и возвраты следует через банк. Морской сезон длится 8 недель, таблица показывает десятку лучших по глубине и легендам. Сезон не совпадает с двухчасовым штормом или трёхчасовым флотом. В Crew Exchange можно покупать или продавать по 1 либо 10 обычных матросов; цена зависит от порта и дня. Последний необходимый судну матрос и именные люди на берегу защищены правилами обмена. Импортированное либо пассажирское судно не следует считать допустимым объектом продажи экипажа. Паромы и заказанные суда обходят другие корабли и освобождают место у берега. Прицел носовых пушек выносит камеру перед парусами; прицел кормовых бочек показывает место падения. Карта пути обходит город при клике рядом с ним; вход — клик в центр. С travel only to places клик по городу ведёт в него. Источники: naval/seaClearance.js, scenes/naval/aimCamera.js, travel/travelRoute.js.

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Лошадь и повозка после перемещения

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После телепорта, быстрого путешествия или выключения отображения следующей повозки высадка теперь ставит повозку сразу за персонажем, а не в старой точке пути. Если игра была закрыта в подземелье и вход переносит персонажа к ближайшему храму, городу или кладбищу, лошадь и прицепленная повозка перемещаются вместе с ним.

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Карточный стол таверны: The King's Gambit

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Часть XI · 2 мин чтения
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За карточным столом любой таверны, кроме покера (Hold'em) и карт Iliac Hand, с 15 октября 2026 года (обновление

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  1. 0.162) есть тактическая игра The King's Gambit: армии из карт Iliac Hand сражаются на доске поперёк стола. Запуск
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— кнопкой Play The King's Gambit на панели Hold'em или Iliac Hand. Выключается в настройках, вкладка World.

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СоперникиЗавсегдатаи таверны, от Amateur до Grandmaster. В строке соперника видны размер армии, зелья, частота ошибок и минимальная ставка.
Ставки1×, 2× или 5× минимальной ставки соперника; победа возвращает двойную ставку. У каждого завсегдатая есть ночной предел выплат — после него он играет просто так.
АрмияОдин из четырёх королей Iliac Bay и до 12 отрядов на 300 очков. Картинка отряда — его карта Iliac Hand. У короля 70 здоровья, у отряда-человека — 30, у существа — среднее здоровье этого существа.
Ход2 действия: передвинуть фигуру (до 3 клеток), ударить (стрелки — до 4 клеток) или дать зелье (у вас 3 зелья, каждое +30 здоровья).
Доска15 × 13 клеток: стены, колонны, вода. С ходом раундов растут опасности — огонь (8 урона), шипы (6), яд (5); перед новой опасностью мигает предупреждение.
ПобедаУничтожьте короля противника и сохраните своего.
УправлениеМышь, касание, клавиатура или геймпад. На сенсорном экране ход и удар просят подтверждения. Встать из-за стола или сдаться, когда на столе золото, игра спросит дважды; сохраняться с золотом на столе нельзя.
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Против игроков ОНЛАЙН

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  • Sit at the board → соберите армию → Ready. Доску раскладывает и кубики бросает стол; на ход — 60 секунд. Просроченный ход заканчивается как «End turn»; три просрочки подряд — поражение. Остальные посетители таверны могут смотреть.
  • Игра на золото — за красным столом, для онлайн-персонажей: ставки 10, 50, 200, 1 000 или 5 000 золотых, оба игрока ставят поровну, сервер держит обе ставки, победитель забирает банк.
  • Сезонная таблица: игры двух зарегистрированных аккаунтов идут в рейтинг (кнопка Season board — топ-10 и ваше место). Первый в сезоне, кто сыграет 10 засчитанных игр против 5 разных соперников, получает титул Grandmaster.
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Карты Iliac Hand: добавлены 9 новых карт (Grizzly Bear, Sabretooth Tiger, Spider, Slaughterfish, Mummy, Frost Daedra, Fire Daedra,

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Archer, Ranger). Теперь у каждого существа в игре есть своя карта, и существа роняют свои карты.

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Исправленные заблуждения

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Часть XII · 8 мин чтения
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Утверждения из материалов сообщества (и несколько из первой редакции гайда), которые не соответствуют текущей игре.

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УтверждениеКак на самом деле (25.10.2026)
В группе 4 игрока8 (было 4 в ранних версиях; FAQ UDFOP не обновлён)
Сбор: 60 раз в день, рыбалка 40 забросов,Общего лимита нет с 7.10. Узел — раз в сутки на персонажа; 3 редкие шкуры в сутки;
охота 30 шкур4 жилы в неподтверждённых подземельях; 600 действий в час
Профессии работают только с 07:00 до 17:59С 1.10 — в любое время. Дневное ограничение осталось у инструментов мода Foraging «из инвентаря»
Специализации на 25/50/75/100 (перваяТолько на 50 и 100
редакция)
13 профессий10 треков (5 сбора + 5 ремесла), внутри ремёсел 8 дисциплин
Экспертиза (Expertise In): к попаданию =Онлайн — формулы от атрибутов (PCAAO); при всех 50: ≈+10 / +4…5
уровень, к урону = уровень / 3
Bonus to Hit: точность = уровень × 1Случайный бонус к урону, зависит от WIL и уровня цели
Редгард: бонус уровень / 3Формулы от атрибутов
Крит. удар (Critical Strike) не увеличивает уронОнлайн урон × (1 + floor(CS/5) × 0,05), +CS/4 к попаданию, шанс CS/(4 − luckTerm)
Адреналин: ниже 12,5% HP, +5 (+8)Ниже 1/6 HP, +8 (+12)
Сила: (STR − 50)/5; Ловкость (AGI): Δ/10Сила: (STR − 50)/10 (×2 двуручное); Ловкость: Δ/4
Положительные очки сложности ускоряютЗамедляют: множитель увеличивает нужное число использований
развитие
Управляющий атрибут ускоряет рост навыкаАтрибуты не входят в формулу роста навыков
Пункт Удачи (LCK) стоит 4 очкаТолько в системе уровней Oblivion (онлайн недоступна); в обычной — 1 очко
Oblivion-система уровней доступна онлайнС 6.10 — только офлайн
(Iliac Codex)
7 преимуществ и недостатков суммарноДо 7 преимуществ и до 7 недостатков
(первая редакция)
Чинить добычу для перепродажи выгодноВ цену входит найденная прочность и треть собственного ремонта (гл. 47)
Исправное оружие бьёт на 30% сильнее,Онлайн выше 60% — ×1,0. Эти бонусы даёт только модуль усиленного износа, а
свежая броня пропускает на 15% меньшеонлайн он выключен
(первая редакция)
Удар металлом ниже требуемого отменяется−20% урона за ступень, максимум −90%
(первая редакция)
Щиты ничего не блокируютЩит может принять удар целиком: базовый шанс 30–55% в сильной зоне
Неспособность восстанавливать магию калечитОнлайн отдых восстанавливает магию и с этим недостатком. Это не баг, а намеренное
магарешение разработчика (REST-MANA1, 23.09.2026); офлайн правило классическое
В группе до 4 игроков (сентябрь)С 23.09 — до 8 (гл. 69)
Отдых группой — голосованием /readyГолосования больше нет: ночь у костра укладывает всю группу рядом (гл. 51)
Смерть онлайн забирает четверть золотаТак было 29.09; сейчас 10% золота из кошелька, банк защищён; при PvP-смерти в открытой зоне теряется также 10% аккредитивов (гл. 55)
Renown общий на аккаунтТак было один день (29.09); Renown снова у каждого персонажа свой, общий только часовой лимит (гл. 70)
Новые онлайн-персонажи растут по системеНаоборот: онлайн — только классический рост Daggerfall, Oblivion Remaster Like
OblivionLeveling — офлайн (гл. 5)
В каждом регионе свой банковский счётОнлайн один счёт Империи в любом банке; заём остаётся в регионе, где взят (гл. 46)
Ремесленные профессии работают толькоС 01.10 — в любое время; ограничение по дню осталось только у инструментов
днёмForaging офлайн (гл. 61)
У Climates & Calories по умолчанию CasualС 13.10 по умолчанию Boons — ничего не отнимает, только даёт бонусы (гл. 52)
Путешествие замедляется за 2 секунды доСейчас враги сначала проверяют вашу Скрытность; замечают — путь замедляется, нет
врага— не мешают (гл. 78)
Гильдия магов вызывает принцаНет: шанс 30 + репутация у принца + 30 за погоду — обычно 60%, у «погодных»
гарантированнопринцев вне их погоды 30%. Золото списывается и при неудаче (гл. 49)
Ковен меняет принца, когда сменится дата поОнлайн ковен меняет принца по часам событий — каждые 2 реальных часа; отдых и
клавише Iпоездки не помогают (гл. 49)
В классе можно взять 8 преимуществТолько 7. «Восьмая» строка в сборках — здоровье за уровень: это отдельный ползунок, а не преимущество (гл. 10)
Серебро бьёт вдвое любого «вампирского»Только шесть видов монстров: оборотень, вепрь-оборотень, вампир (Vampire),
врагапризрак, дух, мумия. Древний вампир требует мифрила, люди-культисты и «вампирические» чемпионы — обычные враги (гл. 27)
Валюта — Drakes/MarksС 2.10 называется серебро (silver)
Open Wagon 900, Caravan 2 500 (перваяС 10.10 — 9 000 и 25 000 базовой стоимости
редакция)
Разрушитель чар: заклинания игнорируютСпасброски на 10 пунктов ниже
спасброски
Рост навыка выше 100: ×4 на 125, ×8 на 150,100–125: ×4; 125–150: ×8; 150–200: ×16
×16 на 175
Языки: множитель 1315
Тренер: до 51%, раз в 9 часовДо 50, раз в 12 игровых часов; сессия — 3 часа
Гильдия бойцов: Длинные клинки (Long Blade)Для 1-го ранга: один навык гильдии 22 и второй 4+. Гильдия воров — только
20 или Топор 20; Гильдия воров: Скрытностьприглашение после 10 краж
(Stealth) 20–30
Рукопашный бой (Hand-to-Hand) — уронОт навыка Рукопашного боя: от навык/10+1 до навык/5+1
зависит от уровня персонажа
Эбонитовый кинжал из биографии сильноНачинается с 20% состояния: при 16–40% клинок бьёт на 70%
помогает
Ранг в гильдии повышают не чаще раза в 28Онлайн с 15.10 — сразу, как выполнены требования. 28 дней ждут только понижение,
днейиспытательный срок и исключение (и офлайн); онлайн они считаются по личным часам
Пропуск дней ускоряет рост репутации вНет. Пропуск двигает только 28-дневный таймер ранга. Репутацию дают задания и
гильдиисобытия, онлайн — не больше +15 в реальные сутки с каждой гильдией
Онлайн слоняться (Loiter) нельзяМожно: окно отдыха → 3 (или L), до 3–12 часов за раз (гл. 51)
Атрибут не может быть выше 100Онлайн прибавка Небосвода (Firmament) поднимает потолок: до 115
Ранг в гильдии онлайн приходит сразу послеС 15.10 — по темпу с даты вступления, около 1,5 ранга в сутки; репутация до
заданий, сделанных до вступлениявступления засчитывается
Горное дело (Mining) 100: Stonebreaker —Теперь это Surveyor: ещё и «подтверждает» для вас землю, жилы могут быть любой
валуны сразу дают тёсаный камень (Iliac Codex)рудой местности
Лён и шерсть не дают опыта ремесла (прежняяИзделия дают обычный опыт; бонус первого узора/tier зависит от собственного
редакция)происхождения ткани (гл. 66)
Навык растёт сразу, как набрал использованияПроверка — только в конце отдыха или путешествия по карте, не чаще раза в 6 часов личного времени
Броня снижает шанс заразиться от оборотняНет: шанс 0,6% бросается за каждый попавший удар ещё до брони и щита (гл. 54)
или вампира
Солнце обжигает вампираОнлайн нет: днём под солнцем −20 к семи атрибутам, под капюшоном — 0, в помещениях и ночью +20 (гл. 54)
Без брони на части тела урон снижается как вНет: без брони проходит весь урон, вычитается только естественное сопротивление
коже (прежняя редакция)(гл. 28)
Сила воли (WIL) ускоряет прокачку магииНет: атрибуты не входят в формулу роста ни в Daggerfall, ни в Daggerfall Unity, ни онлайн (гл. 23)
Дорогое заклинание прокачивает школуНет: +1 за каждый эффект при касте, цена и сила не важны (гл. 23)
быстрее дешёвого
Скорость реакции (Reflexes) влияет только наЕщё и на рост всех навыков: от ×1,25 (Very High) до ×0,75 (Very Low) (гл. 14)
врагов
Чем дольше качаешься до отдыха, тем большеНет: за одну проверку навык растёт на 1, лишние использования сгорают (гл. 23)
вырастет навык
Сервер не даёт поднять уровень чаще раза в 5Уровень растёт без ограничений; 5 минут — темп «доверенного» уровня сервера для
минутарены и бюджета золота (гл. 24)
Чемпион — каждый 20-й врагС 3.10 — каждый 14-й (7%) среди врагов 3-го уровня и выше (гл. 59)
Элиты — 2% и по одной за разТак было несколько часов 3.10; вернули 5% в мире и 20% в подземельях без ограничения по одной (гл. 59)
Онлайн-сутки длятся 30 минутТак было несколько часов 2.10; сейчас 1 игровой день = 1 реальный час (гл. 6)
Онлайн у заданий нет сроковТак было 2–4.10; сроки вернулись: день задания — около двух часов игры, отдых и путь их не тратят (гл. 6)
Скоростей путешествия нет, только ×100 поТак было 5–7.10; вернулись две шкалы ×5…×60, ×100 — на дороге (гл. 78)
дороге и ×60 вне её
Корабль можно купить в кредит у банкаБыло с 1 по 8.10, отменено. Корабль, купленный в кредит раньше, нельзя улучшать, пока долг региону не погашен
Документ на корабль надо держать в рюкзакеС 4.10 корабли записаны в книге флота (Holdings → Fleet, гл. 78)
Обычные враги роняют половину вещейТак было 4–6.10; сейчас от 62,5% до 87,5% по Renown (гл. 40)
«Вы заметили следы зверя…» — охота в путиУбрана 4.10; профессия Охота (свежевание) осталась
Repairs Objects чинит по 1 очкуС 16.10 — 1/50 прочности вещи (+2%) за раз, броню тоже (гл. 43)
На арене нет ставокСтавки есть на показательные бои у букмекера; на бои игроков — пока нет (гл. 74)
Брасопить паруса клавишами [ и ]Только при управлении Classic; в Responsive паруса настраиваются сами (гл. 78)
Сумка для материалов (Materials Bag): 250 илиБазовая цена 250, на прилавке около 500 — верно и то, и другое
500 золотых?
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Ключевые числа: сводка

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Часть XII · 3 мин чтения
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СистемаЗначениеСистема
Атрибуты класса10–75, сумма 400; бросок +0…10, пул 6… 14Группа
HP класса за4–30Renown
уровень15 000 XP/час
Преимущества /до 7 / до 7; сложность −12…+40Небосвод
недостатки(Firmament)= ранги / 8 (до 125); атрибут до +15 (до 115); снять звезду — 10 серебра с Renown
Множитель класса0,3 + 2,7 × (очки + 12)/5210; сброс 10 000 золота
Навыков35; предел 100, мастерские до 200 (эфф. 140)Гильдия NPC (онлайн)
Мастерские2 основных + 2 главных + 1часам; репутация до +15 в реальные сутки
навыки (Masterвторостепенныйс каждой; 9-й и 10-й ранги — места по
Skills)Merit
Рост навыкаN = floor(навык × множ. × класс × 1,04^ур × 0,4) + 1; проверка — в конце отдыха или путешествия, если прошло 6+ часов личного времениОтдых Смерть
Уровеньfloor((S − S₀ + 28)/15); 5 очков атрибутов онлайн (4–6 офлайн)Вампиризм, ликантропия
Скорость реакциинавыки ×1,25 / 1,125 / 1 / 0,875 / 0,75;лечение до него ≈95–255 в храме, после —
(Reflexes)удар монстра 70–30%; пауза врага ±0,46 с за ступеньHeal Curse ≈12 000
Надбавка за×1,04 за уровень: ур. 10 — ×1,48, ур. 20 —50 кинжал 0,90 с, длинный меч 1,07 с,
уровень×2,19, ур. 30 — ×3,24боевой молот 1,27 с; удар на 40% замаха
Сервердоверенный уровень +1 за 5 мин игры;
Скорость замаха0,45–2 с; при Скорости (SPD) и Силе (STR)
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Рецепты 1 273: 1 203 изделия, 50 заготовок,

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20 зелий; опыт 20 × tier, бонус трека

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за первый узор в tier

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Попадание3–97%; навык × 1,5
Крит при CS 50, LCK12%, +12 к попаданию, урон ×1,5
5050/100
Бонус Силыfloor((STR − 50)/10), двуручное ×2
Спасбросок50 + класс + раса + WIL/10; 5–95%
Цена заклинанияΣ floor(цена × (110 − навык)/400) × цель; мин. 5
Профессииранги 0–100, опыт 10n²; tier на
Серебробоевое до 150 в сутки; обмен 8 золотых,
Рынок Ремонт PvP Дикая зона Система Рост врагов (уровень > 10, Renown > 15) Призыв даэдра Ревенанты Подземелья72 часа; сбор 1% (серебро), налог 5% треть даггерфолловской цены; наборы 25% / 15%, до 75% не больше 180 урона за 5 с монстры ×4…×8; при PvP-смерти — 10% денег и допустимое содержимое рюкзака; PvE вещи сохраняет Значение урон ×1,07 и здоровье ×1,04 за уровень, ×1,01 и ×1,005 за Renown; до уровня 30 и Renown 50 (×5,5 / ×2,6) цена 200 000 − 1 000 × репутация у призывателя; шанс 30 + реп. у принца + 30 за погоду; Шеогорат 5% (гроза 15%) онлайн с Renown 10; до 3; враждебный ранг I–V: HP ×(1 + 0,40р), удары ×(1 + 0,15р); 3 места рядом, 6 присягнувших обновление 20 мин, элитные 40, Бездна и зона 30
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Формулы простыми словами

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Часть XII · 5 мин чтения
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Расшифровка больших формул гайда: от чего зависит результат и что в нём главное. Точные формулы — в указанных главах.

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Что считаетсяПростыми словами
Сложность класса (гл. 10)Каждое очко сложности (дорогие преимущества, мало недостатков, много HP) делает рост всех навыков медленнее: −12 очков — ×0,3, 0 — ×0,92, +22 — ×2,07, +40 — ×3. Это прямой множитель к числу нужных действий.
Бросок атрибутов (гл. 10)К каждому атрибуту класса добавляется случайное 0–10, ещё 6–14 очков вы раздаёте сами. Перебрасывать можно сколько угодно.
Скорость реакцииСтупень вверх: +12,5% к росту всех навыков, монстры на 10% чаще попадают каждым когтем, враги
(Reflexes, гл. 14)отдыхают между атаками на 0,46 с меньше. Ступень вниз — наоборот.
Рост навыка (гл. 23)На +1 нужно примерно «значение навыка × 0,4» действий × сложность навыка × сложность класса × 4% за каждый уровень (сложными процентами). Засчитывается 75–125% действий по реакции. Атрибуты, цена заклинания и успех действия не важны. За один отдых — не больше +1.
Уровень (гл. 24)Каждые 15 пунктов прироста в шести «уровневых» навыках (3 основных, 2 лучших главных, 1 лучший второстепенный) — новый уровень; первый — после 2 пунктов.
Здоровье за уровень (гл.Бросок от половины до полного HP класса плюс floor(END/10)−5 сохраняется. Онлайн сверху действует
24)минимум общего здоровья по текущей постоянной END, за все уже принятые уровни (гл. 24).
Мастерские навыкиКаждые 4 пункта выше 100 дают 1 «настоящий» пункт, плюс бонусы на 125/150/175/200. Выше 100 учит
(Master Skills, гл. 25)только враг, чей «уровень вызова» (5 × его уровень + 30) строго больше ¾ вашего навыка.
Шанс попадания (гл. 26)Главное — навык оружия: каждое его очко даёт 1,5% шанса. Дальше мелочи: направление удара (±10), металл оружия (+2 за ступень), Ловкость (+1 за каждые 4 очка выше 50), Скорость (+1 за 8), Удача (LCK). Вычитаются половина Уклонения (Dodging) цели и её «броня» (у людей — постоянная, у монстров — защита × 5). Итог всегда 3–97%.
Урон (гл. 27)Бросок урона оружия + Сила (+1 за каждые 10 выше 50, у двуручного вдвое) + металл (−1 у железа … +6 у даэдрика) + направление удара. Затем износ, крит, удар в спину (×3 с шансом, равным навыку), блок щитом и броня.
Броня (гл. 28)Удар попадает в одну часть тела, и её доспех пропускает часть урона: чем выше ступень металла, тем меньше. Кожа слабо держит клинки, но неплохо — дробящее. Изношенная броня пропускает больше. Без брони проходит всё, кроме естественного сопротивления.
ЕстественноеКаждые 10 Выносливости (END) выше 50 снимают 2% любого физического урона, каждые 10 Силы (STR) и
сопротивление (гл. 28)Силы воли (WIL) — по 1%. Ниже 50 — наоборот.
Блок щитом (гл. 28)В сильной зоне: база щита (баклер 30% … башенный 55%) плюс 3% за каждые 10 очков Ловкости (AGI), Скорости (SPD) и Силы выше 50, 2% за Выносливость и 1% за Силу воли и Удачу. В слабой зоне база ниже, а атрибуты весят меньше.
Бонус против враговБонус — случайная прибавка к урону от 0 до примерно «9 + (WIL − 50) / 5 − уровень врага / 2»: при высокой
(Bonus to Hit) и фобияСиле воли и слабом враге до +10 и больше, против сильных врагов при низкой WIL — ноль. Фобия (Phobia)
(гл. 29)— штраф «половина уровня врага минус бонус Силы воли».
Крит (гл. 29)Шанс = Крит. удар (Critical Strike) / 4 при Удаче 50 (Удача 100 — / 2, Удача 0 — / 6). Крит даёт +¼ навыка к попаданию и +5% урона за каждые 5 очков навыка: при Крит. ударе 50 — +50% урона.
Цена заклинания (гл. 35)Каждый эффект стоит «цена в золоте × (110 − навык школы) / 400» магии: при навыке 10 — четверть золотой цены, при 100 — одна сороковая. Дальность и площадь умножают сумму, минимум 5 магии.
Сила заклинания поBase даётся сразу, Plus добавляется за каждые «Per Level» уровней персонажа. Чем меньше Per Level, тем
уровню (гл. 36)быстрее заклинание растёт с вашим уровнем.
Спасбросок (гл. 37)Базовые 50% ± сопротивления класса и расы, плюс 1% за каждые 10 Силы воли. Обычно в пределах 5–95%. Это единственное, где Сила воли защищает от магии.
Цена в магазине (гл. 47)Базовая цена × индекс региона (обычно около 1,0) × 2, ±1% за каждый пункт качества магазина от 10. Потом торг: Торговля (Mercantile) — около ¾ эффекта, Харизма (PER) — остальное. Онлайн товары первой необходимости вдвое дешевле.
Лечение болезни в250 за болезнь, как товар магазина (индекс, качество, торг), онлайн вдвое дешевле: обычно 95–255
храме (гл. 54)золотых.
Группа (гл. 69)Каждый игрок сверх первого: враги +50% здоровья, их удары оружием и стрелами по игрокам +10%, снаружи +1 враг на каждых двух лишних игроков (не больше 3).
Опыт Renown (гл. 70)Нужный опыт растёт примерно как четвёртая степень уровня: до 10-го — 5 510, до 20-го — 68 200, до 30-го — 319 950, до 50-го — 2 318 660. При пределе 15 000 опыта в час на аккаунт это не меньше 4,5 часа игры до 20-го и 155 часов до 50-го.
Доверенный уровень иСервер признаёт не больше одного нового уровня за 5 минут игры (сам уровень растёт без ограничений).
бюджет (гл. 24)Бюджет золота разрешает разбогатеть на 30 000–300 000 в час игры в зависимости от уровня, с запасом на 6 часов; пока он только измеряется.
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Источники

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Часть XII · 3 мин чтения
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  • Исходный код редакции 7: github.com/Lattymoy/daggerfall-js-source, app-v0.1.11634, commit 34584a5c098840952d50eada7d34d88bc528b8aa. Базовое сравнение: app-v0.1.9632, commit a5b22f267b7df6763c3c1486929fe7c849b9d4a5. Ниже сохранены библиографические ориентиры редакции 6; они не заменяют новые ссылки на код.
  • UDFOP (Unofficial Daggerfall Online Pages): tau-samsara.github.io/udfop — описания тем, журнал изменений (5 667 записей, 494
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релиза), Game Guide (Controls, FAQ); коммит 24ea997 (15.10.2026).

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  • Iliac Codex: iliac-codex.pages.dev — страницы Which rules apply, Custom classes, Advantages, History questions, Levelling, Death
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and lineage, Races, Combat, Archery, Melee and shields, Repairs and armour, Spells and casting, Artifacts, Thieving, Thieves Guild,

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Crafting and professions, Shops and haggling, Item rarity, Loot and drops, Guilds overview, Travel and horses, Resting and time, Food

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and cooking, Weight/bandages/training, Foraging tools, Playing online, PvP and the Wild Zone; базы Enemies, Enemy kits, Encounter

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tables, Diseases, Materials, Techniques, Specialisations, Magic items, Swing speed, Crafting materials, Crafting recipes (сборка

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752bbc0, 13.10.2026).

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  • Материалы сообщества (архив «Daggerfall_Unity_Online»): «Руководство Daggerfall Online» (перевод FAQ UDFOP), «Создание
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персонажа», «Навыки», «Атрибуты», «Advantages-Disadvantages», «Расы», «Прошлое персонажа», «Прокачка и навыки»,

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«Билды», «Основы боя», «Оружие ближнего боя и щиты», «Приёмы владения оружием», «Стрельба из лука», «Магическая

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специализация», «Создание собственных заклинаний», «Профессии», «Ремонт», «Торговля», «Воровство», «Требования

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гильдий», «Артефакты и магические предметы», «Болезни», «Полное руководство по врагам», «Project Legacy»,

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«Управление».

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  • Daggerfall Unity: github.com/Interkarma/daggerfall-unity, коммит 2343305 — PlayerEntity.RaiseSkills,
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FormulaHelper.CalculateSkillUsesForAdvancement, FormulaHelper.CalculateAttackDamage,

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EnemyAttack.ResetMeleeTimer. UESP: «Daggerfall: Leveling and Skills».

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  • Релизы разработчика: github.com/Lattymoy/daggerfall-js-source/releases. Полный перечень 148 релизов после контрольной версии приведён в отчёте. Документация bible/ используется для пояснения замысла; исполнение проверяется по src/ и server-account/src/. Исторические пути модулей прежних редакций частично перемещены, актуальные пути приведены в реестре ниже.
  • Прежние редакции гайда: первая (10.10.2026, коммит 4095f9b), вторая (15.10.2026, коммит 02b1493), третья (16.10.2026,
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коммит c74d019), четвёртая и 4.1 (16.10.2026, коммиты 27524cb и 20f5f2a), пятая, 5.1 и 5.2 (17.10.2026, коммит 81c9ffa), 5.3

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(17.10.2026, коммит 399fe16), 5.4 (18.10.2026, коммит bad08fa), 5.5 (18.10.2026, коммит ab118fb), 5.6 и 5.7 (18.10.2026,

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коммит a5b22f2).

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  • Ревенанты: src/systems/revenant/, bible/06-Systems/Revenants.md; рост врагов — src/systems/heroThreat.js; отдых и
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магия — src/systems/rest/rest.js; серебро — src/combat/pcaao.js; плата Аркею — src/systems/legacy/settings.js,

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src/systems/modSettings.js.

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  • Архивы Discord и материалы игроков упоминались в редакции 6. В этой редакции полный закрытый архив заново не проверен; авторские утверждения о ранее прочитанных 200 сообщениях не используются как новое доказательство. Публичные релизы сверены непосредственно по GitHub.
  • Гайд игроков по призыву (Discord, «Summoning Daedra Online», перевод) — сверен с src/systems/daedraSummoning.js
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(daedraForSummoner, attemptSummoning) и src/scenes/worldModes.js; специализации — src/systems/arcanePaths.js; слоты

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класса — src/systems/specialAdvantages.js (MAX_ITEMS), src/systems/customClass.js.

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  • Гильдии и призыв: src/systems/guild/guildServices.js, guildVariants.js, guildServiceActions.js, src/systems/knightlyGifts.js,
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src/systems/daedraSummoning.js; боевые специализации — src/systems/martialPaths.js, weaponMastery.js.

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  • Elite Breach: bible/11-Multiplayer/Elite-Gates.md, src/net/eliteGates/, server-account/src/eg.js.
  • Русский перевод игры: locales/ru/glossary.json и locales/ru/Port_Strings.csv (коммит 81c9ffa) — как понятия называются в
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русском меню; vendor/dfu-text/ — тексты самого Daggerfall, которые игра показывает по-английски.

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Точный шанс попадания и итоговый урон конкретного удара зависят от оружия, материала, цели, части тела, экипировки,

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активных эффектов и модулей. Формулы показывают, как устроен расчёт; там, где игра пользуется отдельной таблицей (по

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материалу, эффекту, оружию), смотрите эту таблицу.

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Источники и границы проверки редакции 7

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Основные источники F01–F34 зафиксированы на коммите be1d6aa27a4dc9e22f3ec7b3872fae4452f5fd80. Обозначение [F…] подтверждает указанную область, а не автоматически каждое предложение главы. Полный реестр содержит параметры, примеры, проверенные таблицы, результаты тестов и вопросы без достаточного подтверждения. Дополнение U35–U39 проверено отдельно на коммите 34584a5c098840952d50eada7d34d88bc528b8aa.

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F01 · Рост навыков и все 35 коэффициентов — главы 23, 19.

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src/systems/advancement.js

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F02 · Мастерство: эффективный навык, порог вызова, затухание — главы 25.

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src/systems/skillSoftcap.js src/systems/masterSkills.js

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F03 · Ascend, сумма навыков, 5 очков онлайн — главы 24.

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src/systems/advancement.js src/systems/levelEven.js

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F04 · Минимум здоровья и постоянная END — главы 13, 24.

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src/systems/levelEven.js src/systems/renownLayer.js

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F05 · Замена навыка и сброс специализаций — главы 24, 32, 39.

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src/systems/skillSwap.js src/systems/specReset.js src/systems/arcanePaths.js src/systems/martialPaths.js

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F06 · Замах, короткие клинки и пересчёт DPS — главы 30.

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src/characters/weaponStates.js src/systems/roleplayRealismItems/rriRealism.js src/combat/swingLaw.js src/systems/roleplayRealismItems/rriItems.js

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F07 · Две руки — главы 30.

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src/combat/twoHands/handsLaw.js

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F08 · Мастерский урон оружия и пути — главы 32.

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src/systems/weaponMastery.js src/systems/martialPaths.js src/systems/martialPowers.js

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F09 · Магия: стоимость, сопротивление, попадание — главы 35, 36, 37, 38, 39.

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src/systems/spellcost.js src/systems/spellcast.js src/systems/effects.js src/systems/arcanePaths.js

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F10 · Продажа после находки и ремонта — главы 43, 47.

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src/systems/item/foundMark.js

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F11 · Процветание поселений — главы 47.

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src/net/townEconLaw.js

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F12 · Текущие Gilded и особые силы — главы 40.

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src/systems/gilded.js

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F13 · Обычная добыча, Renown и численные таблицы — главы 40, 57, 70.

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src/net/renown.js src/systems/loot/lootRarity.js src/systems/healingSupply.js src/systems/renownLoot.js

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F14 · Бестиарий и встречи DEX/MUDEX — главы 56, 57.

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src/systems/enemyExpansion/dexInstall.js src/systems/enemyExpansion/dexTableText.js src/systems/enemyExpansion/mudexTableText.js src/characters/enemy/enemyBasics.js

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F15 · Появление и сила ревенантов — главы 60.

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src/systems/revenant/revenant.js src/systems/revenant/unquietMark.js

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F16 · Воля, раны, след, Dread и защищённые вещи — главы 60.

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src/systems/revenant/revenantFeud.js src/systems/revenant/revenantUnquiet.js src/systems/revenant/revenantFate.js

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F17 · Походы и звёзды компаньонов — главы 60.

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src/systems/revenant/revenantErrands.js src/systems/revenant/revenantStars.js

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F18 · Ремесленные заказы — главы 63.

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src/net/craftWritLaw.js server-account/src/craftWrits.js

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F19 · Ремесло, качество, алхимия, материалы — главы 61, 62, 63, 64, 65, 66.

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src/net/professionLaw.js src/net/recipeLaw.js src/net/alchemyLaw.js src/net/nodeLaw.js

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F20 · Три новых комплекта — главы 41.

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src/systems/sigil/sigilSets.js src/systems/aetheric.js

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F21 · Фестиваль и Soul Cakes — главы 72.

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src/net/festivalLaw.js server-account/src/festival.js

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F22 · Starfall: волны, награды и ограничения — главы 72.

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src/net/starfall/starfallLaw.js src/systems/starfall/starSpoils.js server-account/src/stars.js src/net/marksLaw.js

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F23 · Группа, дома, гильдии, путешествие и интерфейс — главы 5, 8, 69, 73, 75, 76, 78.

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src/systems/travel/travelPace.js src/net/guild/guildLaw.js src/systems/portalStone.js src/net/homeLaw.js src/systems/online/onlineHomes.js src/net/eliteGates/egBrain.js src/net/eliteGates/egLaw.js src/systems/inputActions.js

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F24 · Цепочки заданий — главы 7.

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src/systems/questlines/qlLines.js src/scenes/quest/questlineOffers.js

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F25 · Mzunthar, огнестрел и добыча — главы 33, 40, 72.

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src/net/ketch/ketchLaw.js src/systems/ketch/ketchSpoils.js src/systems/gilded.js src/systems/thunderlock.js server-account/src/ketch.js

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F26 · Потери при смерти в открытых зонах — главы 55, 74, 78.

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src/systems/wild/wildDropLaw.js src/systems/wild/wildDeath.js src/net/wild/wildRef.js server-account/src/wild.js

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F27 · Открытый океан и корабельные события — главы 78.

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src/world/ethericSea.js src/systems/wild/etherWild.js src/systems/sea/seaEvents.js src/systems/sea/seaVaults.js src/net/sea/seaRef.js src/net/sea/seaPrizeLaw.js src/net/sea/seaBountyLaw.js src/net/sea/seaSeasonLaw.js src/scenes/naval/navalPvp.js src/scenes/naval/treasureFleet.js src/net/wire.js

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F28 · Старые формулы PCAAO: расы, крит, броня, щиты — главы 9, 26, 27, 28, 29.

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src/combat/pcaao.js src/combat/formulas.js src/systems/modSettings.js

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F29 · Конструктор класса и исходные характеристики — главы 10, 11, 13, 14.

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src/systems/chargen.js src/systems/advancement.js

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F30 · Гильдии NPC, классы услуг и ранги — главы 49.

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src/systems/guild/guilds.js

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F32 · Ткань своего изготовления и все градации камней — главы 42, 65, 66.

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src/net/professionLaw.js src/net/recipeLaw.js src/systems/loot/gemGrades.js server-account/src/professions.js

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F33 · Каталог декора, права и гильдейский зал — главы 75, 76.

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src/net/decorLaw.js server-account/src/decorAccess.js server-account/src/decorBatch.js server-account/src/homeTransfer.js

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F34 · Масштабирование события администрации — главы 72.

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src/systems/raidingParties.js src/systems/staffEvents.js

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F31 · Угроза уровня и Renown — главы 59.

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src/systems/heroThreat.js

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Неподтверждённые области

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Не выдаются за полностью доказанные: общая оптимальность сборок и советов Discord; универсальные +9%/+4% DPS пары; отдельные контексты исключения heroThreat; полный перебор биографий, услуг и квестовых наград; все комбинации старых рецептов и предметных сил; сопротивления и особые карьеры всех новых врагов. Точные вопросы, сохранённые данные и способ дальнейшей проверки перечислены в отдельном файле.

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Дополнение от 26 октября 2026

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Релиз app-v0.1.11634 / Update 0.0.410 опубликован 25.10.2026 22:28:36 UTC (26.10 05:28:36 во Вьетнаме). Дополнение проверено на коммите 34584a5c098840952d50eada7d34d88bc528b8aa. Ранее включённые Sky-Ketch, Imbue, бесконечные стрелы, Well Fed, даэдрическая переплавка и мгновенная смена ремесленной специализации сохранены. Новый релиз меняет преимущественно надёжность онлайн-систем и настройки; источники ниже дополняют F01–F34.

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U35 Звук, модели и диагностика

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src/systems/animalVolume.js src/systems/audio.js src/systems/uiPrefs.js src/formats/morrowind/mwItemMap.js src/render/gpuTrail.js

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U36 Сохранения, рынок, чат и серверные области

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src/systems/online/realmUnsavedNotice.js src/systems/online/onlineCheckpoint.js src/systems/realmSaves.js src/systems/realmCopyMark.js src/net/marketBook.js src/net/hubShards.js src/net/relayCfg.js server/src/cellMoves.js server/wrangler.toml

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U37 Дворы, сундуки и общие стопки золота

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src/net/decorLaw.js server-account/src/decor.js server-account/src/decorAccess.js src/systems/item/itemTransfer.js src/systems/loot/loot.js

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U38 Группа, звёзды и возвращение после PvP

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src/scenes/instanceDoor.js src/systems/party/partyTravel.js src/systems/party/partyArrival.js src/systems/firmamentLive.js src/systems/wild/wildRejoin.js src/net/wild/wildReceipt.js server-account/src/wild.js

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U39 Исправления мира и сверка прежних блоков

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src/systems/spell/identifyRefund.js src/scenes/quest/questBridge.js src/systems/champions.js src/systems/horse/horseCart.js src/characters/wardrobe.js src/systems/shopStock.js

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Проверки общения и семьи на коммите 34584a5c098840952d50eada7d34d88bc528b8aa. Числа ниже подтверждены реализацией DFO; описания UESP, DFU и Nexus остаются сравнительным контекстом. Полный перебор живых сетевых сценариев свадьбы — [НП13].

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F35 Общение и отношение — главы 17, 22, 68

+

src/systems/inputActions.js src/ui/modeWheel.js src/ui/native/nativeTalk.js src/scenes/townTalk.js src/systems/talk/talk.js src/systems/talk/talkTopics.js src/systems/npcSession.js src/systems/answerPipeline.js src/systems/skills.js src/systems/livingWorld/relations.js src/systems/livingWorld/regardClock.js src/systems/livingWorld/livingTown.js src/systems/clothingStanding.js src/ui/enhanced/enhancedMenu.js

+

F36 Свадьба дети и наследование — главы 17

+

src/systems/legacy/marriage.js src/scenes/legacyHost.js src/scenes/world.js src/systems/legacy/influence.js src/systems/legacy/family.js src/net/wedSession.js server/src/index.js server-account/src/legacy.js

+
+ +
\ No newline at end of file diff --git a/events.html b/events.html new file mode 100644 index 0000000000000000000000000000000000000000..e96609fc73f23f50ddfc30420ba97f1449e2c417 --- /dev/null +++ b/events.html @@ -0,0 +1,104 @@ + + + + + +События — DFO Wiki + + + + + +К содержанию + +
+ +

События и таймеры

+

Расписание мировых событий DFO. Данные подтягиваются из открытого +events.json +проекта Daggerfall Watch.

+ +
+ + Таймеры считаются по расписанию игры; у Врат Обливиона своя полоса в каждой провинции. +
+ +
Загружаю расписание…
+
+ +

Как это устроено

+
+

Сайт dfo.spaceghosts.com + публикует машинночитаемый файл events.json: список событий, их добыча и, + главное, schedule — правило, по которому вычисляется следующее открытие.

+

Таймер считается на клиенте: берётся anchorOpenUtc и intervalMs, + дальше — ближайшее время больше текущего. Сервер не нужен, файл статический.

+
const data = await fetch('https://dfo.spaceghosts.com/events.json').then(r => r.json());
+for (const e of data.events) {
+  if (e.schedule?.mode !== 'deterministic') continue;
+  const { intervalMs, anchorOpenUtc } = e.schedule;
+  const anchor = Date.parse(anchorOpenUtc);
+  const now = Date.now();
+  const next = anchor + Math.ceil((now - anchor) / intervalMs) * intervalMs;
+  console.log(e.name, new Date(next));
+}
+

Если браузер ругается на CORS — откройте страницу через локальный сервер + (preview.cmd) или разверните сайт на GitHub Pages: там запрос идёт с + https-источника, и политика другая. Копию файла можно положить рядом + с сайтом и обновлять по расписанию.

+
+
+ +
\ No newline at end of file diff --git a/index.html b/index.html index b0c4b3666032a737f3903db53e6a8a9272483e28..3a7b3483e679bc41d930d21d4b9eebc4cf900b4d 100644 --- a/index.html +++ b/index.html @@ -1,19 +1,93 @@ - - - - - - My static Space - - - -
-

Welcome to your static Space!

-

You can modify this app directly by editing index.html in the Files and versions tab.

-

- Also don't forget to check the - Spaces documentation. -

-
- - + + + + + +DFO Wiki — Полный гайд по Daggerfall Online · редакция 7 + + + + + +К содержанию + +
+
+
+

DFO Wiki

+

Полный игровой гайд по Daggerfall Online: персонаж, навыки, бой, магия, экономика, + профессии и онлайн-мир — с формулами, калькуляторами и таймерами событий.

+
+ 12 частей + 83 главы + ~72 тыс. слов + редакция 7 +
+ +
+
Обложка The Elder Scrolls II: Daggerfall
+
+ +

Инструменты

+ + +

Разделы гайда

+
Часть I

Введение и основы

Как устроен гайд, что изменилось с прошлой редакции и словарь терминов. Какие правила действуют онлайн, как течёт время, что в мире общее и что личное

8 глав
Часть II

Создание персонажа

Расы и их бонусы, конструктор собственного класса, бросок атрибутов и навыков, преимущества и недостатки с их реальным действием онлайн, вопросы биогр

10 глав
Часть III

Навыки и развитие

Все 35 навыков с формулами, от чего зависит скорость их роста (с расшифровкой простыми словами), тренеры, уровень персонажа, проверка сервера и Мастер

7 глав
Часть IV

Бой

Как атаковать и от чего зависит попадание, как считается урон, что делают броня и щиты, экспертиза и расовые бонусы, критические удары, оружие и скоро

9 глав
Часть V

Магия

Запас магии и его восстановление, цена заклинаний и создание собственных, сопротивления и спасброски, поглощение заклинаний и пятнадцать магических сп

5 глав
Часть VI

Снаряжение и предметы

Редкость добычи и шансы на легендарные вещи, проклятые предметы, камни и гнёзда, износ и ремонт, артефакты и магические предметы.

6 глав
Часть VII

Деньги, торговля и гильдии

Золото и серебро, банк, цены в магазинах и торг, рынок игроков и прямой обмен, гильдии и храмы NPC: вступление, ранги и навыки. Плюс воровство и прест

5 глав
Часть VIII

Выживание и смерть

Как отдыхать онлайн, потребности и еда, болезни и проклятия крови, что происходит после смерти. Project Legacy — род и наследники — теперь в части II,

5 глав
Часть IX

Враги

Бестиарий с характеристиками, где кто встречается, как экипированы враги-люди, и особые враги: элиты, чемпионы, ревенанты. А ещё — как враги становятс

5 глав
Часть X

Профессии

Онлайн-профессии сбора и ремесла: ранги и опыт, правила узлов и «подтверждённой земли», Сумка для материалов и Хранилища, каждая профессия по отдельно

7 глав
Часть XI

Онлайн-мир

Общение, группа и её масштабирование, Renown и Небосвод — звёздное древо, мировые события, PvP и Дикая зона, жильё, гильдии игроков, территории и осад

12 глав
Часть XII

Заблуждения и справка

Список исправленных заблуждений, сводка ключевых чисел, формулы простыми словами и источники. Принципы сборки и разбор сборок сообщества — в части II.

4 глав
+ +

Как это выглядит

+

Иллюстрации: UESP · © Bethesda Softworks / ZeniMax Media. Показаны в некоммерческих целях как часть фанатского гайда.

+
+ +
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+ +

Карта Илиакского залива

+

Две карты: настоящая интерактивная — 15 251 локация, улицы городов, магазины и подземелья, +и наша схема — быстрый взгляд на провинции и ориентиры.

+ +
+ + +
+ +
+
+ +
+

+ Карта: Daggerfall Interactive Map + (DnfJeff) — улицы каждого города, названия магазинов, дороги, подземелья и случайные встречи. + Это карта классического Daggerfall; в DFO мир тот же по геометрии. + Если врезка не грузится — откройте карту отдельной вкладкой. +

+

Совет: в самой карте есть поиск по названию города или подземелья — + быстрее, чем искать глазами. Координаты DFO совпадают с классическими, потому что + мир читается из тех же файлов ARENA2.

+
+ + +
+ +
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+ +

Часть I. Введение и основы

+

Как устроен гайд, что изменилось с прошлой редакции и словарь терминов. Какие правила действуют онлайн, как течёт время, что в мире общее и что личное, управление по умолчанию.

+

Главы

+ +
+ +
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+ +

Часть II. Создание персонажа

+

Расы и их бонусы, конструктор собственного класса, бросок атрибутов и навыков, преимущества и недостатки с их реальным действием онлайн, вопросы биографии, подробный разбор восьми атрибутов и выбор скорости реакции в конце создания персонажа. Затем — принципы сборки и разбор сборок сообщества, выбор режима рода (Project Legacy), который игра спрашивает сразу после создания, и чек-лист первых часов.

+

Главы

+ +
+ +
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+ +

Часть III. Навыки и развитие

+

Все 35 навыков с формулами, от чего зависит скорость их роста (с расшифровкой простыми словами), тренеры, уровень персонажа, проверка сервера и Мастерские навыки (рост выше 100). Что в Daggerfall заменяет «опыт» и как прокачиваться быстрее.

+

Главы

+ +
+ +
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+ +

Часть IV. Бой

+

Как атаковать и от чего зависит попадание, как считается урон, что делают броня и щиты, экспертиза и расовые бонусы, критические удары, оружие и скорость замаха, оружейные приёмы, стрельба из лука и тактика.

+

Главы

+ +
+ +
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+ +

Часть V. Магия

+

Запас магии и его восстановление, цена заклинаний и создание собственных, сопротивления и спасброски, поглощение заклинаний и пятнадцать магических специализаций для мастеров двух школ.

+

Главы

+ +
+ +
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+ +

Часть VI. Снаряжение и предметы

+

Редкость добычи и шансы на легендарные вещи, проклятые предметы, камни и гнёзда, износ и ремонт, артефакты и магические предметы.

+

Главы

+ +
+ +
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+ +

Часть VII. Деньги, торговля и гильдии

+

Золото и серебро, банк, цены в магазинах и торг, рынок игроков и прямой обмен, гильдии и храмы NPC: вступление, ранги и навыки. Плюс воровство и преступления.

+

Главы

+ +
+ +
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+ +

Часть VIII. Выживание и смерть

+

Как отдыхать онлайн, потребности и еда, болезни и проклятия крови, что происходит после смерти. Project Legacy — род и наследники — теперь в части II, рядом с созданием персонажа.

+

Главы

+ +
+ +
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+ +

Часть IX. Враги

+

Бестиарий с характеристиками, где кто встречается, как экипированы враги-люди, и особые враги: элиты, чемпионы, ревенанты. А ещё — как враги становятся сильнее вместе с вами.

+

Главы

+ +
+ +
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+ +

Часть X. Профессии

+

Онлайн-профессии сбора и ремесла: ранги и опыт, правила узлов и «подтверждённой земли», Сумка для материалов и Хранилища, каждая профессия по отдельности, все специализации, справочник материалов и всех рецептов, инструменты собирательства.

+

Главы

+ +
+ +
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+ +

Часть XI. Онлайн-мир

+

Общение, группа и её масштабирование, Renown и Небосвод — звёздное древо, мировые события, PvP и Дикая зона, жильё, гильдии игроков, территории и осады, транспорт, карточный стол таверны.

+

Главы

+ +
+ +
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+ +
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+ +

Рынок игроков

+

Что сейчас продают торговцы DFO: оружие, броня, украшения и хлам с ценами, +состоянием и полными свойствами. Поиск ищет по названию, свойствам, продавцу и городу.

+ +
+ + + + + +
+ +

Загружаю снимок рынка…

+
+
ТоварЦенаКол-воПродавец
+
+ + +

Данные — снимок базы торговцев Daggerfall Watch, а не живой поток: +цены и наличие меняются, когда игроки выставляют и снимают товар. +Проверить прямо сейчас — на их сайте.

+
+ +
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