Difference between revisions of "Psyche"

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Each character has two mental indicators – '''[[Sanity]]''' and '''[[Morale]]''', which both start close to 100%. Sanity displays character’s mental health and how adequately he perceives the world around him. Morale is all about the character’s spirit, responding for alacrity to withstand all perils. Morale and Sanity are affected by different events. You can view your current Morale and Sanity levels in the Character Screen.
Each character has two mental indicators – '''[[Sanity]]''' and '''[[Morale]]''', which both start close to 100%. Sanity displays character’s mental health and how adequately he perceives the world around him. Morale is all about the character’s spirit, responding for alacrity to withstand all perils. Morale and Sanity are affected by different events. You can view your current Morale and Sanity levels in the Character Screen.


Dealing a critical strike or killing a hostile may increase your character’s Morale. [[Hunger, Thirst & Intoxication]] and low [[Health]] may cause a character to lose Morale. Same rules apply for Sanity: dwelling in darkness, uncanny monsters, head injuries, intense [[Pain]] and high [[Intoxication]] may decrease it dramatically. Increasing it is more complicated – only a few items restore Sanity.


The interaction between Sanity and Morale enables different Mental [[Conditions]]. Conditions provide various unique effects obtained by the character, depending on the current Sanity and Morale ratio. Each combination grants access to a special pool of Conditions:
'''In the 0.9.3 Beast & Sages update,''' Psyche system got an overhaul and change the Morale and Sanity into 3 components for each of them that has different caps and conditions to maintain them.
 
== Morale ==
Morale component consist of 3 sections, those are:
 
=== Situational Morale ===
Situational Morale covers everything that can affect your character during combat and exploration: killing enemies, completing Contracts, picking locks, disarming traps, landing critical hits, missing and fumbling attacks, losing Health, receiving debuffs, using consumables, head injuries, eating some foods, and so on - all of it contributes to Situational Morale to various extent. Its maximum impact is capped at '''50%'''. We can say that the Situational Morale was the original Morale system.
 
Something that can improves Situational Morale:
 
* '''State/Condition:''' [[Optimism]], [[Satiety]], [[Vigor]] (with [[Austerity]])
* '''Herbs: [[Spearmint|S]]'''[[Spearmint|pearmint]], [[Hemp]], [[Lavender]], [[Marble Truffle]]/[[Roasted Marble Truffle]], [[Roasted Chanterelle]]
* '''Foods:''' [[Custard Muffin]], [[Pretzel]], [[Bilberry Pie]], [[Kipfel]], [[Simit]], [[Peach]], [[Fig]]/[[Dried Fig]], [[Raspberry]], [[Roasted Tender Meat|Roasted]]/[[Salted Tender Meat]],
* '''Beverages:''' [[Brandy]], [[Brynn Vermouth]], [[Elven Ice Wine]], [[Elven Mud]], [[Dark Ale]], [[Mannshire Fortified]], [[Mead]]
* '''Dishes:''' Rique-Manger
* '''Others:''' [[Paregoric]]''',''' Cooking using [[Nistrian Condiments]]''',''' [[Crown of Benor the Dauntless|Wearing]] '''{{c|epic|Crown of Benor the Dauntless}}'''
 
=== Diet Morale ===
Diet is responsible for '''35%''' of Morale. Eating quality food will have a prolonged beneficial effect on your character's Psyche - but only if their meals are sufficiently diverse. If your merc eats nothing but fried eggs, bread, and meat skewers, they'll eventually grow sick of it, leading to a gradual decline of Morale.
 
=== Sleep Morale ===
The remaining '''15%''' comes from '''Sleep'''. As you might expect, regular and sufficient rest will contribute towards this segment, while prolonged wakefulness will do the exact opposite.
 
== Sanity ==
Sanity component consist of 3 sections, those are:
 
=== Situational Sanity ===
Situational Sanity is very similar with Situational Morale, '''50%''' of it is dedicated to '''Situations''': this segment is negatively affected by killing humans but can be replenished by slaying the Undead and Proselytes. Other factors include having high Morale, close encounters with unholy magic and its abominations, head Injuries, grave robbing, casting Miracles, Backfired spells, using certain consumables, and more. Situational Sanity is what original Sanity system.
 
Stuff that can improves Situational Sanity are:
 
* '''Stat/Condition:''' [[Satiety]], [[Vigor]] (with [[Austerity]])
* '''Herbs:''' [[Mindwort]], [[Lavender]], [[Roasted Azurecap]]
* '''Foods:''' [[Custard Muffin]], [[Honeycomb]]
* '''Beverages:''' [[Brandy]]
* '''Dishes:''' Lentil Soup, Oyster Chowder, Jibean Roast with Figs, Mannshire Fair Salad, Maen-Style Honeyed Azurecap, Honey Crepes, Pancakes, Rique-Manger, Fruit Soup
* '''Others''': [[Nikkaf]], [[Ether Inhaler]], Cooking using [[Jibean Spices]], [[Crown of Benor the Dauntless|Wearing]] '''{{c|epic|Crown of Benor the Dauntless}}'''
 
=== Lifestyle Sanity ===
The '''35%''' of Sanity are tied with the lifestyle of your character, which includes work and recreation. This segment slowly decays over time but can be maintained by completing Contracts, chatting to NPCs, cooking, crafting, and praying. The list of relevant activities will be greatly expanded in the future - a good example would be the ability to go fishing or pay a visit to the Brynn Bathhouse.
 
=== Sleep Sanity ===
The final '''15%''' of Sanity is tied to '''Sleep''' - just like with Morale. Affected by the regularity of the sleep, place where you sleep, and prolonged wakefulness or fatigue.
 
== Psyche States ==
The interaction between Sanity and Morale enables different Psyche states. In 0.9.3 '''Beasts & Sages''' update, Psyche states are standardized and greatly simplify the triggers - the result is three states per Morale-Sanity quadrant, each connected to one of the following conditions:
 
* '''No enemies nearby:''' Which is a condition to trigger [[Optimism]], [[Megalomania]], [[Pessimism]], and [[Paranoia]].
* '''High health and multiple enemies nearby:''' Which is a condition to trigger [[Heroism]], [[Frenzy]], [[Anxiety]], and [[Delirium]].
* '''Low health and at least one enemy nearby:''' A condition to trigger [[Second Wind]], [[Death Wish]], [[Panic]], and [[Catharsis]].
 
When those condition fulfilled, a condition will gradually contribute towards an invisible progress meter, triggering a state based on your Morale and Sanity that can give you buffs and debuffs. Each combination grants access to a special pool of Conditions:


{| style="width:800px;background-color:#11101a;text-align:center;vertical-align:center;font-size:smaller"
{| style="width:800px;background-color:#11101a;text-align:center;vertical-align:center;font-size:smaller"
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| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#424147" |
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#424147" |
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
|rowspan="2"|'''+'''
| rowspan="2" |'''+'''
|align="left"|'''High morale'''
| align="left" |'''High morale'''
|-
|-
|align="left"|'''Low sanity'''
| align="left" |'''Low sanity'''
|}
|}


<div style="display:inline-block;">[[Megalomania]][[File:Megalomania.png|center|Megalomania|link=Megalomania]]
<div style="display:inline-block;">[[Megalomania]][[File:Megalomania.png|center|Megalomania|link=Megalomania]]
[[Masochism]][[File:Masochism.png|center|Masochism|link=Masochism]]</div>
[[Frenzy]][[File:Frenzy.png|center]]
<div style="display:inline-block;">[[Frenzy]][[File:Frenzy.png|center|Frenzy|link=Frenzy]]
 
[[Sadism]][[File:Sadism.png|center|Sadism|link=Sadism]]</div>
[[Death Wish]][[File:Death Wish.png|center]]
</div>
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#404b44;" |
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#404b44;" |
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
|rowspan="2"|'''+'''
| rowspan="2" |'''+'''
|align="left"|'''High morale'''
| align="left" |'''High morale'''
|-
|-
|align="left"|'''High sanity'''
| align="left" |'''High sanity'''
|}
|}


<div style="display:inline-block;">[[Optimism]][[File:Optimism.png|center|Optimism|link=Optimism]]
<div style="display:inline-block;">[[Optimism]][[File:Optimism.png|center|Optimism|link=Optimism]]
[[Heroism]][[File:Heroism.png|center|Heroism|link=Heroism]]</div>
[[Heroism]][[File:Heroism.png|center|Heroism|link=Heroism]][[Second Wind]][[File:Second Wind.png|center|Second Wind|link=Second Wind]]
<div style="display:inline-block;">[[Second Wind]][[File:Second Wind.png|center|Second Wind|link=Second Wind]]
</div>
[[Prudence]][[File:Prudence.png|center|Prudence|link=Prudence]]</div>
! rowspan="2" style="padding-left:1em;padding-right:1em" | High sanity
! rowspan="2" style="padding-left:1em;padding-right:1em" | High sanity
|-
|-
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#4a2329" |
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#4a2329" |
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
|rowspan="2"|'''+'''
| rowspan="2" |'''+'''
|align="left"|'''Low morale'''
| align="left" |'''Low morale'''
|-
|-
|align="left"|'''Low sanity'''
| align="left" |'''Low sanity'''
|}
|}


Not yet in the game
[[Paranoia]][[File:Paranoia.png|center]]
 
[[Delirium]]
 
[[File:Delirium.png]]
 
[[Catharsis]]
 
[[File:Catharsis.png]]
<!--<div style="display:inline-block;">[[Paranoia]][[File:Paranoia.png|center|Paranoia|link=Paranoia]]
<!--<div style="display:inline-block;">[[Paranoia]][[File:Paranoia.png|center|Paranoia|link=Paranoia]]
[[Panic Attacks]][[File:Panic Attacks.png|center|Panic Attacks|link=Panic Attacks]]</div>
[[Panic Attacks]][[File:Panic Attacks.png|center|Panic Attacks|link=Panic Attacks]]</div>
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| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#584534" |
| style="padding-left:1em;padding-right:1em;padding-bottom:1em;background-color:#584534" |
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
|rowspan="2"|'''+'''
| rowspan="2" |'''+'''
|align="left"|'''Low morale'''
| align="left" |'''Low morale'''
|-
|-
|align="left"|'''High sanity'''
| align="left" |'''High sanity'''
|}
|}


<div style="display:inline-block;">[[Hypochondria]][[File:Hypochondria.png|center|Hypochondria|link=Hypochondria]]
<div style="display:inline-block;">[[Pessimism]][[File:Despair.png|center]][[Anxiety]][[File:Anxiety.png|center|Anxiety|link=Anxiety]][[Panic]][[File:Panic.png|center]]</div>
[[Apathy]][[File:Apathy.png|center|Apathy|link=Apathy]]</div>
<div style="display:inline-block;">[[Anxiety]][[File:Anxiety.png|center|Anxiety|link=Anxiety]]
[[Despair]][[File:Despair.png|center|Despair|link=Despair]]</div>
|-
|-
! colspan="4" style="padding-top:1em;padding-bottom:1em" | Low morale
! colspan="4" style="padding-top:1em;padding-bottom:1em" | Low morale
|}
|}


Each Condition demands a trigger – certain requirements that your hero must meet to activate a Condition. For example, to become [[Optimism|Optimistic]] you need your Sanity and Morale level to be above 50%, and health level over 75%. While the conditions are fulfilled, the chance to become Optimistic will inevitably increase each turn. Various Conditions work different: some require special conditions to be maintained, and other pass away automatically after several turns.
Some conditions are affected not only by Morale and Sanity, but other attributes too. For example, [[Masochism]] can trigger if you have Morale above 50% but Sanity below 50% and you are in Pain.




{{Template:Navigation||plain}}
{{Template:Navigation||plain}}
[[Category: Mechanics]]
[[Category: Mechanics]]

Latest revision as of 16:37, 25 August 2025

The Psyche system simulates the mental state of your character. It may provide them with significant buffs or crippling debuffs according to their mental state.

Each character has two mental indicators – Sanity and Morale, which both start close to 100%. Sanity displays character’s mental health and how adequately he perceives the world around him. Morale is all about the character’s spirit, responding for alacrity to withstand all perils. Morale and Sanity are affected by different events. You can view your current Morale and Sanity levels in the Character Screen.


In the 0.9.3 Beast & Sages update, Psyche system got an overhaul and change the Morale and Sanity into 3 components for each of them that has different caps and conditions to maintain them.

Morale

Morale component consist of 3 sections, those are:

Situational Morale

Situational Morale covers everything that can affect your character during combat and exploration: killing enemies, completing Contracts, picking locks, disarming traps, landing critical hits, missing and fumbling attacks, losing Health, receiving debuffs, using consumables, head injuries, eating some foods, and so on - all of it contributes to Situational Morale to various extent. Its maximum impact is capped at 50%. We can say that the Situational Morale was the original Morale system.

Something that can improves Situational Morale:

Diet Morale

Diet is responsible for 35% of Morale. Eating quality food will have a prolonged beneficial effect on your character's Psyche - but only if their meals are sufficiently diverse. If your merc eats nothing but fried eggs, bread, and meat skewers, they'll eventually grow sick of it, leading to a gradual decline of Morale.

Sleep Morale

The remaining 15% comes from Sleep. As you might expect, regular and sufficient rest will contribute towards this segment, while prolonged wakefulness will do the exact opposite.

Sanity

Sanity component consist of 3 sections, those are:

Situational Sanity

Situational Sanity is very similar with Situational Morale, 50% of it is dedicated to Situations: this segment is negatively affected by killing humans but can be replenished by slaying the Undead and Proselytes. Other factors include having high Morale, close encounters with unholy magic and its abominations, head Injuries, grave robbing, casting Miracles, Backfired spells, using certain consumables, and more. Situational Sanity is what original Sanity system.

Stuff that can improves Situational Sanity are:

Lifestyle Sanity

The 35% of Sanity are tied with the lifestyle of your character, which includes work and recreation. This segment slowly decays over time but can be maintained by completing Contracts, chatting to NPCs, cooking, crafting, and praying. The list of relevant activities will be greatly expanded in the future - a good example would be the ability to go fishing or pay a visit to the Brynn Bathhouse.

Sleep Sanity

The final 15% of Sanity is tied to Sleep - just like with Morale. Affected by the regularity of the sleep, place where you sleep, and prolonged wakefulness or fatigue.

Psyche States

The interaction between Sanity and Morale enables different Psyche states. In 0.9.3 Beasts & Sages update, Psyche states are standardized and greatly simplify the triggers - the result is three states per Morale-Sanity quadrant, each connected to one of the following conditions:

When those condition fulfilled, a condition will gradually contribute towards an invisible progress meter, triggering a state based on your Morale and Sanity that can give you buffs and debuffs. Each combination grants access to a special pool of Conditions:

High morale
Low sanity
+ High morale
Low sanity
+ High morale
High sanity
High sanity
+ Low morale
Low sanity
Paranoia
Paranoia.png

Delirium

Delirium.png

Catharsis

Catharsis.png

+ Low morale
High sanity
Low morale


Page last edited during patch: 0.9.3.6