Difference between revisions of "Pessimism"
Jump to navigation
Jump to search
old>Realpsojed (formulas) |
m (Undo revision 71826 by Questionable bowel (talk)) |
||
| (5 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
<includeonly>{{#switch: {{{1}}} | <includeonly>{{#switch: {{{1}}} | ||
|ConditionType = {{C|State|State}} | |ConditionType = {{C|State|State}} | ||
|Properties1 = | |Properties1 = Healing Efficiency | ||
|Values1 = {{C|-|-[0.3* | |Values1 = {{C|-|-[0.3*Morale]%}} | ||
|Properties2 = | |Properties2 = Fortitude | ||
|Values2 = {{C|-|- | |Values2 = {{C|-|-[0.3*Morale]%}} | ||
|Properties3 = | |Properties3 = Experience Gain | ||
|Values3 = {{C|-| | |Values3 = {{C|-|-10%}} | ||
|Properties4 = | |Properties4 = Fatigue Resistance | ||
|Values4 = {{C|-|- | |Values4 = {{C|-|-[0.3*Morale]%}} | ||
|Properties5 = | |Properties5 = Sit. Morale Change | ||
|Values5 = {{C|-|-0. | |Values5 = {{C|-|-0.01%}} | ||
| | |PropertyText = The penalties of Fortitude, Healing Efficiency, and Fatigue Resistance depend on {{C|Light Brown|Morale}} . Replenishing Situational Morale with consumables temporarily removes the effect. | ||
|Description = | |||
|Description = | |||
|#default = | |#default = | ||
}}</includeonly><noinclude>{{stub}}''' | }}</includeonly><noinclude>{{stub}}'''Pessimism''' is a {{C|State|'''State'''}} of mind. | ||
{{C|White|'''Trigger:'''}} | {{C|White|'''Trigger:'''}} | ||
* | * No enemies nearby. | ||
* | * Motivation below {{C|-|50%}}, while Sanity above {{C|+|50%}}, | ||
{{ | {{ {{{1|Tooltip hover box}}}|title= {{Condition}}}} | ||
[[Category:Condition]] | [[Category:Condition]] | ||
</noinclude> | </noinclude> | ||
Latest revision as of 21:03, 17 August 2025
| This article is a stub. You can help Stoneshard wiki by expanding it. |
Pessimism is a State of mind.
Trigger:
- No enemies nearby.
- Motivation below 50%, while Sanity above 50%,
Pessimism
State
The penalties of Fortitude, Healing Efficiency, and Fatigue Resistance depend on Morale . Replenishing Situational Morale with consumables temporarily removes the effect.
State
Healing Efficiency
-[0.3*Morale]%
Fortitude
-[0.3*Morale]%
Experience Gain
-10%
Fatigue Resistance
-[0.3*Morale]%
Sit. Morale Change
-0.01%
The penalties of Fortitude, Healing Efficiency, and Fatigue Resistance depend on Morale . Replenishing Situational Morale with consumables temporarily removes the effect.
