Difference between revisions of "Psyche"
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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. | 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 | 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 | 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: | |||
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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. | |||
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 | |||
Some conditions | 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]] |
Revision as of 12:39, 3 July 2021
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.
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:
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Low sanity |
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High sanity | ||||||
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Low morale |
Each Condition demands a trigger – certain requirements that your hero must meet to activate a Condition. For example, to become 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.
Page last edited during patch: 0.6.1.10
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