Difference between revisions of "Status Effects"
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Revision as of 13:33, 3 July 2021
Status Effects are buffs and debuffs that describe the state of your character. You have to manage your character's needs, wounds from combat and his psyche so that he can continue adventuring. Character that is unhurt, well fed and healthy will perform better than a character that is hurt, hungry and ill. Status Effects can have beneficial effects, detrimental effects or both.
Status Effect types
- Physical - these affect your physical body and its functions, like Sturdy or Bleeding
- Wound - a subcategory of physical Status Effects that only appears on Injuries
- Magical - these are magical in nature and can have various effects, like Stone Skin or Cursed
- Mental - these affect your mind and can also have various effects, like Vigorous or Sleep
- State - these represent your current state of mind, like Optimism or Despair
- Condition - these represent your vitals, like Satiety or Dehydration
Condition type is only important for certain effects, for example Coma prevents any Mental conditions from being applied.
Status Effect mechanics
- Some Status Effects are tied to their corresponding Attributes which can change automatically each turn, like Hunger or Thirst.
- Some Status Effects require certain criteria being met before appearing, like the Psyche Status Effects.
- Some Status Effects will only appear as an extra result from another action. For example stepping into a burning tile can cause Burning.
- Some Status Effects will heal themselves over time, like Injuries. Resting or sleeping in the Inn can speed up the process.
- However, some Status Effects can also become worse on their own, namely Poison and Burning. The effect you already have will gain longer duration. If unlucky, a worsening Status Effect can lead to the death of your character, so it's important to cure bad Status Effects quickly by using Consumables.
- Maladies are currently not in the game and will most likely be tied to the Immunity attribute.
Status Effect sources
Most Status Effects can only come from a limited amount of sources, therefore their sources are a good way to distinguish between different Status Effects. Possible Status Effect sources are listed in the table below:
Health system | Skills | Environment | Consumables | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hunger | Thirst | Pain | Injury | Intoxication | Psyche | Maladies | Player skills | Enemy skills | Rain | Fire | Altars | Potions | Medicine | Ingredients |
List of all Status Effects in the game
These are extracted from game files, but some were missing (for example Psyche Status Effects) so this list may be incomplete.
Hunger Status Effects | Thirst Status Effects | Pain Status Effects | Intoxication Status Effects | Psyche Status Effects | Other health Status Effects | Injury Status Effects |
---|---|---|---|---|---|---|
Satiety | Light Dehydration | Pain | Intoxication | Megalomania | Bad Trip |
Severe Hand Injury (Stabilized) Severe Leg Injury (Stabilized) Severe Head Injury (Stabilized) |
Player skill conditions | Enemy skill conditions | Environment conditions | Potion effects | Unused effects | Unknown source | |
Defensive Stance | Vampiric Blood | Wetness | Receptive
Blind (negative) Sleep (negative) Clumsy (negative) Frozen (negative) Frail (negative) |
//Golden Touch//
//Broken Armor// //Tantrum// //Agony// |
Furious
Possession Instability True Sight Lightning Enchantment Lightning Reflexes |
Page last edited during patch: 0.6.1.10
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