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 are both measured using a 0 to 12 scale. 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. Right now there's no way to view your Sanity and Morale in-game, but that will be fixed upon adding special character's health menu.
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|Starvation]], [[thirst]], [[injuries]] and low [[health]], on the contrary may cause a character to lose determination. Same rules apply for Sanity: dwelling in darkness, uncanny monsters, head injuries, intense [[pain]] and high [[intoxication]] may decrease it dramatically. Increasing it is much more complicated – Sanity restoration will available strictly on the surface, being safe and sound in your caravan.<ref>https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2207966</ref>
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:


{| 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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! rowspan="2" style="padding-left:1em;padding-right:1em" | Low sanity
! rowspan="2" style="padding-left:1em;padding-right:1em" | Low sanity
| 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" |
'''High morale'''<br>
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
'''+Low sanity'''
|rowspan="2"|'''+'''
|align="left"|'''High morale'''
|-
|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]]
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[[Sadism]][[File:Sadism.png|center|Sadism|link=Sadism]]</div>
[[Sadism]][[File:Sadism.png|center|Sadism|link=Sadism]]</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;" |
'''High morale'''<br>
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
'''+High sanity'''
|rowspan="2"|'''+'''
|align="left"|'''High morale'''
|-
|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]]
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|-
|-
| 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" |
'''Low morale'''<br>
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
'''+Low sanity'''
|rowspan="2"|'''+'''
|align="left"|'''Low morale'''
|-
|align="left"|'''Low sanity'''
|}


Not yet in the game
Not yet in the game
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[[Obsessions]][[File:Obsessions.png|center|Obsessions|link=Obsessions]]</div>-->
[[Obsessions]][[File:Obsessions.png|center|Obsessions|link=Obsessions]]</div>-->
| 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" |
'''Low morale'''<br>
{| style="vertical-align:middle; margin:0 auto 0 auto" cellpadding="0" cellspacing="0"
'''+High sanity'''
|rowspan="2"|'''+'''
|align="left"|'''Low morale'''
|-
|align="left"|'''High sanity'''
|}


<div style="display:inline-block;">[[Hypochondria]][[File:Hypochondria.png|center|Hypochondria|link=Hypochondria]]
<div style="display:inline-block;">[[Hypochondria]][[File:Hypochondria.png|center|Hypochondria|link=Hypochondria]]
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|}
|}


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, as illustrated above.
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 6+, and health level over 85%. 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 like [[Masochism]] are affected not only for your morale but as well as your pain, if you have morale 100% but sanity below 50% lot of pain can trigger this effect.
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}}
[[Category: Mechanics]]
[[Category: Mechanics]]

Latest revision as of 17:51, 7 September 2022

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:

High morale
Low sanity
+ High morale
Low sanity
+ High morale
High sanity
High sanity
+ Low morale
Low sanity

Not yet in the game

+ Low morale
High sanity
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: 0.8.0.13