Kronocracy (talk | contribs) (Added info for Northweald scripted interaction to Bruised Ribs and Concussions) |
(→Fatigue: Fatigue no longer accrued over time - moved old information to another section for posterity and updated incorrect data) |
||
Line 614: | Line 614: | ||
==Fatigue== |
==Fatigue== |
||
− | + | When a character sustains an [[Status effects#Injury|injury]] in combat, they accrue fatigue. Fatigue can also be gained by failing a skill check in dialog or [[scripted interaction]]s. Fatigue can be "healed" by [[rest]]ing and through the use of certain [[drug]]s. |
|
+ | |||
+ | {| class="wikitable |
||
+ | ! colspan="2" | Status |
||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | '''Minor Fatigue''' |
||
⚫ | |||
⚫ | |||
+ | |||
⚫ | |||
⚫ | |||
+ | | '''Major Fatigue''' |
||
⚫ | |||
⚫ | |||
+ | |||
+ | |- |
||
+ | | style="padding:0 4px" | [[File:Fatigue critical.png]] |
||
+ | | '''Critical Fatigue''' |
||
+ | | |
||
⚫ | |||
+ | |} |
||
+ | |||
+ | {{Note|The following information refers to mechanics that no longer apply to the current version of the game.}} |
||
+ | As time passes without resting, characters will get fatigued and receive a penalty. How fast this happens depends on the [[Athletics]] [[skill]] of the character. Fatigue is accrued at a level of 1.0 per in-game second while moving (standing still doesn't increase fatigue), while in [[combat]], while travelling between areas on the world map, and when waiting. When a character's fatigue reaches a certain threshold, a status effect is applied representing the severity of fatigue. |
||
+ | |||
+ | While in combat, a multiplier is applied to the rate at which fatigue increases. This is calculated with <code>10 + (Athletics * -4.0)</code>, which is then limited to a minimum of 1.0 (therefore only characters with 1 and 2 [[Athletics]] will become fatigued at a faster rate in combat - at 6x and 2x respectively) |
||
+ | |||
+ | While travelling between areas, the fatigue accrued is reduced by a factor of 0.33. |
||
+ | |||
+ | The thresholds at which a fatigue status is gained is dependent on the characters [[Athletics]]. By default minor, major and critical fatigue is gained after '''16''', '''28''' and '''40''' hours without resting, and a multiplier of <code>1.0 + (Athletics * 0.1)</code> is used to extend it. |
||
{| class="wikitable" |
{| class="wikitable" |
||
− | ! |
+ | ! rowspan="2" | Fatigue |
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|- |
||
! style="border-top:none; border-left:none" | 0 |
! style="border-top:none; border-left:none" | 0 |
||
Line 632: | Line 662: | ||
! style="border-top:none; border-left:none" | 9 |
! style="border-top:none; border-left:none" | 9 |
||
! style="border-top:none; border-left:none" | 10 |
! style="border-top:none; border-left:none" | 10 |
||
− | ! style="border-top:none; border-left:none" | |
+ | ! style="border-top:none; border-left:none" | ... |
− | ! style="border-top:none; border-left:none" | 12 |
||
− | ! style="border-top:none; border-left:none" | 13 |
||
− | ! style="border-top:none; border-left:none" | 14 |
||
|- |
|- |
||
+ | | Minor Fatigue |
||
⚫ | |||
− | | style="padding:5px 5px 5px 2px; border-left:none" | {{Anchor|Minor Fatigue}} Minor Fatigue |
||
⚫ | |||
− | * -10 [[Accuracy]] |
||
⚫ | |||
| 16.0 |
| 16.0 |
||
⚫ | |||
| 17.6 |
| 17.6 |
||
⚫ | |||
⚫ | |||
| 19.2 |
| 19.2 |
||
⚫ | |||
⚫ | |||
⚫ | |||
| 20.8 |
| 20.8 |
||
| 22.4 |
| 22.4 |
||
− | | |
+ | | 24.0 |
− | | |
+ | | 25.6 |
− | | |
+ | | 27.2 |
− | | |
+ | | 28.8 |
⚫ | |||
⚫ | |||
+ | | ... |
||
|- |
|- |
||
+ | | Major Fatigue |
||
⚫ | |||
− | | style="padding:5px 5px 5px 2px; border-left:none" | {{Anchor|Major Fatigue}} Major Fatigue |
||
⚫ | |||
− | * -20 [[Accuracy]] |
||
⚫ | |||
| 28.0 |
| 28.0 |
||
⚫ | |||
| 30.8 |
| 30.8 |
||
⚫ | |||
⚫ | |||
| 33.6 |
| 33.6 |
||
− | | 36.4 |
||
− | | 36.4 |
||
− | | 36.4 |
||
| 36.4 |
| 36.4 |
||
| 39.2 |
| 39.2 |
||
− | | |
+ | | 42.0 |
− | | |
+ | | 44.8 |
− | | |
+ | | 47.6 |
− | | |
+ | | 50.4 |
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|- |
||
− | | |
+ | | Critical Fatigue |
− | | style="padding:5px 5px 5px 2px; border-left:none" | {{Anchor|Critical Fatigue}} Critical Fatigue |
||
⚫ | |||
− | * -30 [[Accuracy]] |
||
⚫ | |||
| 40.0 |
| 40.0 |
||
− | | 44.0 |
||
| 44.0 |
| 44.0 |
||
− | | 48.0 |
||
− | | 48.0 |
||
| 48.0 |
| 48.0 |
||
− | | 52.0 |
||
− | | 52.0 |
||
− | | 52.0 |
||
| 52.0 |
| 52.0 |
||
| 56.0 |
| 56.0 |
||
− | | |
+ | | 60.0 |
− | | |
+ | | 64.0 |
− | | |
+ | | 68.0 |
− | | |
+ | | 72.0 |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|} |
|} |
||
+ | |||
+ | Other than the status effect appearing next to the player's portrait, the screen also becomes vignetted and color tinted the more fatigued the player becomes. |
||
+ | |||
+ | Fatigue was changed in a later patch to the game so that it no longer accrues over time. |
||
== Death states == |
== Death states == |
Revision as of 07:02, 26 May 2021
Status Effects are abnormal states that may have positive or negative effects on party members' or creatures' attributes or actions. They can be gained from spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.
Afflictions
There is a fairly big list of defined "afflictions" and the penalties they apply. The status effect and the damage of an attack will be checked separately. Some attacks simply have two separate components that succeed or fail independently of each other, but others will be "2-stage": if the main attack at least scores a graze, the second attack will occur separately (and often against a separate defense).[1][2]
Injury
Party members can become injured by being below the threshold of an option in a scripted interaction or by being knocked down to unconsciousness during combat. An Injury gives a penalty that lasts until the next rest.[3]
Injuries gained in combat are selected semi-randomly from the following list. Being knocked out by Fire, Frost or Shock damage tends to cause its corresponding injury.
Injury | Penalties | During scripted interaction | ||||
---|---|---|---|---|---|---|
Location | Interactable | Requires | Affects | |||
Bruised Ribs |
|
Northweald | Staircase | Athletics 5 | Afflicted to the weakest Party member. | |
Concussion | Dyrford Ruins | Wymund | Cipher | Afflicted to the player or a cipher companion | ||
Durgan's Battery (Exterior) | Chasm interaction | Athletics 7 or Dexterity 18 | Player | |||
Northweald | Staircase | Athletics 5 | Afflicted to the weakest Party member. | |||
Frostbite | ||||||
Severe Burn | ||||||
Severe Wound |
|
|||||
Sprained Wrist |
|
|||||
Swollen Eye |
|
Lle a Rhemen | Broken Stairs | Athletics = 1Verify | Party member with lowest Athletics score | |
System Shock | ||||||
Twisted Ankle |
|
|||||
Wrenched Knee |
|
|||||
Wrenched Shoulder |
|
Pearlwood Bluff | ||||
Durgan's Battery (Exterior) | Chasm interaction | Varies | Player |
Fatigue
When a character sustains an injury in combat, they accrue fatigue. Fatigue can also be gained by failing a skill check in dialog or scripted interactions. Fatigue can be "healed" by resting and through the use of certain drugs.
Status | Penalties | |
---|---|---|
Minor Fatigue | ||
Major Fatigue | ||
Critical Fatigue |
As time passes without resting, characters will get fatigued and receive a penalty. How fast this happens depends on the Athletics skill of the character. Fatigue is accrued at a level of 1.0 per in-game second while moving (standing still doesn't increase fatigue), while in combat, while travelling between areas on the world map, and when waiting. When a character's fatigue reaches a certain threshold, a status effect is applied representing the severity of fatigue.
While in combat, a multiplier is applied to the rate at which fatigue increases. This is calculated with 10 + (Athletics * -4.0)
, which is then limited to a minimum of 1.0 (therefore only characters with 1 and 2 Athletics will become fatigued at a faster rate in combat - at 6x and 2x respectively)
While travelling between areas, the fatigue accrued is reduced by a factor of 0.33.
The thresholds at which a fatigue status is gained is dependent on the characters Athletics. By default minor, major and critical fatigue is gained after 16, 28 and 40 hours without resting, and a multiplier of 1.0 + (Athletics * 0.1)
is used to extend it.
Fatigue | Threshold per Athletics skill (hours) | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ... | ||||
Minor Fatigue | 16.0 | 17.6 | 19.2 | 20.8 | 22.4 | 24.0 | 25.6 | 27.2 | 28.8 | 30.4 | 32.0 | ... | |||
Major Fatigue | 28.0 | 30.8 | 33.6 | 36.4 | 39.2 | 42.0 | 44.8 | 47.6 | 50.4 | 53.2 | 56.0 | ... | |||
Critical Fatigue | 40.0 | 44.0 | 48.0 | 52.0 | 56.0 | 60.0 | 64.0 | 68.0 | 72.0 | 76.0 | 80.0 | ... |
Other than the status effect appearing next to the player's portrait, the screen also becomes vignetted and color tinted the more fatigued the player becomes.
Fatigue was changed in a later patch to the game so that it no longer accrues over time.
Death states
- Unconscious
If a character loses all Endurance during a fight they are knocked out for the duration, unable to move or take any actions. Unconscious characters cannot benefit from endurance healing, but they can be revived to life via certain abilities. Once the fight ends they will regain consciousness and eventually recover their Endurance.
- Maimed
If a character loses all Health and endurance during a fight, once becoming conscious they will be Maimed and near death. A maimed character may still move and take any actions, but suffer severe penalties to their accuracy and all defenses. If the character gets hit again and are reduced to 0 Health, they must rest to remove Maimed status (and restore Health).[4]
- Dead
If a character loses all Health during a fight, and is Maimed (or playing with permadeath),[4] they will die. Dead characters cannot be restored to life and are removed from the game. Their soul leaves their body and their energy will move forward in the eternal cycle.