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Health indications

Conditions represent a wide variety of effects, which are applied to The Characters in Grimmwood. Since they can greatly influence the characters' abilities in almost every aspect of the game, it is crucial to properly and timely address them. Some can even be lethal, dehydration for example.

Unlike Traits, conditions are temporary - their effect can either appear/wear off as time progresses (e.g. hunger, thirst) or as a result of specific actions and events.

Though most conditions them represent some kind of ailment, some can have positive sides or be straight out beneficial for the characters. The color-coding serves as a basic guidance of that - green conditions are mainly positive, yellow - warning or having small negative effect and red ones represent more significant problems.

Conditions are listed in a drop down in the Avatar hub (upper right corner of the screen), as well as in the first tab of the Character screen.

Hunger and thirst related[ | ]

These conditions are the direct result of the character's hunger and thirst. Both hunger and thirst are increased as time goes by, as well as when The Character spends Stamina in any action. Hunger, naturally, can be reduced by eating food and Thirst - by drinking water or herbal essences and tea.

Name Effect Levels Acquire Lose Desciption
Starving - 10 Sanity during Night Phase

Chance to get skinnier

1 Hunger > 699 Eating
Hungry -3 Sanity during Night Phase

Chance to get less fat

1 700 > Hunger > 499 Eating
Well fed +5 Sanity during Night Phase

Chance to get less skinny

1 199 < Hunger < 300 Time / performing actions
Overfed +5 Sanity during Night Phase

Chance to get fatter

1 Hunger < 200 Time / performing actions
Skinny Average Strength penalty per level

Small Mobility boost per level

Max Health reduced by 20.

6 Being starving during Night Phase (50% chance) Being well fed (50%) or overfed (100%) during the Night Phase
Fat Average Mobility penalty per level

Small Strength boost per level

5 Being overfed during Night Phase (50% chance) Being starving (100%) or hungry (50%) during Night Phase
Thirsty -3 Sanity during Night Phase

2x time needed for Stamina regeneration in Rest

1 Thirst > 149 Drinking
Dehydrated - 10 Sanity during Night Phase

Chance of dying during Night Phase (100% the first 5 days)

3x time needed for Stamina regeneration in Rest

1 Thirst > 399 Drinking

Sanity related[ | ]

These conditions are gained in relation to the Sanity of The Character. While Invigorated and Stressed are always present in specific value ranges, the rest of the conditions, all negative, are not gained in specific order - when Sanity drops below specific values, usually a random negative condition is gained.

Name Effect Levels Acquire Lose Desciption
Invigorated +3 Strength, Dexterity, Concentration, Perception per level 2 Sanity 60+ / 80+ Sanity 59-
Stressed -3 Strength, Dexterity, Mobility, Concentration, Perception per level 2 Sanity 39- / 19- Sanity 40+
Disoriented Chance to lose your way while traveling in Forest (10%)/ Deep Forest (25%) 1 Low Sanity High Sanity
Terrified The character cannot fight or defend and has -20 Dexterity 1 Low Sanity High Sanity
Insomniac -50% Stamina recovered during the Night Phase 1 Low Sanity High Sanity
Hectic -20 Concentration 1 Low Sanity High Sanity
Depressed The character cannot Socialize or Romance 1 Low Sanity High Sanity

Affection related[ | ]

These conditions are gained in relation to the Romance actions of The Character.

Name Effect Levels Acquire Lose Desciption
In love +20 Sanity when gained

Additional Sanity bonus upon romancing

-20/-40 Sanity when lost

1 Chance to gain after Romance Upon Death or being cheated by a loved one
Heartbroken Chance to get in love again is reduced by 50% 1 Upon Death or being cheated by a loved one Getting in love

Carry weight related[ | ]

This condition is strictly related to the burden The Character carries and the maximal weight he/she can carry. Loaded characters can hardly outrun enemies and their Stamina cost for traveling is significantly increased.

Name Effect Levels Acquire Lose Description
Loaded Huge Mobility penalty per level 4 Carrying 20+/40+/60+/80+ % of max carry weight Carrying 20-% of max carry weight

Potions/essences related[ | ]

Upon drinking some of the herbal essences/potions (Check Items), which can be found in the game, The_Character gains some primarily positive effects, which last until the end of the day (during the Night Phase). All of them have negative effects as well, but they are lesser.

Name Effect Levels Acquire Lose Description
Hyperactive

-30 Stamina regained in the Night Phase

1 Drinking Squirrel's potion NP Cure with Mint Tea
Alert +20 Perception boost

-10 Concentration penalty

1 Drinking Eagle's potion NP
Deep focus +20 Concentration boost

-10 Perception penalty

1 Drinking Owl's potion NP
Empowered +20 Strength boost

Average Mobility penalty

1 Drinking Bear's potion NP
Aerobic state High Mobility boost

-10 Strength penalty

1 Drinking Rabbit's potion NP

Disabilities[ | ]

These conditions are gained in various cases and all of them are negative.

Name Effect Levels Acquire Lose Description
Injured 7 Sanity lost when gained (5 restored when lost)

Additional 3 Sanity loss each night

4 Health 80-, 60-, 40-, 20- Health 80+
Stomach Problems Max Stamina is reduced by 25

Thirst increases 2x faster

Cannot eat some unpleasant foods

Cannot drink strong potions

1 Chance to get when drinking contaminated water,

strong potions or some unpleasant foods

50 % Chance to lose during Night Phase if meditating.

Drinking mint tea

Nauseous Can not eat some unpleasant foods

Cannot drink strong potions

1 Drinking mint tea (aftereffect) or

a chance to get when drinking strong potions

NP

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