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((Dev) Adding information for the conditions)
Tag: Visual edit
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=== Hunger and thirst ===
 
=== Hunger and thirst ===
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.
+
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
!Name
 
!Name
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|-
 
|-
 
|'''Starving'''
 
|'''Starving'''
| - 10 Sanity during NP
+
| - 10 [[Sanity]] during NP
 
Chance to get skinnier
 
Chance to get skinnier
 
|1
 
|1
|Hunger gets very high
+
|[[Hunger]] gets very high
 
|Eating
 
|Eating
 
|
 
|
 
|-
 
|-
 
|'''Hungry'''
 
|'''Hungry'''
| -3 Sanity during NP
+
| -3 [[Sanity]] during NP
 
Chance to get less fat
 
Chance to get less fat
 
|1
 
|1
|Hunger gets high
+
|[[Hunger]] gets high
 
|Eating
 
|Eating
 
|
 
|
 
|-
 
|-
 
|'''Well fed'''
 
|'''Well fed'''
| +5 Sanity during NP
+
| +5 [[Sanity]] during NP
 
Chance to get less skinny
 
Chance to get less skinny
 
|1
 
|1
|Hunger gets low
+
|[[Hunger]] gets low
 
|Time / performing actions
 
|Time / performing actions
 
|
 
|
 
|-
 
|-
 
|'''Overfed'''
 
|'''Overfed'''
| +5 Sanity during NP
+
| +5 [[Sanity]] during NP
 
Chance to get fatter
 
Chance to get fatter
 
|1
 
|1
|Hunger gets very low
+
|[[Hunger]] gets very low
 
|Time / performing actions
 
|Time / performing actions
 
|
 
|
 
|-
 
|-
 
|'''Skinny'''
 
|'''Skinny'''
|Significant strength penalty
+
|Average [[Strength]] penalty per level
Small mobility boost
+
Small [[Mobility]] boost per level
  +
  +
Max [[Health]] reduced by 20.
 
|6
 
|6
 
|Being starving during NP
 
|Being starving during NP
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|-
 
|-
 
|'''Fat'''
 
|'''Fat'''
|Significant mobility penalty
+
|Average [[Mobility]] penalty per level
   
Small strength boost
+
Small [[Strength]] boost per level
 
|5
 
|5
 
|Being overfed during NP
 
|Being overfed during NP
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|-
 
|-
 
|'''Thirsty'''
 
|'''Thirsty'''
| -3 Sanity during NP
+
| -3 [[Sanity]] during NP
  +
Resting [[Stamina]] regeneration reduced
 
|1
 
|1
|Thirst gets high
+
|[[Thirst]] gets high
 
|Drinking
 
|Drinking
 
|
 
|
 
|-
 
|-
 
|'''Dehydrated'''
 
|'''Dehydrated'''
| - 10 Sanity during NP
+
| - 10 [[Sanity]] during NP
 
Chance of dying during NP
 
Chance of dying during NP
  +
  +
Resting [[Stamina]] regeneration greatly reduced
 
|1
 
|1
|Thirst gets very high
+
|[[Thirst]] gets very high
 
|Drinking
 
|Drinking
 
|
 
|
 
|}
 
|}
  +
=== Sanity related ===
  +
These conditions are gained in relation to the [[Sanity]] of the characters. 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.
  +
{| class="wikitable"
  +
!Name
  +
!Effect
  +
!Levels
  +
!Acquire
  +
!Lose
  +
!Desciption
  +
|-
  +
|Invigorated
  +
|Small boost to [[Strength]], [[Dexterity]], [[Mobility]], [[Concentration]], [[Perception]] per level
  +
|2
  +
|[[Sanity]] 60+ / 80+
  +
|[[Sanity]] 59-
  +
|
  +
|-
  +
|Stressed
  +
| Small penalty on [[Strength]], [[Dexterity]], [[Mobility]], [[Concentration]], [[Perception]] per level
  +
|2
  +
|[[Sanity]] 39- / 19-
  +
|[[Sanity]] 40+
  +
|
  +
|-
  +
|Disoriented
  +
|Chance to lose your way while traveling in [[Forest]] / [[Deep forest]]
  +
|1
  +
|Low [[Sanity]]
  +
|High [[Sanity]]
  +
|
  +
|-
  +
|Terrified
  +
|The character cannot fight or defend and has reduced [[Dexterity]]
  +
|1
  +
|Low [[Sanity]]
  +
|High [[Sanity]]
  +
|
  +
|-
  +
|Insomniac
  +
|Less [[Stamina]] is recovered during the NP
  +
|1
  +
|Low [[Sanity]]
  +
|High [[Sanity]]
  +
|
  +
|-
  +
|Hectic
  +
|[[Concentration]] greatly reduced
  +
|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.
  +
{| class="wikitable"
  +
!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
  +
|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.
  +
{| class="wikitable"
  +
!Name
  +
!Effect
  +
!Levels
  +
!Acquire
  +
!Lose
  +
!Desciption
  +
|-
  +
|Loaded
  +
|Huge [[Mobility]] penalty per level
  +
|4
  +
|Carrying 20+/40+/60+/80+ % of max carry weight
  +
|Carrying 20-% of max carry weight
  +
|
  +
|}
  +
 
[[Category:Conditions| ]]
 
[[Category:Conditions| ]]

Revision as of 23:51, 30 March 2018


This article is a stub. You can help Grimmwood Wiki by expanding it.

Conditions represent a wide variety of effects, which are applied to tho characters in Gora: They Come at Night. 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 Perks, 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.

* Note that 'NP' stands for Night phase for the rest of this article.

List of conditions

Hunger and thirst

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 NP

Chance to get skinnier

1 Hunger gets very high Eating
Hungry -3 Sanity during NP

Chance to get less fat

1 Hunger gets high Eating
Well fed +5 Sanity during NP

Chance to get less skinny

1 Hunger gets low Time / performing actions
Overfed +5 Sanity during NP

Chance to get fatter

1 Hunger gets very low Time / performing actions
Skinny Average Strength penalty per level

Small Mobility boost per level

Max Health reduced by 20.

6 Being starving during NP Being well fed or overfed during NP
Fat Average Mobility penalty per level

Small Strength boost per level

5 Being overfed during NP Being starving or hungry during NP
Thirsty -3 Sanity during NP

Resting Stamina regeneration reduced

1 Thirst gets high Drinking
Dehydrated - 10 Sanity during NP

Chance of dying during NP

Resting Stamina regeneration greatly reduced

1 Thirst gets very high Drinking

Sanity related

These conditions are gained in relation to the Sanity of the characters. 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 Small boost to Strength, Dexterity, Mobility, Concentration, Perception per level 2 Sanity 60+ / 80+ Sanity 59-
Stressed Small penalty on Strength, Dexterity, Mobility, Concentration, Perception per level 2 Sanity 39- / 19- Sanity 40+
Disoriented Chance to lose your way while traveling in Forest / Deep forest 1 Low Sanity High Sanity
Terrified The character cannot fight or defend and has reduced Dexterity 1 Low Sanity High Sanity
Insomniac Less Stamina is recovered during the NP 1 Low Sanity High Sanity
Hectic Concentration greatly reduced 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.

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 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 Desciption
Loaded Huge Mobility penalty per level 4 Carrying 20+/40+/60+/80+ % of max carry weight Carrying 20-% of max carry weight