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'''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. |
'''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. |
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− | Unlike [[Perk|'''Perk''']] |
+ | Unlike [[Perk|'''Perk''']]s, 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. |
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. |
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Chance to get skinnier |
Chance to get skinnier |
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+ | |[[Hunger]] |
|Eating |
|Eating |
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== Potions/essences related == |
== Potions/essences related == |
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− | Upon drinking some of the herbal essences / potions [[Item|(Check Item]] |
+ | Upon drinking some of the herbal essences / potions [[Item|(Check Item]]>s), 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. |
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Revision as of 11:16, 2 April 2018
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.
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 | 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 |
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 |
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 |
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 |
Upon drinking some of the herbal essences / potions (Check Item>s), 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 | Desciption |
---|---|---|---|---|---|
Alert | High Perception boost
Average Concentration penalty |
1 | Drinking Eagle's potion | NP | |
Deep focus | High Concentration boost
Average Perception penalty |
1 | Drinking Owl's potion | NP | |
Empowered | High Strength boost
Average Mobility penalty |
1 | Drinking Bear's poiton | NP | |
Aerobic state | High Mobility boost
Average 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 | Desciption |
---|---|---|---|---|---|
Injured | Sanity lost when gained
Additional Sanity loss each night |
4 | Health 80-, 60-, 40-, 20- | Health 80+ | |
Stomach problems | Max Stamina is reduced by 25
Thirst increases faster Cannot eat some unpleasant foods Cannot drink strong potions |
1 | Chance to get when drinking contaminated water,
strong potions or some unpleasant foods |
Chance to lose during NP or
Drinking mint tea |
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Nauseaus | Cannot eat some unpleasant foods
Cannot drink strong potions |
1 | Drinking mint tea (aftereffect) or
chance to get when drinking strong potions |
NP | |
Hyperactive | Drinking Squirrel's potion | 1 | Less Stamina regained in the NP. | NP |