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Shrouded in sanity wiki
Shrouded in sanity wiki








shrouded in sanity wiki

"You walk with a gentle step, making stepping on sharp objects quieter and less painful."

shrouded in sanity wiki

You will occasionally gain a boost to your mood. "You sometimes just feel happy, for no reason at all." "You're great at quick moves! You can climb tables more quickly." Whenever you're drunk, you slowly recover from injuries." "Nothing like a good drink to make you feel on top of the world. "You just don't care as much as other people, that's nice to have in a place like this, I guess."Īll mood modifiers (positive and negative) are 20% less effective on you. You only take 70% of the drunkenness from alcohol, and some negative effects (i.e. "You become drunk more slowly and suffer fewer drawbacks from alcohol." Positive quirks take from quirk balance and have useful or beneficial effects.

#SHROUDED IN SANITY WIKI UPDATE#

If you don't see a quirk on here, that means it's missing - please update the list to include it! Conversely, any quirks on this list that are not in-game have likely been removed, so you are free to remove them from this list to avoid misinformation. You are able to enter the game and play even with no quirks, so don't let it concern you too badly!īelow is a list of all positive, negative, and neutral quirks in the game, including their balance costs and actual gameplay effects. Keep in mind that there's nothing forcing you to take the maximum amount of quirks, spend all your points, or even use quirks at all. If you wanted, you could also take an additional negative quirk or a neutral quirk to get your maximum quirks. This setup coincides with the point costs (0 - 1 - 2 - 1 + 2 + 2 = 0) as well as the quirk limit (5/6). You take Self-Aware again and then take Skittish.You take Prosopagnosia to gain 1 point.

shrouded in sanity wiki

  • You remove Self-Aware to regain the spent points, and remove Nearsighted.
  • You decide not to take Night Vision, and instead you want Skittish.
  • You now have 2 points, so you take Self-Aware for 2.
  • You want to take Self-Aware and Night Vision, meaning you'll need 3 points.
  • Unspent balance is left unused.Įxample quirks setup, using the right image as a reference: Regardless of balance points, you can only have six total quirks at a time. In this case, you could also take two quirks that cost -1. If you were to also take Nearsighted, you would have a quirk balance of 2, and could take a quirk with a cost of -2, like Skittish or Self-Aware. For instance, if you take the Poor Aim quirk, you now have a quirk balance of 1 and can purchase any one quirk that has a balance cost of -1, like Night Vision. You cannot buy a positive quirk unless you have the balance for it, but you can take any amount of negative quirks. Positive quirks take from this balance, negative quirks add to it, and neutral quirks don't affect it at all. This is used to balance the quirks you take, and designed in such a way that every positive quirk requires some drawbacks. Quirks use a point system, called quirk balance, which defaults to 0. Whenever you spawn in, either through latejoining or when the round starts, your quirk setup will be locked in - your character will have those quirks until the round ends, and changes you make to the setup during the round will not apply. To the right of that is a button to either take the quirk or lose it. You can see their names, and next to those, a short gameplay descriptor on what they do. Quirks are organized alphabetically and by quality, in descending order: positive, negative, and neutral.










    Shrouded in sanity wiki