Difference between revisions of "Charm"
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'''Charms''' are combat utilities. Only one charm can be "active" at a time. They are sold by [[Coral]]. | '''Charms''' are combat utilities. Only one charm can be "active" at a time. They are sold by [[Coral]]. | ||
− | Charms provide hidden benefits that are not visible on the player's stat screen. Their effects magnitude depends on how much did player believed their usefulness during first conversations with [[Coral]]. | + | Charms provide hidden benefits that are not visible on the player's stat screen. Their effects magnitude depends on how much did player believed their usefulness during first conversations with [[Coral]]{{verify}}. |
Their bonuses are passively applied at random real time intervals checks when respective stat is in use, but will have an improved bonus for 50 seconds or 10 turns in combat mode after being kissed. | Their bonuses are passively applied at random real time intervals checks when respective stat is in use, but will have an improved bonus for 50 seconds or 10 turns in combat mode after being kissed. | ||
Kissing a charm does not mean that its bonus is constantly active it only means that while charm is activated and random time interval check passes charm bonus effect will be stronger than passive one. | Kissing a charm does not mean that its bonus is constantly active it only means that while charm is activated and random time interval check passes charm bonus effect will be stronger than passive one. | ||
Most charms also get slightly better passive boost depending on total number of charms present in inventory but because many of them have their max bonuses capped, it is essentially worth only to get charms useful for the current build. | Most charms also get slightly better passive boost depending on total number of charms present in inventory but because many of them have their max bonuses capped, it is essentially worth only to get charms useful for the current build. | ||
− | Player dialogue when kissing the charms also changes to reflect how much the player believes in their effects: | + | Player dialogue when kissing the charms also changes to reflect how much the player believes in their effects which depends whether player has passed a [[Persuasion]] check (30 effective skill) during palm reading: |
{| class="wikitable" | {| class="wikitable" | ||
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- Dog Paw Charm: | - Dog Paw Charm: | ||
<br> | <br> | ||
− | - Hopper Foot Charm: Increases critical chance with weapons and unarmed attacks but reduces | + | - Hopper Foot Charm: Increases critical chance with weapons and unarmed attacks but reduces fortitude. |
<br> | <br> | ||
- Psi Beetle Claw Charm: Increases critical chance with psi abilities but reduces resolve. | - Psi Beetle Claw Charm: Increases critical chance with psi abilities but reduces resolve. | ||
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- Siphoner Foot Charm: Increases chance to inflict bleed. | - Siphoner Foot Charm: Increases chance to inflict bleed. | ||
<br> | <br> | ||
− | - Warthog Foot Charm: Increases | + | - Warthog Foot Charm: Increases fortitude when under effect of food items, but reduces it when the duration of the buff is below 25%. |
<br> | <br> | ||
- White Cat Paw Charm: | - White Cat Paw Charm: | ||
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* Hopper Foot Charm | * Hopper Foot Charm | ||
* Psi Beetle Claw Charm | * Psi Beetle Claw Charm | ||
− | ** Coral will recommend you this if you are psionic. | + | ** Coral will recommend you this if you are a [[Psi Empathy|psionic]]. |
* Rathound Paw Charm | * Rathound Paw Charm | ||
* Siphoner Foot Charm | * Siphoner Foot Charm | ||
* Warthog Foot Charm | * Warthog Foot Charm | ||
+ | ** Coral will recommend you this if you have high [[Constitution]]. | ||
* White cat Paw Charm | * White cat Paw Charm | ||
Latest revision as of 09:41, 20 August 2024
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Lucky charm made from a burrower's tarsus. Sturdy, and surprisingly heavy. | |||
Weight: 0.70 |
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Lucky charm made from a cave hopper's severed hind foot. Not lucky for the hopper, obviously. | |||
Weight: 0.50 |
Charms are combat utilities. Only one charm can be "active" at a time. They are sold by Coral.
Charms provide hidden benefits that are not visible on the player's stat screen. Their effects magnitude depends on how much did player believed their usefulness during first conversations with CoralVerify. Their bonuses are passively applied at random real time intervals checks when respective stat is in use, but will have an improved bonus for 50 seconds or 10 turns in combat mode after being kissed. Kissing a charm does not mean that its bonus is constantly active it only means that while charm is activated and random time interval check passes charm bonus effect will be stronger than passive one. Most charms also get slightly better passive boost depending on total number of charms present in inventory but because many of them have their max bonuses capped, it is essentially worth only to get charms useful for the current build.
Player dialogue when kissing the charms also changes to reflect how much the player believes in their effects which depends whether player has passed a Persuasion check (30 effective skill) during palm reading:
Not Confident | Confident |
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"Hope this works." | "Let's go." |
"C'mon, do your thing." | "Now's your time to shine." |
"Here goes nothing..." | "Don't fail me now." |
Charm effects |
- Burrower Tarsus Charm: Increases critical chance of throwing knives when having high enough armor penalty but makes you more likely to get hit.
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Crafting
These items are not craftable.
Variants
- Burrower Tarsus Charm
- Coral will recommend you this if you have high Strength.
- Coil Spider Tarsus Charm
- Death Stalker Claw Charm
- Dog Paw Charm
- Hopper Foot Charm
- Psi Beetle Claw Charm
- Coral will recommend you this if you are a psionic.
- Rathound Paw Charm
- Siphoner Foot Charm
- Warthog Foot Charm
- Coral will recommend you this if you have high Constitution.
- White cat Paw Charm
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