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. |
Revision as of 09:40, 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 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. 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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