As the name suggests, here we will talk about harmful substances.
Contents
Effects of Substances
All credit goes to KKRLL !
Substance | Effect |
Beer | +17% to satisfaction; Depending on the bottles you drink, there are different effects, more details below. Minimum-maximum duration 1-30 hours |
Ambrosia | +50% to satisfaction; +5 to mood. Minimum-maximum duration 4-32 hours |
Smokeleaf School | +80% to satisfaction; -10% rest; +13 to mood; -30% consciousness; -10% movement; +30% to decrease satiety; -20% pain. Minimum-maximum duration 3-24 hours |
Psycho tea | +40% to satisfaction; +10% rest; +12 to mood; pain multiplier 0.9; Multiplier for rest reduction 0.8. Minimum-maximum duration 2-8 hours |
Crazy cereal | +70% to satisfaction; +20% rest; +35 to mood; pain multiplier 0.5; rest reduction multiplier 0.33. Minimum-maximum duration 2-8 hours |
Psycho powder | +80% to satisfaction; +40% rest; +35 to mood; movement multiplier 1.15; pain multiplier 0.5; rest reduction multiplier 0.33. Minimum-maximum duration 3-16 hours |
Bodrin | +40% to satisfaction; +100% rest; +10% to consciousness; +10% to movement; +50% overall speed; +20% to the effectiveness of meditation; Fatigue reduction multiplier 0.8%. Minimum-maximum duration 12-16 hours |
Go-juice | +40% to satisfaction; +40% rest; +15% psi focus; +5 to mood; pain multiplier 0.10%; consciousness +20%; vision +35%; movement +50%. Minimum-maximum duration 16-32 hours |
Beer
Safe to take once daily.Depending on the level of alcohol in the blood, alcohol has different effects:
Percent | Effect |
<25% | +10 to mood; pain multiplier 0.9; -2% work |
25-39% | +14 to mood; pain multiplier 0.8; consciousness multiplier 0.9; movement -5%; chance of social fights is 2.5 times higher |
40-69% | +20 to mood; pain multiplier 0.5; consciousness multiplier 0.65; movement -10%; the chance of social fights is 4 times higher; vomiting every ~18 hours; hangover for 24 hours |
70-89% | +26 to mood; pain multiplier 0.3; consciousness multiplier 0.5; movement -10%; the chance of social fights is 5 times higher; vomiting every ~5 hours; hangover for 24 hours |
90+% | +26 to mood; pain multiplier 0.1; maximum consciousness 10%; can cause chemical brain damage with a frequency of ~10 days of being in this state, but since the pawn is in this state for only 3 hours, the damage will occur 8 times less often |
Hangover
A hangover begins to subside when the blood alcohol level is 40% or lower and completely resolves within 24 hours.
A 14 hour hangover gives -12 to your mood; -18% consciousness; causes vomiting every ~10 hours.The next 6 hours gives -6 to mood and -8% consciousness.In the last 4 hours it gives -3 to mood and -3% consciousness.
Harm to Health
At 50+% alcohol tolerance, the pawn’s liver may become cirrhotic every ~60-45 days and may develop carcinoma every ~180-150 days. The higher the tolerance, the fewer days it will take for health problems to appear.
Addiction
With an alcohol tolerance of 25+%, each bottle has a 1% chance of causing alcohol addiction.With 100% addiction, it goes away in 15 days, or in 7.5 days if you quit as soon as the addiction appeared.
Withdrawal symptoms are: -35 to mood; -20% to consciousness; -30% to movement; -50% to work; With a frequency of every ~40 days, a breakdown of “harmful substance abuse” may occur.
Why Do You Need Beer?
All substances in the game are needed for something. The meaning of some is obvious, but some raise questions – beer is one of them.Obviously, beer focuses on solving a mood problem. Drinking alcohol safely will improve your mood for 5 hours a day, is that too much?
This is usually 1/3 of wakefulness. Let’s say that these 5 hours allow the pawn to move out of the risk of a mild nervous breakdown or from a serious to a mild one, what will change?Roughly speaking, being at risk of a nervous breakdown, a pawn can remain under it for ~1, ~3, ~10 days, and this does not take into account sleep.
That is, if there is a warning that a pawn is at risk of a slight nervous breakdown, then on average she will have a nervous breakdown every ~10 days in this state, although no one has canceled the chance. How will one bottle of beer change these numbers? Reduces the risk of a nervous breakdown by 1.2 times. That is, the pawn will be disrupted not every ~10 days, but every ~12 days, because 10*1.2=12.
What about the remaining effects, are they really needed simply for realism, but not for gameplay? But no, if a pawn is in a very, very bad mood, then binge drinking will allow the pawn to go through difficult times without breaking down at all, and if it does break down, it won’t be so serious that this pawn will have to be pacified by force.
Yes, even if a dangerous nervous breakdown occurs, it will be easier to pacify the alcoholic, with much fewer injuries, both for him and for the one who will beat him.
But as for the risks for the liver and addiction, there’s nothing you can do about it, you’ll have to choose which risk will bring fewer problems, nervous breakdowns or problems with the liver and addiction for one pawn. One of these choices will not always be the best in all cases.
Ambrosia
Can be safely taken once every 2 days. Not capable of harming health in any way.
Addiction
Dependency has a 1% chance of occurring after each dose if the ragweed tolerance level is 15% or higher.With 100% addiction, it goes away in 5 days, or in 2.5 days if you quit as soon as the addiction appeared.Withdrawal symptoms are: -10 to mood.
Why is ambrosia needed?
Like beer, ambrosia is needed to combat mood problems. The same words apply here:Roughly speaking, being at risk of a nervous breakdown, a pawn can remain under it for ~1, ~3, ~10 days, and this does not take into account sleep.
That is, if there is a warning that a pawn is at risk of a slight nervous breakdown, then on average she will have a nervous breakdown every ~10 days in this state, although no one has canceled the chance.How will one ambrosia fruit change these numbers? Reduces the risk of a nervous breakdown by 1.2 times. That is, the pawn will be disrupted not every ~10 days, but every ~12 days, because 10*1.2=12.
Smokeleaf School
Harm to health
At 40%+ smokeleaf tolerance, carcinoma may develop in one of the lungs every ~135-180 days.At 50%+ smokeleaf tolerance, asthma may occur in both lungs every ~135-180 days.
Addiction
At 15%+ smoke tolerance, each use of a joint has a 2% chance of causing addiction.With 100% addiction, it goes away in 15 days, or in 7.5 days if you quit as soon as the addiction appeared.
Withdrawal symptoms are: -20 to mood; -20% consciousness; -15% movement; every ~30 days a “gluttony” breakdown will occur; Every ~50 days there will be a breakdown of “harmful substance abuse”.
Why do you need a smoke leaf jamb?
Jambs have two uses:
- To improve your mood, reducing the risks of nervous breakdowns
- To reduce pain by 20%, especially useful for wimps
If you use smoke leaf shoals to solve mood problems, then the same words written several times above apply: Being at risk of a nervous breakdown, a pawn can remain under it for ~1, ~3, ~10 days, and this does not take into account sleep.
That is, if there is a warning that a pawn is at risk of a slight nervous breakdown, then on average she will have a nervous breakdown every ~10 days in this state, although no one has canceled the chance. How will one joint change these numbers? Reduces the risk of a nervous breakdown by 1.2 times.
That is, the pawn will be disrupted not every ~10 days, but every ~12 days, because 10*1.2=12.Using a school of smokeleaf to simply reduce pain, in the hope that the pawn will work more efficiently this way, is just such a thing, because the school of smokeleaf itself turns the pawn into a slow vegetable.
But using a joint to raise those who are experiencing painful shock to their feet is a very good idea.But remember, a smokeleaf joint reduces consciousness by 30%, if the consciousness of a pawn becomes 0%, it will die.
Psikhin Tea, Psikhin Flakes and Psikhin Powder
All these substances have a common tolerance and dependence.It is safe to take only psychic tea, once every 2 days, provided that the pawn has not taken other psychic substances.
Although, if we consider only harm to health as a danger, and not the likelihood of addiction and overdose, the chance of which is: 5% and 1.5% for cereals; At 1% for the powder, psychin flakes and powder can be safely consumed every 3 days.
Harm to health
At psychin tolerance of 50% or higher, one kidney at a time may experience chemical damage with a frequency of every ~180-135 days. The higher the tolerance, the sooner this will happen.
Addiction
With 100% addiction, it goes away in 15 days, or in 7.5 days if you quit as soon as the addiction appeared.Withdrawal symptoms are: -35 to mood; -20% consciousness; -20% movement; -20% work; +30% to reduce fatigue; +200% will be added to the base probability of fights (we are not talking about a multiplier here); every ~40 days there will be a breakdown in “harmful substance abuse”; Every ~10 days a “confusion” breakdown will occur.
Why are psychoactive substances needed?
All of these substances are needed to improve mood, like all the other substances mentioned above, and here again the same words apply: Being at risk of a nervous breakdown, a pawn can remain under it for ~1, ~3, ~10 days, and this does not take into account sleep.
That is, if there is a warning that a pawn is at risk of a slight nervous breakdown, then on average she will have a nervous breakdown every ~10 days in this state, although no one has canceled the chance.
How will substances from psychin change these numbers? Reduce the risk of a nervous breakdown by 1.2 times. That is, the pawn will be disrupted not every ~10 days, but every ~12 days, because 10*1.2=12.
However, psychin substances have an important difference – they all reduce the need for sleep as a bonus, and psychin flakes and powder also reduce pain by 2 times, thus allowing you to raise fighters who are in pain shock. Psycho powder also increases movement speed.
Bodrin
Has no tolerance, but is also safe to take.There is a 0.5% chance of an overdose after each dose, and while the pawn is under the influence of Bodrin, there is a chance of a heart attack every ~120 days.Although an overdose and a heart attack in the game are not as scary as you might think.
An average doctor with average medications will completely protect against this threat of heart attacks, the likelihood of which, moreover, is once every 2 years.
An overdose can occur after each dose with a 0.5% chance, but a fatal outcome is so unlikely that it occurs only after ~20,000 doses of bodrin, if I was not mistaken in the calculations, although without calculations it is clear that the probability of a fatal outcome is almost zero.
Although the risks increase greatly if you continue to take the substance on the same day when the overdose occurred, if it has not yet dropped to 0%.
Addiction
Addiction can appear after each dose with a 2% chanceWith 100% addiction, it goes away in 11.1 days, or in 5.55 days if you quit as soon as the addiction appeared.
Symptoms of withdrawal are: -22 to mood; -30% consciousness; -20% movement; -25% work; +30% to reduce fatigue; the likelihood of fights is 2 times higher; every ~40 days there will be a breakdown in “harmful substance abuse”; Every ~10 days a “confusion” breakdown will occur.
Why do you need bodrine?
Bodrin greatly speeds up the pawn’s work speed and allows it to never sleep.
Go-Juice
There is no tolerance, but also no safe intake, due to an overdose, although an overdose is not so terrible, in this case.
Addiction
Addiction can appear after each dose with a 2.6% chance.With 100% addiction, it goes away in 11.1 days, or in 5.55 days if you quit as soon as the addiction appeared.
Symptoms of withdrawal are: -22 to mood; -20% consciousness; -50% movement; -10% work; -20% vision; -20% blood circulation; any pain is 3 times stronger; +30% to reduce fatigue; +50% to decrease satiety; every ~40 days there will be a breakdown in “harmful substance abuse”; Every ~10 days a “confusion” breakdown will occur.
Why do you need Go-juice?
Go-juice helps a lot in battle.
Overdose, Tolerance
Overdose
By taking chemicals, the pawn increases the overdose level, when this does not have consequences, the indicator is hidden, but when the indicator rises to 0.5, an overdose condition appears in the health tab.
When taking heavy substances, the indicator increases by 0.18-0.35 per piece (0.08-0.14, from penoxycillin).
Light substances such as joints, alcohol, psychic tea and ambrosia do not cause an overdose.Some substances can cause an overdose by accident, increasing it by a random number from 0.1 – 1.
- An overdose of 50-75% leads to a decrease in consciousness by 50% and sometimes causes vomiting, reducing satiety.
- An overdose of 75-99% results in loss of consciousness and a small chance of death or brain damage (on average once every three days while in this state).
- Overdose 100% leads to death.
The overdose rate decreases from 100% to 0% per day.
Tolerance
With each dose, this figure increases and slowly falls if you stop taking the substance.When this level is higher than what is safe, there is a chance that a certain part of the body that is dependent on the drug will be damaged.
In addition, depending on the tolerance, the effect of the substance will last less time. Here is how long the effect will last when taking a certain drug with maximum tolerance:
- Alcohol: 1 hour
- Ambrosia: 4 hours
- Psycho Flakes: 2 hours
- Psycho powder: 3 hours
- Psycho tea: 2 hours
- Smokeleaf School: 3 hours
Tolerance does not affect the strength of the substance’s effect.
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