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− | {{rewrite|reason= | + | {{rewrite|reason=Currently written in descriptive language, but needs mechanical specifics. also needs info on WoI and analysis section}} |
− | + | Colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of the mentally inspired colonist. | |
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− | Colonists with a high | ||
− | + | At 100 mood, a colonist has an inspiration on average once every 10 days. This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation for them, to push them over the edge into inspiration. | |
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− | + | Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Traits#Tortured artist|Tortured Artist]] trait have a 50% to gain an Inspired Creativity inspiration after a [[mental break]] ends (with a possible exception of "Run Wild" mental breaks<sup>(verify?)</sup>). These pawns can be manipulated to create better artworks* by intentionally giving them a generally poor environment (awful accommodations/barracks, poor food (or outright malnutrition), no access to recreation, and/or any other stressers). | |
− | + | : (* or furniture or craftables, if your tortured artist is capable of [[construction]] or [[crafting]], respectively. Note that making "weapons" falls under the "crafting" skill.) | |
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− | + | == Go frenzy == | |
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{{Quote|<NAME> will move faster for the next 8 days.}} | {{Quote|<NAME> will move faster for the next 8 days.}} | ||
− | + | : Colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as s/he feels inspired. | |
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− | + | :* '''Base duration:''' 8 day | |
+ | :* '''Minimum skill:''' None | ||
+ | :* '''Incompatible Trait:''' [[Traits#Slowpoke|Slowpoke]] | ||
− | + | == Inspired creativity == | |
{{Quote|<NAME> The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}} | {{Quote|<NAME> The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}} | ||
− | {{See also|Quality}} | + | : A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next one (1) object created. |
− | + | {{See also|Quality}} | |
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− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3 | ||
− | + | == Inspired recruitment == | |
{{Quote|<NAME> will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}} | {{Quote|<NAME> will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}} | ||
− | + | : Colonist gains insight on how to recruit prisoners into the colony. S/he will successfully recruit the next prisoner s/he attempts to recruit, regardless of difficulty or remaining resistance. | |
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− | + | : To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. | |
− | + | : The inspiration ends after a prisoner is recruited. | |
− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' [[Skills#Social|Social]] 3 | ||
− | + | == Inspired surgery == | |
{{Quote|The next time <NAME> performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}} | {{Quote|The next time <NAME> performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}} | ||
− | + | : Colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}} | |
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− | + | : The inspiration ends after a surgery is performed, even if the surgery fails. | |
− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' [[Skills#Medical|Medical]] 3 | ||
− | + | == Inspired taming == | |
{{Quote|<NAME> will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}} | {{Quote|<NAME> will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}} | ||
− | + | : Colonist is inspired to tame an animal. S/he will successfully tame the next animal regardless of difficulty. S/he will not be able to tame any animal that s/he does not have the requisite skill level to tame however. | |
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− | + | : The inspiration ends when an animal is tamed. | |
− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' [[Skills#Animals|Animals]] 3 | ||
− | + | == Inspired trade == | |
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{{Quote|<NAME> will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}} | {{Quote|<NAME> will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}} | ||
− | + | : Colonist is inspired to obtain a great deal. S/he will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]]. | |
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− | + | : After one successful trade deal, the inspiration ends. | |
− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' [[Skills#Social|Social]] 3 | ||
− | + | == Shoot frenzy == | |
{{Quote|<NAME> will shoot more accurately for the next 8 days.}} | {{Quote|<NAME> will shoot more accurately for the next 8 days.}} | ||
− | + | : Colonist is somehow inspired to shoot more accurately and will shoot as if s/he has +8 additional shooting levels. | |
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− | + | : This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter. | |
− | + | :* '''Base duration:''' 8 days | |
+ | :* '''Minimum skill:''' None | ||
+ | :* '''Incompatible Trait:''' [[Traits#Brawler|Brawler]], non-violent | ||
− | + | == Work frenzy == | |
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}} | {{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}} | ||
{{Quote|<NAME> will work faster for the next 8 days.}} | {{Quote|<NAME> will work faster for the next 8 days.}} | ||
− | + | : Colonist suddenly becomes significantly more productive and will have her/his [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. | |
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− | + | :* '''Base duration:''' 8 day | |
− | + | :* '''Minimum skill:''' None | |
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== Legacy inspirations == | == Legacy inspirations == | ||
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=== Inspired art === | === Inspired art === | ||
− | * '''Base duration:''' 8 days <br> | + | |
+ | : A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. | ||
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+ | :* Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19. | ||
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+ | : '''Base duration:''' 8 days <br> | ||
: '''Minimum skill:''' Artistic 6 | : '''Minimum skill:''' Artistic 6 | ||
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== Version history == | == Version history == | ||
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration. | * [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration. | ||
− | * | + | * In 1.1, the Inspired taming inspiration was added. |
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[[Category:Characters]] | [[Category:Characters]] | ||
[[Category:Status Level]] | [[Category:Status Level]] |