Psycho: Difference between revisions

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Added whole for the drug + withdrawal etc.
 
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|overdose= Knockout(-200 current AP), +200 fatigue, 5% chance of cardiac arrest.
|overdose= Knockout(-200 current AP), +200 fatigue, 5% chance of cardiac arrest.
|addiction=-4 Charisma, -2 Endurance, -30 max [[Hit points|HP]]
|addiction=60% chance to become addicted, -4 Charisma, -2 Endurance, -30 max [[Hit points|HP]]


|base price=400
|base price=400
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|tools=n/a
|tools=n/a
}}
}}
Psycho is a powerful and costly combat stimulant. Because its addiction penalties are significant, it is recommended for use only when absolutely necessary.
== See Also ==
*[[:Category:Drugs| Drugs]]

Latest revision as of 13:40, 13 March 2026

Psycho
Description An unique delivery system containing unusual and unknown chemicals, most likely of military origin. It is supposed to increase the combat potential of a soldier.
Instant Effects +18% overdose, +20 current HP, +2% drunkenness, revive from unconsciousness, removes bleeding, wounds, and fractures. + Phase 1.
Effects Over Time
Phase 1 (30 minutes)
+4 Melee damage, +10 Critical Resistance, +6 Damage Resistance (all types); +2 Damage Threshold (all types), +10 Armor Class, +5% running speed,
Phase 2 (60 minutes)
-100 Critical Resistance, -100 Armor Class, -1 AP regen; -4 Inteligence
Addiction Effects 60% chance to become addicted, -4 Charisma, -2 Endurance, -30 max HP
Overdose Effects Knockout(-200 current AP), +200 fatigue, 5% chance of cardiac arrest.
Base Price 400
Weight 256 g
Volume 10
Drug type Combat
Material Glass
Craft
Ingredients
n/a
Tools
n/a


Psycho is a powerful and costly combat stimulant. Because its addiction penalties are significant, it is recommended for use only when absolutely necessary.

See Also