Editing Hearts' Game (Guide)
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*The primary positive quality for a Round is {{IL|Poisoner's Progress}}, which is generated by offensive actions of accomplices and tracks how close you are to winning the round. You win when Progress reaches level 8 (36 CP). | *The primary positive quality for a Round is {{IL|Poisoner's Progress}}, which is generated by offensive actions of accomplices and tracks how close you are to winning the round. You win when Progress reaches level 8 (36 CP). | ||
− | * The secondary positive quality is {{IL|Poisonous Preparation}}, which is gained from supportive actions of accomplices and unlocks specific actions. Such actions increase the utility of accomplices, but generally have high-difficulty challenges attached. Some of these options require only 1 level of Preparation; others require as much as | + | * The secondary positive quality is {{IL|Poisonous Preparation}}, which is gained from supportive actions of accomplices and unlocks specific actions. Such actions increase the utility of accomplices, but generally have high-difficulty challenges attached. Some of these options require only 1 level of Preparation; others require as much as 6. Preparation is not used up when taking one of these actions, with one exception. |
*The main negative quality for a Round is {{IL|Elusiveness of your Target}}, which cannot be decreased. The Round ends in a loss when this reaches level 8 (36 CP), except in case of a tie which is resolved in favour of the player. Almost all actions that you can take during a Round have a chance to increase Elusiveness by 2–3 CP on success or failure. This chance increases as the match develops, with the probability resulting from the following equation: <code>(turn number - 2) / 7</code>. After 9 turns, Elusiveness becomes a ticking clock. Additionally, a handful of actions can guarantee its increase. | *The main negative quality for a Round is {{IL|Elusiveness of your Target}}, which cannot be decreased. The Round ends in a loss when this reaches level 8 (36 CP), except in case of a tie which is resolved in favour of the player. Almost all actions that you can take during a Round have a chance to increase Elusiveness by 2–3 CP on success or failure. This chance increases as the match develops, with the probability resulting from the following equation: <code>(turn number - 2) / 7</code>. After 9 turns, Elusiveness becomes a ticking clock. Additionally, a handful of actions can guarantee its increase. |