Emotional State: Difference between revisions
From MENACE Official Wiki
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! style="width: 13%" | May escalate to | ! style="width: 13%" | May escalate to | ||
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| style="text-align: left | [[File:Emotional state 03 114x114.png|40px]] Determined || This character is determined to pull through any challenges put in front of them, they have their discipline increased by 15% || 5 || | | style="text-align: left | [[File:Emotional state 03 114x114.png|40px]] Determined || This character is determined to pull through any challenges put in front of them, they have their discipline increased by 15% || 5 || Stabilized by another SL || Euphoric | ||
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| style="text-align: left | [[File:Emotional state 13 114x114.png|40px]] Eager || Reduces movement costs by 2 per tile || 5 || Enemies killed || Euphoric | | style="text-align: left | [[File:Emotional state 13 114x114.png|40px]] Eager || Reduces movement costs by 2 per tile || 5 || Enemies killed<br>Stabilized another SL || Euphoric | ||
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| style="text-align: left | [[File:Emotional state 08 114x114.png|40px]] Overconfident || Overconfidence leads to increased risk taking but can also be beneficient to combat performance: -10% defense and +10% Accuracy. || 5 || ? || Euphoric | | style="text-align: left | [[File:Emotional state 08 114x114.png|40px]] Overconfident || Overconfidence leads to increased risk taking but can also be beneficient to combat performance: -10% defense and +10% Accuracy. || 5 || ? || Euphoric | ||
Revision as of 17:25, 26 February 2026
Emotional states are temporary buffs or nerfs that are given to squad leaders or pilots after they experience certain types of events. For example, receiving HP damage in a round can result in the 'bruised' state, which may escalate to the 'injured' state if further damage is sustained.
Characters can hold multiple emotional states at once. Some negative states can temporarily be avoided by using certain Accessories, like drugs.
Currently, the game has X emotional states in total (Y positive and Z negative).


