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What good do memories do you here? [...]
—You Need to Let Go


Insanity is a broad term for the widespread violent mental illnesses plaguing the survivors of the Great War. Insanity is caused by a large variety of factors, mainly including indiscriminate killing, cannibalism, use of hard drugs, addiction, and general trauma.

Total Sanity[]

Sanity is rated on a scale of 100 down to 0. When a player's sanity drops below zero, they become insane. This is not permanent, as a player can always bring their sanity back above zero if they have an ample supply of sanity-restoring chems, alcohol, and food. While there is no limit to how far one's sanity can go below zero, maximum sanity is capped at 100.

Positive Actions Sanity
Taking Thorazine +10
Taking Calmex +5
Taking Mentats of any kind +3
Consuming Fire Belly +2
Drinking Gwinnett Beverages, Whiskey, Vodka +2
Taking Bufftats +1
Eating Brain Fungus +1
Drinking Beer, Wine +1
Eating any cooked pre-war food +1
Negative Actions Sanity
Eating raw meat or any uncooked pre-war food -1
Eating Strange Meat -2
Killing an adult -2
Taking Mystery Spit -2
Drinking Fungal Purge -2
Taking Jet -2
Taking Psycho -3
Killing a child -10
Using Mysterious Serum -10

Effects of insanity []

An insane character suffers -3 to their Charisma and Intelligence stats, affecting all derived abilities.

As a consequence of their mental state, insane survivors will also be subject to the following effects:

  • Drastically lowered accuracy with ballistic and energy weapons due to their inability to concentrate on aiming properly. This also affects scope usage, even if the Survivor is trained in their use and tries to stabilize aim by holding breath.
  • V.A.T.S., while still usable, will completely fail to support the Survivor's aim for attacks when using weapons other than unarmed or melee.
  • Attackers will deal 10% less damage to the player character, presumably owing to their inability to assess an insane Survivor's behavior and subsequently failing to deploy effective offensive strategies.
  • Additionally, attackers also fail to deploy proper defensive strategies and are subject to 10% increased damage if the Survivor is wielding unarmed or melee weapons.
  • Any trader will try to take advantage of the Survivor's mental state, by charging maximum prices and only handing out pocket money for items sold to them. Survivors having reached rank 2 of the Trader perk will be able to counter and avoid this scam.
  • An insane Survivor will enjoy improved sneaking capabilities and is 25% harder to detect, presumably due to paranoia.
  • Also, insane Survivors will sprint faster and suffer less damage from attacks while doing so.

Notes[]

As the Survivor's exact level of sanity is not displayed in game, the following console command may be used for getting the current, exact numerical value:

player.getav aasanity
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